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       #Post#: 39--------------------------------------------------
       RP Profile: Jacob Darkwolf
       By: Zorbak the Ebil Moglin Date: January 21, 2019, 4:35 pm
       ---------------------------------------------------------
       "Who's afraid of the big bad wolf?"
       "Stop being so... optimistic... It's getting on my nerves." -
       Jacob about his world's Nora's overly hyper and happy
       personality
       "I'm not breaking the rules. He said never to take a step
       through his door... So I came in through the window."
       "Don't piss me off... Or things are going to get ugly."
       "Next time you want to hit me... Use a bat or a crowbar, okay?"
       - Jacob after someone broke their hand punching him in the face.
       Alix: So what's new with the group?
       Jacob: Oh... Bunch of vampires trying to kill us... The usual.
       When Jacob was saving a girl in his universe.
       Girl: Looks up at Jacob. You're really beautiful...
       Jacob: Jeez... How hard did you hit your head?
       When Jacob first met the Kendrix and Kendra in his universe.
       Kendrix: So you're a werewolf?
       Jacob: Yeah, last time I checked...
       Jacob: I'm like 108 degrees...
       Lie Ren: Really? My hands are freezing. Must be nice never
       getting cold.
       Jacob: It's a wolf thing...
       Lie Ren: No, it's a Jacob thing... You could be like your own
       sun.
       Name: Jacob Darkwolf (Alternate Dimension Version)
       Age: Unknown
       Species: Werewolf
       Gender: Male
       Hunter Group/Team: None Currently
       Family:
       - Father: King Sirion Darkwolf (Alternate Dimension Version)
       (Location Unknown, Presumed Dead)
       - Mother: Maria Blackwulf (Alternate Dimension Version)
       (Location Unknown, Presumed Dead)
       - Cousin: Kindron Darkfire (Alternate Dimension Version)
       (Location Unknown, Presumed Dead)
       - Cousin: Kierra Darkwolf (Alternate Dimension Vesion) (Location
       Unknown, Presumed Dead)
       Weapons:
       - Magic Rune Knife: This knife is a special magic knife that
       belonged to his father. This knife channels magic for alchemy
       from the surrounding mana, and uses magic to interrupt
       regeneration of those stabbed by it. This only works on
       supernatural regeneration, and not tech or artificial
       regeneration. This knife is small enough to be designed for
       close range, but has attacks that it can use to fire magic
       attacks at opponents from a distance. Jacob is highly skilled
       with this knife, as it's his main attack weapon in a fight.
       Werewolf Nature Magic Abilities:
       - Werewolf Nature Magic: This is a very specific types of
       werewolf (or other werecreature depending on the creature)
       magic, in which werewolves with this type of magic are able to
       interact with the world around them, even using the earth and
       power of the world itself for attack and defense. This type of
       magic requires a strong connection to the world, requiring
       knowing how the world and it's flow of life works. This magic
       uses the environment, such as using rocks as bullet projectiles,
       or using leaves as razor sharp weapons, or even manipulating
       plants to try and trap someone. And this includes not just
       ability to use earth or sense earth, but being able to interact
       with the water and the creatures in the water. Some might
       consider this earth and water magic, but there's more to this
       magic than just earth and water magic, as it focuses on knowing
       nature itself, and knowing how to use the world itself to help
       one in a battle or help repair damaged parts of the world
       itself. This magic is very useful, and not holy or unholy in
       it's nature, but more of a neutral magic. Though most of the
       attack and defense skills have the same weaknesses as earth and
       water magic depending on the technique, and most of the magic
       skills can be dodged or blocked depending on the skill and it's
       specific properties. The attack and defense skills are mostly
       centered around earth and water magic, so defending oneself can
       be done the same way as one would defend against other earth and
       water abilities.
       - Werewolf Nature Connection: Some 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. 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
       this form of werewolf nature magic. 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.
       - Life Force of the Planet: Sometimes also referred to as the
       "life stream" or the realm of the spirits of the planet, this
       power is a power that those with werewolf nature magic can use.
       This life force is the main source of their power, which lets
       the user use the life force of nature around them to power their
       magic alongside the werewolf's mana. When combining the two, the
       two energies power the werewolf nature magic, from attack magic,
       to defense magic, to even healing magic. Of course, in order to
       even use this, the user has to have a nature connection to be
       able to sense the flow of energy in the planet so they can draw
       it in and use it. Jacob's mother's werewolf clan specialized in
       drawing in this power. Despite how it may sound, this doesn't
       kill the planet to use, essentially being like how one would use
       the body's energy until they run out of energy. Once the energy
       is gone, this power simply disappears until the planet has had
       time to recover, or the user goes to an area where they can find
       more power. And contrary to what some might say, one cannot draw
       power after the power has dried up in an area, as it doesn't
       work like dark mana, and once the power is gone in an area,
       there is no fuel for the werewolf's nature power.
       - Nature and Spirit Connection/Interaction: Similar to others
       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.
       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. Werewolves that have this connection
       understand the importantance 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. They are also able to percieve
       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.
       - Spirit Art Magic: Advanced nature magic users eventually learn
       this once they gain the connection to spirits. This lets a
       werewolf user use their own mana to feed a spirit and call forth
       the spirit to attack someone, mostly in the form of earth and
       water attacks. Because nature magic specializes in the
       connection to nature, this mostly interacts with earth element
       spirits and water element spirits as they are the most connected
       to the world's life force. To the untrained eye, these arts just
       seem like earth magic, as they can't process or see the spirits,
       and often just see earth attacks and think it's earth magic.
       Though opponents are partially right, and can dodge spirit arts
       just like any earth magic, as it essentially is a more powerful
       and advanced form of nature magic. Depending on the spirit and
       magic, some spirits have their own skillsets, or some just use
       the werewolf's special techniques and amp them with their power.
       In order to use this, it requires the werewolf's mana, and
       interaction with the spirit. Without either of those, this power
       doesn't work. Which means that if one can manage to cancel mana
       use, they can prevent this art from being used if mana can't be
       used. And as stated, this can be dodged and blocked like most
       earth magic, with the only real difference being that spirit art
       magic is stronger and requires faster reflexes to block or dodge
       since the werewolf channeling this doesn't require his own power
       other than the mana used to feed the spirit attacking.
       - Moon's Blessing: When reaching a high enough power as a
       werewolf, a werewolf can essentially gain a powerup where they
       are much stronger in the absence of sunlight. The werewolf gains
       more power when in the moonlight, but when the sun is not
       shining on them, they gain a slight boost to their physical
       strength and speed. This technique is just a base powerup, which
       werewolves gain at a certain level of power. Those with werewolf
       nature connection are connected to the moon just as much as the
       earth, and gain more power at night. The more full the moon, the
       more powerful the werewolf is, with the full moon amping them to
       their max. 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 magic far stronger, but
       doesn't gain any other real abilities in terms of new abilities.
       Though the werewolf can also gain special abilities during blue
       moons or red moons (more on red moon and blue moon powers in a
       bit). 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.
       - Full Moon, Red Moon, and Blue Moon Enhanced Moonlight Power:
       When in the red or blue moon, the nature connection and moon
       blessing power 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 is able to use corrupted red
       moon energy, which results in the werewolf gaining a corrupted
       form which empowers them greatly during nights of the red moon.
       This amps their abilities considerably, but also grants them
       extreme ability to corrupt other energies around them, including
       energy attacks by opponents, as well as being able to turn
       almost any type of energy they can use on an opponent with
       corruptive power. During the red moon, they utilize this power
       to be able to damage almost any creature. During the blue moon,
       the werewolf gains a purity with their nature connection that
       surpasses their normal connection, and gain highly enhanced
       ability to connect to nature. During this, the purity of their
       connection lets them use their mana and planetary life energy at
       a highly reduced cost, and can amp their special abilities
       considerably. 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. And the
       purity of their power is also able to damage almost anything due
       to the neutral pure nature of their connection with the world.
       However, these are rare occurances, and even if a werewolf can
       store this energy, they can't use too much of this, specifically
       red moon and blue moon, since both moon type energies could
       cause permanent damage to their connection if they use it too
       much. Some have corrupted themselves and become feral werewolves
       with red moon energy, or used blue moon energy too much that
       caused them to destroy their connection to nature because their
       body couldn't handle the purity of the pure blue moon connection
       for so long.
       - Lunar Energy Manipulation: While werewolves are not able to
       use sunlight for the most part, they are able to manipulate
       lunar energy at night, making it the best time for them to fight
       their opponents. When fighting at night, they can draw in
       moonlight energy, which can grant them special attacks at night
       rather than having to use their normal magic. This can be used a
       few ways, from boosting their werewolf magic, to just using the
       energy to attack opponents. This energy is fairly standard
       moonlight energy, and aside from the special moons like red and
       blue moons, this energy is pretty standard. Werewolves are able
       to use this energy for a variety of purposes depending on their
       abilities and preferences. Though most tend to use this as an
       amplifier of their physical and magic abilities, and can amp
       them in battle so that their special abilities cost less, and
       they are able to keep their spirit power up for longer. This
       energy is counterable by sunlight, and can still be countered by
       other types of energy as well.
       - Earth Healing/Purification, Healing Magic, and Plant/Animal
       Restoration: Werewolves with a powerful enough connection to
       nature are able to interact with the environment around them,
       which mostly involves healing and restoring. The first thing one
       can do, is heal destruction of the earth around them, such as
       purifying toxic influences or healing areas damaged by things
       like fires or human interference, where the werewolf is able to
       restore the planets life force using their connection in order
       to heal the life force of the planet. But werewolves with this
       power don't just stop at healing the earth, they are also able
       to heal others, as well as healing plants and animals. They are
       able to heal almost any manner of life, restoring a person's
       injuries and being able to purify negative influences like
       toxins and poisons or energy poisoning. Thanks to their
       connection, they are able to tell when something is wrong with
       the earth, creatures or the life around them, and able to take
       appropriate action to fix the situation. For the most part, this
       results in different ways to heal and purify, being designed to
       help the world around them. This isn't too useful in battle,
       just being healing power and purification, but it does help when
       needing to heal others or healing plants, animals or the world's
       life force.
       - Animal Communication and Interaction: For the most part,
       werewolves with a nature connection are able to communicate with
       life around them, which not only includes the plants, but also
       the animals around them. Because of this connection, werewolves
       are able to more easily communicate and interact with animals,
       and being werewolves (or any other werecreature with this
       power), most animals are easier to commune with. This power has
       a few uses, such as being able to call to animals for help in
       fights, or communicating with animals to help them more easily
       work with their connection to the nature around them. This is
       usually meant for communicating and guiding animals to help
       further the growth of life in the world, but was also slightly
       altered so that some animals could help in fights, such as
       wolves and more dangerous birds being called to attack
       opponents. Animals don't communicate in the same languages as
       humans despite what most people might think, requiring the
       werewolf to be able to commune with the animals mind through
       thoughts and memories. Since animals are much more difficult to
       interact with, werewolves with this ability have to be careful
       with animals that they don't end up doing something too
       complicated that confuses the animal, as sometimes confusing
       animals can be dangerous to the user. And of course, the animals
       can be killed just as easily as any other animal, which means
       that most werewolves who do care about the balance of nature try
       to avoid using this except in desperate situations.
       - Rock, Stone and Dirt Manipulation: This is pretty standard
       earth manipulation, being able to manipulate the rocks, dirt and
       stone in battle, being able to do a variety of things with them.
       Among certain werewolf nature techniques, werewolves with this
       earth manipulation can change elements of the dirt, stone and
       rock, changing the density and consistency of the earth around
       them. This could be as simple as turning dirt into sand, or
       turning pebbles into certain types of harder stones, or
       condensing certain earth elements to make them hit harder. This
       also lets them manipulate the earth to do things like create
       earth constructs/weapons, manipulate elements, and in some
       cases, help with other skills that require knowledge of
       elements, like alchemy. This skill is just the most basic earth
       manipulation, but can still be effective when used properly
       which mostly depends on the ability and creativity of the
       werewolf using their nature connection and magic. However, while
       this is very useful with their connection to the earth, this
       still amounts to being an earth manipulation, which can be
       countered as such. Usually, the most direct counter to earth is
       wind, but things like fire can also be used to counter earth.
       - Metal, Crystal, and Carbon Manipulation: This part of a
       werewolves nature magic lets them use metal, crystals and
       carbon, allowing them to manipulate many forms of earth and
       elements. These three can be made the toughest of the earth
       elements depending on how they're used, as metal is naturally
       hard to cut through, crystal is also a tough substance, and
       carbon can be made to be almost like metal if one manipulates
       how it's atoms are arranged. Users that know a lot about these
       materials can even combine certain elements to create things
       like diamond or other hard metals. Depending on the material
       used and how it's manipulated, different materials can have
       different effects, though for the most part, these metals are
       more for defense and strength than for speed, since they are
       usually heavier metals unless one is careful about density,
       though not making them dense enough removes some of defense
       ability. Contrary to what one might thing, materials like
       diamond are actually very brittle, and can be broken with strong
       enough force. For the most part, metal and carbon are the best
       materials in this power set. For the most part, carbon and metal
       are everywhere if one knows where to look in cities, with even
       carbon and crystals being usable outside of cities. This type of
       manipulation is usually used for defense, usually meant to
       create armor or weapons to protect oneself. The biggest counter
       for this is wind and fire, with certain sharpened wind abilities
       being able to slice through this, and high enough temperatures
       of fire can melt this. Acid is also a good way to break this
       defense. Though another way is for another earth user to change
       the material used to make it weak enough to easily break.
       - Earth Shield: This uses earth to create a shield around the
       werewolf, designed to be used as a protective shield using any
       earth that can be called up to the werewolf. This is a pure
       defensive technique, which also requires the user to know how to
       use the earth and how to use it as a defense. usually, this
       blocks energy techniques, as well as some elemental techniques.
       Depending on how the user manifests this shield technique, they
       could make this take the form of whatever is useful for what
       they're doing, whether it be a wall, circular protective area,
       or a sphere-like structure for a full 360 defense. Another
       useful method is using this around opponents, trapping them in a
       small enclosed space using earth to surround them and confine
       them. When used this way, it's usually designed to be used right
       after an opponent releases an attack, and trap them inside the
       confined earth sphere with their attack, usually resulting in
       their attack bouncing around and being used against the
       opponent, though some opponents may be able to reabsorb their
       own attacks, so this can be a risky move at times. This move is
       also not as effective against certain elements, like certain
       fire techniques being able to melt this defense, or wind attacks
       being able to slice through if they're strong enough.
       - Rock Bullet: Using a werewolf connection to nature, a user is
       able to use rocks to throw at objects, which they can empower
       with their magic. The rock then bounces off and usually used to
       attack an opponent with a ricochet shot. The connection to
       nature allows the rock to only damage what the user wants, and
       as long as the rock hits, the rock can damage an opponent while
       not breaking or breaking through anything else. If the attack
       hits, the rock hits with the force of a bullet, essentially
       doing the same damage as a gunshot. However, this technique is
       useful since the user can throw and use the ricochet to confuse
       opponents. And by manipulating the nature connection, the user
       can affect how their bullet will ricochet, making it so they can
       change it's trajectory once it bounces off a surface. This
       technique can be dodged, and opponents can destroy the rock with
       a well executed physical attack. Opponents with earth powers can
       also take control of the rock, as it is not influenced by the
       user in any way other than the physical force used to throw the
       rock and the nature connection used to guide the rock as it
       reflects off a surface.
       - Golem Creation/Manipulation: Another technique of the earth,
       where certain earth users are able to create earth golems to
       help them in battle. This is a type of familiar style technique,
       where those with this skill are able to create helpers in
       battle. These golems are made of anything the user can draw in,
       and when made with earth, the user can make the golem out of
       almost any material, from wood, to stone, to crystals, metal and
       even ice. Depending on the material used, the golem could have
       different stats, such as metal golems having higher defense and
       strength, or stone golems being faster and stronger than some
       golems. This depends solely on the material used and the user
       themselves and how they interact with that element. The golems
       are always designed with a heart though, in which the user has
       to put their power into a central point around a small amount of
       the earth in the center to focus the earth around the golem. If
       the "heart" is destroyed, the golem falls apart, and the user
       must then again make another golem. This heart can be shifted
       around, and not always in the same place if the user is smart,
       though the user has to be careful it doesn't end up in a place
       that is too easily attacked or is too easily separated from the
       rest of the golem. However, golems specialize in durability and
       strength, more so than speed usually, which opponents might be
       able to use to their advantage.
       - Wood/Leaf Manipulation: This power involves a werewolf's
       ability to use trees and their elements to fight opponents.
       Among the abilities a werewolf gains from interacting with trees
       include being able to use the leaves for their attacks, use and
       generate wood to use in attacks, or using the trees themselves,
       using them or amping them using nature magic. Using leaves is
       easy enough, not requiring too much magic, but isn't always the
       strongest solution since leaves are small and aside from being
       solidified with nature magic and turned into sharpened throwing
       weapons or firing them in a wave to try and slash opponents with
       the sharpened leaves, leaves aren't the most useful thing around
       to use in battle. Though one can use them alongside wood
       manipulation for added advantages, such as using wood constructs
       to fire sharpened leaves at opponents. As far as wood
       manipulation goes, this is also fairly standard, in which users
       are able to generate or manipulate wood from trees. Usually,
       wood wouldn't be too strong, as many supernaturals could break
       wood and trees pretty easily, though nature magic users are able
       to amp their wood and tree manipulation, which makes the wood
       almost as strong as metal in nature. Though the main weaknesses
       of this are often fire and wind, which act as counters to almost
       all types of earth.
       - Tree Generation/Control/Enhancement: The last power of
       wood/leaf manipulation is tree manipulation, in which users are
       able to amp trees or generate trees from seeds or leaves around
       the battlefield by manipulating their nature connection and
       their plant manipulation. When interacting with a tree, the user
       can manipulate it, having it grab an opponent with it's
       branches, or even having the tree get out of the ground and move
       around. Though having a tree get out of the ground can be
       dangerous unless the user has three root itself somewhere else
       or go back to it's original spot quickly, as the tree can die if
       it spends too much time out of the soil. Users can also grow new
       trees from seeds or using leaves. Though users of this ability
       can control trees, having them for different purposes. The
       biggest use of this in battles is using trees to trap opponents,
       or having trees fire their leaves as sharpened magical
       projectiles, which works great when in forests or even jungles.
       This manipulation is very useful in many ways, from the leaves
       working as sharpened throwing weapons, to wood manipulation
       creating more opportunities to attack opponents, or trees
       themselves being able to trap opponents through things like
       grabbing them with their branches or opening up and closing once
       an oponent is forced inside the tree. Users can also amp trees
       with nature magic, making them even harder to damage or destroy,
       such as strengthening the wood, or sharpening the leaves to make
       them harder to ruin or remove from a tree. However, this is
       still earth manipulation and can be countered as such, with the
       two most obvious counters being fire and wind. For the most part
       though, this use is meant to be used for werewolves to care for
       the trees and fix the trees as they grow older and start to die,
       or use this to grow new trees if some do die.
       - Plant Manipulation/Enhancement: This is another power among
       those with nature connections where users can manipulate and
       enhance plants around them. This can include things like using
       plants as weapons, or growing plants much more quickly. This is
       another technique not really meant for battle, but nature magic
       users developed a way to use this in battle. Depending on the
       plant, plants can be enhanced using this power as well,
       manipulating their size and strength to an extent. One such
       example would be using a rose as a projectile, using the thorns
       to attack an opponent or turning the pedals into a sharpened
       throwing blade. Depending on the user and how they use this
       power, they can use it for many different purposes, being able
       to come up with their own methods of generating enhanced plants.
       Most usually have seeds of plants they can grow themselves, such
       as having certain poison plants and attack plants they can grow
       quickly in battle to help them fight opponents. These plants can
       grow to quite large constructs, though often times, larger
       constructs mean that while, powerful, they may not have as much
       energy to survive and may not survive in the fight long enough,
       or could be larger targets in some situations. Another
       disadvantage is of course other counters to this, which include
       fire and wind, which are natural counters to earth manipulation.
       - Poison Plants and Attack Plants: Using their plant
       manipulation, many werewolves with nature magic often use
       poisonous plants and plants that can attack opponents in battle,
       using them to attack and try to affect opponents. Depending on
       how the plant is enhanced, and how the werewolf uses this power,
       they can use this in many different ways. Most werewolves often
       carry around seeds of helpful plants with them, such as venus
       fly traps, which can be enhanced to try and devour opponents if
       they are enhanced and grown to a certain size. Though many
       werewolves often use plants like poison ivy or other poisonous
       plants to affect their opponents, which helps their attack.
       There are plenty of poisonous plants out there, and even
       seemingly pointless plants can be used strategically in battle,
       such as using a bamboo plant to grow out of the ground and try
       to spear an opponent from under the ground, or making roses that
       can be enhanced and grown so that they fire large thorns or
       sharpened rose pedals. This depends mostly on the creativity and
       how the werewolf uses their nature magic. However, users must be
       careful, as certain poisonous plants can affect the user as
       well, such as plants that release airborne toxins, or plants
       that can poison the user if turned on them. This is a power that
       must be used carefully when it comes to the poisonous plants,
       because of how the poisonous plants might be made to effect the
       user. And of course, wind and fire are the two best elements to
       use to counter this as one might expect, though lightning also
       works against most plants that aren't wood types.
       - Vine and Thorn Creation/Manipulation: This is another part of
       plant manipulation. Those who can use this power can use vines
       and thorns in battle, depending on the plant used. This part of
       plant manipulation is useful in creating vines that can be used
       as weapons, such as creating a whip out of a thorned vine, or
       creating a vine sword. Depending on how it's used, this can also
       be used for a variety of purposes. Plant manipulation users know
       how versatile some plants can be in how they can be empowered
       and used in battle. This can also be used to trap opponents
       using vine traps, and other vine abilities, such as spearing
       with underground solid vines. The other part of this ability is
       manipulating thorns of certain plants like vines and roses, in
       which the thorns can be used and empowered to attack oponents,
       such as using a thorn barrage to try and spear opponents, or
       using thorns to create throwing weapons. Just like other nature
       abilities, this depends on the user and how they interact with
       nature, with this power being different for most users of this
       ability. And just like all the other nature types, this is
       counterable like other earth magic and can be more easily
       countered by earth's natural counters of fire and wind. And like
       other plant manipulation, lightning also works on plants, due to
       living tissue being more easily able to conduct electricity.
       - Vapor Manipulation and Water Creation/Manipulation: Alongside
       their earth manipulations, werewolves with a nature connection
       are also able to control moisture, vapor and water, with water
       being a very important part of nature. This ability allows a
       werewolf to control moisture in the air or ground around them,
       also being able to use it to create new water to either use to
       help grow nature around them, or use in battle. Those that have
       a nature connection are able to use this in battle, being able
       to use water to create attacks or use water in multiple ways.
       There are a few different methods of using this, from being able
       to turn moisture or water into ice or boiling water, or being
       able to purify water, or even being able to use water to grow
       plants and help heal damaged areas of the world. Since water is
       necessary for all creatures and nature to survive, this is a
       very important ability for those connected to nature, and is
       just as important as their earth manipulation. This power, just
       as it may sound, is just like normal water manipulation, meaning
       it works much the same way as one might expect if they know how
       water manipulation works. While earth is mostly counterable by
       wind and fire, water is counterable more by lightning, but can
       be countered by wind as well if one knows how to use wind to
       dispel the elements of hydrogen and oxygen.
       - Boiling Water/Ice Manipulation and Water Purification/Pure
       Water Manipulation: For the most part, many are familiar with
       how water can be made to boil to burn someone or turned into ice
       to try and freeze someone. Depending on the situation, one or
       the other might be useful, with boiling water being good to use
       against ice users, or ice being useful against fire users
       depending on who the user is fighting. Another part of this
       power though is water purification. Since water is such an
       important part of nature and growing nature, werewolves with
       nature connections have to learn to purify water should
       something happen to taint the water, or dirty it to the point
       where it is unusuable. Purifying water can have a few effects
       depending on how it's done, such as a werewolf using plant
       manipulation to create summon plants that can actually use the
       water for certain affects, such as some plants letting water
       more easily grow plants. Though it is also possible to taint or
       poison water with some poisonous plants, many werewolves with
       nature connections don't do this since it negatively impacts the
       nature around them, doing more harm than good.
       Werewolf Alchemy Abilities:
       - Werewolf Alchemy:  This art is specific to this group of
       werewolves who use magic-based alchemy, and is not an unholy
       power, but simply a power based in neutral magic and soul power.
       This art is powerful, and depending on the werewolf or hybrid
       that is trained in this, they will specialize in different
       abilities depending on the spellbook they gain, and how they
       interact with elements. This art is just like people expect,
       with alchemy skills being able to convert and change materials.
       Most alchemy is set up in 3 stages: understanding the structure
       of matter, deconstruction and reconstruction. Most alchemists
       are able to use this to some extent, being able to use this to
       change materials, usually doing so for battle purposes, such as
       changing attacks or changing energy so that the alchemist can
       create new attacks out of their opponents attacks. Of course,
       the main focus of this alchemy usually ends up being the
       spellbooks, which most werewolves of this alchemy magic end up
       gaining, that are all different and focus specific skillsets for
       each alchemist in different ways. Usually, most alchemists have
       to follow a few rules, such as this alchemy cannot be used to
       create living matter from non-living matter (such as trying to
       create life from something non-living, with one example being
       human trasmutation, an art forbidden that tries to bing life to
       humans who have died. There are other taboos among alchemists,
       though none as great as trying to manipulate life. After
       training with his father in his world, who he had trained with
       since he was little, Jacob learned the art of a specific group
       of werewolves that use a mix of magic and alchemy, which was
       made even more effective after training with his mother in her
       nature magic and taught him even more about earthly elements.
       - Werewolf Alkahestry Magic: This is a unique type of alchemy
       developed in Jacob's world, where his mother and father mixed
       their magic skills together to create a new type of alchemy.
       This particular alchemy is an advanced art, which they started
       teaching to the werewolf alchemists, and is a much more advanced
       power than normal nature magic or alchemic magic. The main
       difference most will find in this magic is that it is able to be
       used much farther away, and instead of being focused through
       just magic, the werewolf alkahestry is focused also through the
       flow of nature, using nature magic to focus a stronger type of
       alchemy and using the life force of the planet to focus this
       power alongside the werewolf's own power. This power lets a
       werewolf use their alchemy in a different way, with this having
       other uses as well. Alkahestry is more healing/medical based,
       but has it's uses in it's fighting powers. This type of alchemy
       is still able to convert materials and change matter as one
       might expect, though the user has a bit more variety in what
       they can do, such as using this power to grow plants and
       animals, something that would normally be taboo among alchemists
       to mess with living matter. However, with their nature magic
       enhancement and their ability to generate and enhance the life
       of the planet, this alchemy art can also do this since it mixes
       the alchemy with nature magic. Though this power is different
       from normal alchemy in some ways, for the most part, the only
       real difference most people will notice in battle is the longer
       range of the alchemy and the ability of this alchemy to manifest
       and grow living plants and, to some extent, being able to use
       this to enhance animals and living beings, something that is
       normally a taboo among alchemists. However, they still don't
       allow manipulating the life and souls of creatures, still
       considering it a taboo.
       - Deconstruction Alchemy Magic: This is a unique skill developed
       by Sirion Darkwolf, partially inspired by his own black book
       which is often called the "Black Hole" book by those who don't
       understand how it's power works. Sirion developed this
       deconstruction alchemy magic mostly through one simple method,
       and that was removing a step from the main use of alchemy. While
       most alchemists understand, deconstruct, and then reconstruct,
       Sirion weaponized his alchemy to stop at step too, simply
       deconstructing matter. This type of alchemy is very dangerous in
       that it can be used to deconstruct many types of materials,
       though unlike other techniques in alkahestry and alchemy, this
       type of alchemy requires physical touch to accomplish, either
       grabbing an attack, object or person to use. This has a few
       uses, like deconstruction projectile attacks, deconstructing
       items, or deconstructing opponent's bodies if the user manages
       to grab their opponent or object they want to deconstruct.
       However, this art isn't as easy as one might think, as
       deconstructing matter and not reconstructing it takes more power
       than one would think for an art designed solely around
       deconstruction and reconstruction in sequence. This is very
       useful in breaking down objects through physical touch, but
       ultimately, costs a bit more power to use for those that don't
       have destruction based alchemy books, with those like Jacob
       being unable to use this as easily as someone like Sirion can.
       Because Jacob is fully trained though, he can still use this,
       just can't use it as much, and, like those trained in this,
       cannot use it unless it's through physical touch.
       - Magic Glyphs: This is a power that forms a basis for the
       werewolf alchemy's power. These glyphs focus power into the
       circle, which is then used by the user to focus normal alchemy
       techniques. While they have unique alchemy techniques that don't
       need this, this is more for general alchemy like changing
       elements (IE Lead to gold). This power utilizes magic, but
       requires that the user know how elements are formed and what
       they're made of in order to be able to do this. This is a basic
       power that some magic users are able to use, and this particular
       use of the magic glyph is not too much different. Among using
       them for focusing magic attacks, they also have other functions,
       such as being able to use them as platforms to jump off of and
       stand on, or use them for amping attacks and defense, or even
       using them to amp allies. These glyphs are quite useful, and
       depending on the werewolf, some use larger werewolves, or some
       can use smaller ones. This simply depends on the werewolf and
       how they use their power. This power is a fairly basic magic
       ability, and although strong, can be countered just like other
       people who use this ability. This is more of a versatile base
       ability, and one that focuses different magic techniques rather
       than being a different type of magic unto itself.
       - Alchemy Elementals: Werewolf alchemists are able to manipulate
       the elements in their base form. While they can't create special
       elementals or combined elementals, they can utilize some
       elements in their base form. Depending on the werewolf, they are
       able to do certain things like manipulate the properties of
       elementals, being able to do things like freezing certain
       attacks by changing the temperature of the attack when they
       catch it, or being able to convert certain attacks like
       converting air into water. This depends on the werewolf and
       their affinities, with all werewolves learning how to use this
       in some way. For the most part, this power relies on the
       werewolves understanding of elements, rather than on their
       ability to use elements in battle. Because of this, this power
       can be used to convert elements, but elements can still hurt the
       user, since this power doesn't really grant elemental use, but
       more allows users to take control of elementals through
       conversion. Most werewolves usually have to do this in close
       proximity, as alchemy usually has a max distance that it can be
       used. And while most werewolves are able to learn how most
       elements work, werewolves still have to know the attack is
       coming, and they often have to concentrate to convert an
       element. If an opponent is careful, they can attack the user
       while they're trying to convert an attack if they take too long,
       or the opponent is smart about how they use their elementals to
       distract the user.
       - Nature/Earth and Water Alchemy: This is another type of unique
       alchemy to Jacob's world, where his mother and father combined
       his mother's nature magic with elemental alchemy to create a new
       nature-based alchemy. This essentially ends up being an earth
       and water type alchemy, being similar to the nature powers, but
       focused through alchemy magic instead of nature magic. While
       alkahestry is alchemy focused through nature magic, this type of
       power is the opposite, being nature magic focused through
       alchemy. This mostly results in users who are trained in this
       being able to use earth and water alchemy, which is centered
       around using earth and water to attack opponents. For the most
       part, this works just like normal nature magic versions of this,
       such as being able to control materials like rock, stone, metal
       and crystals, but users are also able to convert these materials
       much more easily with alchemy than with normal nature magic.
       This also makes their plant manipulation more effective, as the
       werewolves can use alchemy in conjunction with nature magic to
       more easily enhance plants and animals in battle. Of course, as
       one might expect though, this type of alchemy is counterable
       just like any earth and water techniques would be, with wind and
       fire being the most obvious counters to earth, or lightning
       countering water. Though wind can be used to counter both
       elements if one is prepared enough.
       - Alchemic Matter Conversion: Werewolf alchemists are able to
       convert matter, changing matter as they see fit. This can be as
       simple as turning lead to gold, or dispelling elemental energies
       or converting them. An alchemist, if they know their environment
       and composition of what they're manipulating, can use it to
       convert matter. This is the main ability of alchemy alongside
       it's spellbooks. While this does cover elementals to some
       extent, this is far more than just converting elementals, but
       includes general changing of matter, such as changing the form
       of a metal to make a stronger metal, or weakening certain
       materials if they are trying to weaken armor or weapons (though
       certain types of weapons and armor might be immune to this
       ability if the werewolf doesn't know how the power of the weapon
       or armor/shield works. There are two aspects to this power, and
       that is change of form and change of shape. Changing the shape
       can simply change the shape of something, and changing the form
       changes the matter into something else. However, they do have to
       know not only what they're manipulating, but also what they're
       manipulating it into. This means that if they try to manipulate
       a substance they don't understand, or don't know what the thing
       they're trying to convert is made of, this power doesn't work
       properly, and often completely fails or rebounds on the user.
       - Spellbook (Unique Powers): Every werewolf alchemist has their
       own spellbook. The process for getting this book is easier than
       it sounds, as all it takes is giving an enchanted blank book of
       the werewolf alchemists to a potential alchemist. Once the
       werewolf alchemist's essence is imprinted onto the book, it
       becomes a unique book which grants it's user a unique set of
       spells using alchemy based on the essence and the affinities.
       Every book is different, and spells in it slowly unlock over
       time. Every book starts out with one spell, but as they grow in
       power and mind, the right balance of power, mind and spirit will
       start unlocking spells. Spellbooks are unique to each person,
       with even those in families who have similar spellsets having
       different spells. These spells could be anything depending on
       the essence the spellbook is given, with some people getting
       elemental spellbooks, some getting physical enhancement
       spellbooks, or some even getting specific alchemy types. Most
       alchemists never know what they're going to get when they first
       get their book, as it's never certain if a werewolf will inherit
       similar powers from their family, or if they will gain
       completely different powers. However, each spell requires a
       different combination of mind, body, spirit and will, which
       makes it hard to tell what one needs for each spell. Some spells
       can be gained easily if the user is determined enough, or some
       may require the user to get stronger physically. Usually, this
       has something to do with the spell itself, as some spells may
       require specific stats increased to use effectively, or just
       needing to grow a werewolf in their abilities more. This is
       another thing that is always unique among werewolves.
       - Connect Spellbook to Self: A werewolf alchemist's spellbook is
       connected to their soul, and only needs to be summoned when the
       werewolf alchemist wants to summon their book. Not only does
       this help for storage, but this keeps the spellbook from being
       destroyed by opponents. Though the user can't look at the book
       to read spells while the spellbook is not manifested, and has to
       manifest it in order to read new spells. However, keeping the
       book from being physical manifested is quite useful, as the
       werewolf won't have to worry about their book getting destroyed,
       which remove their book entirely, forcing them to start from
       scratch in terms of gaining spells. Most werewolves keep their
       spellbook stored away, only pulling it out now and then to check
       for new spells. Should their book be manifested, the user will
       often sense and notice the book shining when a new spell becomes
       active/usuable, but cannot sense or notice this if the book is
       stored away. Of course, this is still a very useful skill, since
       most werewolves never want to risk their books being destroyed
       and losing their set of spells. This essentially uses a pretty
       common supernatural ability normally used for connecting weapons
       to someone, but werewolves consider their spellbooks more
       important than their weapons.
       - Unique Spellbook: Variation Spellbook: This covers Jacob's
       unique spellbook. And even among unique spellbooks, his
       spellbook is quite unique. Jacob's variation spellbook changes
       form and abilities, being able to change what type of book it
       is. Instead of gaining new spells, Jacob has five spells for
       each spell book type, but learns new spell-book types similar to
       how most werewolf alchemists learn new spells. Because of this
       spellbook, Jacob is able to use a more varied set of abilities
       than most alchemists would be able to. Though he doesn't gain as
       much in the way of massive numbers of spells, his varied arsenal
       is quite unique among even the most unique alchemists skillsets.
       This led to Jacob's specific spellbook being the only known
       spellbook he knows of with this type of variation. However,
       while effective, this often copies other types of alchemy, and
       while Jacob gets five instant spells to use for each spellbook
       type, he cannot gain anymore or less in any one type (such as
       not being able to get an additional 5 spells in fire type since
       he already has a fire type spellset). This limits his spellbook
       ability to get spells, but still grants him more versatility in
       the types of spells he can get rather than number. His spellbook
       is set up uniquely, as each type changes his spell book's color
       (such as his fire spells turning his book into it's red form, or
       ice spells turning it blue). His spells are labeled as different
       book types, such as his fire spells being labeled as "fire book
       spells". Of course, all of his spells are usually dodgable or
       blockable depending on the spell and for most opponents, it only
       takes one use of each spell for most opponents to figure out how
       to dodge or block the attack, such as a fireball technique being
       dodgeable or blockable with an ice wall. And he can only really
       use these elements with his spells, and can't use them on their
       own aside from his nature magic use of ice.
       - Fire Book Spell 1: Fureido: This is a simple fire spell which
       shoots a fireball at an opponent. When the attack hits, it
       bursts into flames rather than exploding, trying to envelop the
       opponent in the flames of the attack. This technique is designed
       to burn people alive as the flame tries to spread and consume
       whatever the fireball hits. Those who are hit by it will find
       that the flames in this attack don't need the usual materials to
       consume but can keep going even burning things like rock and
       things that normally wouldn't be flamable. This is because the
       flames of this attack don't run on flamable fuels, but rather on
       the magic power provided by the attack, which keeps it burning.
       Those that want to avoid this attack simply need to avoid being
       hit by the fire, as if hit, the fire will spread and try to
       consume them. If someone is caught in the fire, then the best
       thing to do is cut off the flow of magic to the attack, or use
       counter elements to protect oneself. The only one that doesn't
       work is cutting off the oxygen flow (using wind type abilities)
       as the fire doesn't work the same way. Of course, one can freeze
       the flames as well.
       - Fire Book Spell 2: Rin Fureido: This spell shoots rings of
       fire that explode on impact. The rings are about the size of
       Jacob's hand, but can be amped to be larger rings if Jacob is
       willing to put more power into the attack. The rings explode
       when they hit something, exploding like a grenade when they hit
       an object. Depending on the ring's size, the ring is designed to
       explode around someone, trying to trap them in. If this is fired
       right, the ring usually hits the opponent and explodes around
       them, trying to trap them inside the explosion rather than
       explode from a single point, making this harder to dodge. This
       spell is a pretty standard explosive attack spell, which uses a
       bit more of a better design for trapping opponents when firing
       this. This spell can also be fired multiple times, or even in a
       flurry attack, though each extra ring fired costs more power to
       use. This spell is pretty easily dodgable if one is fast enough
       to react and move out of the way of the explosion, or one can
       use a shield or barrier to block if it can hold back the
       explosion. This technique is also counterable by ice skills and
       anything else that counters fire.
       - Fire Book Spell 3: Emuru Akusu: This attack enhances Jacob's
       physical attacks, enhancing his strength, speed and defense with
       flames. The flames amp his body, also making him able to burn
       people through physical touch while the amp is in effect. This
       spell acts like an enhancement spell, and allows Jacob to damage
       people through physical attacks. All of Jacob's attacks burn
       with fire, and his physical combat enhances through this amp.
       This doesn't really grant any supernatural amps, since Jacob
       doesn't use fire on his own normally, though it can amp his fire
       spells, using less power and doing more damage while this is in
       effect. This spell is really good for when he needs fire spells,
       but when he's in this form, he becomes more vulnerable to ice
       spells, and opponents can still counter the fire element like
       normal. This spell is good for physical attacks, but not so good
       far away unless Jacob knows he can hit with his other fire
       spells.
       - Fire Book Spell 4: Dio Gadyusen: This spell rains large balls
       of fire diagonal fashion, which rain down from above. This spell
       is designed to bombard an area with fireballs, similar to a
       meteor storm, and is designed to be used to take out groups, or
       try to hit fast opponents by limiting their ability to dodge.
       The fireballs also explode when they hit something, making their
       explosions able to do damage as well. When using this spell,
       Jacob has to be careful that he doesn't hit his allies, since
       this spell hits an area and is not really designed for just
       hitting one person. This spell is still counterable by strong
       enough barriers and shields, as well as using cover to try and
       avoid the fireballs. This spell is designed to be a strong
       attack, and does take a toll on Jacob to use, as it's a spell
       that costs a lot of power to use because of it's strength and
       how many fireballs are generated.
       - Fire Book Spell 5: Gigano Bireido: This is Jacob's strongest
       fire spell, in which he fires a large beam of fire, similar to a
       cero. This technique fires the flame wave in a purely
       destructive fashion, designed to be blasted at an opponent and
       engulf them. Once engulfed, weaker opponents are usually
       incinerated by the flames if they are vulnerable to flames,
       though stronger opponents may just take extreme fire damage if
       they are caught in this attack. This technique is designed to be
       fired at a single opponent, or engulf a group in close
       proximity. This is his strongest spell, and while it doesn't
       take as much power to use as his fourth fire spell, it does take
       more energy than his first three fire spells. Opponents can
       still dodge this, or block this with a strong enough defense,
       though blocking usually isn't recommended as getting caught in
       the fire wave can melt most objects that have a melting point,
       like reducing metal to molten metal. It's recommended opponents
       not get engulfed by this, unless they are immune to flames, in
       which case they'd take no damage.
       - Ice Book Spell 1: Gikor: This spell is a basic ice spell, in
       which Jacob fires a collection of ice spears using cold wind.
       His cold wind forms the spears and then fires them at an
       opponent by drawing the moisture in around him and freezing it.
       As there is always moisture in the air, this technique is always
       usable as long as he has the energy. When used, the spears are
       created and then fired at the opponents, being a pretty basic
       ice attack spell. This can be altered to form bigger spears (and
       less in number) or small spears (and making more in number)
       depending on what Jacob wants to do, as this is a fairly
       changable spell depending on how it's used. This spell is one
       that can be dodged with quick enough reflexes or blocked with
       shields or barriers. This spell is pretty basic, and while it
       can be used multiple times, it isn't too strong compared to
       higher level spells.
       - Ice Book Spell 2: Freezudo: This spell uses cold wind to
       freeze an opponent. This cold wind can come from jacob, or can
       be fired from his weapons. This cold wind freezes whatever part
       of the opponent it touches. This can not only freeze people, but
       can also freeze whatever's around the person, specifically
       freezing the ground. This attack is a fairly basic ice attack,
       which is designed to freeze people and not only hurt them while
       frozen, but also slow or stop their movement as well. This spell
       can be used to not only freeze objects, but can also be used to
       stop and freeze certain projectile attacks as well. Opponents
       can dodge this attack simply by either using something to block
       the wind, or simply not get hit by the wind. This is another
       spell that isn't meant to finish off opponents, and designed to
       be able to be used multiple times. This spell is mostly for
       incapacitating opponents.
       - Ice Book Spell 3: Scape Gishield: This spell brings up a large
       barrier of pure ice. It creates a physical ice barrier to block
       attacks, being able to either manifest as a wall or as a
       spherical barrier around Jacob. While strong enough attacks can
       still break it, this technique can temporarily encase around
       Jacob, and protect him from all sides when used as a spherical
       barrier or protect him from the front when used as a wall. Jacob
       must be careful, as certain spells could break this barrier from
       the inside. Though he can strengthen this with Freezudo spells
       to make it stronger if it's about to break from being
       overwhelmed. Jacob cannot stay too long in the spherical barrier
       though, and has to release the barrier before his air supply
       runs out, since this creates a vaccuum sealed barrier using cold
       wind to protect from things in the air around him.
       - Ice Book Spell 4: Gikor Garugo: This spell, instead of
       creating ice spears to throw at an opponent, uses the spell to
       summon ice pillars from the ground to come up. Opponents can be
       frozen in these pillars if they don't move in time, as the
       pillars freeze anything above them when they come out of the
       ground. If the opponent isn't caught, the spell can be then
       exploded to try and catch the opponent in a barrage of ice
       spears from the pillar as a backup since this spell is meant to
       be used as a way to do more damage to opponents. Those caught in
       this have to use some sort of elemental power to get out, or
       brute force their way out before they freeze. This spell is one
       that is much stronger, and designed to trap opponents as they
       freeze to death. This spell is avoidable if one just avoids the
       magic glyph that appears on the ground where the ice shoots up,
       which is the best way to avoid this attack, since being trapped
       in the attack can require a lot of force to break out.
       - Ice Book Spell 5: Lagikor Fang: This technique creates wolves
       out of ice to attack opponents. This technique is similar in
       nature to the Darkfire's elemental familiar technique, using ice
       to create a familiar to attack opponents. Only difference is
       that Jacob has no choice on the form, only able to summon it as
       an ice wolf. The wolf can attack, and freeze people when it's
       attacks connect, freezing parts of their body through contact.
       The wolf can also explode and freeze an area if it sacrifices
       itself. This spell is designed to create a group of ice wolves
       to attack an opponent, usually designed to attack in a group and
       attack until the person is frozen completely. The wolves have
       claws and teeth they can use to attack, and they can fire the
       first two ice spells on command from Jacob as well, being able
       to use either the ice spear spell or the freezing wind spell.
       These wolves are easy enough to destroy since they are ice, with
       fire or lightning being best, though any counter to ice powers
       works.
       - Thunder Book Spell 1: Teozaker: This spell fires a powerful
       thunderbolt from Jacob's hand, firing a stream of an amplified
       Zaker spell that is a basic lightning spell. This one can be
       fired longer, and covers more area. If hit, this electrocutes
       people who are hit by it. As he uses it, he can move his hand to
       make the lightning hit things around him, not being limited to
       just one target. This spell fires a constant stream of lightning
       as long as the spell is active, and can be used to attack
       opponents with this stream. This spell is best used if Jacob can
       grab an opponent, in which he can shock them while in contact
       with him. However, Jacob can also use this to attack faster
       opponents if he uses it properly, since this can be fired while
       moving, and Jacob only has to aim the stream by moving his hand
       towards who he's attacking. Of course, the longer this spell is
       active, the more power it uses, and dodging this spell can be
       done if the opponent is fast enough.
       - Thunder Book Spell 2: Rashield: This spell is a shield spell
       which creates a large wall made of lightning to block an attack.
       This shield is designed to block attacks, but also to turn
       attacks back on the user. When used, the spell can be used to
       grab projectile attacks, to which the shield then charges the
       projectile with lightning, and fires it back at the opponent. As
       one might imagine, this is meant to be able to turn attacks back
       on their users, as this attack can catch many forms of attacks.
       However, the shield cannot handle higher level attacks, and
       enough power can break through this shield. Jacob can strengthen
       this shield though with a teozaker spell, and can blast certain
       spells from the shield when he wants to, with his spell being a
       bit more able to attack than other versions of this spell.
       Though this spell would mostly fire teo zaker spells and zakerga
       spells (the third lightning spell) from it at opponents.
       Opponents can dodge this if they know what's coming or use
       enough power to break the spell completely.
       - Thunder Book Spell 3: Zakerga: This spell is a more powerful
       piercing lightning beam, which is designed to pierce through
       opponents or objects. This particular spell costs the same as
       the teozaker spell, but is designed to be more powerful in how
       it attacks opponents. The spell can be fired as a small
       lightning beam for more speed and less power consumed, or as a
       large beam to try and put more power behind it. This spell is
       usually designed to break through armor and defenses, being a
       spell that uses powerful concentrated lightning to try and
       separate the molecules of an object with the electrical currrent
       as the beam passes through the object or person. When used on a
       person, this can pierce an opponent through armors and shields,
       designed to be a powerful midlevel spell. Opponents can dodge
       this attack if they are fast enough, and if they are careful,
       they can block this if they are strong enough to handle the
       piercing effect of the lightning.
       - Thunder Book Spell 4: Jauro Zakerga: This spell is a spell
       that shoots a ring of lightning, which releases a number of
       smaller teozaker spells from the ring. The teozaker spells are
       then fired at the opponent from the ring, which all home in and
       try to the opponent from the sides and above and below. This
       version fires a constant stream of lightning to which Jacob can
       also move the ring by moving his hand, which moves the ring with
       him. The ring can also electrocute opponents if they touch it.
       This spell is a fairly powerful mid level spell, and one of the
       better attacks since it costs less power to fire one of these
       than 5 teozaker spells and is much harder to dodge.
       - Thunder Book Spell 5: Bargido Zakerga: This spell shoots a
       more powerful Teozaker attack from above the opponent, which
       creates the lightning bolt far above the opponent. This works
       more or less the same as Teozaker, except it starts above and
       comes down to strike an opponent, as well as being a much larger
       attack. This spell is meant to emulate a bolt of lightning
       hitting down from the sky, except that this doesn't need a storm
       in order to blast from above. This is meant to be a high level
       lightning spell, which can be used to attack opponents. This
       spell is dodgable the same as teozaker, except Jacob can control
       where the lightning strikes, and move the stream of lightning by
       manipulating his power rather than moving his hand, making this
       a bit easier to track opponents. Of course, like teozaker, the
       longer this spell is active, the more power it requires to keep
       active.
       - Wind Book Spell 1: Jikir: This is the first of Jacob's wind
       spells which lets him fire a wind blast at opponents. This power
       fires wind at opponents, which can be used in multiple forms to
       attack opponents. This skill can fire wind blasts, or wind
       slashes at opponents, and can also focus wind into concussive
       blast waves to fire at opponents. This is a very basic wind
       ability, which can be used multiple times as it is a basic spell
       that doesn't require much power. As a general rule, the stronger
       or larger the wave is made, the more power it takes to use. And
       these wind blasts can be blocked or defended against as one
       might expect.
       - Wind Book Spell 2: Jikirga: This is a concentrated wind
       attack, which is a more powerful version of the jikir spell.
       When used, this creates a wind tornado that can be fired at
       opponents, concentrated and doing more damage. In addition to
       concussive damage, this can be concentrated further into a
       piercing wave, in which it can be made to pierce an opponent
       with more concentrated impact power. This is a fairly versatile
       power, as depending on how the attack is formed, it can be used
       in multiple ways. Of course, at the end of the day, this is more
       just a small tornado form of the first spell which is more
       powerful.
       - Wind Book Spell 3: Wirudo: This spell summons a wind shield,
       which uses a blast of wind to blast attacks away. Unlike the
       lightning shield, this doesn't catch attacks, as it just blasts
       them away using intense concussive force. When used, this can be
       used to block attacks, being effective at blocking physical
       attacks or projectile attacks. Though usually, it is best for
       blocking physical attacks, since it blasts back an opponent in
       addition to letting the user avoid the attack. This is a pretty
       basic defense spell, not really designed to be fancy.
       - Wind Book Spell 4: Yuruk: This is another basic wind spell,
       one that physical amps the movement of the user. When used, the
       move makes them light on their feet, using the air to reduce
       friction and let them move far more quickly. When used, this can
       be used similar to stepping methods like sonido and flashstep,
       in which users can disappear from view if they are able to use
       this effectively enough. Users, however, only gain enhanced
       speed, and don't really gain much more strength through this.
       This spell also makes the user able to be blasted back far more
       than most other people, due to the lessened friction and
       lightweight movement.
       - Wind Book Spell 5: Gigano Jikirdo: This attack is the
       strongest wind attack of the group, where the user is able to
       create a giant pressurized wind bird that is able to attack
       opponents. In a manner similar to the lightning spell Bao
       Zakeruga, this spell creates a large wind bird that is designed
       to attack opponents with immense strength. Concentrating it's
       concussive force using wind, the bird is able to not only damage
       opponents on impact, but explodes into slashing wind waves when
       it hits, designed to do extra damage to an opponent when the
       bird bursts in a wave of concussive wind. This is a very strong
       spell, requiring a lot of power to use, so a user must be
       careful when using it.
       - Physical Book Spell 1: Bauren: This is a pretty basic strength
       enhancement spell, allowing enhanced strength to do things like
       throwing cars or breaking down brick or cement walls. When used,
       this spell grants a strength boost, not boosting speed or
       defense, and just amps the physical strength of the user. When
       used, Jacob is able to use this to hit with intense force, and
       with his strong body, this can be a devastating spell if he is
       able to hit an opponent. However, while this increases his
       strength, it doesn't increase anything else, making it hard to
       use effectively against faster opponents.
       - Physical Book Spell 2: Redoruk: This spell strengthens the
       legs considerably, allowing the user of enhanced jumping and
       much more powerful kicking abilities. When used, this can be
       used to kick hard enough to fire concussive waves from the
       kicks, and can be used similarly to the first spell, except this
       focuses more into the legs rather than the upper body. When
       used, this is designed to boost running speed and strength,
       designed to make opponents harder to catch and make them able to
       hit harder when they kick an opponent. Since kicks are usually
       around 3 times stronger than punches typically, this makes kicks
       used with this spell hit very hard.
       - Physical Book Spell 3: Rofo Diboren: This enhances the
       strength of the hands, and not just normal enhancement. This
       spell creates tiger-like claws out of the hand, enhancing the
       hands so that they can fight with highly enhanced strength. This
       allows Jacob to use powerful claw slashes, which can slice
       through even metal, and can punch his way through very tough
       solid materials with this attack. This is stronger than his
       werewolf claws, in which the spell amps the strength of the
       hands when they take the claw form, and makes them highly
       resistant to damage. However, this only affects the hands, and
       not any other part of the body.
       - Physical Book Spell 4: Baoruk: This enhances the whole body,
       not just one part. This grants the user enhanced physical
       strength, speed, and durability, upping all their stats equally.
       In Jacob's case, he is able to use this to boost himself in a
       fight, making him tougher, faster, and harder to damage
       temporarily. While this does increase more stats, it doesn't
       increase them as much as the first 3 spells, even though this is
       a higher spell, since it increases more stats. As such, the
       increases in this spell aren't quite as good as the first three,
       so Jacob can't do anything too extreme with his increased stats
       compared to the other spells. And if this spell is active too
       long, Jacob can actually damage his body due to the power
       output.
       - Physical Book Spell 5: Dio Redoruk: This is similar to the
       last spell, except that it is designed to enhance the body more,
       and when the Jacob attacks, they release energy into the point
       of attack to do more damage. As Jacob attacks with this, he
       discharges the gathered energy in physical attacks, with each
       hit discharging the energy used in this spell. As the energy is
       discharged, Jacob's strength slowly goes back to normal, with
       this spell being only useful as long as there is energy left to
       discharge. When used, the strikes must be made effectively, as
       hitting an object, even if it's not the target, can discharge
       the energy. Opponents who want to avoid this simple just need to
       get Jacob to hit other things instead of the opponent until he
       runs out of power.
       - Summoning Book Spell 1: Ragyuuru: This spell is the first of
       the summoning spells, where it lets Jacob summon demon wings
       which he can use to fire blades summoned by the energy flowing
       through the wings. The blades are shaped like wheels, and are
       extremely sharp enough to be able to cut through strong armors
       and shields when used effectively. This attack also lets Jacob
       fly using these wings, as he can use this to fly and attack from
       the air when using this. However, Jacob can be grounded again if
       the wings are destroyed, or the spell wears out and the wings
       are desummoned.
       - Summoning Book Spell 2: Aramu Basukado: This attack summons
       scythe blades from the iron in the blood, creating scythe blades
       that come out of the wrists. When used, this can create weapons
       that Jacob can use in battle while the spell is active, and work
       just like one would expect. The blades are able to attack
       opponents, in which they can be used with punches to try and
       slash opponents, not requiring too much combat change in how
       Jacob uses them. This spell is a temporary spell that can only
       operate using the blood, in which the blood's iron is used to
       harden the scythes and create them. This means that if these
       blades are broken, that blood that was used in them is lost to
       Jacob, which could weaken him if he loses too much blood.
       - Summoning Book Spell 3: Egdoris Neshiruga: This summons a
       pyramid above Jacob which fires lazers at an opponent. Jacob
       stays under the pyramid so he can keep opponents from getting
       under it to the safe spot from the lasers that are fired from
       the top. This move is designed to blast opponents with laser
       attacks, in which the summoned pyramid keeps shooting laser
       attacks until it either runs out of energy, or the spell wears
       off and the pyramid is desummoned. If an opponent can get under
       the pyramid, they can avoid the pyramid, or if they can break
       the metal the pyramid is made of, they can destroy it
       completely. Though usually if opponents get under it and force
       Jacob out, Jacob usually just desummons this spell to save power
       anywhere.
       - Summoning Book Spell 4: Fanon Doron: This summons a lion beast
       to attack an opponent, where Jacob can have this lion as a
       temporary ally to help him fight opponents. Similar to a
       Darkfire familiar, this is controlled by the spell and lets
       Jacob control it, as well as sharing senses with the lion while
       it's active. The lion is able to only do physical attacks
       though, but is able to attack with the full strength and
       abilities of a lion. Because lions can run up to 50 MPH and
       being able to put immense force into their jaws to snap
       opponents necks, their speed and their bites, as well as claw
       slashes are the most dangerous things about the lion. When used,
       this only summons one lion, and the lion can be destroyed if it
       is destroyed with another energy, since it is made of magical
       energy rather than flesh and blood.
       - Summoning Book Spell 5: Goraio Diboren: This spell summons a
       large white tiger with six tails. This tiger is far larger than
       the lion, and is the ultimate spell of the summoning spells
       Jacob possesses. When used, the tiger is summoned and each of
       the tails can charge it's own energy ball to fire at opponents,
       making this tiger's tails very dangerous and hard to keep track
       of since the tiger has six tails. The tiger can also move around
       and attack opponents, making it even harder to keep up with.
       This spell is designed to attack while Jacob keeps the opponent
       busy, as Jacob also shares his senses with this tiger when it is
       summoned, and can move when the tiger attacks or fires blasts at
       the opponent.
       Werewolf Combat and Passive Abilities:
       - Werewolf Fighting Spirit (Passive skill): This is a skill used
       by certain types of werewolves who focus on fighting spirit.
       Combat based werewolves can use this power to focus their
       fighting spirit, which not only helps them in battles, but can
       also help use a werewolves specific combat techniques they
       developed by focusing this power. This power lets werewolves
       focus their combat abilities, making them more effective, and is
       the base of certain werewolf fighting styles. Depending on the
       werewolf, some are stronger than others in this fighting spirit.
       This usually is dependant on two things: will to fight and
       experience. Over time, more experienced fighters gain more
       fighting spirit, and one's will to fight can also increase this.
       Jacob is no exception, and he uses this in conjunction with his
       combat styles.
       - Werewolf Alchemist Combat Style Expert: While not a master of
       his race's styles, he is still an expert in his combat training,
       and can combat using werewolf fighting styles very effectively.
       Being one of the werewolves with a more human fighting style, he
       has adapted to using either form in fights, with this mostly
       being useful in his werewolf form. This fighting style is a
       basic fighting style for werewolves, which the werewolf
       alchemists use. This is a highly adaptable fighting style, in
       which specific users can focus on what they want to focus on.
       For the most part, Jacob focuses on his attacks, and focuses on
       striking vital points with his attacks to take down his
       opponents in as few moves as possible. When in his human form,
       he's able to focus more easily on vitals, since he's not as
       strong as his wolf form.
       - Darkwolf Combat Instinct Style Training (Not Mastered): This
       is a style that his father, Sirion teaches. However, almost no
       one is able to master this without more experience than most
       fighters could possess. This is a style that focuses on reacting
       rather than defending, in which the body focuses it's defense
       and offense on it's and not requiring thought from the user.
       However, due to it being impossible to clear one's mind
       completely during a fight, this is very difficult to master, and
       even those with higher level combat natural talents cannot
       master this completely. Most usually are able to use this to up
       their defense, but mostly rely on that, since the offensive part
       of this is too difficult to master unless one is an elder user
       of this style. Sirion is one of the only known masters of this
       style, and even Jacob hasn't mastered it. Jacob can use this
       style to boost his defense, allowing him to react to attacks
       sooner than most, but cannot use this offensively. Overall, this
       makes him harder to hit, but doesn't do as much since Jacob has
       yet to be experienced enough to be able to have his body react
       for him. As such, Jacob can use this slightly, but not at the
       level his father can and likely won't be able to for a very long
       time.
       - Rage Impact: Using their anger, werewolves can use a werewolf
       technique to empower themselves when they reach a high enough
       anger level. Once used, this technique powers him up immensely
       temporarily. When in this form, the werewolf's attack speed and
       strength are enhanced, making them even more dangerous. In their
       rage impact state, they can blast through most opponents,
       hitting with the incredible force and usually brute-forcing
       their way through attacks. And they are fast enough that they
       are hard to keep track of, being able to disappear from view
       with their incredible speed. However, this doesn't last long,
       and must be used to channel rage in order to activate. Since
       most rage reactions are not unlimited, most minds cannot handle
       channeling the rage needed for this for too long. For Jacob, he
       tends to not be an angry person, so he doesn't use this much.
       - Werewolf Crash: This technique lets a werewolf use their power
       to charge at opponents in a wave, allowing them to basically
       charge an opponent with immense force to do heavy impact damage
       to an opponent when it hits. This technique requires immense
       speed and strength, and when used, the werewolf has to be able
       to close a gap fast enough to hit an opponent before the
       opponent can react, but can't use it too close or the attack
       won't gain enough momentum. This technique also locks the user
       in one direction, and the user cannot change direction easily,
       having to stop and restart the attack if they miss. This
       technique is similar to rage impact, but doesn't use anger
       amplification, just being a standard crash attack that is
       designed to power through some opponents and defenses. Though
       stronger opponents may not be as affected or may even be able to
       stop the user.
       - Werewolf Claws/Claw Slash Wave: Werewolves can use their claws
       in combat, usually in creative ways to attack opponents. For the
       most part, most werewolves are able to work their claws into
       their combat style, and able to retract and summon their claws
       at will when they are in a fight. In addition to using their
       basic claws, werewolves also have specific physical claw waves
       they can use to attack opponents, in which some werewolves can
       actually firing slashing waves from their physical claw attacks
       at opponents to try and attack them from a distance. The waves
       are concussive slashing waves, able to slash opponents if they
       hit. And since these waves are invisible physical waves, they
       are very difficult to see coming unless one is familiar with the
       techniques. Some can even combine this with other magic and
       special abilities for stronger claw strikes as well.
       - Werewolf Cling/Animal Agility: Most werewolves, in fights, can
       use their claws to cling to surfaces like walls, ceilings and
       things like trees. In addition, they also gain enhanced agility
       as part of their werewolf combat abilities. This lets werewolves
       with their fighting spirit abilities attack in more agile and
       unpredictable ways, also working for those that favor stealth
       over all out attack. This particular skill is best known for
       wolves that like to hide in forests, as they can often jump from
       tree to tree and move around far more easily. Thanks to this,
       fighting werewolves in enclosed spaces can be very tricky if
       they possess this kind of skill and adaptability for fighting in
       these spaces.
       - Wolf Roar: This attack uses a werewolf's howl to blast a
       concussive wave at an opponent. As part of a combat technique,
       the werewolf can weaponize their roars and howls, which can be
       used as concussive waves to hit opponents and do physical damage
       to them. This is a werewolf move that can be used in a 360
       fashion with a roar, which anyone close by is blasted back, or
       be used in a howl in a forward blast wave that can hit
       opponents. And due to it being a concussive wave, it is
       invisible, so unless the opponent knows how this technique
       works, it is somewhat difficult to predict and therefore dodge
       or block. However, this is one of those tricks that really only
       works once, since the second time, opponents usually know how to
       avoid it.
       - Wolf Warrior Spirit: This power is a special technique that
       use werewolf fighting spirit. In the case of werewolf's fighting
       spirit, this also acts as sixth sense, allowing one to sense the
       presence of others, similar to a normal sixth sense. This not
       only lets the person sense the person, but sense how strong they
       are, as well as what they are. This ability works slightly
       different from a normal sixth sense, as it is actually designed
       for another purpose. The main focus of wolf's fighting spirit is
       the power to allow one to predict the attacks of the person they
       are fighting. This demon art lets one predict the movements by
       reading their opponent's fighting spirit, and gives them
       additional time to react to an attack. This technique however,
       only works as long as the opponent is thinking about their
       actions, and the easy way around this is if the opponent doesn't
       think about what they're doing or has a way of manipulating
       their spirit so that they don't give off what they're going to
       do, which those who can use this art are able to do. This
       bypasses psychic immunities as it is not a psychic power, but
       the connection to one's spirit reading another spirit
       - Wolf Armor Spirit (Defensive Power): This power amps up the
       body or part of the body, which can either amp defense or
       offense depending on how it's used. The user can use this for
       defense to help defend against an attack, taking highly reduced
       damage from the attack as this technique can increase the user's
       defense immensely. If the opponent is using a power to amp their
       attack, this technique can be broken (Such as using mana,
       demon/holy power, or other energies) by those who use more
       energy. This technique is great for defense, and a pretty good
       werewolf defense technique. This can also be transferred to
       weapons in order to increase their defense, making it so attacks
       that might normally break the weapon do not damage it. Though
       the same weakness applies the same way as similar techniques in
       that stronger energies or strong enough attacks can still
       overpower the spirit protection. Those who use this are easy to
       see what they're protecting, as the parts of their body
       protected by this turn black in color. The more area one wants
       to defend, the more power they must use to defend, making this
       technique hard to use to harden the whole body, as it's designed
       only to defend against small attacks. This power is completely
       useless against aura breaker weapons though or those with
       techniques that can do the same as aura breaker weapons.
       - Wolf Armor Spirit Form Negation (Offensive Power): Those that
       use the defensive power know how to use wolf armor spirit for
       offense can use this skill which makes their attacks (Those that
       are fused with his demon spirit) damage those who are able to
       shift their body into other forms, negating their form and
       hitting the opponent as if they were still in their normal form.
       This power is able to hit people who are able to do things like
       turn into elements, or turn intangible. This form negation works
       on any opponent, but the attack has to hit them while the user
       is using this armor spirit and the user's has to be more
       powerful than the opponent's, expecially if the opponent uses a
       similar technique. The attack only works as if the opponent were
       normal, so it doesn't do more damage than a normal attack, but
       this does work well at throwing off opponents who are unfamiliar
       with the offensive capabilities of this kind of technique. Those
       who can use this or similar techniques though can defend against
       this form negation, even defending against similar form negation
       powers. In order to use this power, the attack does have to
       learn the defensive power too, and in order to break some people
       who can infuse their forms with energy, the user must use enough
       to break the form's energy protection.
       - Werewolf Regeneration: Most werewolves are able to regenerate
       all wounds excluding their heart, internal organs and brain.
       This is a very basic werewolf regeneration, designed for
       werewolves to be able to recover quickly from injuries. This is
       a passive skill, and is a basic form of regeneration that has no
       special regenerative powers other than just basic healing. This
       helps a werewolf recover from wounds and is not meant to heal
       fatal injuries. This regeneration is basic in nature, and can be
       interrupted by things like varanium or regeneration negation
       abilities. Werewolves are also vulnerable to mercury and silver,
       which also makes it difficult for them to regenerate as well.
       - Hardened Combat Body: Part of Jacob's unique training in the
       werewolf alchemists made him like a brick wall, in which he was
       trained to be able to take hits without even flinching. Through
       his combat training, Jacob has gained a body that is extremely
       tough. Like his father, Jacob is a very tough werewolf, and has
       enhanced muscles and skin that make him hard to kill. Those who
       attack him do highly reduced damage, in which Jacob is even able
       to resist some kinds of bullets used on him unless they are
       higher caliber weapons. Because of this, it takes more power to
       hurt Jacob. Jacob often jokes about this, often saying people
       should get metal bats to hit him when they try to punch him and
       hurt themselves. Most of the time, simple physical attacks
       barely make him flinch.
       - High Body Temperature/Resistant to Fire: This is a unique
       aspect of Jacob's physiology. No one has any idea why this is,
       but Jacob's internal body temparture, at it's normal level, is
       108 degrees. No one knows why, but Jacob operates at a much
       warmer temperature. It's suspected to be a werewolf trait among
       certain werewolves who use this to be able to fight longer,
       usually common among those with enhanced combat talent as the
       body is designed to operate at higher temperatures so fights
       don't make them tired as easily. This also gives Jacob a high
       resistance to fire, since his body doesn't really feel heat the
       same way as most people. In order to burn Jacob, one must use
       higher level flames like dark flames or hellfire that burn much
       hotter than normal flames.
       - Darkwolf Combat Talent: Just like his father, Jacob has a
       natural talent for combat. This natural talent makes fighting
       styles easier to learn, and makes his fighting styles easier to
       adapt to new opponents. This makes Jacob able to grow in
       abilities more quickly than most other fighters, and is a pretty
       basic ability. Jacob has a knack for combat growth, and is very
       highly adaptable. Jacob is able to learn instinctively from
       almost any battle he's in, and is able to grow as he learns from
       his fights. For the most part, this is a talent that Jacob
       trains heavily, as he is also one that typically believes in
       training talent rather than relying solely on it.
       - Werewolf Flesh Devouring: This technique absorbs life and
       recover stamina by either drinking blood or eating flesh by
       draining their opponent's life. Even if the werewolf doesn't
       kill them, they gain the life energy from the flesh they devour
       from. This can rejuvenate them during battle if they are able to
       bite their enemy, and only requires a bite, not killing the
       opponent. This technique is how werewolves in Jacob's class of
       werewolf survive, feeding on other living creatures and
       devouring their flesh. Of course, this is only effective if
       bitten, and bites still work like they normally would. Unlike
       what one might think, this doesn't really weaken people who
       suffer these bites except for the fact they will have a chunk of
       flesh missing, and those with regeneration can easily regenerate
       the damage.
       - Werewolf Ability Gain: Just like vampires, werewolves are able
       to gain new abilities through devouring flesh, unlike how
       vampires draw power from blood. Certain types of werewolves are
       able to gain new abilities through this method, gaining new
       power from supernaturals they devour the flesh of. Like vampires
       drawing power from blood, werewolves with this ability gain are
       able to gain new abilities if they devour enough flesh of an
       opponent. They are able to gain this temporarily, or permanently
       if they devour enough of the flesh of a supernatural. Depending
       on the power, some powers may require a slight physiology
       change, and while the user gains new abilities, they may also
       gain new weaknesses depending on the powers.
       - Attach Items to Self/Weapon Telekinesis: This is a fairly
       basic supernatural ability that transfers over to a werewolf's
       passive ability training. Werewolves are able to connect weapons
       to their soul, allowing them to summon their weapons from
       anywhere, even being able to store them in their soul. This
       power lets them have a special connection with their weapons,
       also making their weapons a part of them. In doing so, not only
       can a werewolf summon their connected weapons from anywhere, but
       they can also control these weapons on the battlefield, such as
       calling a weapon back to them, or using it telekinetically
       through concentration to attack opponents. This power lets a
       werewolf interact with their weapons far more than some other
       supernaturals would. Depending on the werewolf, some werewolves
       have different arts for this, but many use this type of
       connection in some form for their weapons. Jacob only has one
       weapon, which is his father's knife that he keeps close to him.
       - Enhanced Senses: Like vampires and other supernaturals,
       werewolves gain enhanced senses. For the most part, their senses
       are all enhanced with certain senses being enhanced more than
       others. One thing most werewolves are known for is their sense
       of smell, which lets a werewolf map an area using whatever they
       can smell around them. They can also see far better, being able
       to see even in pitch black thanks to their enhanced vision,
       making them an ultimate night-time predator. In addition, they
       also gain other enhanced senses like enhanced hearing as well.
       However, while they have great senses of smell, this is an
       ability that can be used against them as well, since enhanced
       smell can be overwhelmed easier than normal smells. This can
       also be true with their sense of sight to a degree, such as
       using intense light to blind them.
       - Supernatural Sixth Sense: Much like vampires, werewolves can
       sense the presence of other beings, and sensing who and what
       they are. This can sense not only one's presence, but their
       levels of energy and how tough they are, allowing the user to
       gauge how they stand against them, as well as often being able
       to tell what they are by their presence if the user recognizes
       what kind of presence it is. However, this can be deceived by
       skilled opponents, sometimes not appearing correctly if the user
       can't sense the opponent's full power or use powers that fool
       this sense. There are also skills that hide one's presence so
       those with this sense can't sense them, or some opponents can
       suppress their presence so they're not fully able to be sensed.
       - Werewolf Telepathy: Most werewolves, like other supernaturals,
       have some form of advanced telepathy. This lets them communicate
       with others through this telepathy, letting them speak to any
       mind they can connect to. This lets them communicate with other
       people without having to speak, with them being able to share
       thoughts directly with others. However, usually the user has to
       know where the person is to use this. However, this doesn't
       apply to those who establish permanent connections assuming it's
       a type of telepathy that allows permanent connections, such as
       connecting to other family members. This lets werewolves not
       only communicate with those they have a permanent connect with,
       but can also tell them where they are at any time should they
       require to find them or need to be summoned to them. Those who
       are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       - Disciplined Mind: This is the Darkfire's art of controlling
       their mind completely. This lets the user take complete control
       of the world in their mind, shaping it to their own devices and
       letting the user control their mind. Each inner world is
       different, and solely depends on the one with this art. This not
       only lets the users control their minds, but allows them to
       become immune to mind control or other attempts to influence
       their mind. This also lets them enter into the inner worlds of
       others, and more advanced users can slightly influence those
       who's minds they enter. Though going into other's minds is
       mostly as a method of training, not having too much use to users
       as they aren't too skilled in controlling other people's minds,
       since every mind is different and requires different approaches.
       And by controlling their minds, the user can do things like shut
       down certain parts of their mind should the need to, or
       manipulate their emotions at will. For the most part, shutting
       down parts of their mind only helps against opponents with
       psychic powers, such as shutting down their sense of pain when
       an opponent uses a psychic power to overwhelm their pain
       receptors. However, doing so could have negative consequences
       depending on what they're shutting down. Such as shutting down
       pain can lead to more damage if the user can't process pain.
       - Fool Senses: Darkfire members (And others trained in
       Disciplined Mind) have a special ability which lets them lie to
       people and control the fact they are lying thanks to their
       disciplined mind training and suppressing the unconscious habits
       of the mind when one is lying. Reading the aura and body
       language, most people think they are telling the truth, which
       allows the user to lie to people far more easily than most. This
       power comes from advanced users of disciplined mind training, as
       they learn to manipulate their minds to fool opponents that can
       see into their minds. However, only advanced users of the
       disciplined mind skill can do this effectively, as they have to
       suppress not only the fact they are lying, but they have to
       suppress their unconscious tells of when they lie, such as some
       people looking away when lying, or some having certain tells.
       This requires not just training in disciplined mind, but also
       requires the user to know their own self enough to know what
       they do when they lie to suppress it.
       - Combat and Werewolf Enhanced Physical Stats: Thanks to his
       combat training and werewolf heritage, Jacob is a very tough
       werewolf to fight, with his stats all being enhanced in fights.
       Like many werewolves, Jacob is flexible, agile and speedy in
       fights, being able to move around battles with incredible
       efficiency. In addition, Jacob is also strong, but physically
       and in durability, as he is able to take hits that most
       opponents would not be able to and is very strong for a mortal
       being. In strength, he is able to match stronger supernaturals,
       and able to hit opponents very hard. In addition, his hard body
       makes him harder to damage. As a result, those who want to fight
       him up close had best be prepared, and be strong enough to
       damage him if they want to beat him.
       Transformations:
       - Full Werewolf/Rage Beast: This is Jacob's full werewolf form.
       Unlike most other humanoid werewolves, Jacob is more wolf-like
       in his wolf form, being more of a big wolf than an actual
       werewolf. Most mistake him for a grizzly bear, due to how he
       looks in wolf form. In this form, Jacob gains enhanced physical
       and supernatural stats, which lets him fight at a higher level
       than normal, with this being able to keep up with
       transformations. While in this form, he can also focus his rage
       and go into a rage beast mode, where his fur turns red and his
       anger is focused into power temporarily. However, the rage beast
       power is only temporary, and only works as long as Jacob can
       maintain his anger.
       Weaknesses:
       - Jacob still has typical werewolf weaknesses, where he is able
       to be taken down by a mercury or silver weapon. As one might
       expect, Jacob can still be killed, and while tough, mercury and
       silver still do more damage to him. In addition, he cannot
       regenerate his heart, organs or brain, which makes him able to
       be killed with a fatal blow if one can get one in on him. Silver
       and mercury can interrupt his regeneration quite effectively if
       used on him. Of course, opponents have to be able to damage him
       before these become effective.
       - Nature magic is weaker to fire and lightning, due to nature
       being more about water and thinks like plant-life and animal
       life. Since fire and lightning are destructive forces, and are
       able to counter most of the nature magic's abilities, fire and
       lightning are among the best things to use. Death force
       manipulation also works really well against nature magic, due to
       the death force being a direct conflict to a nature user's ties
       to life force. As such, any of these work well against nature
       magic, and even simple magic resistance or immunity work as
       well. Most of the werewolf nature abilities are similar in
       nature to earth and water abilities, and can be countered the
       same way. Of course, magic negation can also be used to just
       completely negate this magic.
       - Alchemy abilities are limited to what the user knows about
       elements and how they're built. For most alchemists, they know
       about how matter can be converted and knows how to convert it,
       but they also know for the most part what things cannot be
       converted. Such as trying to bring life to something not alive,
       or using alchemy to try and bring someone back to life, or just
       some materials that are too troublesome to convert into certain
       elements. Most alchemy abilities can be countered and/or blocked
       depending on the ability, with most being able to be dodged and
       most can be blocked unless it's a defense piercing technique.
       Also, certain materials cannot be converted to other materials,
       as some materials aren't meant to be changed in certain ways. IE
       fire cannot be converted over to metal, but can be frozen.
       - If an alchemist's spell book is destroyed, they would lose
       access to all the spells they have, having to get another book
       and likely start over when it comes to learning spells. Because
       of this, this has made a good way to sometimes try a new type of
       spell book as some can change spellbook styles when getting a
       new book depending on what they've learned and how they've grown
       since the first book. However, without a book, the spells aren't
       possible and if one gets a second spellbook, all the old spells
       are no longer usable. However, this doesn't apply to normal
       alchemy, and only applies to the unique spellbooks. Also, if the
       spell book does get damaged enough, it will burst into flames
       and burn away. Once this happens, there is no saving the book,
       as it will not stop burning until the book is fully consumed.
       - Jacob has a variety of spells, but each of them are blockable
       or dodgeable, having their own strengths and weaknesses. For
       example, his fire attacks are counterable like other fire
       attacks, and his ice attacks can be countered like other ice
       attacks. For the most part, he has the main abilities he can
       gain, and despite being around other werewolf alchemists, he
       hasn't been able to gain new book types. Jacob cannot control
       when he gains new book types, with it mostly just requiring him
       to be around other werewolf alchemists and hoping to get the
       right balance of power to awaken new spells. There are plenty of
       spells that Jacob wants to gain, but has no control over. This
       is a pretty random ability, and often is harder to gain new
       spells than most alchemists.
       Personality: Jacob is a pretty decent person, always protecting
       friends and family, even helping others when needed. However, he
       is a bit of a smartass to people, and isn't afraid to piss
       people off. He will rarely be serious about much of anything,
       and even in fights, tends to joke around with people. However,
       there is a line that, when crossed, he will take a fight
       seriously, which is usually if someone he cares about is hurt or
       worse. In battle, Jacob is a pretty simple fighter, usually
       trying to power through opponents. He is smart enough to
       strategize, but enjoys a straight-foward fight when he can, so
       he tries to always first fight normally just to see how his
       power compares to opponents. His stances on werewolves and
       vampires feeding on humans seems a bit strange to a degree to
       some, as Jacob has no problem with werewolves and vampires who
       eat humans. However, he isn't afraid to protect humans from
       supernaturals, and will step in when he has to. For the most
       part, he prefers to eat animal meat, so that he doesn't have to
       eat humans, which essentially lets him survive, but on an
       altered diet. He can eat humans, but choses not to.
       Bio: Jacob comes from the same universe as the alternate Alix
       Rynn. In his world, his father, Sirion was king of the werewolf
       alchemists much like the London universe, but unlike this world,
       Maria Blackwulf was not a vampire, but a werewolf. When Maria
       was close with her family, she eventually fell in love with a
       vampire named Nero Redwood. However, rivalry between vampires
       and werewolves ended up straining their relationship, since
       Maria's family wanted her to marry a noble werewolf family. As a
       result, relations strained with the families until an all out
       war broke out between the two. During the battle, Nero was
       killed, and Maria was seriously injured, being forced to flee
       from her own family's anger at the Redwoods.
       During her travels trying to find refuge, she accidentally
       stumbled onto the werewolf alchemists, and eventually lost
       consciousness before being found by werewolf alchemists. When
       she came to, Sirion's people looked after her, helping her
       recover. Though they didn't really like visitors that much,
       Sirion didn't turn down a werewolf in need of help. As Maria got
       better, Sirion helped her recover, and the two started talking
       about what brought her to their territory. As they talked,
       Sirion found out about Nero's death and the Redwood vs Blackwulf
       family conflict. Having lived through almost the same thing when
       his sister tried to marry Qrow Darkfire not too long before, he
       sympathized with her.
       As she fully recovered, having nowhere to go, Sirion offered her
       a place with the werewolf alchemists, and she ended up staying
       so she could hide out from her family. While she was there, she
       used her nature magic on the area, enhancing the area with her
       power, and teaching the werewolf alchemists how to use magic
       more effectively, becoming a magic teacher to teach basic magic,
       even teaching nature magic to those who wanted to learn it. Over
       time, she worked her way into Sirion's elite warriors, known as
       the Elite Alchemists. As she did, she started spending more time
       with Sirion, and the two became close over time.
       At one point, Maria's family found her, and confronted the
       werewolf alchemists. However, this time, it was not about
       fighting, but about trying to take back Maria so she could be
       made to marry a werewolf nobel. The argument heated up, and it
       looked like things were going to result in a battle since the
       werewolf alchemists were not willing to give up someone they now
       considered one of their own. However, Sirion's quick thinking
       gave him an idea that he could try to use to make everyone
       happy.
       Instead of taking Maria, Sirion offered to marry Maria, being
       the king of the werewolf alchemists. Since he too had a lot of
       pressure to marry a noble werewolf, since he had no queen, his
       family too had pressured him over the years. However, Sirion and
       Maria talked it over, and decided to go through with the
       marriage in order to try and reduce tension. Both sides accepted
       the idea, since Sirion was a king of werewolves. As such, Sirion
       and Maria found themselves married soon after, with the
       Blackwulf family eventually joining the werewolf alchemists and
       the two groups eventually sharing their magic together so
       everyone could get stronger.
       After a few years in their marriage, Jacob Darkwolf was born.
       Jacob grew up with his family, and trained in both his mother's
       and father's skillsets, learning both nature magic and werewolf
       alchemy magic. Jacob eventually became a powerful werewolf of
       his own, where he eventually decided he wanted to travel the
       world on a training journey. While not usual for werewolf
       alchemists, Sirion and Maria allowed him to do so. Jacob then
       traveled the world, training with other werewolf packs and
       living among humans in secret.
       Over time, Jacob spent a lot of time with humans, and eventually
       met his cousins, Kindron and Kierra. After they met, the three
       became friends, and Jacob eventually got involved in the events
       of London. Since London was pretty peaceful, Jacob mostly spent
       time training with Kindron and Kierran, as well as training with
       Nightbane, who hadn't turned evil in this universe. Jacob spent
       years training with Kindron, even learning some of his
       techniques. Jacob found his own place in London with another
       werewolf pack, and stayed with them for years.
       However, as those who know their world know, the Wraith appeared
       and started to harvest humans and supernaturals alike. When it
       happened, Jacob tried to help evacuate people from the cities,
       and watched as Kindron and Kierra tried to fight off the Order's
       ground soldiers. Jacob helped as much as he could before Kindron
       ordered him to leave. When Jacob refused, Kindron blasted him
       through the portal and closed it behind him. Jacob eventually
       made it through, and joined the others who had escaped from
       their world.
       Jacob was pretty close to Hei's family, and close friends with
       Alix Rynn before the attack. When Alix Rynn came to help out
       this world, Jacob originally stayed behind to help the people
       who were there. Because the world was overpopulated heavily,
       Alix eventually set up to get much of her group over to London's
       universe, since the people who were with her group weren't more
       than a 400 humans and supernaturals. Not much of a big deal for
       the London universe, but the other universe they tried to make a
       home in was populated by over 20 billion people. Due to this,
       there wasn't much room for the group when they arrived.
       Thankfully, Alix was able to negotiate a new home for a majority
       of their people, and Jacob helped transfer as many of their
       people over here that they needed to send. After doing so, Jacob
       stayed in the other universe, as he was staying with the
       Hellsing there unless he was called for, as Alix, Protoman and
       Bass were supposed to eventually return. Though with all the
       conflicts going on in London, Alix called Jacob to help out,
       since Jacob couldn't really do much in the world he was in due
       to the overpopulation. Now Jacob has come over to London to help
       out with the events in London.
       Theme: Haikyo (
  HTML https://www.youtube.com/watch?v=UGP7LCDjcBU
       )
       Pics:
  HTML https://imgur.com/YtyB8bq
  HTML https://imgur.com/Oemp27a
  HTML https://imgur.com/P5x6KtV
  HTML https://imgur.com/6XmdDnF
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       #Post#: 40--------------------------------------------------
       Re: RP Profile: Jacob Darkwolf
       By: Coolcat207 Date: January 21, 2019, 9:09 pm
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       I love how the post censor curse words X3
       #Post#: 41--------------------------------------------------
       Re: RP Profile: Jacob Darkwolf
       By: Zorbak the Ebil Moglin Date: January 31, 2019, 12:42 am
       ---------------------------------------------------------
       [quote author=Coolcat207 link=topic=28.msg40#msg40
       date=1548126558]
       I love how the post censor curse words X3
       [/quote]
       I did not notice that. I imagine I could probably turn that off.
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