Sigurd von Nibelung

Lord Sigurd von Nibelung is a German nobleman, warrior, and sentinel. Alongside his twin brother, Siegfried, Sigurd is one half of a reincarnation of Sigurd the Dragon Slayer, though he is the part of Sigurd that was remembered by the Norse. Sigurd was part of Odin's Einherjar
==Biography==
===Early Life===
Sigurd von Nibelung was born in the Rhineland, Germany as the son of Sigmund and Sieglinde von Nibelung and the twin brother of Siegfried von Nibelung. Siegfried and Sigurd were both half of the legendary warrior Sigurd.
Sigurd knew of his origins from a young age and was proud of them. As the eldest son, Sigurd was the one set to inherit the von Nibelung holds. Despite this, Sigurd wished to be a warrior like his original life and began training since he was about seven years old. Sigurd would be trained by a relative in Iceland in all ways of being a warrior and he lived with some of the new Norse tribes there. By the time that Sigurd was 15 years old, he had already become a very respected warrior and was one of the strongest men in the tribe he lived in. 
Sigurd would meet a woman named Brynhildr when he was about 16 years old. Brynhildr was the reincarnation of Sigurd Fafnirsbane's first wife, also named Brynhildr. Like their original lives, the two fell deeply in love with each other and they began dating. By the time they reached 20 years old they had married and they had a child, Aslaug, when they were 25. 
==Personality==
Sigurd was quite similar to his original life, though his own experiences have lead to some distinct differences.
Sigurd was a somewhat rough and boisterous man, though he was also a mostly kind one. Sigurd was very confident himself to the point that some might mistake it for arrogance, though in truth it was well-earned pride. Because of his loud and roguish personality, many might assume that Sigurd was an idiot, though it would be quickly apparent that was not the case. Sigurd was a strong leader and a very intelligent individual.
Sigurd was a practitioner of the Norse beliefs and had a pact with Odin. While Sigurd's brother, Siegfried, was a devout Christian, they did not let it impact their relationship negatively and respected one another's beliefs. 
While Sigurd was a bit of a rogue, he did enjoy helping people and was quick to offer aid to others. Sigurd may seem rough around the edges and more like a bandit than a nobleman, but he was a valiant man when it came down to it. Sigurd loved fighting, though he was a notoriously brutal combatant. Unlike his more honorable brother, Sigurd was the type of person to use what could be considered dirty tactics and he would readily admit to it. Sigurd had no shame in his combat style and in fact found joy when others did the same. 
==Appearance==
===Physical Appearance===
Sigurd was a German male with silver hair, light blue eyes, and pale skin. Sigurd was a tall and muscular man, standing at 6'4" and weighing at about 250 lbs. While very muscular, Sigurd was also quite lean and had a build perfect for his warrior lifestyle
Sigurd had thick and wavy silver hair that was quite long and lustrous. Sigurd's hair was long and silky, being soft to the touch. Sigurd's hair ended just below his shoulders and he had bangs that framed his face. Sigurd's hair was rather messy and a little spiky, especially toward the back. 
Sigurd had almond shaped eyes that were generally filled with mirth and ferocity. Sigurd's eyes were a vivid and beautiful shade of light blue and were compared to glaciers. Sigurd's gaze could be very intense at times, but he was usually more affable. When Sigurd was angry his eyes burned with rage while also looking as cold as ice. Sigurd had long and thick eyelashes and he had small and thin eyebrows.
Sigurd had an oval-shaped face that was perfectly symmetrical and slightly androgynous in appearance. Sigurd had high cheekbones, a small, straight, and sharp nose with small nostrils, average sized ears with attached lobes that were pierced for his earrings, somewhat thin lips that were a light pink in color, white teeth, a strong and sharp jawline, and a strong chin that ended in a rounded point. Sigurd had sharp and chiseled facial features. Sigurd had a short but full beard at most times. Sigurd's right eye had a small scar going over it, though it did not impact his vision at all. 
Sigurd's body was very well proportioned and he had long arms, a long torso, and long legs. Sigurd had a long and muscular neck, broad shoulders, a vast and muscular back, well-muscled and toned arms, large hands with long, slender, and dexterous fingers, a chiseled chest, a flat stomach with ten-pack abdominal muscles, a narrow waist with a V-Shape, muscular legs with thick thighs and strong calves, and large feet. Sigurd had light amounts of chest hair as well as some hair on his arms and legs, though it could be hard to see with how light it and how little there was. Sigurd had smooth and soft skin, aside from a few scars on it. Sigurd's skin was very pale and creamy, but it was still very healthy looking. Sigurd apparently sunburnt very easily because of how fair his skin was. Sigurd had a variety of blue runic tattoos on his body, though they were hidden by his clothes. When Sigurd used his full power, his runes glowed with magic. Sigurd was apparently very well endowed, though he didn't brag about it often. Sigurd apparently smelled like freshly fallen snow.
Sigurd had a deep, soothing, and soft voice with an Icelandic accent. Sigurd had a more German accent originally, though it faded for his current one as a result of the time he spent there. Sigurd mostly spoke very informally, though he could speak more formally when he needed to be. Sigurd was very boisterous and spoke loudly and proudly. Sigurd had a booming laugh. Unlike his brother, Sigurd had a terrible singing voice. 
Sigurd's general demeanor was confident and affable. Sigurd openly expressed his emotions and wore his heart on his sleeves. While he could come off as a scoundrel and swore like a sailor, Sigurd still acted courteous and kind to almost everyone he met. Sigurd's natural expression was that of a genuine smile. Even in battle, Sigurd tended to smile unless the situation was dire.
Sigurd was considered extremely handsome by many. Sigurd's roguish charm and rugged good looks made him very attractive to many. Sigurd was also considered a very pretty man, though his beard and rougher exterior made this aspect hard to notice. Sigurd was considered a hunk by many. While very proud of his looks, the only person whose opinion he regarded about them was his wife.
Sigurd looked quite similar to his brother, Siegfried. While they were identical twins, they ended up developing differently. Both were extremely handsome men with silver hair, light blue eyes, and pale skin with the same face but they had differences with Siegfried being taller, slightly more muscular, having longer hair, being unable to grow body hair, and he lacked Sigurd's scars and runic tattoos. Sigurd claims to have a nicer butt than Siegfried does, which Siegfried didn't argue against (though Kriemhild argued on his behalf, much to his mortification).
==Attributes==
===Stats===
Strength	Speed 	Agility 	Dexterity	Endurance	Durability	Willpower	Combat Skills
S+ 	A+ 	A 	A 	S++ 	S++ 	S++ 	S+
Stealth 	Perception	Intelligence	Wisdom 	Mana 	Drives 	Charisma 	Luck
D+ 	A 	B++ 	B+ 	A 	A 	A 	D
===Combat===
===Abilities===
====Physical Abilities====
Superhuman Strength: Sigurd possessed tremendous strength that was far greater than what a normal human could ever hope to attain. Sigurd's strength was so great that he often had trouble controlling it when he was younger, though he has since lost this weakness through training. Sigurd can easily lift and throw cars without a sweat, slay giant monsters without question, and could passively crush a man's skull with a single hand as though it were nothing. Sigurd regularly cuts monsters in half as though they were papier-mâché, could forcefully hold open the jaws of a dragon, cut through marble columns with his sword, could shatter concrete with a single strike, could puncture steel, and could throw javelins hard enough that they act more like missiles than spears. Sigurd's strikes left gusts of wind in their wake and with enough strength, these gusts could also be used to push anyone who was hit by them back. This strength also extended to his legs which allowed him to move extremely fast and leap great lengths and heights. Sigurd's strength allowed him to use extremely heavy weapons and equipment that normal people could not find feasible.
Superhuman Senses: All of Sigurd's senses are enhanced to a great degree, especially his senses of sight, smell, and hearing. Sigurd could see at least 400 kilometers away and possessed perfect night vision, allowing him to see clearly in the dark. Similarly, Sigurd could smell and hear things from great distances and could pick up on even the subtlest of scents or sounds. Sigurd's sense of touch and taste are also enhanced though not as great as his other senses.
Superhuman Speed: Despite his size and heavy equipment, Sigurd was much faster than he appeared. Sigurd was capable of moving at speeds that rivaled cars and he could even flash step. Sigurd regularly attacked at blinding speeds that were extremely hard or even impossible to see if one were not accustomed to such feats.
Superhuman Stamina: Sigurd had a seemingly never ending amount of stamina and endurance. Sigurd could fight for hours without getting tired. Even when carrying extremely heavily items and armor, Sigurd could continue moving without rest as though he was unencumbered.
Superhuman Durability: Sigurd is much more durable than a normal human, but he could still be killed by conventional means.
Healing Factor: Sigurd had a significantly stronger healing factor than most people. Sigurd could heal from most minor wounds within minutes or even seconds. Wounds that could take months to heal only took weeks or even days. Injuries that one might never recover from, Sigurd could eventually heal from, though it would take quite a while. Sigurd could not regrow or reattach limbs and he could still be killed by conventional means or taking enough damage.
====Mental Abilities====
Gifted Intelligence:
Strong Instincts:
Logical Reasoning:
====Social Abilities====
High Charisma
====Spiritual Abilities====
Indomitable Will:
Immense Courage
====Supernatural Abilities====
Magic Resistance: Sigurd is extremely defensive against all kinds of magic. Any spell that does not reach a certain potency will be instantly nullified the instant it is used on him and any magic that breaches that potency will be reduced a great deal. Only the most powerful types of magic can break through his natural defense or void it entirely, such as those from Gods, high-level Demons, Devils, Dragons, Fae, or comparable beings. He is able to resist magic that attacks his mind and can shake off most magical attacks with barely a scratch. Sigurd could also selectively allow certain magics through if he wished.
===Skills===
Master Swordsman: Sigurd is an exceptional swordsman, being one of the greatest in his generation. Sigurd used longswords and short swords. Sigurd could even dual wield his swords without a problem. Sigurd fought in the German school of fencing and is considered a master of it. Sigurd could fight defensively or offensively with a sword and had a range of movement options, though he preferred offense. Sigurd used all parts of the sword as a weapon and in his hands a sword could function as a spear, shield, war hammer, or even a long range weapon. Sigurd was capable of launching gusts of powerful wind with every strike, could chop hails of bullets in half with speed and accuracy, could deflect a barrage of projectiles, and could unleash a flurry of strikes in an instant. Sigurd's fighting style was mostly centered on powerful strikes, though he didn't sacrifice speed with his attacks. Sigurd has thrown swords like javelins to powerful effect and regularly cuts monsters and even people in half like a hot knife through butter.
Master Knife Fighter: Sigurd was very skilled with a variety of knives and daggers. Sigurd has learned a variety of different ways to fight with knives and was skilled at using them as melee weapons or by throwing them. Knives were not Sigurd's primary weapon, but he did use them to augment his fighting style and could fight with them as his main weapon if he didn't have access to another. Sigurd could throw dozens of knives and daggers at once all with the speed and strength to puncture through solid steel as though it were tissue paper.
Master Martial Artist: Beyond his skill with weapons, Sigurd was skilled with unarmed martial arts. While not exceptional, he is knowledgeable enough to find a style that works for him and his experience, speed, and strength mean that few could genuinely outclass him unless they specialized in it. Sigurd practiced boxing and wrestling, specifically Glima. Sigurd often used this skill alongside his swordsmanship.
Skilled Tactician/Strategist: Sigurd was a seasoned combatant and was very capable of using his mind in battle. Sigurd is a very quick thinker and can come up with several plans to assure victory.
Skilled Swimmer: Sigurd was quite skilled at swimming being able to swim without problems even when being encumbered by armor and weaponry. Sigurd was good enough to keep track with and even beat other skilled swimmers while wearing full plate armor. Sigurd was also skilled at diving and could hold his breath for at least 30 minutes.
Multilingual: Sigurd could speak German, Latin, English, French, Italian, Norwegian, and Icelandic.
Skilled Survivalist: Sigurd was a seasoned survivalist and had great knowledge of how to survive in the wilderness. Sigurd is capable of crafting, camping, hunting, fishing, foraging, building shelters, and other related skills.
First-Aid: Sigurd knew some first-aid, but was not an expert.
Blacksmith: Sigurd apprenticed under a blacksmith in his youth and specialized in making blades (such as knives, daggers, swords, polearms, and axes), shields, and armor pieces. While not exceptional, he is licensed and is good enough to make and maintain his own equipment.
====Magic====
Sigurd had immense magical potential, especially with runes. Sigurd had a naturally high supply of mana that came from descent from Odin. Sigurd naturally had affinities with fire and ice magic, and his skills with runic magic was immense.
=====List of Spells=====
Awakening: Awakening refers to the ability to unlock the energies of others. It is done by flooding the energy channels with some sort of energy (whether it is mana, qi, or other similar energy). While harmless and exclusively beneficial when done right, when done wrong or done by someone with bad intentions it could be very dangerous and even fatal. Performing the technique also took a substantial amount of mana to do, which could be exhausting for the performer. With Sigurd's mana reserves, he could awaken dozens if not hundreds of people without a second thought or a hint of fatigue.
Banishment: Sigurd is capable of using a spell to banish organisms and objects to other locations such as other dimensions (i.e. sending a demon back to hell).
Binding: Sigurd is capable of using a spell to bind a person or object with magic. Sigurd must consciously keep binding them and it lasts for as long as he is pumping mana into them. Those with a high enough will, strength, or magic resistance will simply break free after enough time or effort.
Bounded Field: Bounded Fields are a type of spell where a magical effect is placed in an area of effect.
* Alarm: Sigurd is capable of setting down a bounded field that acts as a sort of burglar alarm that warns him if someone has entered into the specified area. This alarm can either make a noise or be silent such that only Sigurd could hear it.
* Barrier: Sigurd is capable of laying down a barrier that blocks people, objects, or magic spells from passing it, unless they have a counter-spell or high enough magic resistance.
* Repellants: Sigurd is capable of laying down bounded fields that do not harm someone but gives them a sense of unease or immense pressure that causes them to avoid the area affected.
* Security: Sigurd is capable of laying down a bounded field that attacks anything within it. The most common way that Sigurd does this is by laying down a field that simply blasts intruders with energy or elemental magic.
* Warp: Sigurd could place bounded fields in certain areas which he always wanted to reach. Sigurd could then teleport to that area instantaneously, as well as bring anyone he wanted with him. Sigurd could leave as many warps as he wished.
Counter Spell: A counter spell is a type of spell that reverses the effect of another spell, though it's effectiveness is dependent on how much magical energy was used to power to counter spell and how much mana was placed into the spell being countered.
Elemental Magic: Sigurd is capable of manipulating certain elements as he wishes.
*Cryokinesis: Sigurd is capable of creating and manipulating ice to create various constructs for a variety of purposes.
**Frost Resistance: Sigurd had a near immunity to frost, though he could still feel ice normally and supernatural frost still affected him.
**Ice Breath: Sigurd could focus his ice magic through his mouth and breath out frost like a dragon. This can be several balls of ice/frost or a continuous stream.
**Ice Emission: Sigurd could force his body to emit a great coldness that froze most thing around him. Sigurd was essentially enveloped in a forcefield made of ice. It also had the effect of making him immune to the heat as his internal coldness allowed him to ignore it's effects. This cold could not be detected by technology or others unless Sigurd deliberately willed it to happen.
*Pyrokinesis: Sigurd is able to create and manipulate fire, though only fire that he creates.
**Fire Ball: Sigurd could fire fireballs from his body (usually his hands), from his weapons, or from his glyphs.
**Fire Breath: Sigurd could focus fire through his mouth and breath out fire like a dragon. This can be several fireballs or a continuous stream like a flamethrower.
**Fire Emission: Sigurd could cause his body to emit an intense, burning heat that melted most things around him. He was essentially enveloped in a forcefield made of fire. It also had the effect of making him immune to the cold as his internal heat allowed him to ignore it's effects. This heat could not be detected by technology or others unless Sigurd deliberately willed it to happen.
**Fire Resistance: Sigurd had a near immunity to fire, though he could still feel heat normally and supernatural fire still affected him.
**Flame Dash: Flame Dash was a spell that allowed Sigurd to transform himself into a giant fireball and be launched in a direction of his choosing, burning anything in his way. This fire could either be holy fire or demonic fire both of which burned the soul and could not be countered by water.
Enchantments: Sigurd is able to cast enchantments on himself, objects, or others for a brief duration of time to enhance them. They are not permanent and their effectiveness depends on how much mana he expends casting it.
* Speed
* Strengthen
Familiar Summoning: Sigurd has made contracts with magical familiars whom he can summon. These familiars share their senses with Sigurd so as long they are summoned, Sigurd can see, hear, smell, feel, and taste anything that they do if he so wishes. Strictly speaking, as a magical familiar they only needs to sustain itself on Sigurd's mana and nothing else, but consuming something else is helpful in conserving mana and some familiars want to consume things even if they don't need to.
*Grani: One of Sigurd's familiars is the magical horse, Grani. Grani is a very large, strong, and fast horse with immense endurance. Grani is a descendant of Sleipnir. Aside from his size and power, Grani can sprout wings and fly for certain distances like a Pegasi. Grani can be "killed" but he is very durable and even should he "die", it is only temporary and Sigurd can summon him again a week after his passing. Grani doesn't need to eat, but wants to and Sigurd is happy to care for it like any other horse.
Glyphs: Sigurd was capable of creating glyphs around him. These glyphs could be used as shields or platforms and could be used to assist his magic use by focusing it more, acting as magical circles. When used as magic circles the glyphs focus magic to be used to empower or depower anyone who is in them, to teleport, or to launch magical energy offensively.
Healing Magic: Sigurd has the ability to use magic to heal others, but not himself. Sigurd's healing magic is powerful, but he does not specialize in this form of magic.
Mana Attacks: Sigurd can use pure mana in the form of energy attacks.
*Mana Beam: Sigurd could fire a continuous beam of pure mana from either his body or focused through an object, though it cost a great amount of mana to initiate and quickly burned through mana to do so. Sigurd mostly focused the beam either from his hands or from one of his swords. The power, size, and range of the energy beam depended on how much mana he put into the technique. Sigurd could imbue his beams with an elemental effect at the cost of additional mana.
*Mana Blade: Sigurd could envelop part of his body or an item he is holding with mana that sharpens to the point of being a blade. These mana blades were very sharp and only added to the sharpness of any existing blade it was used on. Sigurd used this to turn his hands or feet into emergency blades, turn mundane objects into viable weapons, or to super enhance his bladed weapons to extreme sharpness. Sigurd could also use this to create bigger blades. The more energy that Sigurd used to create these blades the sharper the edge was or the larger it could be. Sigurd could also imbue his Mana Blade with one of his elemental affinities, though this did cost more mana.
**Mana Chainsaw: Sigurd could use a variant of Mana Blade that allows him to envelop something with magical energy in a similar fashion to a chainsaw. It is very good for making massive wounds and for tearing away at a target. The more energy that Sigurd used to create this chainsaw, the sharper and faster it became to the point that it could easily carve through almost anything. As his magical affinities were fire, ice, and light, Sigurd could imbue his mana chainsaw with those elements at the cost of additional mana.
*Mana Blast: Sigurd could fire a concentrated blast of mana from his body or weapon, though it costs quite a bit of mana and needed a good amount of control to do so. Sigurd could fire it from his weapons or from a body part like his hands, though he could also emit it from his body as an unfocused blast. The power, size, and range of the blast depended on how much energy he put into the attack. As his magical affinities were fire, ice, and light, Sigurd could imbue his blast with those elements at the cost of additional mana.
*Mana Bolt: Sigurd could fire a bolt or ball of pure mana that does some damage and is relatively economical to use. Sigurd typically fired them from his hands or from a weapon, but he also used his glyphs to fire them. Sigurd could create as many bolts as long as he had the mana to afford it. The power, size, and range of the bolt depended on how much energy he put into the attack. As his magical affinities were fire, ice, and light, Sigurd could imbue his bolts with those elements at the cost of additional mana.
*Mana Impact: Sigurd could create a shockwave from any impact he made. This shockwave sent anything within the radius of the impact into the air and did damage to anything in that radius. Sigurd could also use it to cushion any damage he would ordinarily take from falling. The amount of mana consumed depended on the impact (such as how long he was falling or how hard he was striking) and how big he wanted the shockwave to be. As his magical affinities were fire, ice, and light, Sigurd could imbue his shockwaves with those elements at the cost of additional mana.
*Mana Slash: When using a bladed weapon, Sigurd is capable of firing a slash of energy from the blade that goes for a fair bit of distance. Sigurd has mastered this such that he could launch barrages of slashes without yielding. The power, sharpness, size, and range of the slash depended on how much energy that Sigurd put into it. Sigurd could also imbue it with an element, though this did cost more mana.
Mana Sense: Sigurd is capable of sensing the mana around him. As long as that person is not actively suppressing their mana, then they can be sensed.
Mana Suppression: Magic Suppression is the ability to suppress one's own mana so that they cannot be sensed.
Reinforcement: Reinforcement is the ability to use mana in order to strengthen, or reinforce, something. Sigurd is capable of using reinforcement on himself or on objects and even organisms that he is touching. This allows Sigurd to bring the best qualities of something and magnify them, pushing them to their limit. Reinforcement is simple in theory but difficult to master. At low to moderate levels of reinforcement, it was mostly harmless, though at higher levels it could have disastrous consequences if done wrong. Basic reinforcement simply involves pushing one's mana into an object or body part in low amounts, though higher levels requires knowledge of the inner workings of the item being reinforced and careful use of mana being pushed into it. At a certain level, Reinforcement also allows one to harm spiritual or spectral bodies, due to it being a type of spiritual power that stems from a soul's essence or lifeforce. Sigurd is very skilled with all forms of Reinforcement and he is very efficient in it's use and his drive allows him to reinforce things to immense levels that others could only dream of.
*Body Reinforcement: The practice of reinforcing one's own body. Reinforcement allows someone to magnify their natural abilities and how much it was boosted depended on how much mana was used to do it. While easy in theory, it was very dangerous and difficult to master. Those who did master it have shown the ability to reinforce their body passively, so their natural limits are ignored at all times. This works to increase strength, speed, stamina, durability, agility, reflexes, and the senses. While it can be used on the entire body all at once, it can be focused on a particular body part to enhance it immensely (such as focusing on one arm for added strength or focusing on the eyes so that one can see kilometers away or see in the dark). It can also be used to allow them to go without eating or sleeping for longer. Sigurd had great control of the technique, though he had difficulties with conserving his mana to efficient levels, though his body was powerful enough to avoid much of the danger associated with the ability. Sigurd could also imbue this reinforcement with elemental properties, though this did cost more mana and control.
*Item Reinforcement: Sigurd is able to channel his mana into an item that he is touching to make it even better than it was before. It is primarily used on weaponry so that said weapon does more damage, is more durable, and can make use of mana attacks. There are also more mundane uses such as using mana to make food more nourishing and flavorful or making the edge of a knife sharper. It is hard to master and doing it wrong can damage to item being reinforced, possibly destroying it outright. Reinforcement can also be used to "scan" an object to analyze it and find any deformities, which can then be fixed (i.e. scanning a broken computer to find what's wrong and then using reinforcement to get it working again). While easy in theory, it was very dangerous and difficult to master. It is hard to master and doing it wrong can damage to item being reinforced, possibly destroying it outright. Sigurd could also use this reinforce organisms like animals or even people, though this was much harder than reinforcing a non-living object and if done wrong could be fatal. Sigurd was also skilled at Item Reinforcement and his drive allowed him to boost items to an extreme extent such that even the most mundane of items can become weapons of destruction, though they would almost assuredly be destroyed at as a result. Sigurd could also imbue this reinforcement with elemental properties, though this did cost more mana and control.
Runes: Sigurd is capable of using runic magic to inscribe a variety of different effects on something. Sigurd uses a variety of different runes on his equipment for different purposes such as having runes that make his clothes or weapons unbreakable. It is similar to enchantments but in a physical form and is usually permanent unless the rune is warded off. Sigurd later learned to create runes on thin air, not needing an object to inscribe them. These runes have a variety of effects.
Sealing: Sigurd could use sealing spells to trap magic or organisms into an object or seal away abilities or magics that can't be accessed.
*Mana Sealing: Mana Sealing was a spell that allowed one to lock away or "seal" someone's mana or other related energies so they could no longer be used. It essentially allowed one to take away the magical abilities until their channels are unlocked once again through whatever means they can find. It is dangerous technique that is only used on dangerous criminals.
Translation Spell: Sigurd has a translation spell that automatically translates language into a way that is understandable for Sigurd or someone he is speaking to. It does not give Sigurd the ability to know other languages, but it does allow him to understand what a person is saying or what is being written. It does this in that Sigurd perceives the words in a language he already knows, and vice versa for anyone he is speaking or writing to.
Willpower: Willpower is the ability to exert one's own will on others, taking the form of a terrifying presence or extreme pressure. The most common application of this is for intimidation, by exerting their will on someone they subject them to an immense amount of pressure that will either cause that person to back down or fail, in some extreme cases it has caused people to faint. It can be bolstered by someone's killing intent or bloodlust. It is essentially creating an aura that overwhelms others and stops them in their tracks.
===Techniques===
===Arts===
Dragon-Slayer (A-Rank): Sigurd possesses the Art, Dragon-Slayer. As the original Sigurd was a renown dragon-slayer, so too is Sigurd. When activated, this Art makes it so that Sigurd is a living Anti-Dragon weapon. Anything that has draconic properties will take extra damage from any of his attacks and he automatically gets past their natural defenses.
Flames of the Forge (A-Rank): Sigurd possesses the Art, Flames of the Forge. As the original Sigurd was trained as a blacksmith and so too was Sigurd, they gained this ability. Sigurd could superheat materials just by touching them. Sigurd is completely immune to any and all fire attacks when this art is active. The main use of this Art is for almost instantaneously forging equipment and weapons just by touching metal that can be use for that purpose. It can be used offensively by allowing Sigurd to savagely burn anyone he touches, allows him to melt his opponent's metal equipment to slag, and he can set his own equipment on fire such as turning his swords, knives, or spears into flaming versions or setting his armor on fire so that anyone who touches it is burned. Sigurd also takes advantage of the fire immunity this Art gives him, by activating it when fire is around him to instantly nullify any damage he would normally take.
Man without Fear (B-Rank): Sigurd possesses the Art, Man without Fear. When activated, this art completely eradicates any fear that Sigurd might be feeling. This makes it so that Sigurd can continue on his path without having to worry about the risks.
Berserker (C Rank): Sigurd possesses the Art, Berserker. When activated, Sigurd is turned into a berserker having all of his physical abilities be enhanced at the cost of having his mind clouded with immense rage. 
===Drives===
Draconic Wisdom- Eyes of the Future (A-Rank): One of Sigurd's drives was Draconic Wisdom. This allows Sigurd to receive visions of the future, taking the form of small glimpses into the future. It does not always show information that Sigurd is present for, but it is always information that impacts him. Sigurd cannot control this drive, Sigurd only gets his visions when he needs them. The future that Sigurd sees is not set in stone, so he can not rely on it being 100% accurate. While his vision is technically accurate at the time he receives it, his actions or powerful magic used by others can make sure that future doesn't come to pass. 
Fafnir's Treasure Horde- Dragon's Hidden Fortune (A-Rank): One of Sigurd’s drives was Fafnir's Treasure Horde. This allows Sigurd to store his belongings in a pocket dimension. Sigurd could store anything in his "treasure hoard" that he wished, as long as it was not living. There was no limit to the amount he could store, with him being able to carry anything (aside from living things) inside it. All Sigurd needs to do is touch an object and will it into storage. To retrieve something, Sigurd just needs to think of it and will it into his hands. If it is something that can be worn, Sigurd could also automatically put it on just be willing to be put on him (something comparable to equipping an item or armor set in a video game). Sigurd could also create portals from his treasury to retrieve or launch them as projectiles. Sigurd could also enter into his Treasure Hoard whenever he wished. Time did not pass inside the hoard, so food would not spoil and it retained the temperature when it was put in the store.
Music of the Birds- Communication with Birds (C-Rank): One of Sigurd's drives was Music of the Birds. This allows Sigurd to communicate with birds as though they were people. Sigurd understands all birds on a fundamental level and they understand him. It is essentially a sort of telepathy that is limited to birds. Sigurd can command birds to do his bidding. 
===Other===
Wealth: Sigurd was born into a very wealthy family that has the treasure horde of the Nibelungs and Fafnir.
===Weaknesses===
==Paraphernalia==
===Weapons===
Gram (S++ Rank/EX Rank): Gram was Sigurd's primary weapon. It is one of the most powerful demon swords to ever exist and is the demonic counterpart to Excalibur. It had a range of magical abilities having been forged by Wayland the Smith and it was imbued with divine and demonic energy by Odin. Although it had no seals on it's power originally, Sigurd used his magic to lock it's most powerful abilities away until he had no choice but to use them. Even with the seals in place it is an S++ rank Demonic Sword, though it's true power as an EX rank is unlocked once Sigurd removes the seals. Despite being a demon sword, Sigurd's strong will and fundamentally good nature means it can never corrupt him. Because of how intertwined it is with him, it did not harm Sigurd despite it's nature as the strongest demon sword, having no real cost to it's use. The abilities that Gram has are as such:
*Immense Cutting Ability: Gram was incredibly sharp and never needed to be sharpened. Gram could cut nearly anything that it struck, though certain materials or magics could hamper this ability. Gram cuts through steel easily and even cuts through dragon scales.
**Dimensional Cutting: Gram had the ability to cut through dimensions, allowing for long range attacks and the ability to cut portals that could be traveled through.
*Indestructible: Gram was completely indestructible meaning that it could withstand all damage and use. Gram needed no maintenance to be useful as it's blade never chipped, dulled, or rusted. It did not have this ability originally, though the original Sigurd added to it after he forged it with Regin.
*Elemental Abilities: Gram could create and manipulate the elements including fire, ice, water, lightning, earth, and wind. It could use all of these elements at once, individually, or any combination thereof.
**Weather Manipulation: When it's power was fully unlocked, Gram could manipulate the weather of the surrounding area in all ways, creating all sorts of effects.
*Demonic Energy: As a Demon Sword, Gram was imbued with demonic energy that gave it immense power. The sheer amount of demonic energy in Gram allowed it to do more damage to anything that was not resistant to it and it could actually counter holy magic by overwhelming it. This demonic energy can be focused into slashes that go great distances or even sword beams. Every strike from it's blade and every magical blast was like a curse.
*Anti-Magic Properties: Gram was unaffected by any magic that was cast on it and it could dispel any spell it was used against.
*Anti-Dragon Properties: Gram had anti-dragon properties which allowed it to by pass the defensive magic and natural protection that Dragons had.
*Forever Wounds: Any wound that Gram left could never be healed unless it was something that superseded it's magical ability. Even the tiniest of scratches would never fade without a potent enough magic. This ability is very useful against regenerators.
*Shapeshifting: Gram could shift into any kind of sword imaginable. Sigurd mostly used Gram as a longsword, though he also used it as a short sword, arming sword, bastard sword, estoc, falchion, katana, and zweihander.
*Optimal Strikes: Whatever strike that Sigurd levied were almost always the best attack that could have been made. When it's fully unlocked, Gram will never miss an attack no matter the distance such that it will literally rewrite reality to correct a missed attack or penetrate any defense to make sure the attack lands.
*Return: Whenever Gram was separated from Sigurd, he could always will it back to him.
*Empathetic Blade: Only someone that is worthy to wield Gram is able to wield it, anyone who does not qualify would be harmed when they tried to touch it. To qualify to be a user for it, the person must be strong enough to conquer the blade's will.
*Exceed Ability- Dawn of Ruin: Gram's first Exceed ability allowed it to cause misfortune for all of Sigurd's enemies. While it might take time for it take effect, anyone that is engaged in battle against Sigurd will eventually suffer many mistakes and have fate turn against them. Anything that can go wrong for his enemies, will most likely go wrong for them in the worst way. It takes time to activate and actively draws from Sigurd's mana pool while it is active.
*Exceed Ability- Kraftrennsli: Gram's second Exceed ability was locked behind it's seals. When fully unlocked, Gram's true power of draining the power of others is released. Gram drains the power of others over time whether it is something that it strikes, is being pointed at, or even just draining it's surroundings for power. This power is then absorbed by the sword and can be used to improve all of Gram's abilities or can be transferred so that Sigurd can use it for himself. Gram can handle all the energy it absorbs and stockpiles it for about 30 minutes after it's absorption is stopped. Gram can be used to absorb energy forever and because of it's nature it can drastically weaken the attacks of others by simply absorbing the energy for it's own use. Gram can be used to absorb life energy which is fatal for anything this is used on. The time it takes to absorb power is proportional to how much is being absorbed and it can be done forever for great effect. Because it can infinitely draw power, Gram can destroy almost anything in existence and can eventually reach the ability to extinguish the universe.
*Limit Breaker- Gram Destruction: Gram's Limit Breaker was a massive beam of energy made entirely of Demonic Energy. It collects energy from Sigurd's mana pool, energy from the planet's lifestream, energy from Hell, and the energy it has stockpiled, concentrates it within the sword, and releases it as a massive pillar of destructive energy that cleaves the world in two and has the power to instantly vaporize anything that it is targeted at. It obliterates anything in it's way and causes immense collateral damage, meaning Sigurd must be wary of where he aims it. With enough time, Gram could destroy the universe with a single swing at full power.
Dáinsleif (B-Rank): Dáinsleif is a demonic longsword that Sigurd owns. Dáinsleif is a powerful sword and is a B-Rank Demon Sword. Dáinsleif is a Demon Sword, but Sigurd can use it with no problems and his noble nature allows him to override any demonic influence it has. Despite this it did drain some of Sigurd's life force to use. It has a range of abilities which include:
*Immense Cutting Ability: Dáinsleif was incredibly sharp and it never needed to be sharpened. Dáinsleif could cut nearly anything that it struck, though certain materials or magics could hamper this ability. Dáinsleif cuts through steel easily.
*Demonic Energy: Dáinsleif could use demonic energy for attacks. This energy caused it do more damage to anything that was not resistant to it and it left wounds that were harder to heal. This energy can be focused into slashes that go great distances or even sword beams.
*Anti-Magic Properties: Dáinsleif was unaffected by most magic that was cast on it and it could dispel most spell it was used against.
*Forever Wounds: Any wound that Dáinsleif left could never be healed unless it was something that superseded it's magical ability. Even the tiniest of scratches would never fade without a potent enough magic. This ability is very useful against regenerators.
*Sure Hit: Any stroke that Sigurd uses Dáinsleif for will assuredly hit his target as long as they are in range. While the hit might not be what is optimal or even what was intended, it will still hit them no matter what defense they have and will even warp reality if it needs to. The range of this ability is such that as long as a part of the sword can hit it's target then it will hit it. This also applies if it is thrown, which causes Dáinsleif to home in on it's target to hit it.
*Return: Whenever Dáinsleif was separated from Sigurd, he could always will it back to him. Even at long distances, Dáinsleif will materialize in his hands. Dáinsleif's scabbard has the same feature with it both being able to be willed into Sigurd's hands and Dáinsleif can sheath itself.
*Exceed Ability- Demonic Dáinsleif Slash: Dáinsleif's Exceed Ability allowed it to be focused on a single target who will then be hit no matter what. With this target in mind, Dáinsleif will break reality to always hit it. No matter how far the target is, Dáinsleif will cut through space and time to make sure it is hit. This hit will always be a major blow and it can not be healed unless a potent enough magic is used. It takes about a year from Sigurd's life to use this ability.
Hrotti (C Rank)
Ridill (D Rank)
Throwing Knives: Sigurd had a few throwing knives on his belt which he threw as ranged weapons. Sigurd's throwing knives were quite large but they had no special abilities.
===Equipment===
Sigurd's Armor (B Rank): Sigurd's armor was a set of light armor with magic enchantments. It is virtually indestructible and is resistant to all kinds of magic. It was a light armor and weighed almost nothing, allowing Sigurd to remain agile. Through his magic, Sigurd could summon it on him at any time he wished.