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.

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

They appear pretty similarly to normal humans, however they are often scrappy and unkempt.

### Aging

They age at the same rate as humans, but tend to physically age better due to their connection to Loki.

## Culture

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.

## 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.

### Moderate Powers

#### *Beta of the Pack* (Moderate)

* 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)

* 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 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 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.

#### *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)

* These Vikings are adapted to cold climates, able to withstand extreme cold.

#### *Animalistic Nature* (Given)

* 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 have heightened smell and hearing.

#### *Carnivorous Metabolism* (Given)

* 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.

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

* If a Wulfenkind is a demigod child of Fenrir or Loki, they can take one extra Minor Power from their godly parent.