Variant Humans

Variant Humans are a collection of genetic variations from standard humans that hail from the Viking era that gives them unique abilities normal humans do not have.

Their emoji is "🧔", representing mankind...Beard is for aesthetics.

"Signature" abilities are marked with "⭐". They are always Minors, but they are the characteristic ability of the subspecies. **Powers marked as this do not count towards your power total.**

## Biology

### Appearance

Variant Humans all look relatively similar to humans, though each subspecies tends to lean towards a certain archetypal appearance that indicates some form of abnormality or uniformity among them, with the occasional slightly inhuman feature.

#### Berserkers

Beserkers tend to be taller than the average human, but not my much, capping out at about 6'10 on average for males and 6'7 for females. They tend to gain and hold muscle mass much better than the average human, usually gaining a significant amount of muscle toning around the time of high school. Many Berserkers who are in-tune with their variance, either through reaching Valhalla or being born in the Viking era, gain tattoos as a sign of power, strength, ode to the Gods and as a visual representation of their devotion to family, battle and the Viking way of life.

#### Skálds

Skálds have little to no physical difference to normal humans.

#### Völva

Völva are very similar in appearance to normal humans, however they may manifest some (or all) of the following features:

* Glowing eyes with golden irises.
* Small golden horns that jut from either their temples or forehead; never larger than a few inches in length.
* Golden nails and charcoal black fingers.

#### Wulfenkind

Wulfenkind, much like the Skálds, don't have too many large differences to normal humans while posing as a human. The only difference is that, rarely, they will have more wolf-like eyes with larger, more defined irises. While transformed, however, they obviously appear as a wolf. While in this form, their fur matches their natural hair color, and their size is roughly translated (larger, bulkier humans will be larger, bulkier wolves and vice versa).

### Aging

Variant Humans live slightly longer than normal humans, living up to 120 years old on average, though due to their unique abilities will often find themselves in more danger than other humans. They age at the same rate as humans.

### Subspecies

Variant Humans come in a few varieties which give them different unique abilities.

#### 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"). In the modern day many of these Berserkers do not learn of their special lineage until Valhalla, but many of them unknowingly use it when they find they have a knack for fighting, especially in MMA settings. In battle, Berserkers are subject to fits of hysteria. They howl like wild beasts, foam at the mouth, and gnaw the rims of their shields.

#### Skálds

Skálds are a type of Variant Human that compose and recite songs and poems, telling the stories of heroes past and honoring the heroes of today. In ancient times they were revered storytellers who were known to inspire others to join in the heroics of their fellow man and sail away to greet Valhalla head-on, but in modern day are reduced to common buskers, street performers, or garage band musicians. Many skaldic poems still survive to this day and tell true, albeit very exaggerated or slightly misinformed, stories about the gods and ancient heroes, and many Skálds made their way to Valhalla.

#### Völva

Völva (also known as Vala, from Old Norse: vǫlva) are a type of Variant Human that specialize in harnessing the arcane. They were often seers or shamans in their villages during ancient times, and were known to foretell future events and perform sorcery. In the modern day, they often find themselves being aware of their abilities, but not knowing what they are, chalking it up to be simple psychic abilities like many others do. They take this and use it for their benefit sometimes, going into professions that support this such as a fortune teller. Similarly to the Dryades of Greek myth, Völva are often female, though males do exist in niche cases.

#### Wulfenkind

The Wulfenkind are a type of Variant Human who are the distant descendants of Loki. In ancient times they were called Ulfheðnar (plural Ulfheðninn), named after their ability to shapeshift into the form of a wolf. Many of these Wulfenkind are feral humans, even in modern time, and live in secluded packs on the outskirts of towns. Many who live in town still partake in packs but are often homeless, with territory conflicts being frequent among the alleyways and parks of the civilized towns. They are often scrappy and unkempt, but of course, this varies greatly and can even be untrue in some cases.

## Culture

### Berserkers

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.

### Skálds

In ancient times, Skálds were esteemed figures in their societies. They held a special place among their people, often living within the halls of kings and chieftains. Their primary role was to preserve the stories and deeds of heroes through their art. Skálds would compose epic poems and songs that recounted the great adventures, battles, and triumphs of legendary figures. Their performances were not just entertainment but also a source of inspiration, rallying warriors and ordinary people alike to follow in the footsteps of the heroes they celebrated.

Skálds were known to invoke the spirits of their ancestors and the gods of Norse mythology through their recitations. Their verses could move listeners to tears, laughter, or battle readiness. They played a pivotal role in shaping the cultural identity of their societies, perpetuating the ideals of valor, honor, and heroism.

As time passed, the world changed, and the role of Skálds evolved. With the rise of written literature, the oral tradition began to fade, and the Skálds' significance waned. They found themselves displaced from the grand halls of kings and chieftains, forced to adapt to new forms of storytelling.

In the modern day, Skálds have transformed into common buskers, street performers, or garage band musicians. They continue to compose and perform songs and poems, but their audience has changed. Instead of kings and warriors, they entertain passersby on city streets or play in local pubs. Many Skálds have embraced contemporary musical instruments and genres while preserving their storytelling heritage.

While they may no longer inspire warriors to sail to Valhalla, modern Skálds still serve an important function in society. They connect people with their cultural roots, remind them of their history, and honor the heroes of today, even if those heroes are now firefighters, doctors, or activists. Skálds play a role in keeping ancient traditions alive in a rapidly changing world.

### Wulfenkind

The Wulfenkind are a unique variant of humanity, believed to be the distant descendants of the enigmatic Norse trickster god, Loki. In ancient times, these extraordinary individuals were known as Ulfheðnar (singular: Ulfheðinn), a term derived from their remarkable ability to shapeshift into the form of a wolf. The cultural history of the Wulfenkind is rich, mysterious, and deeply intertwined with the folklore and mythology of the Norse people.

In Norse mythology, the Ulfheðnar were renowned for their ferocity and connection to the wolf. They were often seen as fearsome warriors who embraced the wild nature of their wolf counterparts. In battle, Ulfheðnar would invoke their shapeshifting abilities to gain the strength, agility, and instincts of a wolf. This transformation made them formidable and unpredictable opponents, striking terror into the hearts of their enemies. Beyond their combat prowess, the Ulfheðnar were revered as protectors of nature and guardians of the wilderness. They were believed to possess a deep understanding of the natural world and the secrets of the wild. In ancient Norse societies, they were both feared and respected, often serving as scouts, guides, or protectors of remote communities.

In modern times, the Wulfenkind have evolved but retained their connection to their ancestral abilities. Many of them continue to live on the outskirts of towns and settlements, maintaining a semi-feral lifestyle. While some have adapted to modern society, others prefer to live in small packs, secluded from the hustle and bustle of urban life. Culturally, the Wulfenkind often maintain traditions rooted in their ancient heritage, and of all the mortals these are often the most attuned to the mythological world. They celebrate rituals dedicated to Loki and the wolf spirits, seeking to honor their connection to these primal forces. Some Wulfenkind may act as intermediaries between the human world and the spirits of the wild, performing ceremonies and offering guidance to those who seek harmony with nature.

## Species Powers

### General Variant Human Powers

#### Major 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.

#### Minor Powers

##### *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.

#### Given Powers

##### *Seafarer* (Given)

* Skilled navigators and sailors, Variant Humans have an uncanny sense of direction, allowing them to navigate treacherous waters and find their way even in thick fog or storms.

##### *Frostblood Resilience* (Given)

* Variant Humans are adapted to cold climates, able to withstand cold temperatures for short periods without negative effects, though they will eventually suffer the same as anyone else will.

##### *Synergy* (Given; Variant Human Demigods Only)

* If a Berserker is a demigod child of Odin or Thor, they can choose one extra Minor Power from their godly parent.
* If a Skáld is a demigod child of Bragi or Mimir, they can choose one extra Minor power from their godly parent.
* If a Völva is a demigod child of Freyja or Odin, they can choose one extra Minor power from their godly parent.
* If a Wulfenkind is a demigod child of Fenrir or Loki, they can take one extra Minor Power from their godly parent.

### Berserker Only Powers

#### Major Powers

##### *Cult of the Bear* (Major; Berserkers Only)

* The Cult of the Bear is one of many paths a Berserker can take if they choose to follow the ancient traditions. The Cult of the Bear focuses on being able to absorb attacks and keep fighting, without actually taking physical damage. It functions as an amplification to the Frenzy power (see later) for those who wish to follow ancient traditions, but is not required.
* **Level 1-3**: When using your Frenzy power, you gain resistance (but not immunity) to all forms of physical damage (slashing, piercing, bludgeoning).
* **Level 4-6**: When using your Frenzy power, you gain resistance (but not immunity) to poison damage.
* **Level 7-8**: When using your Frenzy power, you gain resistance (but not immunity) to elemental damage (fire, cold, lightning, etc.).
	+ **Level 8 Superpower**: You may now choose one of these damage types to become immune to during your Frenzy power's duration. This must be chosen on the turn you Frenzy, or it is considered not applicable.

##### *Cult of the Wolf* (Major; Berserkers Only)

* The Cult of the Wolf is one of many paths a Berserker can take if they choose to follow the ancient traditions. The Cult of the Wolf focuses on tracking one's prey, and zeroing in on the location of a specific enemy before attacking. It functions as an amplification to the Frenzy power (see later) for those who wish to follow ancient traditions, but is not required.
* **Level 1-3**: When using your Frenzy power, you can choose one enemy in a 30 foot radius of you to "track". In doing so, you create a magical connection to them that allows you to see a glowing outline around them through solid surfaces. If they leave this radius, then this outline is not visible until they enter the radius again.
* **Level 4-6**: When using your Frenzy power, you can now see glowing footprints of the target you're tracking, even when they're outside of their radius. This, obviously, isn't very useful against targets that do not leave footprints behind.
* **Level 7-8**: When using your Frenzy power, you can now travel at full speed and still be considered "stealthy", and will not suffer any adverse effects of doing so.
	+ **Level 8 Superpower**: When using your Frenzy power, you can make an attack against the enemy you're tracking. In doing so, they instantly get knocked over and restrained by you on top of them. However, if you move from this position they are free to move again, and they can choose to try and shake you off. This does not work on opponents who are either significantly larger than you or significantly smaller than you.

##### *Cult of the Boar* (Major; Berserkers Only)

* The Cult of the Boar is one of many paths a Berserker can take if they choose to follow the ancient traditions. The Cult of the Boar focuses on brute, unfocused strength being put behind the attacks that the Berserker makes. It functions as an amplification to the Frenzy power (see later) for those who wish to follow ancient traditions, but is not required.
* **Level 1-3**: Your Frenzy power lasts 2 turns longer than it usually does, allowing you to keep the fight going longer.
* **Level 4-6**: When using your Frenzy power, you can choose to put extra force behind your attack at the expense of your safety. You will deal additional, unblockable damage to the targeted creature, but in turn, you are unable to attack the following turn.
* **Level 7-8**: When using your Frenzy power, you can choose to charge in a straight line before making an attack. If you make contact with an enemy, you will deal damage and knock them over. In addition, you are now innately better at ramming things like doors or windows open.
	+ **Level 8 Superpower**: You can no longer die during the duration of your Frenzy. If you were to be killed by something, you instead keep fighting as if you were still alive. During this duration, you can be healed as normal in an attempt to save your life. Once your Frenzy ends and you have not been adequately healed, you will drop dead.

#### Moderate Powers

##### *Oakflesh* (Moderate; Berserkers Only)

* Being the warriors of Odin, Berserkers are well-attuned to their ancestry of being sculpted from the trees. They can temporarily fortify their flesh to resist incoming slashing and piercing physical attacks by turning their flesh into wood, which in turn for more structural integrity makes it more prone to burning.
* **Level 1-3**: Berserkers can turn larger parts (2-3 limbs) of their body into wood. At this level, they can turn it into softwoods as well as hardwoods such as Oak, Maple, Hickory, or Walnut.
	+ Softwood is resistant to bludgeoning, but prone to slashing or piercing. They can turn their flesh into softwood for 3 turns at a time, and they can use this variation once per 9 turns.
	+ Hardwood is resistant to piercing, but prone to bludgeoning or slashing. They can turn their flesh into hardwood for 1 turn at a time, and they can use this variation once per 6 turns.
* **Level 4-6**: Berserkers can turn their full body into wood. At this level, they can turn it into the aforementioned softwoods and hardwoods, as well as ironwoods such as Acacia or Ironwood. In addition, if they have a severed limb and hold it against the stub while this power is active, it will reattach itself.
	+ Softwood is resistant to bludgeoning, but prone to slashing or piercing. They can turn their flesh into softwood for 5 turns at a time, and they can use this variation once per 12 turns.
	+ Hardwood is resistant to piercing, but prone to bludgeoning or slashing. They can turn their flesh into hardwood for 3 turns at a time, and they can use this variation once per 9 turns.
	+ Ironwood is resistant to slashing, but they are prone to bludgeoning or piercing. They can turn their flesh into ironwood for 1 turn at a time, and they can use this variation once per 6 turns.

##### *Furious Strikes* (Moderate; Berserkers Only)

* Berserkers can deliver devastating blows in quick succession, further improving their effectiveness in combat.
* **Level 1-3**: At this level, they can perform two attacks in quick succession, which increases to three if this is used during their Frenzy. This power can be used once every 3 turns.
* **Level 4-6**: At this level, they can perform three attacks in quick succession, which increases to five if this is used during their Frenzy. This power can be used once every 6 turns.

#### Minor Powers

##### ⭐*Frenzy* (Minor; Berserkers Only)

* As a Berserker, you can enter a Frenzy; a mindless, brute-forced rage that fuels your barbaric attacks and allows you to fight with ancient ferocity. Your Frenzy ends early if you do not attempt to attack someone during your turn, you become restrained or incapacitated in some way, or you take a turn to calm yourself down.
* **Level 1**: While in your Frenzy, you can now hit multiple (up to 3) enemies with one melee weapon attack. Your Frenzy lasts 4 turns or until it has ended early.
* **Level 2**: Your Frenzy can no longer end if you have not attacked an enemy during that turn. Your Frenzy lasts 7 turns or until it has ended early.
* **Level 3**: While in your Frenzy, you can no longer be affected by mind-altering powers unless you allow them. Your Frenzy lasts 10 turns or until it has ended early.

##### *Pain Tolerance* (Minor; Berserkers)

* Berserkers are able to pull forth a degree of pain tolerance that allows them to ignore some incoming pain temporarily. For the duration of the power, physical pain is reduced until the effect wears off, after which the user feels the physical pain as normal.
* **Level 1**: Berserkers can reduce physical pain by a .25, making them feel 3/4 of the pain that they otherwise would. This lasts 3 turns. This power can be used once every 3 days.
* **Level 2**: Berserkers can reduce physical pain by a .25, making them feel 3/4 of the pain that they otherwise would. This lasts 5 turns. This power can be used once every 3 days.
* **Level 3**: Berserkers can reduce physical pain by a .50, making them feel 1/2 of the pain that they otherwise would. This lasts 7 turns. This power can be used once every 3 days.

#### Given Powers

##### *Bare-Shirt* (Given; Berserker Only)

* The Old Norse word "berserk" translates to "bare-shirt", referencing the fact that these warriors often wore little to no armor. The less armor a Berserker is wearing, the more powerful they are physically. However, obviously, it's much easier to be killed when you're not wearing as much armor.

### Skáld Only Powers

#### Major Powers

##### *Echo of the Ancestors* (Major; Skálds Only)

* By invoking the spirits of their Skáldic ancestors, particularly skilled Skálds are capable of creating a full ensemble by tethering the spirits of fellow Skálds who didn't make it to Valhalla to the the mortal plane temporarily, allowing them to perform and inspire heroes one more time.
* **Level 1-3**: At these initial levels, the Skáld can summon the spirits of 2-3 ancestors, creating a supportive ensemble. These spirits lend their wisdom and inspiration to the Skáld's companions, granting them guidance in difficult situations, bolstering their confidence, and helping them make strategic decisions. This power lasts 3 turns, and can be used once every 3 days.
* **Level 4-6**: As the Skáld's abilities progress, they can summon a more substantial ensemble of 4-6 ancestral spirits. These spirits work together to inspire and uplift the morale of those around them. They can enhance the skills and abilities of the Skáld's allies, providing healing, courage, and resilience in the face of adversity. This power lasts 5 turns, and can be used once every 5 days.
* **Level 7-8**: At these advanced levels, the Skáld can summon a grand choir of Skáldic ancestors, numbering up to 10 or more spirits. This choir becomes a source of immense support and inspiration. They can mend emotional wounds, boost the spirits of entire groups, and provide profound wisdom and counsel to those who seek it. The Skáld, in turn, becomes a beacon of hope and unity, uniting people with their music and presence. This power lasts 7 turns, and can be used once every 7 days.
	+ **Level 8 Superpower**: At the peak of their abilities, the Skáld achieves the level 8 superpower known as "Ascendant Resonance." In this state, the Skáld can summon an unlimited number of Skáldic ancestor spirits, forming a transcendent choir. This choir has the power to uplift entire communities, instilling a sense of purpose, unity, and determination. They can heal deep emotional wounds, inspire reconciliation among conflicting parties, and promote cooperation on a grand scale. The Skáld becomes a conduit for boundless support, enabling people to come together for the greater good and overcome even the most significant challenges. This power lasts 3 turns, and can be used once every 365 days.

#### Moderate Powers

##### *Flyting* (Moderate; Skálds Only)

* Flyting, which translates to "counter-boasting", is a ritual contest consisting of the exchange of insults between two parties, often conducted in poetic verse, that everyone from peasants to kings to even the gods and giants partook in. These would often take place before combat, or in some instances would even be used instead of the battle itself. Skálds have turned this into a literally magical way of fighting someone, slinging insults at them to hurt their spirit and eventually damage them physically.
* **Level 1-3**: At this level, the user can unleash a string of insults laced with subtle enchantments at a creature you can see within 30 feet. Upon hearing this, the targeted individual must make a DC11 roll or have their size reduced by 10% their original size, as their soul is physically trying to make itself smaller to hide from the insults. They cannot shrink below 10% of their original size. If the targeted creature rolls a 20, the user instead shrinks by 50%. They can use this power once every 6 turns.
* **Level 4-6**: At this level, the DC is now DC14 and if the targeted creature rolls a 1 or lower, their size is instead reduced by 20% their original size. They can use this power once every 9 turns.

##### *Echolocation* (Moderate/Minor; Skálds Only)

* Skálds are capable of processing incoming sound waves to shape out the world around them, enabling a “sixth sense” of sorts. This can reveal things such as hidden objects, but can also help them see in the dark. They must be able to hear and produce sound to perform this ability.
* **Level 1-3**: At this level, Skálds are capable of discerning fine detail passively and can activate this power for 3 turns to detect any movement in a 45 foot radius. This can be used once every 6 turns.
* **Level 4-6**: At this level, Skálds are capable of discerning color passively and can activate this power for 3 turns to detect a person’s tiniest physical mannerisms in a 10 foot radius. This can be used once every 9 turns.

#### Minor Powers

##### ⭐*Skaldic Inspiration* (Minor; Skálds Only)

* Like a bard's music, the songs and chants of a Skáld can temporarily boost the abilities of themselves and their allies during combat. The user can inspire others through stirring words or music, giving them an edge in what they're doing.
* **Level 1**: At this level, a Skáld has 1 charge of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d4 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.
* **Level 2**: At this level, a Skáld has 2 charges of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d4 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.
* **Level 3**: At this level, a Skáld has 3 charges of Skaldic Inspiration, which replenish once every 3 days after usage. They can give inspiration to one target within 30 feet of them, giving the target a 1d6 to add to a die roll of their choice. The die must be rolled before or at the same time as the main die roll to be used.

#### Given Powers

##### *Bardic Lore* (Given; Skálds Only)

* Skálds possess extensive knowledge of folklore, history, and mythology, making them invaluable sources of information and wisdom in their communities.

##### *Jack of All Trades* (Given; Skálds Only)

* Skálds are innately able to perform most skill-based tasks with relative "mediocrity" that couldn't rival a practitioner of the skill, but could rival those who've never tried it in their lives. For example, they might not beat a practicing fencer in a sword fight, but they could beat a mage who's barely swung a sword in their life simply because they're naturally *okay* at it.

### Völva Only Powers

#### Moderate Powers

##### *Osteokinesis* (Moderate; Völva Only)

* Users of Osteokinesis are able to manipulate bone, usually their own or the bones of already deceased creatures, and bend it to their will. It’s impossible for them to reach the bones inside of living creatures that aren’t themselves, as they’re not able to establish that connection. They also cannot manipulate fossils, since they are no longer bone. This power is not necromancy, so they can’t “raise the dead” with this power, only manipulate the bones themselves.
	+ **Level 1**: Users of Osteokinesis can manipulate small bones (those of small mammals like rodents or those of birds) that are present on the surface. Doing so drains them physically, and overextension can lead to exhaustion and fainting. They cannot pull bones from under the surface of the ground.
	+ **Level 2**: Users of Osteokinesis can manipulate small bones that are somewhat submerged under the surface, meaning part of them can be under but some of them must be showing. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ **Level 3**: Users of Osteokinesis can manipulate small bones that are completely under the surface of the ground to a depth of up to 3 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 1 turn to brace them and reduce the risk of fracturing, but not breaking with a cooldown of 6 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ **Level 4-6**: Users of Osteokinesis can manipulate medium bones (larger mammals like dogs and wildcats) that are completely under the surface of the ground to a depth of up to 4.5 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 2 turns to brace them and reduce the risk of fracturing or breaking with a cooldown of 9 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.

##### *Elemantary Runic Mystiokinesis* (Moderate/Minor; Völva Only)

* Rune Magic is the strongest form of Norse magic, and some Völva have tapped into the ability to call upon these runes like Odin once did. Rune Magic is attributed to sacrifice, and thus many users of this have given something up or suffered something to learn them. Rune Magic is also a very taxing form of magic, even more so than other forms of magic, and it's not uncommon for users of all skill levels to feel faint even after casting just one spell.
* To utilize Rune Magic, one must understand the meanings of the runes and their significance. The runes are not just a simple writing system, but rather magical signs that are a web of concepts and ideas that are present in everything. To harness this power, the runes are often inscribed on different objects. One of the most common of these are runestones. Runestones are small pieces of wood, clay, stone, or other material rigid enough to hold a carving, which have had one or more runes inscribed on the surface of them. These runestones are then utilized by the user to cast complex and powerful spells. This is where the *understanding* of the runes come in, as a greater understanding of the runes not only opens your mind up to more runes, but also deepens the connection with the runes you already learned. Runes can also be inscribed on weapons, armor, amulets, or other items to imbue the power into them.
* In most instances of this power, you will be using Runestones. You, as a roleplayer, can (optionally) create a bullet point under this power on your character sheet describing how these runestones are made by *your* character. Much like wands in Harry Potter, each runestone is different, and its design and process is unique to each user. Some users may carve theirs out of treated oak wood, then paint the insides of the carvings purple. Other, more exotic users, may favor a rainbow eucalyptus circle with the rune carved into it that has been embedded into a bit of hardened clay. At the beginning of each roleplay session, your runestones can “refill”, as long as you note that your character took time to re-carve them between roleplay sessions if necessary. Alternatively, you can take 3 uninterrupted (meaning you were not attacked or distracted) turns per individual runestone to carve new ones mid-roleplay. Your character, may hold up to three of any given rune unless otherwise specified, under the idea that too many cause a sort of magical reaction, causing the fourth to spontaneously combust. Each level also has a maximum amount of *total* runestones one can hold at any given time, causing the same reaction if that limit is ever exceeded.
* In the levelling, you will receive a new rune at each level. Please record these runes on your character sheet (most conveniently under this power somewhere, but anywhere will do) upon levelling up or receiving this power. These are the runes your character has devoted time to studying, and thus are the ones they can understand, carve, and use in spells.
	+ **Level 1-3**: You have spent plenty of time studying the runes, but even that is just the beginning. As a bonus, if your character identified as a female when they started learning the runes you receive the Berkana rune and if your character identified as a male when they started learning the runes they receive the Tiwaz rune. If they're non-binary, you can choose.
		- **Level 1**: You may choose one "Minor" rune to add to your library.
		- **Level 2**: You may choose one "Minor" rune to add to your library.
		- **Level 3**: You may choose one "Minor" rune to add to your library. In addition, if you have leveled this power up through roleplay, you may choose to "respec" and change the **Minor** runes you've chosen in the past. This is optional.
	+ **Level 4-6**: You have devoted much of your life into learning the runes, and have even reached a level that one would call "mastery". Perhaps you've sacrificed something, perhaps you've lost something, or perhaps you're a book nerd. Ew, try being a viking next time.
		- **Level 4**: You may choose one "Moderate" or below rune to add to your library. In addition, please update your current runes to their Moderate-level strengths.
		- **Level 5**: You may choose one "Moderate" or below rune to add to your library.
		- **Level 6**: You may choose one "Moderate" or below rune to add to your library. In addition, if you have leveled this power up through roleplay, you may choose to "respec" and change the **Moderate** runes you've chosen in the past. This is optional. You cannot change Minor runes.

#### Minor Powers

##### ⭐*Divination* (Minor; Völva Only)

* The Völva were well-known for their namesake ability: divination, the practice of seeking knowledge of the future or the unknown by supernatural means. Many of these seers were renowned for their abilities, and were often called upon by the townsfolk to help guide them in times of turmoil.
* To perform their abilities, a Völva must make a 1d20 roll, which decides the outcome of the ability and the cooldown between their uses:
	+ 1: Total fail. Their mind has been overwhelmed by negative energy from failure and they cannot use this power again for 30 days. They do not gain any guidance.
	+ 2-7: Failure. They almost latch onto a vision, but it fleets them at the last moment. They cannot use this power again for 3 turns.
	+ 8-13: Their visions are clouded, but reasonably usable to a certain extent. Maybe they’re vague, maybe they’re literally blurry, who knows. They cannot use their power for 12 turns.
	+ 14-19: Success; the power functions as intended, giving them a clear vision. They cannot use their power for 18 turns.
	+ 20: Total success. Their power functions one level higher than it usually would. They cannot use this power for 1 day.
* **Level 1**: At this level, they can gain insight on past events that are relevant to the task at hand. For example, they can look back to see what kind of hexes were put on a location or see where someone hid the secret door release.
* **Level 2**: At this level, in addition to past abilities, they can now perceive the present day; things that are actively happening, but that they might not be able to see at the moment. This could be a conversation that’s being had, or maybe even an event that’s happening.
* **Level 3**: At this level, in addition to past abilities, they can now roughly perceive the future. This is not quite “premonitions” at this level, but is more like fortune telling. They get a vague idea of “there is great luck in your future” or “there is tragedy in your future”, things like that.
	+ **Minor Degree (Level 4)**: At this level, their future sight has become more refined, and they are able to allow wisps from prophetic spirits of the Norns to take over their mind temporarily, allowing them to gain insight into prophecies. They cannot make prophecies on their own, rather they can just gain extra guidance in figuring out the true double meanings of prophecy.
	+ **”Level 5”**: This is not a level someone with this power can attain, and is instead the result of rolling a 20 when using this power while having the Minor Degree purchased. When a user with the Minor Degree rolls a 20, they experience no cooldown on the ability, giving them the ability to use their power again immediately.

### Wulfenkind Only Powers

#### Moderate Powers

##### *Beta of the Pack* (Moderate; Wulfenkind Only)

* Wulfenkind are able to command and communicate with canines, serving as an alpha. In a situation where two Wulfenkind are fighting for command, the eldest always wins. Children of Fenrir will always win against Wulfenkind.
* **Level 1-3**: Wulfenkind are able to command one canine at a time.
* **Level 4-6**: Wulfenkind are able to command two canines at a time.

#### Minor Powers

##### ⭐*Wulfenkind* (Minor; Wulfenkind Only)

* The signature ability of the Wulfenkind is their ability to shapechange into the form of a wolf. The appearance of this wolf is often similar to the person; scrawny redheads will be scrawny red-furred wolves, bulky dark-haired people will be larger and dark furred wolves.
* **Level 1**: Wulfenkind can take 2 turns to shapechange into a wolf indefinitely. This form change ends if they are knocked unconscious.
* **Level 2**: Wulfenkind can take 1 turns to shapechange into a wolf indefinitely. This form change ends if they are knocked unconscious.
* **Level 3**: Wulfenkind are able to shapechange into a wolf immediately, and they can remain in that form indefinitely. This form change ends if they are knocked unconscious.

##### *Vocalization* (Minor; Wulfenkind Only)

* Wulfenkind can perform the vocalizations of a wolf to call upon the aid of spiritual versions of their animalistic cousins. If they are not actively transformed, their vocalization is a yell, however the power only lasts for half as long (rounded up) with a 1.5x as long cooldown.
* **Passive**: Wulfenkind have a degree of zoolingualism that changes their vocal chords so that they're specially shaped so they can also speak the “language” of wolves, creating the same noises they do and understanding their noises as if it was their mother tongue.
* **Level 1**: The vocalization of a Wulfenkind can summon one spiritual wolf for 3 turns. This can be used once every 6 turns. The duration is only 2 turns and the cooldown is 9 turns if used outside of their transformation.
* **Level 2**: The vocalization of a Wulfenkind can summon one spiritual wolf for 5 turns. This can be used once every 8 turns. The duration is only 3 turns and the cooldown is 12 turns if used outside of their transformation.
* **Level 3**: The vocalization of a Wulfenkind can summon one spiritual wolf for 7 turns. This can be used once every 10 turns. The duration is only 4 turns and the cooldown is 15 turns if used outside of their transformation.

##### *Pack Tactics* (Minor; Wulfenkind Only)

* Wulfenkind are stronger when surrounded by other transformed Wulfenkind, allowing them to work more effectively. Both the user and the other Wulfenkind must be transformed for this to take effect.
* **Level 1**: At this level, all transformed Wulfenkind's powers last 1 turn longer and their cooldowns are 1 turn shorter as long as there are two or more transformed Wulfenkind within 60 feet of each other.
* **Level 2**: At this level, all transformed Wulfenkind's powers last 2 turns longer and their cooldowns are 1 turn shorter as long as there are two or more transformed Wulfenkind within 60 feet of each other.
* **Level 3**: At this level, all transformed Wulfenkind's powers last 2 turns longer and their cooldowns are 2 turns shorter as long as there are two or more transformed Wulfenkind within 60 feet of each other.

#### Given Powers

##### *Animalistic Nature* (Given; Wulfenkind Only)

* Wulfenkind tend to act similar to how an animal would, showing some traits similar to wolves. They bare their teeth and get low when angry, they get defensive and territorial over people and things, and they occasionally headbutt to show emotion.

##### *Predator’s Awareness* (Given; Wulfenkind Only)

* Wulfenkind have heightened smell and hearing.

##### *Carnivorous Metabolism* (Given; Wulfenkind Only)

* Wulfenkind find it impossible to stomach any food but meat. Eating anything but that will give them a stomach ache and a migraine. However, in return, they are able to eat raw or unprepared meat without any negative side effects.