MB Powers
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 The 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.
As well as this, Ralgar has an identical fracture scar on his arm to Kura and Nir'wei as a result of the forging that took place.
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 The 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.
As well as this, Ralgar has an identical fracture scar on his arm to Kura and Nir'wei as a result of the forging that took place.
Soulforged
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.
Kindhearted: 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.
Kindhearted: 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.
Other
Cassion's Favor
Since Ralgar has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season, as thanks for what he has done here. It is a reciprocation of Ralgar's efforts, Cassion assures him. The ability is up to Ralgar and may be from Favoured or Adored Sojourn. (Please note, there is a re-write of Sojourn in the works. As and when that hits the boards, you will be able to change it, if so desired).
Ralgar picks the ability Thrill Seeker and it is a tribal ring he wears on his pointer finger on his right hand.
Karem's Thanks
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.
Ralgar has an Earth wolf he calls Myrk.
Daia's Favor
Ralgar has impressed with his willingness to work with the others, despite his dislike of the Immortals. His ability to be understood maintains - after the event he will find that he maintains this ability but it must be activated. He can activate it once a season and it lasts for 3 days.
Pheromones
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.
Since Ralgar has no wish for blessings, Cassion instead offers him a single ability from his mark, in an item, which can be used 3 times a season, as thanks for what he has done here. It is a reciprocation of Ralgar's efforts, Cassion assures him. The ability is up to Ralgar and may be from Favoured or Adored Sojourn. (Please note, there is a re-write of Sojourn in the works. As and when that hits the boards, you will be able to change it, if so desired).
Ralgar picks the ability Thrill Seeker and it is a tribal ring he wears on his pointer finger on his right hand.
Karem's Thanks
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.
Ralgar has an Earth wolf he calls Myrk.
Daia's Favor
Ralgar has impressed with his willingness to work with the others, despite his dislike of the Immortals. His ability to be understood maintains - after the event he will find that he maintains this ability but it must be activated. He can activate it once a season and it lasts for 3 days.
Pheromones
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.

