Berserkers

Berserkers (from Old Norse: berserkir) are a type of Variant Human that are unruly and savage warriors who traditionally worshipped Odin. They were said to have fought in a trance-like fury, a characteristic which later gave rise to the modern English word berserk (meaning "furiously violent or out of control").

Their emoji is "🧔", to represent mankind as a whole.

The "signature" ability of this subspecies is marked with "⭐". We recommend taking them (take them).

## Biology

### Appearance

Berserkers are typically taller and more muscular than the average human, owing to their physical training and combat-focused lifestyle. They often stand well above six feet in height, their powerful build intimidating to foes. They often have long, unkempt hair and beards, sometimes dyed or painted for a more fearsome look, and have a lot of body hair. Many Berserkers adorn their bodies with tattoos and war paint, using dark pigments to create intimidating patterns and symbols on their skin. These markings are both decorative and symbolic, enhancing their fearsome image. In the heat of battle, Berserkers are known for their frenzied and almost unhinged gaze. Their eyes dilate, and their expressions become wild and savage, adding to their aura of ferocity.

## Culture

Berserkers have their roots in ancient Norse and Germanic societies, and they were considered elite warriors known for their fierce and unpredictable fighting style. In battle, Berserkers would often wear animal pelts, particularly bear or wolf skins, which added to their imposing presence. These furs, with their heads and claws still attached, created a fearsome and wild appearance. They wielded oversized weapons, such as massive axes or greatswords, which were as much symbols of their strength as they were practical tools of war.

The true practices and rituals of ancient Berserkers have largely faded into obscurity. Most modern individuals who identify as Berserkers have no direct knowledge of the ancient customs and likely do not engage in the extreme practices of their forebears.

## Powers

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

* Stalhrim, roughly translating to "steel frost", is an ancient form of enchanted ice--rigid, blue-white in color, faceted yet smooth, and crystalline--that hailed originally from Niflheimr, but occasionally found its way into Midgard for humans to use. In ancient times this was used for armor and weapons, forged and shaped by only the most skilled blacksmiths, however some of these blacksmiths spent so much time with it that the energy of Niflheimr found its way in their genes. This gave them the inhuman ability to both mold and create this ice. Though mortal scientists still have no idea how this phenomenon was caused, those who have their eyes opened to the nordic world are all too familiar with the magical ice.
* **Passive**: Users of this power can forge and create weapons with this power, and can even be created (as an OC) with Stalhrim weapon(s) instead of Bone Steel. Functionally, Stalhrim is the exact same as Bone Steel when used as a weapon, however it doesn't have the special quenching properties that Bone Steel can have. Instead, it's unusually and uncomfortably cold to the touch, and is hard as iron, un-meltable, and impossible to break by conventional means.
* **Level 1-3**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 1x1x1 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
* **Level 4-6**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 2x2x2 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
* **Level 7-8**: At this level, users of this power are able to mold deposits of Stalhrim like wet clay, and can turn small amounts (up to a 3x3x3 foot cube) of already existing ice into Stalhrim. Molding Stalhrim takes an insane amount of energy, with each push or pull feeling like the user bent a metal bar with their bare hands. Users can turn ice into Stalhrim once every 7 days.
	+ **Level 8 Superpower**: Using this power, the user can temporarily infuse themselves with the raw energy of Niflheim. For 6 turns, all ice they touch turns into Stalhrim in a 3x3x3 foot radius around where they touched it, and they can mold Stalhrim with ease. Water will freeze and crystalize around their skin, and their breath will become vapor instantly. This can be used once every 30 days.

#### *Ancestor's Guidance* (Minor)

* Variant Humans can call upon the wisdom and guidance of their ancestors during times of need, receiving advice or visions to aid them in making critical decisions.
* **Level 1**: Once per month, the user can receive a brief vision that allows them to gain insight on something that they choose. This can only be used effectively for something an ancestor would have insight on, for example modern things are not the forte of ancient humans. In addition, each Variant Human subspecies gets guidance from other members of their subspecies, so a Berserker would likely not get very good guidance on how to solve a puzzle. This can be used once ever 30 days.
* **Level 2**: The user can now use this power roughly twice per month, with a 15 day cooldown instead of a 30 day one.
* **Level 3**: The user can now receive guidance from the ancestors of other nearby Variant Humans instead of their own, in case they don't think their ancestors are the right choice.