I might want to tweak the Wild Huntsman totem a bit tho...the bonuses were in Detection(fits Odin very well), and Illusion(which I don't know if it fits Odin that well). I didn't want to go to Combat spells, but i am trying to figure out if there is a skill that would be fitting instead that can get a bonus(Leadership, perhaps, due to Odin being the leader and all, or possibly something else.) The character has the negative quality of Spirit Bane(Beast Spirits), what with the whole Odin being swallowed by Fenrir during Ragnarok. He's got 410 BP to work with(what was left after i purchased the positive and negative qualities. Another positive quality is Pain Tolerance: 2, which fits into his backstory). I figured Pain Tolerance was good for a Berserk type(not feeling pain), and for the fact he cut out his own right eye like Odin did in the legend(yes, he gets a -2 dice pool for ranged attacks...but it fits the character), and hung from the tree with the spear in his side. Yeah, he's hardcore.
For a bit of the backstory, his devotion to Odin is what 'awakened' his magical abilities...after going thru those 'trials', he was found magically active.
We just used the basic Troll stats in the book, the GM said he could be a 'Giant' just to fit the character. (Since he's from the Scandic regions, they were the Scandic Troll offshoot.) So he's about 3 meters tall, lacking the tusks of a regular Troll, but some Giants do have horns, and he does have a set that curve forward starting a bit behind his ears. I figured they'd look pretty cool. To picture the character physically, just picture a Giant whose first thing he'd probably hear walking into a place would be 'Please don't pillage our city!!'

Ok, so here's the attempt:
Anders 'Rimfaske' Lindström:
Race: Giant(40 BP).
+ Qualities:
Mystic Adept(10)
Mentor Spirit, Odin(5)
Pain Tolerance 2(10)
-Qualities:
Allergy(Mild, Nutrisoy +10)
Spirit Bane(Beast Spirits, +10)
Sensitive System(+15)
Net Bonus 10 BP
Attributes(240 BP)
Body: 8
Agility: 3
Reaction: 2
Strength: 8
Charisma: 3
Intuition: 4
Logic: 3
Willpower: 5
Edge: 1
Magic: 5(3 Magic, 2 Adept)
Initative: 6
Essence: 6
I went with a good Intution score(that strikes me as 'Wisdom' of sorts), and a high Willpower(to gouge out your eye for your mentor spirit and hang from a tree i suppose says something.) Body and Strength wise, well, he's a frigging huge viking MF. Reaction is a little low for now, as is Edge, but some Karma will take care of that rather easily. I might want to bump his Charisma score for later on when I invest in Leadership.
Active Skills: (104 BP)
Sorcery Skill Group: 3
Banishing: 2
Unarmed Combat: 4
Exotic Melee Weapon(Spear/Gungnir): 4
Artisan(Rune Carving) :1(+2)
Throwing Weapons(Axes) :1(+2)
Perception: 2
Dodge: 2
Etiquette(Magical) :1(+2)
Knowledge/Languages(21 points free)
Norse Mythology: 5
Literature(Odinist) :2(+2)
Magical Groups: 2
Music(Viking Heavy Metal) :1(+2)
AK: Northern Europe: 1
Mead: 1
Swedish: N
English: 3
Runes: 4
Adept Powers:
Killing Hands(.5)
Mystic Armor 1(.5)
Critical Strike 2(.5)
Attribute Boost(Str and Agl, lv. 1 each) : (.5)
I know he doesn't get many dice to roll with the Attrib boost, but it fits the whole 'berserker powering up' thing. I can always increase the levels when I increase the magic, tho i think his next power would be Astral Perception.
His low Reaction is a bit of a hinderance, but at least he can take some hits for now til I get some Karma to up it...the Dodge skill can at least help with that though for now. His one eye gives a ranged penalty, but he isn't a big ranged character, I can increase his Throwing skill for not too much karma.
Spells(15 BP) :
Lightning Bolt(F)-Fetish is the 'Gungnir'
Detect Enemies(F)-Glass Eye fetish, around neck
Mind Probe(F)-Raven pendant
Detect Magic(F)-Bag of Runes(made himself)
Heal(F)-Drinking horn, taken from some critter he killed
I realize that these guys start spread a bit thin and are giant Karma sinks, but i liked the idea so much i had to run with it. With some time I know I can help out some of the lacking areas...priorities are first bumping his Edge and Reaction scores up one, rounding out his magical skills(getting a little more Banishing and a bit of Summoning...he doesn't believe in Binding spirits into slavery so i'd forgo that. Summoning isn't his strong point anyway.) A couple more spells would be nice, and of course a good Odinist strives for a real 'Gungnir'...ie a weapon focus. Upping Magic will come in there with initation, as for his other skills, will be nice to tack a bit onto Dodge, Throwing, and invest in a Leadership skill for his role. Possibly a point in Pilot Nautical Craft to get the whole Viking thing down.

Contacts(8 BP)
Odinist Group Member(Mentor Spirit Thor) : C3/L3
Talismonger: C1/L1
Resources: 3BP(15,000)
Total BP: 410-10=400
The Wild Huntsman grants +2 dice for Detection and Illusion spells, and +2 dice for Storm spirits(air i suppose). Disadvantage is the Berserker thing. He can summon Air, Earth, Fire, Water, and Man spirits.
Whew: So any suggestions here? I think I got the guy well balanced for his role...he's definately a Berserk type damage dealer, but i will work to pretty much balance the Berserk side with the Wisdom gathering side. But he is spread a little thin, no doubt about that. But, can't have it all right at the start, at least.