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       #Post#: 19148--------------------------------------------------
       London/New Orleans WIP: Ivan Morozov
       By: Raven Tepes Date: December 4, 2024, 7:54 pm
       ---------------------------------------------------------
       "In every country, the residents believe theirs is best country
       in world. I have been to many countries, and the residents all
       believe the same for the most part. No country is better than
       another is what I say."
       "Russia is a land where history’s weight is both a burden and a
       blessing. It stretches from the warmth of the heart to the cold
       expanse of the soul, where every winter is a reminder of
       resilience, and every summer, a fleeting promise of hope."
       "Russia is a land of contradictions—vast and unforgiving, yet
       full of beauty and strength. Its people endure with a quiet
       pride, shaped by centuries of struggle, where the weight of the
       past fuels the fire for a future yet to be written."
       "Being a werebear is a dance between man and beast—one moment,
       I'm tethered to the earth with the weight of a thousand
       instincts, and the next, I’m free, howling at the moon, reminded
       that the wildness in me is as ancient as the forest itself."
       "In Mother Russia, I am called the Gornyy Medved' or Mountain
       Bear. I am fierce like the wild of nature and strong like
       mountain. Few men can match my strength save for a troll or
       giant."
       Name: Ivan Morozov
       Nicknames/Aliases: Ivan the Strong, Ivan the Bear, Gornyy
       Medved' (Mountain Bear)
       Species: Weregrizzly
       Age: 215 years old
       Gender: Male
       Height: 7'2"
       Weight: 289 lbs
       Current Organization: U.N.I.T. Witness Protection Agency
       ~ Rank: Witness
       Former Organization: Sokolov Crime Family
       ~ Former Rank: Top Muscle
       Basic Werecreature Abilities:
       - Werecreature Physiology: Many are familiar with werecreatures,
       and know what they are. When it comes to these creatures, there
       are many types of werecreature, just as there are many types of
       vampires. Typically, most werecreatures are similar at the base
       level, which is usually discussed before their specific
       abilities. Most know werecreatures possess claws, tail, even
       sharp teeth, and usually are human-like with animalistic bodies
       (some may stand on two feet, but some might stand on all fours
       depending on the creature). Most werecreatures have a very
       similar base, even if most have different ways of manifesting
       the supernatural abilities of that base among different
       werecreatures (like some have different connections to nature
       than other werecreatures). Almost all werecreatures have this
       base physiology, no matter what they are, enough that even other
       types of werecreatures still act somewhat similarly. Most
       werecreatures are either born into a pack or tribe, or turned
       into supernatural creatures through a werecreature bite (usually
       a bite, some may have other ways to turn people). Werecreatures
       started out as a type of cursed beast that put a curse on man,
       but that curse ended up creating a race of supernatural
       creatures many see as the counter to vampires, and have
       developed a strong connection to nature. Of course, there are
       many types of werecreatures, from werewolves (the most known),
       were-cats, were-jaguars, were-tigers, to even were-rats and even
       other rare variations. However, most of these cursed creatures
       do often share a weakness, in that most are vulnerable to silver
       and mercury (though some creatures might have other weaknesses,
       as some creatures might be vulnerable to other things instead of
       silver). Most of the alchemists are werewolves, but there are
       clans of other werecreatures, since the werewolf alchemists
       started out as a group of outcasts from other tribes and packs.
       - Werewolf Nature Connection: Most werewolves has a powerful
       connection to nature, which lets them sense the condition of the
       nature around them. This lets them not only sense people close
       to them who do things like step on the grass, but also lets them
       do things like tell when plants are dying, or letting them
       communicate with animals depending on the tribe/pack and their
       affinities. For the most part, this isn't too much of a skill
       that's useful in a fight, as it's just the basis of a werewolf's
       abilities. However, it also does give them a sense where they
       can sense all nature around them, even without seeing it
       directly. This helps greatly for them to see the flow of
       nature's energy and learn how the power of nature is channeled.
       They are also able to use this connection to heal plants and
       animals with the life force of the world around them. This not
       only gives the user basic connection to the earth though, as it
       also gives them a connection to things like the water, which is
       also of the earth. This means werewolves with this connection
       can also even use their purification and interaction with water
       and creatures of the water. Typically, many werewolf tribes
       focus on their connection to nature in different ways, and many
       will often figure out how to utilize this in their tribe, though
       this is still a basic of werewolves on their own that they can
       learn. This power is not a battle ability, so it doesn't really
       grant them much in battle. The only real advantage it can give
       is if the werewolf knows the area they are in due to being close
       to the nature there, and can gain an advantage when fighting
       opponents in familiar territory.
       - Werewolf Spiritual Tuning: Similar to other creatures like
       moglins who have a connection to the world, werewolves with this
       specific nature connection have a special connection to the
       spirits that make up the earth and the elements of the earth,
       and are far more tuned to the spiritual realm than most
       creatures would be. These spirits are normally invisible and not
       able to be interacted with by most people, even most who think
       they know all the spirits often find they don't know how the
       spirit realm dictates the very world's elements. This may seem
       simple, but this lets werewolves connect to the world much more
       than most who connect to nature, as they aren't just connected
       to nature, but are able to also interact with those spirits for
       another way to interact with nature. Depending on the tribe,
       some tribes have specific ways to use this, and some can even
       develop their own ways to use this to their advantage depending
       on their affinities. Werewolves that have this connection
       understand the importance of the world's forces, and can see not
       only the flow of the planet's life energies, but also how the
       spirits impact that balance of the world itself. They are also
       able to perceive the world's flow of life and death as a result
       of this power. For the most part, this just lets werewolves have
       a closer connection with the world around them, not really being
       too useful until one learns to use spirit art magic. For
       werewolves with this ability, their main enemy is dark spirits,
       as dark spirits are the type of creature that will go after
       anyone that "sees" or "senses" them. Once a creature has seen or
       can perceive dark spirits, it opens up a new realm of knowledge,
       but also means they're more likely to be attacked by dark
       spirits.
       - Werewolf Tribe Connection/Empowerment: Almost all werewolves
       gain empowerment by being part of a tribe or pack, which is why
       many will travel together. Not only does traveling together
       allow them to cover each other in battle and allow them to fight
       together, but a connection to a pack or tribe can empower
       members of the tribe or pack. The more of the pack that are
       together means a stronger boost in abilities. This amplifies
       both physical and supernatural abilities when together, and may
       even grant other special effects based on the tribe, such as
       werewolf alchemists having a stronger ability to sense magic
       when working together, or another wolf tribe that might gain
       enhanced spiritual connection when working together. This
       depends on the tribe or pack, and this power is a natural
       encouragement for werewolves to work together rather than being
       alone. Most werewolves would see strength in unity, and weakness
       in being the lone wolf (no pun intended). This power is designed
       to unite tribes and packs together, and sometimes when packs
       join other packs, their abilities can blend together, such as
       two different tribes that join together could passively gain
       some of each other's abilities if they become truly unified.
       However, this requires that the werewolf submit to the pack, and
       those that are not a part of the pack are usually cast out of
       the pack otherwise those that interrupt this connection, and see
       those that "work alone" as infections to their connection to
       each other. Of course, one without a tribe or pack doesn't lose
       power by not having a tribe or pack, but just that those that do
       will gain power and focus as they work with others. The
       alchemists typically gain enhanced magic when working together,
       and certain alchemists may even gain special combination
       abilities (for example a fire alchemist and lightning alchemist
       might gain an ability to combine their magics into one powerful
       magic through this connection).
       - Werewolf Lunar Empowerment: When reaching a high enough power
       as a werewolf, a werewolf can essentially gain a powerup where
       they gain power and ability through lunar light. While
       werewolves can still fight at their full power during the day,
       most werewolves are at their best when in moon light, and many
       werewolves are able to fight using enhanced physical and
       supernatural stats. This technique is just a base powerup, which
       werewolves gain at a certain level of power and training to
       harness the full nature of their nightly nature. Those with
       werewolf nature connection are connected to the moon just as
       much as the earth, and this power symbolizes their embrace of
       their nightly nature. The more full the moon, the more powerful
       the werewolf becomes, with the full moon amping them to their
       max capabilities (aside from special moons like blue moons or
       red moons). Depending on the type of moon, usually determines
       the powerup. In the full moon, a werewolf is at their strongest,
       with their nature power and their magic gaining a large amp.
       This makes the werewolf's physical and supernatural abilities
       far stronger, but doesn't gain any other real abilities in terms
       of new abilities unless they are of a special tribe that does
       gain abilities in full moons. However, the werewolf can gain
       special abilities during blue moons or red moons (more on red
       moon and blue moon powers next) depending on the werewolf and
       what tribe they are a part of. This power is a passive ability,
       which is something the werewolf doesn't really have control
       over, as it's simply part of their nature connection. Typically,
       those that can create sunlight in nighttime can slightly
       interrupt this power, and can return a werewolf to normal power
       if the werewolf is hit with it enough times, since lunar power
       can only operate in the absence of the sun light.
       - Red Moon Enhanced Moonlight Power: When in the red or blue
       moon, the nature connection and lunar empowerment abilities give
       the werewolf special enhanced modes, where they are able to draw
       the unique moonlight into their power. When in the red moon, the
       werewolf gains a corrupted mode where their abilities all become
       more powerful and they gain a massive powerup from the red moon.
       Most werewolves gain more power with the red moon than they do
       with the blue moon, but this comes with a price. Typically, when
       in the red moon, most werewolves become much more ferocious and
       they seek to kill their enemies as brutally as they can. While
       most werewolves learn to control this with time and training,
       werewolves still have to be careful on these nights, and many
       werewolves who do lose control often hide from the moon light
       when this night comes around due to the dangerous of who they
       might hurt, as some have even killed their friends and family
       during this kind of night due to the nature they gain. This also
       makes all of their abilities corrupted power equivalents during
       these nights, where all of their supernatural abilities and
       werewolf abilities become corrupted and are able to hurt almost
       any creature due to the corruptive energies they generate in the
       presence of a red moon. Only the most ferocious of werewolves
       typically carry red moon energy outside of red moon nights, and
       many try to avoid the power altogether due to what they become.
       However, those that do try to utilize this outside of nights of
       the red moon must be careful, or else they could eventually lose
       their sense of self and become feral werewolves, as the
       unnatural red moon light can eventually overwhelm the rational
       mind and eventually destroy a werewolf's ability to think
       rationally. Of course, a counter to this ability is sun light
       manipulation, due to sun light being able to counter lunar light
       manipulation, and some sun light manipulators are able to
       completely negate the powerup of the red moon if they use it on
       a werewolf enough, though keeping them from regaining the amp
       requires usually getting them out of the moon light.
       - Blue Moon Enhanced Moonlight Power: Just as the werewolves
       gain abilities during the red moon, they also gain special
       abilities during the blue moon. During the blue moon, the
       werewolf gains a purity with their nature connection that
       surpasses their normal connection, and gains highly enhanced
       ability to connect to nature during this time. During this, the
       purity of their connection lets them use their supernatural
       abilities at a highly reduced cost, and can amp their special
       abilities considerably. To an extent, depending on the werewolf,
       some can even gain unique abilities only usable during this
       time, such as some with magic being able to use special spirit
       magic that purifies corruption and gives the werewolf a pure
       neutral nature. This lets them more easily influence the world
       around them, for better or worse depending on the werewolf, and
       allows them to use enhanced power at reduced cost. While in this
       mode, the purity of their power is also able to damage almost
       anything due to the neutral pure nature of their connection with
       the world. When in this mode, werewolves also gain a calm focus,
       and lose much of their natural ferocity in favor of
       concentration and purity of mind (For better or worse). However,
       while it is possible to store the energy of a blue moon up for
       later use, it is hard to use when not in a blue moon, and
       werewolves cannot usually handle too much of this energy outside
       of nights of the blue moon. Due to how unnatural stored blue
       moon energy is, it can overwhelm a werewolf's natural
       connection, and temporarily damage a werewolf's nature to the
       point that they could lose part of their werewolf connections to
       nature and the moon. Typically, sun light manipulation (if it
       can be created in the presence of this moon light) can counter
       this power, and do more damage to werewolves who use this since
       sunlight typically counters lunar light manipulation.
       - Werecreature Trait Suppression/Shapeshift: Werecreatures have
       an ability where they are able to change forms. Typically, this
       depends on the werecreature, but most werecreatures will either
       take a werecreature form as their base, or a human-like form as
       their base depending on their heritage, and certain other
       factors. Depending on their base form, they are able to
       shapeshift between their human form and werecreature form, with
       the base form being the natural form and the other form being a
       form they can use using shapeshifting. Werecreatures who take
       their werecreature forms naturally can shapeshift and suppress
       their werecreature traits, in which they are able to pass as
       human by using this power. A werecreature is able to suppress
       all of their traits to the point that they come across as human,
       and even feel human to those with supernatural presence sense
       abilities. Those that take human form typically use this to
       release their full werecreature form, in which they can
       typically use their werewolf form like an enhanced form that is
       stronger than their normal mortal form. There are other
       werecreatures who have other ways to use this, but these are the
       main two aspects. Typically, it does take energy and stamina to
       transform or suppress one's traits depending on which is the
       base form and which is the form the werecreature has to
       shapeshift into. As such, werecreatures cannot stay in their
       other form indefinitely, as they will eventually run out of
       energy or stamina to maintain this. Typically, this is used to
       allow a werecreature to pass as human for those that need to use
       this to take human form, or used among human form werecreatures
       to take a battle form when fighting, so this is usually only
       meant to be used temporarily anyway. However, once they do run
       out of energy or stamina, they can no longer use this to
       transform, and will revert to their normal base form (whichever
       form that their base form is).
       - Werecreature Cursed Bite: This is the ability that allows a
       werecreature to bite someone with their werecreature fangs. When
       they bite someone, they can choose whether not to leave this
       cursed bite mark behind. This is used not to kill someone, but
       is designed to turn those with this cursed bite into
       werecreatures like the werecreature who uses this. When changed
       into a werecreature, the werecreature becomes a werecreature the
       same as the original werecreature who bit them, such as a
       werewolf would turn someone into a werewolf upon biting them.
       While the user might have unique abilities that might manifest
       depending on the tribe and training they are a part of, the
       werecreature will usually be more or less like the one that
       cursed them initially. The person can be cured of this cursed
       bite within a certain amount of time, however, this can only be
       cured if a special formula (which is fairly known by
       supernatural hunters and most know how to make this formula) is
       administered before the new werecreature eats the flesh of a
       human or animal, as once they do, their curse will often corrupt
       their natures after feeding and it will make the change
       permanent. If the werecreature that casts this is killed, the
       person affected can be changed back, but they may be permanently
       changed if the person has devoured flesh while being a
       werecreature. However, if they haven't done so, then they can be
       returned to human when the original werecreature dies if they
       don't have access to the formula to turn them back to normal. It
       is also worth noting that those that are immune to being changed
       into supernaturals won't be affected by this, as there are some
       creatures and even some humans that have ways of making sure
       they cannot be changed by supernaturals, depending on the
       creature and what they have access to.
       - Werecreature Claws: Just like one might expect from their
       animalistic appearance, almost all werecreatures have claws of
       some kind that extend from their fingernails. Most werecreatures
       have ways of keeping their claws maintained, and most
       werecreatures can leave their claws long, or some will keep them
       trimmed so they're not so bothersome in day to day activities.
       Typically, their claws are one of their biggest weapons in
       combat, in which most werecreatures use their claws to slash
       opponents, with many even having claw slash techniques they can
       use in battle depending on their abilities. While claws are
       naturally sharp, werecreatures can actually sharpen their claws
       like they would a sword, usually sharpening them with a strong
       substance to the point that they can become razor sharp.
       Depending on the werecreature, some claws may be different
       sizes, or some might have slightly different capabilities, but
       there are plenty of ways for a werecreature to use their claws
       in battle. Most werecreatures are very dangerous and can easily
       rip people to pieces with their claws depending on their skill
       level. For the most part, avoiding the claws just requires the
       opponent to avoid the strikes of the user when the user is using
       their claws in battle, as their claws are a type of short-range
       close combat move. Most long distance claw slash attacks can
       also be dodged or blocked (Depending on the werecreature and
       their abilities if the opponent can account for the user's
       enhanced strength, and their abilities), though opponents should
       be careful of werecreatures who have claws that are able to cut
       through metal, as some werecreatures do have much stronger claws
       that can claw through metal objects.
       - Werecreature Bite/Teeth: As one might expect from seeing a
       werecreature, almost all werecreatures have some sort of sharp
       teeth. Typically, most werecreatures teeth are designed for
       tearing apart flesh of either animals or humans (depending on
       the werecreature and what they survive on). Due to this, many
       werecreatures will use their teeth to bite opponents in battle,
       and are usually strong enough that most werecreatures are even
       able to bite through limbs with their bite (depending on the
       werecreature and their strength. Different werecreatures may
       have different teeth, but overall, werecreatures are able to use
       their teeth to some degree, with some werecreatures even having
       certain abilities to enhance their bite. There are some
       werecreatures that are able to absorb life energy through a bite
       attack, in which some werecreatures have the ability to take
       life energy through biting others depending on the creature.
       Some werecreatures are known to have enhanced bites, like
       werepyres (werecreature/vampire hybrids) having an acid bite, or
       some might have special techniques that utilize their bite in
       unique ways. This mostly depends on the werecreature and their
       abilities, as each werecreature is different. Typically,
       avoiding a bite in battle is as simple as maintaining one's
       distance from an opponent, as this can usually only be done at
       short range unless the user has a special bite attack that can
       be used from a distance, which is usually rare. For the most
       part, these teeth aren't really made for battle, but more are
       specifically for eating. Werecreatures can use them in battle,
       but there is a lot of risk in doing so since werecreatures might
       take hits that might knock their teeth out just like any other
       creature.
       - Werecreature Fur: Werecreatures, as one might expect, generate
       fur in their werecreature forms. Depending on the creature, the
       fur will typically be different depending on the werecreature,
       but usually almost all werecreatures have this to an extent.
       This is usually not noticeable on a human form, since a human
       form suppresses most werewolf traits, but in werecreature form,
       almost all werecreatures have fur, which has a few functions.
       The first is that, like other creatures with fur, this helps
       them stay warm in harsh temperatures, and depending on the
       creature, they may even have summer fur that helps keep them
       cool in hot temperatures. However, there are certain
       werecreature that can use their fur as a weapon. For example,
       there is a werewolf gift that turns a werecreature's fur into
       something akin to steel armor, or some werecreatures can fire
       their fur at opponents like firing needles with certain
       techniques. Overall, this depends on the werecreatures and their
       abilities, as most werecreatures are different in nature and
       different werecreatures usually have different ways to utilize
       this. Typically, the fur is more defensive than offensive, so
       it's not really useful to attack unless a werecreature has a
       means to attack with their fur (though some can learn skills
       that will allow them to attack with their fur). Aside from
       special techniques though, fur is more for environmental
       adaption more than to be used in battle, so this is more just a
       part of their physiology that helps them survive rather than
       helping them fight. It is also worth noting that fur is also
       more vulnerable to fire, as fur can be flammable under the right
       conditions.
       - Werecreature Anger Amplification: Typically, werecreatures are
       far more emotional than vampires are. As a result, werecreatures
       gain power from their intense emotions, specifically their anger
       when they are feeling strongly. Many werecreatures are empowered
       by anger, and are able to gain boosts through their anger while
       it's in effect. The most common method of using anger is a rage
       frenzy, where a werecreature will temporarily lose control of
       themselves and act in pure rage towards whatever is causing them
       anger. Depending on the werecreature, this may happen under
       different circumstances (like some werecreatures might react to
       other stimuli like certain kinds of light), or some
       werecreatures even have specific arts for using this, like
       utilizing their anger in special techniques that empower their
       rage frenzy with different abilities (depending on the
       werecreature, tribe and abilities). This is an ability that most
       werecreatures have to deal with and is more of a hindrance to
       their daily lives, since many werecreatures might have short
       tempers, but most advanced werecreatures have learned to control
       this, and only really use it when they want to rather than
       letting their emotions control them. Overall, the arts used
       depend on the creature, but most have to control this at some
       point, as this can lead to werecreatures attacking allies when
       they are in their frenzied states, and werecreatures may not be
       able to control who they attack (as they might go after someone
       other than the intended target) depending on the situation.
       Overall, the main use of this is for those with techniques to
       utilize this in combat, which all usually only work temporarily
       while the user is in a rage state. And even if they don't have
       any special techniques, the rage state is only temporarily,
       lasting as long as the stimulus persists that drove them into
       it, or a certain amount of time passes after going into the
       frenzy.
       - Werecreature Agility and Werewolf Cling: Werewolves have a
       natural agility, in which they are able to move very effectively
       in battle. Part of this is speed and flexibility, where they are
       able to move around and attack based on the type of werecreature
       they are. Even werecreatures that are larger than normal beings
       have a strange agility that they are able to use that lets them
       move effectively, usually letting a creature jump around, or
       even use their agility to move silently across an area. In
       addition to this, werecreatures also have a natural ability to
       use their claws to cling to surfaces, where they are able to dig
       their claws into a surface and then stick to that surface. Most
       werecreatures use this on trees, where they are able to stick to
       a tree, or use their momentum and use their claws to change
       their trajectory in a fight. Some werecreatures have certain
       abilities in doing this, such as some that will hide in the
       trees and steathfully strike (like those with panther powers) or
       some might use their claws and agility to make their way up
       trees and drop down on their opponents, or some might just jump
       off surfaces to attack opponents. This usually depends on the
       werecreature, as different werecreatures have different hunting
       styles depending on what kind of creature they are and what
       abilities they possess. Typically, it is very important to keep
       track of werecreatures in battle, as their agility may be hard
       to keep track of, and some will use stealth if the user loses
       track of them to stay hidden until they're ready to attack.
       Opponents can usually dodge a werecreature as agile as they are,
       as long as they are able to keep track of them and can react to
       what they do. Those that know werecreatures often know just how
       agile and dangerous werecreatures can be, especially ones that
       utilize this in combination with stealth.
       - Werecreature Hardened Body: Werecreatures typically have much
       stronger bodies than humans do, as their muscles, bones and even
       their skin is thicker than a human's. While not as strong in
       human form (as they typically will be the normal level of a
       human when in human form), their werecreature forms are much
       stronger and are able to take reduced damage from attacks due to
       how strong their bodies are. Werecreatures are usually natural
       fighters, and usually have ways to utilize this, such as some
       might learn certain heavy stander abilities that resist
       knockback and stun to a degree. Werecreatures are able to use
       their bodies hardened muscles in a variety of ways, as
       werecreatures can even use their stronger muscles for stronger
       attacks depending on the training the werecreature has.
       Typically, this partially depends on the training of the
       werecreature, and partially on the werecreature themselves
       depending on what type of werecreature they are. For example,
       certain werecreatures may have stronger bodies than others, with
       certain werecreature types might have a strong body, while
       others might have specifically stronger bodies. Of course, just
       like with most of their physiology, werecreatures also have
       certain abilities and arts that might enhance their defense,
       with some even training their durability so that they can become
       more resistant to damage. Some more trained werewolves have even
       been known to block swords to a degree, though whether or not
       they can do this depends on the strength of the opponent.
       Typically, opponents can more easily pierce opponents with
       silver, or certain stronger attacks can also do damage. While
       stronger, they do still take damage from attacks, even if it's
       just reduced. Many werecreatures are also vulnerable to fire to
       a degree as well, though some werecreatures might be resistant
       to fire if they possess the ability to use it.
       - Werecreature Regeneration: Werecreatures, like vampires, have
       supernatural regeneration that can be used to heal themselves
       when they have taken damage. Werecreatures have strong
       regeneration, and can regenerate from most damage. Werecreatures
       can usually regenerate anything as long as their heart or brain
       isn't destroyed. Werecreatures also regenerate faster than most
       other vampires, due to werecreature regeneration being slightly
       different than vampire regeneration. Of course, some tribes even
       have special regeneration techniques, so some werecreatures may
       even gain special regeneration techniques of they are available
       to them. This is a passive skill that heals werecreatures, and
       this power is sustained by their devouring of flesh of either
       animals or humans, depending on what the werecreature wants to
       eat to sustain their power (which may or may not depend on the
       tribe they're born into). Werecreatures, unlike vampires, cannot
       regenerate limbs, but they do regenerate any damage to their
       bodies, and can regenerate even fatal wounds that might kill a
       vampire (typically, vampires regenerate more parts of their
       body, but werecreatures regenerate faster and more easily).
       Werecreatures usually are able to regenerate almost anything
       save for decapitation unless silver is used on them. For most
       werecreatures, silver is usually the best thing opponents can
       have, since silver can be used to interrupt most werecreature's
       regeneration (though some werecreatures may be vulnerable to
       other elements like gold depending on the creature). Certain
       holy powers can also help kill werecreatures more easily due to
       their cursed natures. Certain things like death scythes and
       other regeneration negation weapons/abilities can also be used
       on werecreatures, just like vampires. However, decapitation or a
       silver bullet to the heart is usually the easiest way to kill a
       werecreature (though decapitation works on almost any
       werecreature where silver might fail depending on the creature).
       - Werecreature Body Temperature Regulation: Similar to how
       certain supernaturals are able to adapt to environments around
       them, werecreatures are able to adapt to environments around
       them thanks to their supernatural physiology. For the most part,
       a werecreature's body usually has ways of regulating their body
       temperature, whether it's in battle or outside of battle. Most
       werecreatures will be able to adapt to hot or cold environments
       depending on the creature. Usually, this is most present during
       different seasons, when a werecreature often has different coats
       of fur to handle each season (depending on the werecreature). In
       addition, each werecreature is able to regulate their body
       temperature through their body's own methods as well, which have
       the same abilities as humans to try and regulate their
       temperatures. However, werecreatures are much more easily able
       to adapt to extreme temperatures thanks to this, and they are
       able to survive in almost any environment, from the hottest of
       deserts to the coldest of icy weather. Most werecreatures can
       adapt for certain environments specifically, depending on where
       they live, as most werecreatures usually specifically adapt to
       wherever they tend to stay. Some even adapt by other methods,
       like certain werecreatures might have a higher body temperature
       than normal because of their werecreature nature. The last
       advantage is that this helps them against people who use heat
       and cold as weapons, which allows the werecreature to handle
       extreme heat and extreme cold (granted they aren't being burned
       with fire, or frozen with ice). However, while they adapt to
       temperature easily, they cannot adapt to being burned by fire,
       or frozen with ice, and while they can adapt to the heat
       generated by fire or the cold generated by ice, they can still
       be hurt by fire and ice abilities (depending on the
       werecreature, as some might have certain resistances and
       immunities). This also doesn't apply to things like vacuum
       environments and being underwater, since this only really
       applies to adapting to temperature and not certain other
       environmental factors.
       - Werecreature Animalistic Senses: Werecreatures all have
       animalistic senses, which allows them to sense far more than
       what humans can. While they still have human senses as well
       (sight, smell, taste, touch and hearing), they also have other
       senses depending on the werecreature. Animals are often known
       for being able to senses changes in the earth that humans
       cannot, and this sense is just one of the senses that
       werecreatures have. One such example are how some creatures have
       an electromagnetic sense to sense the flow of ions in the
       earth's atmosphere, and they are able to use this to not only
       sense changes in the earth itself, but they can also use it to
       navigate far more easily than humans can. Most werecreatures
       have much higher tuned senses, and this doesn't just apply to
       their normal senses. Most werecreatures are also able to do
       things like seeing in the dark, or many have a specific ability
       to sense the presence of others with a sort of sixth sense of
       the environment around them and can use it to focus on anything
       living. The specific senses depend on the werecreature, as all
       werecreatures typically have different senses depending on the
       type of werecreature they are and what animalistic traits the
       werecreature possesses. Typically, this isn't too useful in
       battle, though some werecreatures can use these senses to sense
       when danger is nearby, as werecreatures can learn to hone their
       senses to a point where they can even sense when someone is
       trying to sneak up on them or is going to attack them. While
       useful though, these senses are not always accurate, and certain
       natural phenomena might also be able to affect a werecreature
       due to these senses if an enemy has a way to take advantage of
       these senses.
       - Werecreature Earth Communication: As part of a werecreature's
       connection to the world and the spirits, they are able to
       communicate with the earth, including the life on earth. While
       they may not have connections to certain life forces depending
       on who they are, all werecreatures, in some form, have some sort
       of communication they can use. For example, many werecreatures
       can communicate with animals and some can even communicate with
       plant-life if they have a strong enough connection to the force
       of the Green (a life force connecting all plant life). Usually,
       this communication allows them to not only befriend the entities
       of the world, but this also allows them to call on allies during
       battle, such as some who can call on animals or plants to fight
       for them depending on the werecreature and what creatures or
       organisms will listen to them. Typically, animals and plants can
       be called to help the werecreature, with some even having unique
       training depending on the tribe, as some tribes have specific
       gifts designed to call on animals or plants to help the
       werecreature. This isn't really a battle power so much as more
       of a communication power, as most werecreatures usually use this
       to keep animals and plants from certain battles they might face,
       or they may make friends with certain animals or entities due to
       their strong connections to the earth. This usually depends on
       the werecreature, and some werecreatures speak to specific
       aspects of the earth whereas others may have a more general
       communication with the life in the world. This depends mostly on
       the individual, but mostly, the only way this is used in battle
       is to call animals or plants to fight or help out in some way,
       and the animals or plants can still be destroyed as normal, with
       them still being able to be killed in battle (though some
       werecreatures may have gifts that strengthen animals and plants,
       so that should also be taken into account if one needs to fight
       a werecreature with this ability).
       - Werecreature Gift Affinity: Werecreatures developed gift
       training depending on the tribe specifically for werecreatures
       in the same manner that vampires developed their discipline
       training. This allows werecreatures different training to gain
       different abilities, which are usually taught by certain
       spirits. Unlike vampire disciplines taught by clans, werewolf
       gifts are not just taught by tribes, but also by individual
       spirits that might know of them. Once a werewolf has their
       affinities, and someone to train them, the werewolf is able to
       learn werewolf gifts based on the tribe they are in, or what
       spirits will teach them. Overall, most werewolf gifts are
       dependent on the tribe, as each tribe has its own set of
       abilities to learn. This could be as simple as combat
       enhancement skills, or learning to call on spirits in battle, or
       some like the Glass Walkers even have unique gifts involving
       manipulating technology. As one might expect, each set of gifts
       is different in nature, so naming them all is nearly impossible,
       let alone naming their strengths and weaknesses, but all
       werecreatures are usually able to learn these in some capacity,
       with some advanced users of certain gifts being able to combine
       gifts depending on what they can do. Overall, each gift works
       different, and has it's own strengths and weaknesses, but each
       gift does have it's own strengths and weaknesses, due to each
       gift having limits of what it can do. For example, combat based
       abilities are limited to combat and may not include supernatural
       powers (though there are some that enhance supernatural
       abilities as well), or some that might have consequences (such
       as some used too long might take a toll on the werecreature's
       body). This depends on the gifts learned, and the gifts learned
       depend solely on the tribe the werecreature belongs to or the
       spirits teaching them gifts. It is also worth noting that most
       werewolves gain gifts solely based on the tribe they belong to,
       and no werewolf gains random gifts unless they are part of no
       specific tribe and are just taught by spirits in general since
       those with no tribe have no specific ties to any one tribe. This
       also may not cover certain things like werepyres who have
       combination abilities with vampire disciplines, or other
       werecreatures with power from things like demons or angels that
       might be able to combine gifts with angel or demon arts
       depending on their natures.
       Basic Werebear Abilities:
       Shapechanging: Werebears can transform into a large
       bear-humanoid hybrid, a large bear, or back into their true
       humanoid form.
       Keen smell: Werebears have an advantage on Wisdom (Perception)
       checks that use smell.
       Damage immunities: Werebears are immune to bludgeoning,
       piercing, and slashing damage from nonmagical attacks that
       aren't made with silvered weapons.
       Ursine Physiology The power to have the traits and abilities of
       bears. Users possess the traits, attributes, characteristics
       and/or abilities of bears, including grizzly bears, polar bears,
       pandas etc. They achieve this either through full or partial
       transformation into ursines, choosing to mimic certain aspects
       of them, or simply already being a bear in the first place.
       ~ Dermal Armor: The power to have innate physical armor for
       protection. The users have or can generate an innate armor as a
       part of their body, which is resistant to attacks, harm or pain,
       and temperature extremes. The armor varies from obvious,
       physical defenses, such as scales, thick skin/fur, natural
       shield, armor or shell, in-organic skin, etc, to bone-nodules
       below the skin, particularly wide/sturdy rib cage, blubber, or
       simply dense muscle.
       ~ Thick Skull: The power to have an abnormally strong and
       durable skull. The user's skull is incredibly durable and
       strong, enabling for powerful headbutts to no ill effect.
       Feral Mind: The power to tap into a feral/berserk state of mind.
       The user can tap into a primal instinctive state of mind, which
       can release an unstoppable rage that allows them to perform in
       vastly increased capacity, taking and inflicting damage that
       they couldn't or wouldn't in their normal state. In some cases,
       the user's mind descends so far into the feral state that,
       mentally, they are little more than wild animals.
       Applications:
       Fighting Instinct (Bears are genetically programmed to fight.)
       Wrestling Mastery
       Hibernation
       Natural Weaponry
       Claw Retraction
       Climbing
       Supernatural Bite
       Supernatural Roar
       Predator Instinct: The power to possess instincts akin to that
       of a predatory creature. The user possesses predatory instincts,
       allowing them to become masters of predation, plunder, and
       supremacy. The user can instantly discern all factors of any
       situation and automatically manipulate them so it's the most
       optimal and favorable for them, without consciously thinking out
       a plan of action.
       This makes them a master of manipulation, pursuit, and capture.
       It includes anticipating what will happen and how to adapt to
       it, what move a target will make, where they are headed, etc.
       effectively allowing them to manipulate the target and causing
       them to inevitably play right into the user's hands, as well as
       how to attack without giving away one’s presence, and how to
       preserve energy when attacking.
       They have instincts to prey by any means and in the most
       effective ways possible, use anything at hand to do so, and,
       have no mental/emotional issues or moral dilemmas either before,
       during, or after the deed. This is the ultimate predation
       mechanism since the user will automatically prey with perfect
       skill, technique, and timing. The user's full and complete
       mastery of predation and anything related to predation makes
       them the ultimate predator.
       Prey Instinct: The power to possess instincts akin to that of a
       prey creature. The user possesses instincts that allows them to
       become a master of evasion and survival. Users with this ability
       can discern numerous factors of a situation, including how much
       of a threat a foe poses, what move they will make, where they
       are going, and if these things relate to bringing harm to the
       user, as well as how to hide without giving away one’s presence,
       and how to preserve energy when running.
       Supernatural Strength: The power to wield strength beyond what
       is possible within known laws of science. Users possess a
       supernatural strength. This incredible strength allows them to
       effortlessly lift massive vehicles, large airplanes, boulders,
       and even locomotives.
       Users can tear through the strongest metals as if they were mere
       paper. Offensively, depending on their strength, users have the
       power to send opponents flying for miles, create cracks in the
       lithosphere, or release a force of energy equivalent to nuclear
       weapons upon an entire city.
       Supernatural Senses: The power to possess transcendent senses.
       The user's sense of sight, taste, hearing, touch, and smell are
       super-unnaturally more acute than other beings in their
       universe. They can see thousands of miles away with immense
       resolution and see/track things too fast for the natural eye,
       hear through dense walls perfectly and listen to the smallest
       vibrations/noises from extremely faraway places, smell anything
       over vast distances up to and including individual
       molecules/atoms, taste the smallest details to the extent of
       distinguishing at a molecular level, and feel the slightest
       vibration in the air, ground and water. In some cases, the user
       can develop a sixth sense and various ESP abilities, allowing
       them to perceive/sense things no ordinary senses can detect.
       Supernatural Regeneration: The power to rapidly heal at a level
       drastically beyond what is naturally possible. Users possess a
       supernatural level of regeneration; allowing them to recover
       from virtually any injury that doesn't result in instant death,
       such as disintegration, incineration, or one-hit kill attacks.
       As long as their "core" remains undamaged, regeneration is
       possible. This exceptional regenerative power operates at the
       cellular level, continuously rejuvenating cells and telomere
       lengths, granting the user freedom from the aging process.
       Additionally, the need for sustenance is drastically reduced,
       pushing the user close to a state of true immortality. Even
       intricate body parts like damaged brain cells and nerves can be
       meticulously repaired, preserving the user's mental faculties.
       This level of regeneration can extends to drugs, diseases, and
       harmful foreign substances, ensuring they remain in peak
       physical condition and optimal health indefinitely. Their
       immunity, or at the very least, their high resistance to
       telepathic attacks, arises from the regenerative power's ability
       to restore brain cells to their unaltered state, effectively
       shielding the user's mind from intrusion or invasive attempts.
       Transformation Physiology:
       Human Physiology: The power to use the abilities of humans. The
       users are humans (Homo sapiens), a mammalian species of mundanes
       and mortals who are a known to being sentient and sapient race
       who inhabit the planet earth as a dominant species, said to be
       related to primates.
       Humans are unique beings rich with potential, possessing
       appropriate attributes, aspects and quantities that’s a part of
       their human nature gifted with beauty, intelligence, social
       skills and many other ordinary traits that makes up for their
       lack of supernatural powers and makes them well developed
       beings. With such potential, they proved to be very capable
       beings are as the reigned-on earth above many other known
       species as an apex predator, all following their own path.
       Most humans are capable of reaching their full potential as they
       train and learn to grow, as they can advance themselves to reach
       the superiority of their mundane status to their peak, as they
       hone their skills and natural abilities that can make them
       formidable and admired being ever known. Because of such skills
       and determination, they can take on most known supernatural
       beings on fare levels.
       Non-human of this physiology is considered anthropomorphic
       beings who personify/develop human characteristics or can
       transform into a human. They can also gain humans dexterity with
       our opposable thumbs and gain human intelligence, all of which
       makes them an equal match to actual human beings.
       Applications:
       Peak Human Body
       Peak Human Agility
       Peak Human Beauty - This power is rare
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Possible Vigorous Heart
       Peak Human Lung Capacity
       Peak Human Balance
       Peak Human Reflexes
       Peak Human Speed
       Peak Human Stamina
       Peak Human Survivability
       Peak Human Mind
       Maximum Concentration Capacity
       Optimal Finesse
       Possible Peak Human Wisdom
       Werebear Physiology: The power to use the abilities of a
       werebear. A user with this ability is a werebear, a being with
       the power to transform into a bear and/or ursine humanoid,
       either purposely or after being placed under a curse and/or
       therianthropic infection, or some other means.
       Applications:
       Supernatural Body
       Supernatural Agility
       Supernatural Balance
       Supernatural Dexterity
       Supernatural Durability
       Conditional Invulnerability
       Supernatural Endurance
       Supernatural Flexibility
       Supernatural Health
       Supernatural Reflexes
       Supernatural Hearing
       Supernatural Smell
       Supernatural Vision
       Supernatural Speed
       Supernatural Stamina
       Supernatural Mind
       Supernatural Instincts
       Ivan's Special Ability:
       Earth Manipulation: The power to manipulate earth. Users can
       create, shape and manipulate earth and "earthen" elements
       including most solid objects, specifically all minerals and
       mineral compositions regardless of their state (mountain,
       boulder, sand or dust), dirt, soil, etc.
       Offensive uses of this power include extracting huge boulders
       from the ground and hurling it at the enemy at high speeds,
       impaling the enemy with countless spikes from the earth and in
       some cases creating giant golems or other creatures from earth
       and utilize them for combat. Defensive powers include shaping
       huge walls or barriers from the ground, creating an
       omni-directional wave of rocks/stone around the user to defend
       from all attacks and covering oneself with armor made from
       earth. Supplementary uses of this power include flight by
       standing on a piece of levitating earth and enhanced movement by
       skating on the earth and gaining enhanced senses from sensing
       the earth. The User is able to set off earthquakes, tear holes
       in the ground, carve slabs of stone and rock from geologic
       sources like mountains, crags and walls, shift the terrain
       around them, slice through stone with thier mere fingertips, and
       control seismic energy.
       Application:
       Burrowing with the choice between simply gliding through the
       earth or leaving a tunnel.
       Earth Swimming
       Cause Avalanches, Earthquakes, Mudslides or Quicksand.
       Density Manipulation - By accumulating and pressing the earth
       and stones.
       Gravitational Downforce - By compressing huge dense stones.
       Earth Attacks
       Earth Constructs
       Earth Crushing
       Earth Detection
       Earth Generation-All Variations
       Earth Imprisonment
       Earth Purification
       Earth Solidification
       Geokinetic Immunity
       Geomechanics Manipulation
       Geo-Telekinesis
       Geokinetic Flight
       Geokinetic Surfing
       Manipulate the properties of earthen materials.
       Ground Liquification
       Polish earthen material.
       Repair objects of earthen material
       (
  HTML https://powerlisting.fandom.com/wiki/Earth_Manipulation?so=search)
       Ivan's Favored Earth Sub-Types:
       Asphalt Manipulation: The ability to manipulate asphalt. The
       user can create/generate, shape and manipulate asphalt a sticky,
       black and highly viscous liquid or semi-solid form of petroleum
       that may be found in natural deposits or may be a refined
       product; it is a substance classed as a pitch.
       The primary use of asphalt/bitumen is in road construction,
       where it is used as the glue or binder mixed with aggregate
       particles to create asphalt concrete. Its other main uses are
       for bituminous waterproofing products, including production of
       roofing felt and for sealing flat roofs.
       Concrete Manipulation: The power to manipulate concrete. The
       user can create/generate, shape and manipulate concrete, a
       composite material composed of coarse granular material (the
       aggregate or filler) embedded in a hard matrix of material (the
       cement or binder) that fills the space among the aggregate
       particles and glues them together.
       Demonic Earth Manipulation: The power to manipulate demonic
       earth of Hell. The user can create, shape and manipulate earth
       derived from the deepest pits of Hell, sporting the capability
       to destroy nearly anything it strikes with absolute malevolent
       intent. In addition, demonic earth is capable of inflicting
       excruciating pain; both physically and spiritually tormenting
       the victim, has the potential to corrupt one's soul, and is very
       effective against the holiest of supernaturals, such as angels.
       More powerful users can even ultimately summon/resurrect/create
       evil spirits, elemental entities and/or demons from Hell.
       Divine Earth Manipulation: The power to manipulate divine earth.
       The user can create, shape and manipulate holy earth that's
       highly effective against the supernatural, such as demons and/or
       angels. The effectiveness, in question, can range from trapping
       and/or immobilizing to outright banishing or killing
       supernatural threats. Furthermore, divine earth itself may have
       other properties and abilities, such as healing, Resurrection,
       summoning angels and/or spirits of the deceased from Heaven to
       the material plane.
       Crystal Manipulation: The ability to manipulate crystalline
       material. The user can create, shape and manipulate crystals and
       crystalline materials: homogenous solids formed by a repeating,
       three-dimensional pattern of atoms, ions, or molecules and
       having fixed distances between constituent parts.
       Glass Manipulation: The power to manipulate glass. User can
       create, shape and manipulate glass, an amorphous
       (non-crystalline) solid material that exhibits a glass
       transition, which is the reversible transition in amorphous
       materials (or in amorphous regions within semicrystalline
       materials) from a hard and relatively brittle state into a
       molten or rubber-like state.
       Most commonly glass refers to soda-lime glass, but it includes
       also fulgurite and obsidian.
       Magma Manipulation: The power to manipulate lava and magma. The
       user can generate, shape, and control molten rock, referred to
       as magma when it is underground and lava when on the surface.
       This molten material is a volatile mixture of semi-molten rock,
       suspended crystals, dissolved gases, and gas bubbles, often
       reaching temperatures between 700°C to 1,300°C (1,292°F to
       2,372°F). With this, the user can summon magma from beneath the
       earth or generate it from their body, shaping it into streams,
       weapons, or barriers.
       The extreme heat allows the magma to melt or vaporize most
       materials on contact, turning steel into liquid in seconds and
       causing catastrophic destruction. The user can also manipulate
       the temperature, increasing the heat to make the magma flow more
       quickly and deal more damage, or lowering it to create thicker,
       slower-moving lava with greater impact force. Additionally, the
       user can regulate the temperature to control the magma's
       viscosity, allowing for precise shaping and control over how
       quickly it cools and solidifies.
       The user can also solidify magma into various forms of rock,
       such as obsidian or basalt, creating defensive or offensive
       structures. This power often come with an inherent resistance to
       extreme heat, allowing them to withstand and control
       temperatures that would incinerate most beings. Advanced users
       may even reach the point where they can cause volcanic
       eruptions, simulate seismic activity, or control the underground
       flow of magma to reshape the environment.
       Mineral Manipulation: The power to manipulate minerals. User can
       create, shape and manipulate any/all minerals, a naturally
       occurring, homogeneous inorganic solid substances with a
       definite chemical composition and characteristic crystalline
       structure, color, and hardness. This includes rocks, which are
       composed of grains of one or more minerals or mineraloids held
       together by chemical bonds.
       Special Techniques:
       Burying: The power to bury or submerge people or objects beneath
       any sort of surface. The user can bury/submerge people or
       objects beneath any sort of surface or into element, whether
       that is earth, metal, sand, water, etc. and either hold them
       there, allow them to suffocate or possibly even use the
       surrounding material to attack.
       Earth Communication: Power to communicate with the earth. The
       user can communicate with the earth and earth minerals such as
       sand, mud, dirt, stone, rock, etc. either telepathically, by
       speaking verbally, or by touching it physically. Earth can tell
       the user of what happened or what is happening, help them to
       track someone at long distance away, etc.
       Earth Exoskeleton: The ability to create armor around the user's
       body from earthen materials. The user can form armor around
       their body or shape it from earthen materials, such as stone,
       crystal, soil, and mud for protection and physical boost. With
       training, the user could shape the armor into new forms for
       weapons, transportation, even constructs of the element.
       Earth Imprisonment: The power to bind, imprison, or otherwise
       stop objects by using earth. The user can bind, imprison, and/or
       otherwise stop an object/being by surrounding them completely by
       using earth.
       Earth Mimicry: The power to transform into or have a physical
       body made up of earth or other earthen substance. The user is
       made up of or can transform their body completely into earth,
       including soil, stone, metal, clay or other earthen substance. A
       user's transformed form is anatomically identical to their
       normal form, aside of being made of earth, in which case it
       contains all to organs and is somewhat vulnerable to attacks.
       Alternately, the user can transform into homogeneous matter,
       without any part of their form being more important than the
       other.
       Exact physical abilities the user has depend on which variation
       they are using sand, clay and soil are malleable and hard to
       truly harm; crystal, metal and stone are hard and grant powerful
       physical attacks but aren't particularly flexible.
       Earth Swimming: The power to swim through the earth. The user
       can swim through the earth/ground as if it was water.
       Geokinetic Invisibility: The power to become invisible in earth.
       The user can become invisible when in/on/touching earth.
       Weaknesses: Copper: like sliver to a werewolf, copper is a
       primary weakness to werebears, being able to burn them. Due to
       the commonality of the metal has led to a severe impact on their
       numbers. Werebear Powder: Technically not weakness against the
       werebears themselves, but bones of dead werebear can be burned
       and ground into powder. Wounds made by werebear can only be
       healed by rubbing this powder on them. Rage: Because of its
       blind rage, berserker has barely any sense of its surroundings
       and attacks anything that moves, making it predictable and easy
       to be fooled by the experienced hunter. Decapitation: The neck
       is the werebears's weakest point against ordinary weapons, it
       doesn't mean it will be easy though. Other Werebears: So far,
       only claws and teeth of another werebear can pierce its own
       species' hides without any resistance.
       [I]Combat Skills:[/I]
       Boxing: Classic art of fighting with fists. Training helps build
       the body and reflexes. Skilled boxers will automatically
       knockout an opponent on a roll of a natural twenty. The victim
       of a knockout will remain unconscious for up to 6 rounds. Unlike
       normal knockout/stun, the player does not have to announce that
       he is trying to knockout his opponent before making a roll to
       strike.
       Wrestling: As taught in old high schools and colleges, wrestling
       is more of a sport than a combat skill, but it does provide some
       useful combat moves.
       Hand to Hand: [I]Basic:[/I] Provides elementary fighting
       techniques and methods of attack and self-defense as taught in
       military basic training or in self-defense classes.
       Hand to Hand: [I]Expert:[/I] An advanced form of self-defense
       and unarmed combat usually taught to commandos.
       Hand to Hand: [I]Assassin:[/I] This is an advanced form of
       combat with an emphasis on immobilizing or killing one's
       opponent quickly.
       Back flip: [I]Defense:[/I] The back flip involves throwing
       oneself backwards with the arms and shoulders, flipping the legs
       completely up, over, and back down on the ground into a standing
       position. The result is that one quickly moves backwards by a
       full body. Doing a back flip counts as one melee attack/action.
       Back flip: [I]Escape:[/I] If used in place of a strike (when
       it's the back-flipping character's turn to strike) this removes
       the character from combat and requires the opponent to use up an
       attack/action to move into range. This also gives the back
       flipping character the initiative.
       Back flip: [I]Attack:[/I] This is especially useful against
       someone attempting some kind of back strike. Once the opponent
       is detected in the rear, the back flip moves back into combat
       range. A back flip can also be used as a combined Strike against
       an opponent to the rear of the character. Use with either an axe
       kick, snap kick, or backhand strike. If striking with a back
       flip use only the bonus to back flip (not strike). Cannot be
       used with death blow or knock-out/stun.
       Body Block/Tackle: This is a combination of a damage causing
       body block and a knockdown attack.
       Body Flip/Throw: A judo style throw or flip that uses an
       attacker's own momentum and leverage to "flip" or "throw" him
       off his feet and onto the ground.
       Break fall: Also known as "ukemi," this is an advanced version
       of roll with punch/fall/impact. The character takes no damage if
       the break fall is successful, and only half damage if the roll
       for break fall fails! It can also be used against a knock-out
       attack.
       Cartwheel (Attack): Holding the body rigidly extended, the
       character rolls like a wheel by using the arms and legs as
       spokes. This maneuver can be used to move quickly into combat
       range. A cartwheel can also be used as part of a combined strike
       against an opponent to the rear of the character when used with
       either an Axe kick, Wheel kick or Knife Hand. If striking with a
       cartwheel, use only the cartwheel bonus. Must be used as the
       first attack in a melee round. Note: Cannot be used with death
       blow or knock-out/stun.
       Critical Strike: A powerful, special or nerve shattering strike
       that inflicts double the usual damage.
       Death Blow: A special attack designed to kill an opponent in one
       or two strikes! Whenever the words "death blow" are presented
       without limitation, the character can use a death strike
       whenever he desires; however, such a devastating attack counts
       as two melee attacks/actions.
       Drop Kick: This is the combination of falling to the ground, a
       dodge and a kick. The kick can be either a kick attack, a snap
       kick or a crescent kick. It's done in place of a dodge (or as an
       attack) as a defensive move.
       Disarm: The act of disarming is simply getting rid of the
       opponent's weapon; it does no damage. It can be used as a
       defensive move in place of a dodge or parry, or can be done as
       an attack/strike.
       The disarm move is a strike, hold or grappling maneuver that
       causes an opponent to drop his weapon or whatever he's holding.
       Counts as one melee attack/action. Disarm does not give the
       weapon to the character making the disarm move. True, the item
       is forced out of the victim's grasp, but it is either knocked
       away or falls to the ground.
       Hold: Using both hands, the attacker grabs on to some part of
       the opponent's body and attempts to immobilize him. If the
       strike is successful, then the victim is helpless until
       released. Holds do no damage. Neither the attacker nor the
       victim can attack, parry or dodge while the hold is working.
       It's easy for the attacker to hold the victim so that some third
       character can attack unopposed or attack from the rear.
       Jump Kicks: This kick is performed by leaping completely off the
       ground and attempting to land foot-first on an opponent. Jump
       kicks can be used only by those skilled in hand to hand martial
       arts. The advantage of a jump kick is that it works as a
       critical strike and doubles the normal damage inflicted. The
       disadvantage of a jump kick is that no other attack may be
       performed in that melee round (all attacks for that melee are
       used up in the kick). The jump kick must be the character's
       first attack of that melee round. For the rest of the melee
       round, the character can only parry, dodge or move into
       position.
       Leap Attack: An airborne assault where the weapon and/or fists
       or feet are wielded in mid-leap. An attack must be made only at
       the beginning of a melee round and, like a jump kick, uses up
       all attacks for that melee round. Usually only a single strike
       can be made during a leap attack.
       Maintain Balance: When some kind of knockdown attack has
       succeeded, while the character is starting to fall over, this is
       his last chance attempt to recover. A successful roll (over the
       opponent's
       strike roll) means that the character will immediately regain
       his balance and remain standing. He can continue to fight but
       the act of retaining balance means he used up one melee
       attack/action. When
       maintain balance is used, then roll with punch/fall/impact or
       break fall can't be used.
       Paired Weapons: Certain kinds of weapons, such as sais,
       nunchaku, daisho, knives, clubs and swords, can be used as
       paired weapons. Users of paired weapons can strike and parry
       simultaneously, can do twin strikes against a single target or
       against a pair of targets, and can parry two, different
       opponents at the same time. In other words, warriors skilled in
       paired weapons often can do two actions for every one of their
       melee attacks (i.e. strike and parry). However, a twin,
       simultaneous strike with both weapons means losing the automatic
       parry and leaves the character open to his opponent's next
       attack without benefit of a parry (dodge is optional but uses up
       a melee action).
       Pull Punch: The ability to control the force of a hand to hand
       attack, whether it be a punch, kick or with a hand weapon. The
       character can choose to inflict half damage, quarter damage, a
       single point of damage, or no damage at all!
       Jujitsu: This combat style is very pragmatic, using the
       philosophy of "whatever works." Techniques range from the
       assault of vital points, joint locks and throwing techniques. A
       trained master can reduce their victims into helplessness even
       if armed with daggers, sticks and guns. Any
       advantage that can be gained will be used by a Jujitsu
       practitioner without a second thought of fairness.
       Kendo: Kendo is a martial art developed around the art of
       swordsmanship. Consequently, it deals with balance, striking,
       parrying and slacking.
       Ninjutsu: User possesses an innate understanding of Ninjutsu,
       the historic style of martial arts, tactics, strategy, and
       espionage of unconventional and guerrilla warfare. Contrary to
       popular culture, real-life ninja were mainly spies, saboteurs,
       and assassins that rarely appeared on the battlefield. Depending
       on the school and source ninjutsu focuses on different
       disciplines.
       Ivan’s Disciplines:[/I]
       Seishinteki kyōyō (spiritual refinement)
       Taijutsu (unarmed combat)
       Kenjutsu (sword techniques)
       Bōjutsu (stick and staff techniques)
       Shurikenjutsu (throwing weapons techniques)
       Kayakujutsu (pyrotechnics)
       Hensōjutsu (disguise and impersonation)
       Shinobi-iri (stealth and entering methods)
       Sui-ren (water training)
       Bōryaku (tactics)
       Chōhō (espionage)
       Intonjutsu (escaping and concealment)
       (
  HTML https://powerlisting.fandom.com/wiki/Ninjutsu_Intuition)
       Geokinetic Combat: The power to fuse earth manipulation and
       physical combat. The user can infuse earthen materials in their
       physical attacks, covering their fists, feet, or even bodies in
       the earth (brick, dirt, stone, sand, metal, salt, crystal, and
       even lava, etc). Other possibilities include shifting the earth
       beneath the user and/or the opponent or throwing the earth
       telekinetically. This includes summoning boulders from the
       ground and throwing them at enemies, forcing columns of stone to
       erupt from below an enemy, shoot compressed rock-like bullets at
       an enemy, and generating massive earthquakes to throw enemies
       off balance.
       Seismokinetic Combat: The power to utilize seismic
       energy/shockwaves in combat. Users are able to infuse seismic
       energy/shockwaves into combat, whether it be releasing seismic
       waves and/or shockwaves through supernatural abilities (i.e.
       Shockwave Manipulation, Vibration Manipulation),
       machines/technological body parts with the capability of
       releasing them, or simply utilizing a fighting style that
       focuses on delivering shockwave-like attacks.
       [I]Passive Skills:[/I]
       [i]General:[/I]
       Knowledge: [i]Language and Literacy: The ability to speak and
       read one or more languages.
       Language & Literacy known by Darkov:
       British English: 100% chance of successful understanding
       American English: 100% chance of successful understanding
       Russian: 100% chance of successful understanding
       Irish: 100% chance of successful understanding
       Arabic: 98% chance of successful understanding
       French: 98% chance of successful understanding
       Japanese: 95% chance of successful understanding
       German: 90% chance of successful understanding
       Social Intuition aka Common Touch: User intuitively determines
       how to interact with subjects. One with this ability could tell
       exactly what to say to interact with certain people, or tell the
       rank of a person within a group. The user also gains a great
       voice, eloquence, and charisma.
       Research: Training in the use of methods, techniques, and means
       of finding information, including public records, libraries,
       interviews, surveys, demographics, trade journals, the computer
       network, and legal searches. This skill is helpful in locating
       information about people, places, and things. The G.M. should
       ultimately the availability of accessible, known information
       regarding a particular subject. Any character can do research
       and ask questions, but the research skill will reduce the amount
       of time by half and the character is trained to notice relevant
       information that an untrained character is liable to overlook.
       Thus, for truly secret or difficult information, you must have
       the character with the research skill try to uncover it.
       Criminology: The user possesses an incredible and innate
       understanding/knowledge of criminology, the study of crime and
       deviant behavior. With this knowledge, the user can figure out
       how criminals function, working out their motivations and what
       they might do next.
       (
  HTML https://powerlisting.fandom.com/wiki/Criminology_Intuition)
       Computer Operation A knowledge of how computers work along with
       the skills to operate peripherals like keyboards, printers,
       modems. The character can follow computer directions, enter and
       retrieve information, install programs, games and software, use
       the web/internet, and similar basic computer operations. Does
       not include Repair, Programming, or Hacking.
       Mathematics: Basic:[/I] Knowledge of basic math, including the
       ability to count, addition, subtraction, multiplication,
       division, and fractions.
       Radio: [i]Basic:[/I] The rudimentary knowledge of the operation
       and maintenance of all sorts of radio equipment, including
       military radio systems, field radios and walkie-talkies, audio
       recording devices, wire laying, installation, radio procedure,
       communication security, and Morse code. It does not include the
       ability to make repairs nor operate video equipment.
       Piloting: [i]Automobile: The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       Mathematics: [I]Advance:[/I] Knowledge of all basic and advance
       mathematics including algebra, geometry, trigonometry, calculus,
       and techniques for using advance mathematical formulas.
       General Repair & Maintenance: Not everyone can be a mechanic,
       blacksmith, or carpenter, but many are good with their hands and
       capable of doing satisfactory repairs on simple mechanisms,
       gears, pulleys, wheels, and so on. The General
       Repair/Maintenance skill includes: sharpening blades, minor
       repairs on weapons, packing their own bullets, sewing tears in
       cloth (may not look pretty but does the job), changing a tire,
       shoeing a horse, repairing furniture, painting, varnishing,
       nailing and assisting in basic woodworking, and even doing minor
       patch work on armor.
       Basic Electronics: This is a rudimentary understanding of the
       principles of electricity, simple circuits, wiring, and so on.
       This character can do basic wiring, repair appliances, and read
       schematics as well as assist electrical engineers. The character
       can attempt to hot-wire a commercial vehicle (not military)
       using Basic Electronics but with a -20% skill penalty and it
       takes 3 rounds to do so.
       Computer Repair: Knowledge of the internal electronics of
       computers and related devices. The character can attempt to
       repair or sabotage computers. No Computer Operation or
       Programming skills are required to fix computers.
       Basic Mechanics: A general familiarity and understanding of
       basic mechanics. This character can fix a toaster, repair a
       bicycle, replace a belt on a motor, repair or replace a switch,
       knob or handle, replace spark plugs, change oil, assist in
       automobile repairs, maintain machinery, read a schematic, and
       similar fundamental tasks.
       Cryptography: Skill in recognizing, designing, and cracking
       secret codes and messages. The character must study the code for
       two hours to attempt to break it successfully. A failed roll
       means the individual must study the code for an additional two
       hours before he can try to break it again. The character may
       attempt to break the code sooner, after only 10 minutes of
       study, but suffers a penalty
       of - 30%. Requires: Literacy.
       Radio: [I]Scramblers:[/I] This is training in the use of
       electronic masking, scrambling and unscrambling equipment, and
       codes to help foil the detection, interception and
       interpretation of radio transmissions by the enemy.
       Dance: A practiced skill in the art of dancing. The character is
       especially smooth and graceful, a joy to dance with. Can learn
       new dance steps/moves much more quickly than somebody who can
       not dance.
       Fishing: The fundamental methods and enjoyment of the relaxing
       sport of fishing. Areas of knowledge include the use of lures,
       bait, poles, hooks, lines, and the cleaning and preparation of
       fish for eating. Also includes a basic knowledge of freshwater
       fish, their habits and taste.
       Play Musical Instrument: The individual has learned to play a
       particular musical instrument with a fair amount of skill. The
       sound is generally pleasant (except when a bad roll is made).
       Note that each
       specific instrument requires the selection of this skill. For
       example: A character who can play the guitar, violin, and
       harmonica must select the play musical instrument skill three
       different times, once
       for each instrument.
       T.V./Video: In depth training in the use of video and audio
       recording equipment, filming, editing, dubbing, title making,
       duplication, and transmission. Includes the use of field
       equipment; i.e., portable video camera, and studio equipment.
       Electronic Countermeasures (Jamming): Useful for preventing the
       enemy's communications from working. Since all armor, power
       armor and robot vehicles are linked by radio transmissions,
       jamming can cause unit confusion and disrupt communications.
       Military organization breaks down,
       causing a loss of effectiveness for all but the best of units.
       Just about any high-powered radio can be used for jamming. Armed
       with a radio, a small guerrilla unit can completely disrupt the
       maneuvers of large enemy groups. This skill also enables the
       radio operator to "follow" the enemy's attempted transmissions
       over jammed frequencies to trace their general location, a
       specific building, or direction. This tactic is extremely useful
       in finding and eliminating lone power-armor troopers.
       Bonsai: Tending, trimming and growing tiny miniature trees known
       as the "Bonsai." Experts can tell the difference between new
       (under 50 years old) and truly ancient bonsai (hundreds of years
       old). The character can also estimate the value and quality of
       the miniature tree.
       Calligraphy: The ability to produce beautiful Japanese letters
       using a brush, ink and paper with great skill and legibility. He
       can also copy Chinese characters/symbols and, if the character
       has taken the Chinese language and literacy skills, he can write
       Chinese. Traditionally, any person of culture and education,
       especially a noble, is expected to be able to produce gorgeous
       ideograms.
       Gardening: This skill offers a basic understanding of plant care
       and garden design. It can be both the ability to grow enough
       food to eat well, and/or the skill at creating beautiful,
       decorative gardens (with plants and rocks) that create a feeling
       of tranquility and harmony with nature; Zen gardening. This
       "art" is appreciated in modern and traditional Japan.
       Agriculture: The user has immense knowledge of
       agriculture/aquaculture using all types of methods, techniques
       and skills.
       Map Making; The user possesses immense innate skills in
       Cartography, able to rapidly draw flawlessly accurate maps
       easily.
       First Aid: Rudimentary medical treatment which includes how to
       bandage wounds, stop bleeding, administer CPR/artificial
       respiration, and use antiseptics and common anti-inflammatory
       drugs and painkillers.
       Holistic Medicine: Training in the recognition, preparation, and
       application of natural medicines usually made from whole plants
       and/or their parts (roots, leaves, fruit). The holistic doctor
       is basically a natural pharmacist and naturalist who creates
       drugs from vegetation and studies common ailments. He can find
       and use plants to create salves, balms, ointments, and lotions
       to soothe burns, boils, rashes, and insect bites, reduce
       swelling, as well as create local anesthetics, and to heal
       wounds faster (twice as quick as normal). Potions and tonics are
       created to settle upset stomachs, induce drowsiness, or
       hallucinations. The individual can also make alcohol and poison
       (hemlock and mandrake for example).
       The student of herbology also has a good knowledge of plant lore
       and when and where to find healing plants, edible fruit, roots,
       and bark, as well as how to use and/or avoid dangerous flora.
       The character can also preserve foods and knows how to set and
       mend bones, bandage cuts, and suture cuts.
       Note: Plants are seasonal and the right root or leaf may not be
       readily available in certain times of the year/season, or may be
       found exclusively in remote regions. Game masters should use a
       certain amount of common sense and drama with this skill.
       Acrobatics: Aerial feats of agility and strength, such as
       walking a tightrope, high wire, trapeze, and stunts performed
       above ground. Other physical abilities include rolls,
       somersaults, leaps, and falls.
       Athletics (general): Training in, and enjoyment of, vigorous
       exertion for competitive sports, exercises, and contests of
       strength, endurance, and agility.
       Body Building & Weight Lifting: The building of muscle tone and
       body strength through weight lifting and exercise.
       Gymnastics: Learning to do falls, rolls, tumbles, cartwheels,
       somersaults and to work the parallel bars and rings. This sport
       builds great upper body strength, grace, and balance.
       S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained
       Underwater Breathing Apparatus. Individuals learn the methods
       and equipment needed for skin diving and underwater swimming.
       Boat: [I]Sail Type:[/I] Small sailing and medium-sized sailing
       yachts, and fishing boats.
       Boat: [I]Motor and Hydrofoils:[/I] These include all types of
       small motor driven boats and yachts.
       Helicopter: The specialized skill required to fly all types of
       helicopters, including combat 'copters (but must have the
       weapons systems skill to operate weapons on a combat
       helicopter).
       Navigation: Training in map reading, star charts, course
       computation, following landmarks, and use of navigational
       equipment. Includes land, air, and water navigation, as well as
       piloting by instruments alone.
       Read Sensory Equipment: Individuals with this training can
       operate, maintain, understand, and "read" or interpret sensory
       data from all types of conventional sensor devices. These
       devices include radar, sonar, motion detectors, surveillance
       equipment, optical enhancements, instrument panels, and so on.
       Note that characters without this skill cannot understand nor
       operate aircraft, radar, or detection/surveillance equipment.
       Truck: This piloting skill specifically applies to large cargo
       and transport vehicles like eight to sixteen wheeled commercial
       trucks and multi-ton transports.
       Photography: Training in the art of still photography, the use
       of lighting, cameras, lenses, filters, and other camera
       equipment, as well as storage, development, enlargement, and
       duplication of film/photos.
       Carpentry: A fundamental knowledge of working with wood. The
       character knows how to prepare, treat, and preserve wood,
       recognize quality craftsmanship, can repair damaged wood and
       wood items, and build (chests, chairs, tables, cabinets, houses,
       etc.).
       Identify Plants & Fruits: Training in the recognition of the
       many different types of plants and vegetation and where they
       grow. The emphasis is placed on edible, herbal, and poisonous
       plants.
       Land Navigation: This skill enables the person to stay on course
       while traveling over land by means of observation. It includes
       mentally marking/recognizing geographic landmarks, estimating
       distance and movement, recognizing sounds, night travel, and
       other navigational tricks.
       Skin and Prepare Animal Hides: Training in the methods and
       techniques in skinning, tanning, stretching, and preserving
       animal hides as fur or leather. Adds a + 5% bonus to the sewing
       skill.
       Track Animals: This skill enables the character to identify an
       animal by its tracks, scent, spoor, and habits. The individual
       can also follow the animal's tracks and other signs. This means
       he can also estimate how fresh the tracks are, what direction
       they are heading, whether the animal is hurt or sick, and guess
       its age. The habits and habitats of animals and animal behavior
       are also learned. Tracking humans with this skill is also
       possible, but is done with a penalty of -20%.
       Animal Husbandry: This area of study provides the character with
       a knowledge of the care, feeding, breeding, reproduction,
       treatment and behavior of domestic animals. This includes
       cattle, sheep, goats, horses, ducks, chickens, and similar
       creatures (see horsemanship for breeding horses).
       Brewing: Is the making of juices, teas, tonics, elixirs and
       fermented alcoholic beverages from grains or fruits. This
       specifically includes wine, mead, ale, beer and moonshine.
       Strong alcohol such as brandy, rum, and whiskey, are not
       included, nor are champagnes or fine wines.
       Pilot Motorcycle and Small Vehicles: This includes snow mobiles,
       jet sleds, Land-fliers, Bushbikes and similar one and two-man
       vehicles, as well as motorcycles, dirt bikes, and all two and
       three-wheeled vehicles.
       Whittling & Sculpting: The art of carving wood, bone and horn
       into three dimensional figures/statues/toys, designs, and simple
       objects like wooden stakes, arrows, fishing hooks, walking
       sticks, staves, bowls, a simple flute or whistle, and similar.
       Many characters with this skill simply use it to pass time and
       don't necessarily make anything from their whittling. The
       percentile number indicates the quality of technique and the
       quality of the work/appearance.
       Dowsing: This is the ability to locate fresh water whether it be
       with a divining rod or by more scientific and logical means. For
       some (like Gypsies) it is a mystical ability, while for others
       (like the Huntsman-Trapper), it is done through deductive
       analysis and knowledge of nature.
       Espionage/Rogue Skills:[/I]
       Surveillance Systems: This is the study and understanding of the
       operation, methods, and techniques in the use of surveillance
       systems. Includes motion detectors, simple and complex alarm
       systems, audio/visual recording and display equipment, recording
       methods, amplified sound systems, miniature listening devices
       (bugs, line tapping), and some optical enhancement systems
       (specifically as they relate to camera lenses). Tailing, or
       following someone without their knowledge, is another form of
       surveillance. This also includes stake-out procedures.
       Detect Ambush: Training which develops an eye for spotting
       locations and terrains suitable for ambushes and being ambushed.
       It also provides a rudimentary knowledge of guerrilla tactics
       used by the enemy.
       Detect Concealment: This is a skill which enables the individual
       to spot and recognize camouflage, concealed structures/buildings
       and vehicles, as well as the ability to construct unobtrusive
       shelters, use camouflage and blend into the environment.
       Disguise: The character knows how to apply make-up, wigs, skin
       putty, dies, and other special effects in order to alter his
       appearance or that of somebody else.
       Escape Artist: The methods, principles, and tricks of escape
       artists. Includes muscle control (tensing and relaxing muscles),
       flexing and popping joints, knowledge of knots, and the ability
       to conceal tiny objects on the person. The character can try
       slipping out of handcuffs, ropes, straightjacket, etc. Note:
       Picking locks is a separate and distinct skill.
       Forgery: The techniques of making false copies of official
       documents, signatures, passports, I.D.s, and other printed
       material. The forger must have an original or photocopy to work
       from in order to make an accurate copy. Skilled forgers can
       recognize other counterfeits at - 10%.
       Intelligence: This is the specific training in the practices and
       principles of recognizing and analyzing sources of information
       about the enemy, observation techniques, counter-intelligence
       measures and proper procedure. This includes the practical
       assessment of sights and sounds, estimation of ranges, what to
       report, handling prisoners of war, and handling captured
       documents and equipment (tagging and reporting to group leader
       or proper authority). This means the character will be able to
       accurately estimate ranges, the number of enemies, direction,
       purpose, and assess the importance of specific information.
       Further intelligence training includes a working knowledge of
       indigenous guerrilla warfare, enemy practices, appearance, and
       current activities. This enables the intelligence officer to
       recognize. suspicious activity as guerrilla actions and identify
       guerrilla operatives. [I]For Example:[/I] A particular booby
       trap, or weapon, or mode of operation, may be indicative of
       guerrilla activity in the area. It may be up to the character to
       confirm the existence of the enemy and their strength, number,
       and location.
       Another area of training made available to intelligence is the
       identification of enemy troops, officers, and foreign advisors.
       This means the person learns the many distinguishing ranks and
       marks that identify specific military units, special forces,
       groups, and leaders of the enemy. Such identification can
       pinpoint and confirm enemy operations, goals, and movement, as
       well as confirm outside intervention/aid.
       Sniper: This skill represents special training in long range
       rifle firing and marksmanship. Only rifles that can be made to
       fire a single round or blast can be used for sniping (no
       automatic/multi-firing rifles). Adds a bonus of +25% to strike
       on an aimed shot.
       Tracking: Visual tracking is the identification of tracks, and
       following the path of men or animals by the signs they leave on
       the ground and vegetation. Tracking is a precise art, requiring
       much practice. The skill includes the evaluation of tracks,
       indicating whether the person being tracked is loaded down with
       equipment, running, moving slowly (by measuring the space
       between steps), and so on. By this means, the tracker can
       estimate the person's rate of movement, apparent direction, the
       number of persons in the party, and whether the person knows he
       is being followed. Other methods of tracking require recognizing
       other telltale signs, such as blood and other stains, broken and
       displaced vegetation, overturned rocks, litter (such as
       cigarette butts, ration cans, candy wrappers, soiled bandages
       and campfire remains), and even odors carried by the wind.
       Tracking also includes the recognizing of dangerous animals by
       their tracks, habits, and feces. Likewise, tire tracks made by
       vehicles can reveal much, such as size and type of the vehicle,
       the weight of its load, etc.
       Counter-Tracking techniques are also known, such as covering
       one's trail, misdirection, parallel trails, avoiding obvious
       pitfalls like littering and others.
       Imitate Voices & Impersonation: The ability to imitate the
       voice, accent and expressions of another person or area. This
       skill is common among ninja, spies, and priests as well as tengu
       and oni. The first number indicates the character's ability to
       change his-voice and imitate accents, inflections and
       expressions from other regions.
       Interrogation Techniques: This skill is common among policemen,
       intelligence officers, and assassins/spies/bounty hunters. The
       character knows the techniques to get information from
       (typically unwilling) subjects. This includes such old methods
       as "good cop, bad cop" (one interrogator is threatening and
       intimidating, the other is sympathetic and friendly), deceiving
       and misleading the subject into giving away information, and
       similar. The character can also judge if the subject is lying.
       This skill also includes some basic knowledge on methods of
       torture, from basic tactics like depriving the subject of sleep,
       to the use of "medieval" instruments, drugs and psionics. Note:
       Only evil characters will engage in actual torture.
       Paranormal Expertise: The ability to possess extensive knowledge
       and experience in paranormal/supernatural creatures and
       situations. The user possesses great, if not natural, experience
       and knowledge in paranormal beings, how to understand, detect,
       and combat against them. (vampires, monsters, aliens, etc.).
       (
  HTML https://powerlisting.fandom.com/wiki/Paranormal_Expertise)
       Cardsharp: A skill that involves the manual dexterity of hand
       and finger manipulation to perform tricks, palming, and other
       gimmicks of sleight of hand with playing cards. This includes
       dealing from the bottom or middle of the deck, stacking a deck
       (to the cardsharp's favor), hiding cards up the sleeve (and
       elsewhere), fancy and impressive methods of shuffling and
       dealing the cards, as well as "marking" cards, card counting and
       understanding the odds.
       Marking cards often includes a complex series of Braille-like
       indentations, punctures or trimmed edges so that they were
       slightly concave or convex, all things that the delicate touch
       of the professional cardsharp can feel as he deals the cards.
       Other types of "marks" include incredibly subtle, almost
       indiscernible variations of the pattern on the back of cards,
       typically in the right, upper corner.
       Seduction: This is the ability to make the opposite sex melt
       with desire. This skill is somewhat similar to the interrogation
       skill, in that the seducer knows how to ask the right questions
       to get information without being obvious. The seducer usually
       seems attentive, sympathetic, and alluring/sexy. Men and women
       who are seduced tend to have loose lips (meaning they tend to
       talk freely), say more than they should, and tell secrets. They
       also lose track of time, spend big money to impress and please
       their seducer, and lavish her or him with their affection, time
       and attention, while oblivious to everything else around them.
       Most of all, somebody who is seduced is vulnerable. The person
       who is successfully seduced is distracted, skill performance is
       half and takes twice as long to perform, the character has no
       initiative, doesn't notice people or events around him/her, and
       is easily caught off-guard; no initiative and all bonuses are at
       half when attacked by a character other than the seducer. Worse,
       the victim(s) of the seduction is completely vulnerable to the
       seducer! The seducer always gets the first strike/attack/action.
       The victim has no chance of self-defense against that first
       attack, plus loses one attack/action from surprise or horror. In
       addition, the seducer is +5% to pick the pockets of, palm, or
       plant things on his/her victim of seduction, as well as +5% to
       the skills cardsharp, sing and dance. Research has shown that
       the more alcohol the intended victim drinks, the easier it is to
       seduce someone (+5%).
       [i]Military:[/I]
       Wilderness Survival: Techniques for getting water, food,
       shelter, and help when stranded in wild forests, deserts, or
       mountains. Characters without this skill will not be able to
       stay healthy for more than a few days in the wilderness once
       their supplies run out.
       Camouflage: The skill of concealing a fixed base position,
       vehicle, bot, equipment or individual, using natural or
       artificial materials. A fair amount of time is involved in the
       preparation of a larger position. Large cargo nets, cut branches
       or underbrush are most often used in camouflage. This skill is
       also used to conceal traps.
       Demolitions: Demolitions provides the person with an advanced
       knowledge in the use and workings of explosives and detonation
       devices for the purpose of blowing up bridges, buildings, and
       sabotage. This includes all types of explosives, such as mines,
       dynamite, plastics, nitro, blasting caps, etc. It also includes
       a basic understanding of the strategic placement of mines and
       booby traps. This will increase the character's awareness of
       suspicious rope, string, and wire.
       Demolitions Disposal: This skill enables the character to safely
       defuse unexploded mines, bombs, explosive booby traps, dud
       artillery rounds, dud explosive charges, or any other explosive
       device.
       Military Etiquette: This skill grants a clear understanding of
       the way the military works, including rules of behavior (when to
       salute, how to address superiors/subalterns, etc.), military
       procedures and routines, standard issue of equipment, special
       ordering procedures, proper display of rank and medals,
       advancement in rank (and the duties that come with it), proper
       troop formations,
       how to deal with military bureaucracy, the chain of command,
       proper channels, who to contact to get things done, and other
       useful information on matters of military protocol and
       bureaucracy.
       Find Contraband, Weapons & Cybernetics: The character with this
       skill knows where to find arms dealers, smugglers, body
       chop-shops, cyber-snatchers, M.O.M. and Juicer conversions,
       criminal cyber-docs and illegal medical treatment, as well as
       how to spot them. He is also familiar with their practices,
       hang-outs, gang or criminal ties, general practices, code of
       conduct, pricing structures and modes of operation.
       Likewise, the character has a good idea of what black market
       weapons and cybernetics should cost and what these people pay
       for contraband items (typically only 20% of the retail market
       price). The character also knows the penalty for being caught
       with an illegal weapon, implant or bionics.
       Fortification: This is the skill of designing and building
       defensive fortifications suitable for modern mega-damage combat.
       If provided with the time and materials, the character can
       greatly increase the defensive value of natural terrain with
       murderous defenses that include obstacles to impede movement and
       protective structures to shield friendly forces from enemy fire.
       The character is trained to prepare mine fields, barbed wire,
       tank obstacles, tangle-foot wire, booby traps, trenches, tank
       ditches, foxholes/shell scrapes, reinforced concrete or earthen
       walls, bunker complexes, rail gun/mortar emplacements, tunnel
       systems and similar defensive constructions.
       Parachuting: This skill includes the methods, procedures, and
       techniques of parachuting, packing the chute, skydiving
       techniques, precision landing, landing without injury, and
       practice of jumping from a high altitude aircraft. The advantage
       of parachuting is secrecy, since the troopers' insertion into
       enemy territory is silent and often goes unnoticed. The
       following three methods are the ones most commonly used by
       modern paratroopers:
       High-Altitude-High-Opening (HAHO) jumps take place from a height
       of 25,000 to 30,000 ft. As the paratroopers drop, they travel
       laterally to the desired drop zone (DZ) where they wish to land.
       This technique is used to "throw off enemy units since they will
       probably search for paratroopers directly beneath the path of
       the aircraft.
       High-Altitude-Low-Opening (HALO) operations also begin at 25,000
       to 30,000 ft (7620 to 9144 m) but the paratrooper does not pop
       the chute until an altitude of 4,000 ft (1220 m), or even less.
       The jump takes place so rapidly that there is little chance for
       the paratroopers to be viewed after the chutes open.
       The most dangerous method is Low-Altitude-Low-Opening (LALO)
       drops. The jump is made at the mere height of 300 to 500 ft (91
       to 152 m). If there are any complications (a failed roll), the
       paratrooper is likely to be injured (broken bones) or killed
       (30% chance)! Even if the jump goes without a hitch, there is a
       20% chance of taking damage from an awkward landing, even if
       wearing M.D. armor.
       Recognize Weapon Quality: The ability to accurately determine a
       weapon's durability, reliability, and quality by physically
       examining it. This includes knowing which manufacturers are
       reputed to make the best weapons, the ability to recognize
       damage or signs of misuse, modifications/customization or wear
       and tear, whether the weapon can be made as good as new
       with a little repair work and/or cleaning, whether it is a cheap
       (or quality) "knock-off (copy/imitation), and so on. The
       character can also recognize if the weapon is stolen (serial
       numbers filed away, etc.), new, old, and if it has any other
       special features or properties as well as knowing what the fair
       price should be.
       Trap/Mine Detection: Knowledge of the strategic placement of
       booby traps and mines, the
       tell-tale trademarks and indications of traps and mines, how to
       avoid them, and the use of mine and explosive detection
       equipment. The character has been trained to watch for
       suspicious objects, dirt mounds, trip wires and camouflaging
       materials that may denote the presence of a trap. Simple snare
       traps and trip wires can be easily disarmed by the character,
       but the demolitions disposal skill is required to disarm mines,
       explosives or complex traps.
       Underwater Demolitions: Fundamentally the same basic skills and
       training as demolitions, but with an emphasis on using
       explosives in an underwater environment, including underwater
       techniques, area affect, sound wave damage, different types of
       explosives, as well as arming, disarming and repairing torpedoes
       and depth charges.
       Weapon Mastery: The power to possess proficiency, capabilities
       and knowledge in weapons beyond that of the peak members of
       their species. Users possess proficiency, capabilities and
       knowledge in weapons, any implement or device that can be used
       with the intent to inflict damage or harm, beyond that of the
       peak members of the species. This means users are skilled in
       wielding various forms of weapons, from swords to hammers to
       chains to sniper rifles, being able to beat anyone wielding
       similar forms of weapons instantly and effortlessly.
       Users can perfectly and without a single flaw or mistake use any
       and every type of weapon there is, was and will ever be whenever
       they want with 0 zero effort. Being proficient in any weapon
       comes with a plethora of various abilities as well, like overall
       better precision, accuracy and combat capabilities.
       (
  HTML https://powerlisting.fandom.com/wiki/Weapon_Proficiency)
       Weapon Systems: This is the complete understanding of weapon
       units and systems incorporated into military vehicles, power
       armor, and robot vehicles. It includes lasers, particle beams,
       rail guns, missile and grenade launchers, cannons, and
       vehicle/robot weapon systems. Adds a special bonus of +10% to
       strike when using these types of weapons
       Armorer/Field Armorer: This is a somewhat simplistic version of
       the weapons engineer as it applies to infantry weapons. A
       competent armorer character can maintain, fix, modify, mount,
       reload/charge ammunition, and figure out most small arms. The
       Armorer can repair all types of pistols and rifles, repair minor
       damage to body armor, adjust targeting sights, use and repair
       optical enhancements, reload missiles and ammo drums, recharge
       E-clips, install/mount a rail gun or machine gun on a vehicle,
       and even fix most simple robot and bionic weapons like forearm
       blasters and retractable blades, as well as make arrows and
       arrowheads, sharpen blades/weapons, make horseshoes and basic
       metal items (including nails, spikes, and chain links). He can
       also deactivate, reset and fix simple traps (roll for each
       attempt).
       [i]Personality: Ivan is actually a pretty laid back guy who
       enjoys drinking and beautiful women. He has a good sense of
       humor but don't p*ss him off. Ivan is easily triggered like all
       werebears but has learned some control over the years. "Vodka is
       Russian man's best friend. It warms the belly on a cold night
       and calms the nerves." ~ Ivan Morozov
       Background:
       ~ Coming Soon ~
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