Hel hath no fury...
Not all Asgardian elves are destined to become great magicians though many do end up following that path, some end up without the spark that allows for learning magic, or their energies are channeled in other directions. Kazmir is one such high elf. Even from a young age he tested poorly in the arcane, unable to cast even the weakest of spells his potential manifested in a pyroclasm of psychic energy. With his energy focused in such directions he was unable to tap into the magical energies of Alfheim like most of his people could and this created a social barrier that was almost impossible to overcome.
As an outcast Kazmir grew up without the loyalty to his people, and thus, the Aesir that usually accompanied it. Still he was trained as well as any High Elf and upon reaching adulthood he left Alfheim to wander the Multiverse. Over the centuries that followed Kazmir has seen the true nature of the Megaverse, good, evil, it is all semantics. The only thing that matters is power. Being 'good' and 'nice' is just a way to manipulate those beneath you the same as fear and intimidation. They are both means of control, the strong rule over the weak regardless.
Once he made that realization Kazmir became a mercenary out to gain enough power for himself that he doesn't have to worry about being controlled. He chooses who and what controls him rather than some higher power or overarching ideal to be a slave to. Unfortunately without access to magic he knows his potential is limited and so has focused on perfecting his psychic abilities and not over-reaching. He knows he doesn't have the lifespan of the Gods, Dragons, or Intelligences, doesn't have their magic, but he can live comfortably and how /he/ chooses until the day he dies.
This hasn't made him many friends at home...
Asgardian High Elf Mercenary Burster
Kazmir is a High Elf from Alfheim and Asgard, unlike most of his people he channels his energy not through spells, but through his mind in pyroteknik displays of power. Like most bursters he has a love of fire, plasma, destruction, and sells his talents to the highest bidder. He can mentally create fire and manipulate it with sheer will rather than arcane rote and ritual.
Invoke: Invoke for matters of Norse mythology, using his burster abilities, or using his centuries of experience as a warrior and natural Asgardian High Elf abilities.
Compel: Being a mercenary he has no loyalties, no real 'honor', and not being a mage means many who know of his people look down upon him. He is also impetuous and impulsive, hot headed so to speak.
Wherever I lay My Head Is Home
Kazmir has no home to call his own, over the centuries he has worked for a great many powers and peoples, walked many worlds, but he is unwelcome in Asgard or Alfheim who see him as a betrayer due to his lack of allegiance and jobs he's taken in the past.
Invoke: Invoke to find 'contacts' far from the forces of Light or to adapt to a new world and circumstance where his outcast nature isn't a negative.
Compel: Compel when a contract is over, payment is granted (or not), and his reputation preceeds him. His loyalty can be bought, and it makes it hard to trust him.
Everything Has A Price
Kazmir's loyalty can be rented but never purchased entirely. Nothing is out of the question if the price is right. He is as mercenary as they come and has nearly no qualms as long as he is being paid appropriately. He has zero remorse, the world is harsh, adapt or die.
Invoke: Invoke to find the best deal possible when bargaining for goods or services. Invoke to get a foot in the door with people of power, so long as they have need of more power. Invoke to intimidate or manipulate through fear.
Compel: Kazmir will do what he's agreed to do, even if it is distasteful or something he doesn't want to so long as the price has been paid. Compel when his loyalty is in question. Compel to serve himself over the needs/wishes of others if no contract is made.
Major Gateway: Psychic (Cost 1)
Psychic Discipline: Pyrokinesis (Free)
Bursters. Burners. Pyros. Psychics with the ability to manipulate fire are among the more feared kinematics in the world. Pyrokinetics can conjure flame from their mind, control combustion, focus or put out flames, create shields with metal melting heat and toss tongues of flame around like toys. The ability to create and control flame on a level dangerous even to hardened modern materials makes them amazingly destructive and while that’s not the only use for their talents, it does tend to be the one people remember.
Psychic Mastery : Pyrokinesis (Free)
+2 Will when using Pyrokinesis
Psychic Discipline: Mental Defenses (Free)
Control of the mind is absolutely essential to a psychic and this is nowhere more true than when danger rears its head. Some times the best thing or the only thing that can be done to fortify the mind is to suppress any feelings of fear. Against more esoteric threats, psychics can shield themselves and their companions from having their mental and metaphysical energies harvested by those creatures – such as psi-stalkers – who feed on them. Finally, against mental intrusion psychics can engage their ultimate defense: closing themselves or their companions off. This utterly prevents the use of any psychic power at all, but also prevents any intrusion into the closed off minds.
Psychic Discipline: Telekinesis (Cost 1)
Telekinetics is the study of turning the will into pure force and for as simple as that sounds it has a lot of application. ‘Arms reach’ becomes an antiquated notion for telekinetics. If they can see it, they can affect it (or at least try). Pushing, pulling, lifting, levitating. All of that is simple. Some psychics can take it to an extreme, using their mind to accelerate small objects like a firearm, or a railgun. Others learn to put up walls and fields of pure force, blocking things out or holding them up.
Psychic Mastery: Telekinesis (Cost 1)
+2 Will when using Telekinesis
Psychic Discipline: Psychic Defense (Cost 1)
This is the study of marshaling the mind to preserve the body from harm. Many of these gifts are similar in nature to telekinesis, but more potent and refined. Mental energies form fields like armor and shields that ward off physical harm as well as anything technology can provide. Special Note: Psychic Defense allows for psychic shields which enable the user to defend against physical attacks with his Will skill.
Minor Gateway: Dimensional Being (Cost 2)
Asgardian High Elf, infused with power for millennia.
Racial Quirk: Nightvision (Free)
Asgardian High Elves can see in absolute darkness, ignore aspects having to deal with lack of light or dark environment.
Racial Quirk: Ragnarok Comes (Free)
Indomitable: +2 Will to resist Provoke attacks based on Intimidation and/or Fear
Racial Quirk: Mastery of the Art (Free)
Decades to centuries of experience in mastering your power give you +2 Will or Arcana (As appropriate) when attempting to overcome an obstacle with sheer Magic or Psychic Power.
Inhuman Potential: Will (Cost 1)
Asgardian High Elves are supernatural beings superior to humanity in many ways, as such Kazmir has a skill cap of 6 for Will
Lesser Physicality (Cost 1)
You gain armor 6, an extra mild physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 1x 3, 1x 4, 1x 5. Your fight attacks are Weapon 1 due to great strength. You gain +2 to overcome actions requiring raw physical strength and +2 to create advantages using raw physical strength.
Mental Fortitude (Cost 1)
Grants an additional 1x1, 1x2, and 1x3 mental stress boxes.