Angrboða

Angrboda (from Old Norse: Angrboða) is the Norse Jötnar goddess of witches and witchcraft, monsters, sorrow, regret, and the patroness of Járnviðr. She was the mother of three children by Loki: Fenrir, Jormungandr, and Hel.

Her emoji is "🧪", referencing a potion.

## Description

Angrboda is a Jotnar Goddess of witches, Járnvid (The ironwood of the trolls), Mothers, Sorrow and regret. She is most well known for being Loki’s Mistress, By which she had three famous children: Hel, Jormungandr, and Fenrir. She is often somewhat malevolent to her children, more in a controlling way the anything else. She knows what is best for them, and from her perspective, what is best for them is to be as strong and monstrous as possible. Still, she’s more often ambivalent, not carrying one way or another for the moralities of mortals.

## Claiming

When Angrboda claims her children, They hear the howl of a mother wolf as a snake Coils around their arms, and (Illusionarily) Half their flesh falls off. Then, their skin is branded when the snakes bites them on the arm with the first symbol of her name:  ᚨ, And everything goes back to normal. Because Angrboda doesn’t like playing favorites with her kids, but does like reminding the less famous ones about the more famous ones.

## Demijötnar Powers

### Major Powers

#### *Mother of Monsters* (Major)

* Angrboda is best known for being the Mother of Fenrir, Jormungandr, and Hel. As Such, Her children are capable of Creating their own Monsters by combining attributes of other animals. It’s best to be careful though: Their’s only so much control a creator can have over their creation. You can also only have one active monster at a time.
* **Level 1-2**: You can combine 2 Non-Magical animals into one Creature! To do so, both animals must be alive, you must touch both of them, and then channel the energy for a solid 10 turns to merge their forms. Afterwards, you have an Monster! Congratulations! However,  a couple of caveats: You have full control of the monster for 10 minutes, or 6 turns. For every turn afterwards, roll a d20. On the first roll, if you roll a 1, the monster breaks free of your control, and often begins to rampage. On the second roll, if you roll a 3, on the third, if you roll a 5, and so on. After creation, you require 10 days to recharge, during which you have horrible symbolic dreams about your crime against nature.
* **Level 3-4**: You can combine up to three Non-Magical animals into one creature! At this point, you’ve begun to do just a tad of necromancy, and can use Dead animals as well as living ones. You place the animals next to each other, Channel the energy for 5 turns, and Voila, You have a brand new monster. You have full control of the beast for 8 turns, after which, it begins to break free. For every turn afterwards, roll a d20. On the first roll, if you roll a 1, the monster breaks free of your control, and often begins to rampage. On the second roll, if you roll a 3, on the third, if you roll a 5, and so on.  After creation, you require 8 days to recharge, during which you have horrible symbolic dreams about your crime against nature.
* **Level 5-6**: You can now combine up to four non-magical animals, and (Here’s The kicker) You can also use one magical animal instead of one of the non-Magical animals! You can still use dead animals, too. The creation process requires the component animals to be close by, and you must channel the energy for 3 turns. You have full control of your new horror for 10 turns After which, it begins to resist you. For every turn afterwards, roll a d20. On the first roll, if you roll a 1, the monster breaks free of your control, and often begins to rampage. On the second roll, if you roll a 3, on the third, if you roll a 5, and so on.   After creation, you require 6 days to recharge, during which you have horrible symbolic dreams about your crime against nature.
* **Level 7-8**: Alright, You’ve now almost achieved the apex of your craft. You can merge up to five animals, although only two of them can be magical, into one horrible amalgamation thing. Yay? You can do this as long as all the component animals are close by, and you must channel the energy for two turns. As well, Your component animals body parts will enlarge to fit the body size of the central beast, so have fun making an elephant with praying mantis claws! After it’s created, You have full control for 10 turns. After 10 turns, Your monster will begin to defy your control. (Hopefully you didn’t use anything intelligent in making it.)  For every turn afterwards, roll a d20. On the first roll, if you roll a 1, the monster breaks free of your control, and often begins to rampage. On the second roll, if you roll a 2, on the third, if you roll a 3, and so on.After creation, you require 4 days to recharge, during which you have horrible symbolic dreams about your crime against nature.
* **Level 8 (Superpower)**: When you reach level 8, choose either the A path,  B path, Or C Path.
	+ **A Path**: Self-Experimentation. You can now Fuse up to Five animals, two of which can be magical, with yourself! The process is the same as level 7’s creation of new monsters. The advantage is, You don’t have to worry about losing control. The disadvantage is, the process of going back to normal after 15 turns of being a monster person is painful, Arduous, and typically leads to regrets about becoming a monster. It takes 6 days of care to recharge from doing this, during which your prone to acting more like the beasts you fused with.
	+ **B Path**: Mega-Monster. You can now, after fusing up to five animals, two of which can be magical, add more animals to your amalgamation! Every two minutes, You can add a new animal to your amalgam by touching both the new animal and your amalgamation. Adding a non-magical animal allows you to increase the number of turns you will have control over the beast by two, Adding a new magical animal allows you to decrease the number of turns you will have control by one. You start off with 15 turns of full control. However, once those turns are up, the beast will immediately go out of your control, typically rampaging and causing a huge mess until some thor kid kills it dead.
	+ **C Path**: Obey your Creator!: You now have perfect control over your creations, and they last as long as you desire them to and they are not destroyed. You can fuse up to five animals, two of which can be magical, into one monster, and you will have total control of it for the rest of it’s tortured existence. You can still only create one monster at a time.

#### *Witch's Tonic* (Major)

* Angrboda is a patroness of witches, in particular, herbalists and apothecaries. She teaches those who are willing to learn from her “School of hard knocks” Style teaching how to brew elixers that can do incredible things… The key for her children is using those to their best ability. This is using “Homebrew” potions for the most part, however, if you want to use a potion from the wiki, it doesn’t count towards your total potions brewed through this power, and you can increase it’s potency based off of your level in this power.
* **Level 1-3**: At this level,  You can brew potions with benefits to the drinker faster than the average person, and they last longer/Are generally more effective. Your potions can do things like heal scars, give a little bit of strenth, or help someone focus. You can have up to two potions with one dose each , and they take 4 turns to brew each. They can last a maximum of 3 turns
* **Level 4-5**: At this level, you can brew even better potions: You brew them faster, They Last almost twice as long and are much more effective. Your potions can do things like Heal third degree burns, Give a lot of strength, Or Help someone solve a complex riddle. You can now have up to three potions with one dose each, and they take 3 Turns to brew. They can last a maximum of 5 turns.
* **Level 6-8**: At this level, Your potion brewing has almost reached it’s peak: You brew them very quickly, They last twice as long at least, their more effective, and you can substitute one ingredient with your own magic. Your potions can do things like regenerate fingers and give someone a temporary power. You can have up to 5 potions at a time, and each has two doses within it. They can grant effects lasting a maximum of 8 turns.
* **Level 8 (Superpower)**: Choose Path A or Path B
	+ **Path A**: Do unto others. Your potions are capable of Doing more things in smaller doses, making them excellent for healing and preparing others for difficult battles. Your potions now all contain four doses. A dose is for human sized beings, so larger ones will require more doses.
	+ **Path B**: Physician, Heal Thyself. Your potions are twice as effective on you as on anyone else. You could regenerate a hand with a  potion to regenerate a finger.

#### *Witch's Poison* (Major/Moderate/Minor)

* Angrboda Also teaches her favorites how to mix deadly poisons, With a variety of nasty effects to anyone who drinks them or has them injected into them. This is using “Homebrew” potions for the most part, however, if you want to use a potion from the wiki, it doesn’t count towards your total potions brewed through this power, and you can increase it’s potency based off of your level in this power.
* **Level 1-3**: At this level, you can brew better poisons than the average person. You brew them faster and their more dangerous. They cannot cause death at this level. But they can cause a wide variety of nasty things. You can only have one poison brewed at a time, it takes 5 turns to brew, and it can last for a maximum of 4 turns. Each poison has one dose for a humanoid.
* **Level 4-5**: At this level, You can brew far better poisons than the average person. You brew them much faster, and their much more dangerous. They can now cause death in big doses or over long amounts of time. They can also immobolize or blind for short periods.  You can now have 2 Poisons brewed at a time. They take 4 turns to brew, and can last for a maximum of four turns with nastier effects. You’re lethal poisons take 10 turns to kill, and increasing the dose halves the time to death.. Each poison has one dose for a humanoid
* **Level 6-8**: At this Level, Your poisons are incomparable to that of the average person. Their brewed extremely fast, their highly dangerous, And can cause death in medium doses or over a brief period of time. They can also be immobilized, blinded, deafened, or many other nasty things.  You can have 3 poisons brewed at a time, they take three turns to brew, and can last for a maximum of 8 turns with nasty effects. Your lethal poison takes six turns to kill, and, as before, increasing the dose halves the time to death. Each poison has two doses for a humanoid.
* **Level 8 (Superpower)**: choose path A or Path B
	+ **Path A**: Antidote. You can instantly neutralize your own poisons. You just wave your hand over someone, the poison stops impacting them.
	+ **Path B**: Lethal Injection. All you have to do to put a poison in someone’s blood stream is to touch them while holding your poison, and instantly the full quantity you were holding enters them and begins to take effect.

#### *Wolves of Jarnvidr* (Major/Moderate)

* You can now summon some of the wolves of your mom’s home of Jarnvidr! Congratulations! These wolves grow to frankly unreasonable sizes, and can be very dangerous. Fortunately, they follow your orders, so that’s nice!
* **Level 1-3**: You can summon one Wolf! It’s the size of a wolf, it hangs out for 5 turns, it follows your orders, than it leaves. After using this power, it takes 36 hours to recharge.
* **Level 4-5**: You can summon two wolves, Both upgraded to the size of a Stag. They hang out for 10 turns, following your orders, than they leave. After using this power, it takes 24 hours to recharge.
* **Level 6-8**: you can now summon three wolves, all the size of Bears. It’s frankly ridiculous, but they hang out for 15 turns, and they follow your orders, so that’s nice! After that, they return to Jarnvidr. It takes 12 hours to recharge from using this power at this level.
* **Level 8 (Superpower)**: When you reach level 8, choose either the A path or the B path.
	+ **A path**: Wolf Pack. You can now summon 6 stag sized wolves at once, who hang out with you for 20 turns. and follow your orders for that time. After that hour, they return to jarnvidr. It takes 24 hours to recharge from using this power at this level.
	+ **B path**: Momma Wolf. You can now summon One Mammoth Sized Wolf, Who Fights alongside you for an 10 turns and (Loosely) follows your orders. You have less control over this wolf than you do smaller ones, but it will still do what you ask. After that hour, it disappears in a poof of smoke, returning to Jarnvidr. It takes 24 hours to recharge from use at this level.

#### *Command Monster* (Major/Moderate)

* You are a child of the mother of monsters, and when you speak, those monsters listen. It’s less out of charm, like with charmspeak, and more you intimidating or bullying them so hard that they do what you say out of fear. They wouldn’t dare upset you when you use this power. However, they won’t follow self destructive orders.
* **Level 1-3**: You can give one command to one monster once every day. Then, the monster rolls a die. On a 12 or higher, it succeeds, and resists you. Otherwise, it is forced to do as you order it to.
* **Level 4-5**: You can give two commands to two monsters per day. Then, the monsters roll dice. On a 14 or higher, they can succeed in their resistance.
* **Level 6-7**: You can give three commands that can impact up to three monsters per day. They roll dice, on a 16 or higher, they succeed in their resistance.
* **Level 8 (Superpower)**: Choose A Path or B path.
	+ **A Path**: Dominate Will. Now, once per day, in addition to your other commands, you can speak one absolute command that one monster who hears it is forced to obey, no matter what. No muss, no fuss, just pure exertion of your mind over theirs.
	+ **B Path**: Command the Masses. You can now have your commands impact any number of monsters nearby that are able to hear you. You still only get three per day though, and they all get to roll  a die, and on a 16, they resist you.

#### *Hex* (Major/Moderate/Minor)

* Angrboda is a goddess of witches, and while her magic is more ritualistic and potion based, she does include some Standard issue Curse magic. However, unleashing a hex upon your target is a complicated matter. It first requires: A hex brew ( a potion brewing in a suitably big enough cauldron filled with material related to the hex, more on that later) An Effigy (An small Doll or other representation of the person you wish to curse, usually strengthened by tying a lock of their hair around it.) and an invocation (a Written Down set of words explaining who this person is, why you’re cursing them, and what the curse will do to them.) Just create you Hex Brew, Toss in your Effigy, Speak your invocation, And then toss the invocation in the cauldron, and bam! Instant Hex. As you gain strength in this power, the level of hex-and how long it takes to set up-become easier to manage. To give an example of a Hex being prepared: Let’s say I want to Hex Sarah Potemkin. Let’s furthermore say that the specific hex I desire is to weaken her mind, and that I have a level 6 hex power. Then, my hex brew would likely consist of Sugary soda mixed with Vapid literature and Magazines, which I then bring to a boil. I would then toss into the brew a barbie doll modified to resemble Sarah, with a lock of her hair tied around it for good measure. Then, I recite my invocation, Written down on a scroll nearby (I hereby Curse Sarah potemkin with a foolish mind, Etc. Etc.) And then toss that into the cauldron. It bubbles, it burns, and the next morning, Sarah awakens with a weaker mind. It’s as simple as that. ALSO, Make sure to get someone’s permission OOC before hexing their Character.
* **Level 1-2**: You can create hexes, but their weak, don’t last long, and require a lot of set up. The most your hex can do mechanically is give someone a -1 to certain types of rolls, it lasts for at most 1 hour, and the Hex brew must boil for 2 days.
* **Level 3-4**: Your hexes are growing in strength, but still manageable. They also don’t last very long. The most it can do mechanically is change one aspect of appearance or give someone a -2 to a broader category of rolls. It lasts for at most 6 hours, and the hex brew must boil for a day.
* **Level 5-6**: Your hexes are now Remarkably Strong. They can Change multiple parts of someone’s appearance, how someone perceives the world, give someone a -3 to a wide variety of rolls, or even influence someone’s personality! They last for at most a day, and the hex brew must boil for 12 hours.
* **Level 7-8**: Woe betide they who mock your hex at this stage: You can now Change someone’s appearance entirely, Drastically shift how they view the world, Give them a -4 on all rolls, or even manipulate much of their very personality. The hex brew still must boil for 12 hours, but it can last for up to a week.
* **Level 8 Superpower**: Cauldron Burn And Cauldron bubble, For nobody ought to dare mess with someone at this stage. Their hex brew must still boil for 12 hours, And they are limited to the same options they had mechanically at level 7, but here’s the kicker: Until the Child of Angrboda who placed the hex formally revokes it, it will stay upon the target. Forever. Or until they beg their Godrent to remove it, who can also do so. That is to say, any Godrent can remove the Hex.

### Moderate Powers

#### *Cryokinesis* (Moderate/minor)

* Users of Cryokinesis are able to create and manipulate small amounts of ice and bend them to their will, as long as it keeps the original surface area of the substance that’s being manipulated. They can create simple structures out of ice such as walls, spikes, and even some blunt weapons or tools.
* **Level 1**: Users of Cryokinesis are able to create and manipulate a 1 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* **Level 2**: Users of Cryokinesis are able to create and manipulate a 2 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* **Level 3**: Users of Cryokinesis are able to create and manipulate a 3 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* **Level 4-6**: Users of Cryokinesis are able to create and manipulate a 6 foot cube of ice. Doing so drains them physically, and overextension can lead to exhaustion and fainting.

#### *Bringer of Sorrow* (Moderate)

* Angrboda’s Name can be translated directly as  “Bringer of sorrow”, And some of her children are experts in that. With increasing amounts of effort, they can force deep despair and sorrow onto targets, potentially immobilizing their enemies from sheer depression.
* **Level 1-2**: At this level, you can only use this power twice per day, and to use it, you must physically touch your target. After touching them and using this power, The target feels a wave of sorrow overwhelm them, and is stunned for one turn by the feelings. While stunned, they cannot move or attack. It takes 3 turns to recuperate from use of this power.
* **Level 3-4**: At this level you can use the power 4 times per day, and to use it, you must point at or otherwise indicate your target. After using this power, the target is once again overwhelmed by misery, And becomes stunned for 2 turns, unable to move or attack. It takes 2 turns to recuperate from use of this power.
* **Level 5-6**: At this level, you can use the power 6 times per day, and use only requires you to think about it and your target. A target is utterly floored by sorrow, being stunned for 3 turns. It takes a turn to recuperate from use of this power.

### Minor Powers

#### *Witch’s Words* (Minor)

* Angrboda clearly has some form of charisma, given her trist with loki, so it’s only fitting that her children likewise have some of her capability to incite emotions in others. Children of angrboda with this power can infuse their words with an emotion, and then those who listen feel that emotion stirred within them. The emotion can be anything from bloodlust to love to Sorrow, but it’s more of a minor thing. It’s nowhere near as powerful as charmspeak, as it more manipulates a persons emotions than their actual state of mind.
* **Level 1**: At this level, once every day, A child of angrboda may try to infuse their words with an emotion, and people with a weak will (Or mortals) who hear them will feel that emotion arise within them. The maximum time these emotions can last is 3 turns, though some with stronger wills can resist them faster.
* **Level 2**: at this level, Once every 12 hours, a child of angrboda may infuse their words with an emotion, and people with a moderate will (Like most einherjar) will feel that emotion they desire if they hear them. The maximum time these emotions can last is 6 turns, though some with stronger wills can resist them faster.
* **Level 3**: At this level, once every 3 hours, a child of angrboda may infuse their words with an emotion, and even people with a strong will (Like a monster) who hear the words will struggle not to feel a smidgen of the emotion invoked. The maximum time these emotions can last is 9 turns, though some with stronger wills can resist them faster.
* **Level 4 (Minor Degree)**: Now, The words the child of Angrboda weaves are capable of forcing immediate action. By upping the cooldown back to one day, they can pour deeper emotions into their words, and if they do so, even those with a strong will will struggle not only to not feel the emotion, but to not immediately act upon that emotion in some way. Fortunately, the emotions can only last for 10 turns.

#### *Transfusion* (Minor)

* Children of Angrboda With this power are capable of quickly doing a process that can often save lives: Blood transfusions. This is due to their mother’s association with medicine, in particular elixirs and potions. By simply touching both the donor and the person in need of donation (And they can fill either role themselves if need be), they can siphon blood into the person in need, which automatically is whatever blood type is necessary. It’s a majorly useful power for healing, and can also be used to transfer the poison flowing from one person’s veins to another at later levels.
* **Level 1**: At this level both participants in the transfusion must be willing. The Child is able to transfer a maximum of 0.25 liters of blood directly from one body to another without creating any incisions. They just grab a hold of both people and transfer blood. It is greatly tiring, and takes 3 days to recharge. The transfusion itself takes 3 turns
* **Level 2**: At this level, both participants must still be willing, and the maximum is 0.5 liters of blood. It takes 1 day to recharge. The transfusion itself takes 2 turns
* **Level 3**: At this stage, not only may the donor be unwilling, but you can transfer beneficial magical effects from one person to another. So if someone has a potion of bronze skin in their veins, and you perform a transfusion with yourself, you get bronze skin for a while. The maximum is still 0.5 liters of blood, and it takes 12 hours to recharge. The transfusion takes 1 turn
* **Level 4 (Minor Degree)**: Now, not only can the donor be unwilling, the person receiving the transfusion may be unwilling. In addition, you can transfer negative magical effects granted by ingested materials from one person to another. So, if someone has a poison of weakness in them, you can poison their teammate as well. It still takes 12 hours to recharge and has a maximum of 0.5 liters.  The transfusion still takes 1 turn.

#### *Trees of Jarnvidr* (Minor)

* With this power, A child of Angrboda can Infuse wood with the strength of the Iron wood trees of their mother’s home of Jarnvidr. It’s pretty situational, but it can be more useful as it develops.
* **Level 1**:  The child can infuse one tree with the strength of mortal iron, and it lasts for an hour before fading away. They may do this once per day. The tree has to be alive when it’s infused. Still, it might be useful!
* **Level 2**: The child can infuse the wood of two trees with the strength of mortal steel, and it lasts for 3 hours before fading away and the trees become more fragile. They can do this once per day. Have fun Reinforcing wooden barricades!
* **Level 3**: The child can now Infuse the wood of four different Trees with the strength of bone steel! It lasts 6 hours before the trees become more vulnerable again. They can do this twice per day now. Have fun turning an armory of wooden swords into something that can do serious damage!
* **Level 4 (Minor Degree)**: At this point, the child can just grow a tree of Jarnvidr at a moment’s notice. Once every three days, the child points to a spot on the ground, from which a Large Pine tree erupts. This tree is made of what appears to be wood, but has the strength of Bone steel. Doing so is incredibly tiring, but the Power combo of “Jarnvidr Tree + Thor Kid Lightning bolt =Explosion of Bone steel Strength Splinter Shrapnel.” is something to be feared. After a day, the tree fades away into nothing.

#### *Vitakinesis* (Minor)

* Children of Angrboda are excellent healers, although they often Rely more on practical medicine than just magicking the boo-boos away. Nonetheless, some with this power can heal minor wounds such as scrapes, bruises, sprains, twists, and cuts with little trouble. They are incapable of curing Larger wounds without help, such as stab wounds, third degree burns, and broken bones.
* **Level 1-3:** they  can heal scrapes, bruises, shallow cuts, and twisted joints, with 3 uses before exhausted (1 use per wound)
* **Level 4 (Minor Degree)**: they can now heal internal damage. This is remarkably useful, which is why they can only do it once before they become exhausted.

#### *Fury* (Minor)

* Fitting for a goddess with “Anger” (Kinda) in her name, Angrboda’s children can harness their own rage and fury and manifest them into magical power.
* **Level 1**: At level 1, they can channel their fury into themselves. They still have a modicum of control, but gain +2 on attacks with melee weapons. This lasts for 3 turns, and requires a recharge period of 1 day.
* **Level 2**: At level 2, They can fully embrace their rage, Losing control but gaining a +2 to attacks as well as advantage upon them. They must attack every Turn if able, regardless of whether the nearest person is Friend or foe. This lasts 5 turns and requires 2 days to recharge
* **Level 3**: At level 3, Their rage consumes them in battle. They fully lose control, Attacking whoevers near for the next 8 turns. They become brutal in battle though, with a +4 to attacks and advantage on attacks. It takes a 4 days to recharge when used like this.
* **Level 4 (Minor Degree)**: At level 4, They can incite the rage of another. With a point and mental exertion, the child of Angrboda can invoke the level 3 rage effect on anyone they can see, friend or foe. It takes one week to recharge from use like this.

### Given Powers

#### *Mother of Wolves* (Given)

* Given Angrboda’s deep ties to wolves, Her children tend to be dog people, And even have a non-zero chance of being able to get wild wolves not to bite their hands off if they try and pet them. They can also speak both wolf and dog.

#### *Harvest* (Given)

* Angrboda’s kids are particularly good at finding useful herbs and magical plants, and tend to have an advantage working with sickles or scythes. This is due to her own deep ties to herbal remedies and mystical plants. With about 30 minutes of searching, a child of angrboda with this power can identify if there is a specific plant or herb within 300 ft of them.

#### *Mother Knows Best* (Given)

* Children of Angrboda are incapable of resisting the will of their mother, and struggle with orders from older siblings or other Maternal figures in their lives. Listen to your Mumsy, indeed.

#### *Homewrecker’s Child* (Given)

* Children of Angrboda tend to be distrusted at the hotel, given the fact that their mom not only gave birth to several other horrible beasts, she also facilitated an affair that Loki was having with her instead of his wife Sigyn. Most of the blame falls on loki, but some falls on her and her kids.

#### *Mother’s Chill* (Given)

* Given that their mother is a frost giant, children of Angrboda tend to be really decent at dealing with colder temperatures.It’s not a superhuman resistance to cold, but it’s nice.

#### *Sibling’s favor* (Given)

* Since children of Angrboda are siblings of Hel, Jormungandr, and Fenrir, They tend to be treated better by those gods than others (Though still not exactly treated well) , and children of Hel, Jormungandr, and Fenrir, feel an urge to help Children of Angrboda.

#### *Mistress of Loki* (Given)

* Children of Angrboda tend to have complicated, in one way or another, relationships with children of loki. Their parents had a messy history, and often that leaks into their own relationships in one way or another.

## Trivia

* Contributors to Angrboða:
	+ Prospera (Creator)