N/A
Rituals - Wild Spirit
Holding ancient traditions above all others, Ralgar is capable of channeling his energy into a ritual to benefit him before battle. Unleashing the Wild Spirit inside of him through any form of ritual that lasts half a trial or longer, Ralgar can boost a skill of his choice directly related to the Ritual in question. Should he wish to boost a combat skill it must be a combat ceremony where he fights. Should he wish to boost his intimidation the ceremony will include loud, banging war drums and loud war cries. Any skill can be boosted with this so long as the ritual is fitting to the skill.
Once boosted, the skill will go up one tier from his usual and will stay boosted for a day before returning to normal. This can only be done once every five trials and can be an intensive power to use, leaving Ralgar tired once the skill boost is removed. After the trial of boosted skills he will be exhausted, bedridden for the next trial to follow, meaning he must pick his ritual boosts carefully.
Rampage - Spiritborn Soul
Believing that he is blessed by the Maiden of Death, as a member of the Bro'ky'na tribe, Ralgar possesses a small, red symbol along his shoulderblade - earning him the nickname of "Deathkissed". Alongside this marking comes a unique ability that enhances him in combat, activating which causes deep red twirls and symbols to climb the sides of his body and going all the way up to his left cheek and changes one eye to be a deep red, curving and twisting in makeshift symbols that mean nothing. This change is painful initially, the symbols almost burning across his skin for the first few trills of the power, but once they are set in place the power begins.
In his Spiritborn Soul form, Ralgar is immune to non-magic damage for thirty minutes, making all weapons that are not enchanted ineffective against him for this time. The drawback of this, however, is the Rampage he is sent on during this time. While he may still differentiate friend from foe, Ralgar is unable to remain calm or peaceful during this duration - and can not end the power early. This will take the form of violence against enemies, destruction of nearby objects, and otherwise violent behavior. Any attempts to resist this violence are painful mentally and will not work, meaning Ralgar must continue to go berserk for the entire length, making this ability dangerous to use in areas with civilians and innocents that may watch him. Only after thirty minutes does this Rampage end.
Once this power ends, the symbols fade, leaving behind a slight burning pain for ten minutes or so. This ability can be used once per trial. Any magic attempts to calm this rage will not work, but will instead confuse him, potentially making him attack friend as well as foe, or causing him to feel dizzy at the confusing emotions that overwhelm him..
Wildlife - Aura of Wild
A passive ability, Aura of the Wild is permanently impacting Ralgar and affecting his everyday life. Viewed as a creature of nature by the creatures that inhabit it, the man walks safer through natural areas than most other humans would, smaller predators and most if not all prey wanting to turn and avoid him where possible or stay near to him if that seems smarter, some even going far as to join his pack should he have enough skill to tame them. While this air of control can be felt to a lesser degree by humans, animals both wild and tamed will respond to it with far more of an extreme reaction, seeing Ralgar as their superior and as a Predator to be respected. Wild animals will, more than likely, avoid or run from Ralgar entirely. Tamed animals may show some fear but are more likely to respect the man, staying by his side as it proves safer for them.
The drawback of this, however, is the response from larger predators. While some will decide the challenge is not worth taking, others will view Ralgar as a threat and attack. This causes an interesting dynamic, meaning some areas of the wild are safe for the Mortalborn while others prove far more dangerous. Which areas are dangerous, however, are unknown to Ralgar until it might be too late.
Omens - Through wild eyes:
Growing closer to the world around him, Ralgar developed the new domain of Omens. With this domain came the power to see visions spontaneously that can show him a position, item or person that can be of great importance to him. This vision will show him a weapon that can help him win a battle easier, a person that holds information he needs, a location that will give him a tactical advantage. These visions, however, are not through his own eyes. As his own eyes shut and the vision takes over he starts to see and feel the control of a creature or animal, watching from the viewpoint of the creature as it looks at and shows him what he needs to see. Ralgar does not control when this ability will happen, but it will appear in moments of great need (Events included). Should this happen during an event, a Prophet has total control of the vision.
The drawbacks of this power are the lack of control he has over it, as well as the fact that he is not told what to do with the item or how it can be useful to him, only that it is something that will help him succeed. If there are no creatures around to show him this, however, he is unable to see visions. Nature must be present in the place he is in for his vision to happen, as well as in the place of the location/item he must work his way towards.
Rampage - Warrior Ancestry
A power that is only activated when Ralgar uses his other Rampage power, Spiritborn Soul, this ability enhances his Rampage further by allowing him to call on the specialty of one of two ancestors in battle, enhancing his own ability as if the spirit of ferocious warriors flows through him. Which ancestor he calls upon has to be chosen the moment he enters his Frenzy and can't change until his next frenzy.
Huntress's Speed: When embodying the persona of the Huntress, Ralgar can make two attacks in the time it would normally take him to deliver one attack. This doesn't affect the accuracy of the attacks, it merely allows him to attack more frequently within a space of time. Alternatively, when chasing prey or running from danger, he can double his footspeed.
Berserker's Strength: When embodying the persona of the Berserker, Ralgar can hit with such force, that his blows radiate past shields, armor, causing damage in spite of whatever physical defenses an opponent may have, whether toughened hide, or fully armored. A blow will hit with the same force as if that person was wearing no armor or shield at all.
It is unknown if it is possible for Ralgar to discover new ancestors further down the line (entirely to mod discretion)
Once this power ends Ralgar will find a new drawback to his Frenzy, suddenly tired at the moment the ability ends. He will need a full amount of sleep to recover and will be exhausted until he rests.
Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.
Soulforged have a special bond with nature. They see the plants and trees of the world not just as resources or decorations, but as living, breathing entities. With this ability the Soulforged is able to speak to plants and trees, allowing them to ask the flora to reveal information it might have overheard so long as they have sufficient social skills to persuade the plant to part with this information.
Pheremones
Ralgar emits pheromones that prevent bees and other stinging insects from attacking him, unless he smashes them *cnk* *cnk*. Twice a trial, he can also secrete "attack" pheromones that will cause such insects, if they are on hand, to attack whatever opponent he is fighting.
Fracture Sense
Kura, Nir'wei and Ralgar literally gave their life force to bring about this end. You all share an identical fracture scar and have a sense of each other at all times. This is not telepathy or any such, but you know where the others are and whether they are in danger or not. If you focus on it, you can pinpoint direction and distance, but no more than that.
Velduris' Pack Bond
With thanks for all he has done, Karem offers to show her gratitude for what he did when he stood with her daughter. If he would accept it, she would grant him just one of her abilities. As one of the Elemental Wolves, approaches him (if he accepts) she gives Ralgar the ability Pack Bond It is not a Velduris wolf, but it is the same bond and it has the same abilities. It can sense Velduris wolves, but Velduris wolves will know that this is a Karem-granted wolf, bonded to a non-Velduris.
Earth Wolf - Vidar
Soulforged Diri - Ase:
Diri Name: Ase
Appearance: A small panther with feathers mixed in with her fur, Ase has the color scheme of a beautiful and vibrant bird that some might see in the Jungles of Scaltoth, with blues, greens and golden colors covering her. She can appear fierce despite this, however, and is not afraid to snarl and show her fangs when the situation arises. Similar to the jungles of Scaltoth, she is both majestic and scary.
Personality: Soft-spoken, Ase is usually a gentle and kind soul, one that values all life. However, this does not mean she does not have moments of ferocity. Should Scaltoth be at risk, or anyone threaten the life of an animal without due reason (hunting, a fight for survival etc) she will snap, calling on Ralgar to protect his home and the Spirits that live in it.
/style2]