Innate:
The following abilities are innate to Alric, inherited through his mother.
Strength: Alric is many times stronger than a normal human (about 20 times stronger than world record setters), able to lift trucks, throw warhorses, and so on. The durability of his muscles and bones is greater in the same measure, to be able to use his great strength without injuring himself; as such, blunt instruments wielded by normal humans are more likely to damage the weapon (or hurt the attacker) than to cause Alric serious harm. However, he can still be cut, burned, etc.
Flight: Alric is able to levitate up to a ton of weight, or when relatively unburdened, can fly at up to 100mph, although this becomes dangerous without some manner of windshield above about 30mph.
Incendiary Aura: Alric is able to generate and condense an intense, fiery aura about his hands. This aura can be formed into simple shapes and compressed until it can either cut through most normal materials (in the manner of any other sort of plasma cutter) or be suddenly released, where it explodes with a burst of heat and force like a grenade.
Rapid Healing: Alric recovers from injuries dozens of times faster than a normal human (recovering in days where someone else might take months) and does not normally form scars.
Kaithenian Ancestral Magic:
Kaithenian ancestral magic requires the use of a Kaithenian artifact (such as Alric's sword Fairkalshi/Starlight) or other specially blessed object (a "focus").
Guardian Aura: The knight can generate a protective barrier, which can deflect anything from wind and rain to arrows and boulders or magical attacks. The more force the barrier resists, the greater the strain on the knight sustaining it, so they are generally used sparingly, to cover only one person or a few huddled together.
Healing Aura: A knight can dramatically accelerate another living thing's natural healing. This requires continuous concentration, making it ill-suited to the middle of a battle, but feasible for stabilizing serious injuries. "Old" injuries (those which have already healed as much as the body is able) cannot be healed with this ability. Alric is not sufficiently skilled with this ability to cure diseases, although he can sometimes ease the symptoms or slow the disease's progress, depending on its nature.
Purifying Aura: A knight can generate an aura of purifying energy which inflicts severe damage to Abominations (essentially the demons of Alric's world), and similarly fundamentally evil, destructive beings. This aura can envelope the knight himself, or his weapon, if it is an ancestral artifact or focus.
Soul Seeking: A knight can sense the presence of living things nearby, and detect some unusual conditions such as curses, demonic possession, and so on; masters can sense others' state of mind and intentions, and predict their actions, although this is beyond Alric's level. A knight can also find the direction of someone whose soul he has sensed with this ability before.
The following abilities are innate to Alric, inherited through his mother.
Strength: Alric is many times stronger than a normal human (about 20 times stronger than world record setters), able to lift trucks, throw warhorses, and so on. The durability of his muscles and bones is greater in the same measure, to be able to use his great strength without injuring himself; as such, blunt instruments wielded by normal humans are more likely to damage the weapon (or hurt the attacker) than to cause Alric serious harm. However, he can still be cut, burned, etc.
Flight: Alric is able to levitate up to a ton of weight, or when relatively unburdened, can fly at up to 100mph, although this becomes dangerous without some manner of windshield above about 30mph.
Incendiary Aura: Alric is able to generate and condense an intense, fiery aura about his hands. This aura can be formed into simple shapes and compressed until it can either cut through most normal materials (in the manner of any other sort of plasma cutter) or be suddenly released, where it explodes with a burst of heat and force like a grenade.
Rapid Healing: Alric recovers from injuries dozens of times faster than a normal human (recovering in days where someone else might take months) and does not normally form scars.
Kaithenian Ancestral Magic:
Kaithenian ancestral magic requires the use of a Kaithenian artifact (such as Alric's sword Fairkalshi/Starlight) or other specially blessed object (a "focus").
Guardian Aura: The knight can generate a protective barrier, which can deflect anything from wind and rain to arrows and boulders or magical attacks. The more force the barrier resists, the greater the strain on the knight sustaining it, so they are generally used sparingly, to cover only one person or a few huddled together.
Healing Aura: A knight can dramatically accelerate another living thing's natural healing. This requires continuous concentration, making it ill-suited to the middle of a battle, but feasible for stabilizing serious injuries. "Old" injuries (those which have already healed as much as the body is able) cannot be healed with this ability. Alric is not sufficiently skilled with this ability to cure diseases, although he can sometimes ease the symptoms or slow the disease's progress, depending on its nature.
Purifying Aura: A knight can generate an aura of purifying energy which inflicts severe damage to Abominations (essentially the demons of Alric's world), and similarly fundamentally evil, destructive beings. This aura can envelope the knight himself, or his weapon, if it is an ancestral artifact or focus.
Soul Seeking: A knight can sense the presence of living things nearby, and detect some unusual conditions such as curses, demonic possession, and so on; masters can sense others' state of mind and intentions, and predict their actions, although this is beyond Alric's level. A knight can also find the direction of someone whose soul he has sensed with this ability before.