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#Post#: 4611--------------------------------------------------
Sam Uley
By: Coolcat207 Date: May 17, 2020, 11:31 pm
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Werewolf Alchemist: So that's why Sam is all black. Black heart,
black fur, black magic.
Sam: And your chocolate fur reflects what? How sweet you are?
"The Vampire Ninjas don't come here."
"I know what they have done to the lands. I'm not stupid. But
there's still hope. Our job is to protect nature and it's
children. Yes, humans can be annoying but there are still some
good ones out there. Our job is to push them to the right path.
It's not too late for some of them."
Sam: I'm not sure if I'm cut out for this leader thing.
Ilona: That's for Lord Sirion to decide. But if it was up to me,
I would've at least put you in a high rank position. You
understand our goals and ideals along with showing leadership.
You don't have to be perfect. You just have to be willing to
make a tough decision.
Name:
Sam Uley
Age:
Unknown
Gender:
Male
Species:
Werewolf
Organization:
Sirion's pack
Rank:
((Will decide later))
Family:
Mother: Allison Uley (Alive; Is Safe in the US)
Father: Joshua Uley (MIA; Presumed dead)
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 importance of the world's
forces, and can see not only the flow of the planet's life
energies, but also how the spirits impact that balance. They are
also able to perceive the world's flow of life and death as a
result of this power. For the most part, this just lets
werewolves have a closer connection with the world around them,
not really being too useful until one learns to use spirit art
magic.
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 power up 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 power up, 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 power up.
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
corruptible 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 occurrences, 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.
Darkness Manipulation:
~User can create, shape and manipulate darkness and shadows. By
itself, darkness is mostly used to cloud everything into total
darkness, but by accessing a dimension of dark energy it can be
channeled to a variety of effects, both as an absence of light
and a solid substance: one can also control and manipulate the
beings that exist there, create and dispel shields and areas of
total darkness, create constructs and weapons, teleport one's
self through massive distances via shadows, etc.
Dark Energy Manipulation:
~User can create, shape and manipulate dark energy, usually
drawn from inter-dimensional or other similar sources. It can be
channeled to a variety of effects as an absence of light, a
solid, gaseous and/or liquid substance that can be
shaped/manifested in various ways.
Unlike Darkness Manipulation, which draws from the similar
source, dark energy focuses on direct, destructive and violently
outward directed aspects of the spectrum.
Pure Darkness Manipulation:
~User can create, shape and manipulate darkness of beneficial
nature; that which strengthens, enhances and causes
anything/everything it comes across to flourish, representing
the sustaining and preserving side of darkness, which in turn
ignores most of the common limitations and weaknesses of its
normal elemental variety. In essence, this is about solely
controlling the positive powers of darkness.
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 transmutation, an art forbidden that tries to bring life
to humans who have died. There are other taboos among
alchemists, though none as great as trying to manipulate life.
Werewolf Alkahestry Magic:
~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 Sam being
unable to use this as easily as someone like Sirion can. Because
Sam 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.
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/usable, 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.
Spells:
Dark Spells:
Orushido Sharon:
~A spell that creates tentacles to wrap around an opponent and
immobilizes them, so that Sam can attack.
Ganzu Shidosen:
~Sam creates eight cylinders in a circular formation in front of
each hand that rapidly shoot bullet-shaped blasts of darkness.
Oruda Shidona:
~Sam shoots multiple arrows made of darkness at the opponent.
Shidona Dippu:
~Sam summons two small darkness swords from his hands. He uses
them like daggers to attack the opponent.
Shidona Sorudo:
~It creates a large sword of darkness.
Shidona Shield:
~Sam summons a oval shield with four eyes made of darkness.
Shidona Di Shizeruk:
~It creates long, black claws that are able to swipe and slash
the opponent.
Jiboruou Shidon:
~He summons a giant shadow creature with scythe arms that
attacks the opponent. It is his most powerful attack spell.
Dusk:
~Similar to Black Hole, the user holds out their hand and
creates a small black hole over their palm. The suction draws in
and absorbs other spells and could be used to immobilize
opponents.
Moon Spells:
Miguron:
~Sam fires a beam of energy from his hand, which is
crescent-shaped at the front end.
Mishirudo:
~It creates a large crescent moon-shaped shield which protects
against frontal attacks.
Or Migurga:
~Sam fires the crescent moon from his hand, which grows larger
as it spins towards opponents. It returns to Sam's hand like a
boomerang after attacking, and its movement path can be
maneuvered as Sam wills it to be.
Raja Migsen:
~An enhanced version of Or Migurga, Sam fires the crescent moon
from his hand, which grows to a massive size as it flies towards
opponents.
Miberna Ma Migron:
~This spell causes 26 crescent moons to surround an enemy. Sam
can control the various moons by calling out the letters of the
German Alphabet, each of which corresponds to one moon. Then he
can command them to either: Roll (the moons move to another
place, usually to dodge incoming attacks), Fire (the moons
explode to cause damage and/or throw a foe off balance), Connect
(the moons attach to each other in a web of light, ensnaring the
foe), or Harvest (after using Connect, the moons move upward to
drop the foe on the ground).
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 dependent 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.
Werewolf Alchemist Combat Style Expert:
~As an elite werewolf guard, she is an expert in combat
training, and can combat using werewolf fighting styles very
effectively. Being one of the werewolves with a more human
fighting style, she has adapted to using either form in fights,
which makes her dangerous in any 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.
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. Sam is still learning how
to master this ability. Although he can keep his emotions in
check due to his maturity, there are still things that can still
trigger him like someone mentioning his father.
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, especially 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.
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 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.
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. Sam is highly skilled in
this ability in both sensing someone's presence and scaling how
dangerous the person is along with suppressing his own aura over
prolonged periods of time, making it difficult for even highly
trained hunters and other mythical creatures to track him if he
doesn't want to be found.
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, Sam is a
very tough werewolf to fight, with his stats all being enhanced
in fights. Like many werewolves, Sam is flexible, agile and
speedy in fights, being able to move around battles with
incredible efficiency. In addition, Sam 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.
Weaknesses:
Sam still has typical werewolf weaknesses, where he is able to
be taken down by a mercury or silver weapon. As one might
expect, Sam can still be killed, and while strong, mercury and
silver still do more damage to him. In addition, he cannot
regenerate his heart, organs or brain, which makes his 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.
Sam's spells are blockable or dodgeable, having their own
strengths and weaknesses. For example, his shadow attacks are
counterable like other shadow attacks.
Transformation(s):
Full Werewolf/Shadow Beast:
~This is Sam's full werewolf form. Unlike most other humanoid
werewolves, Sam is more wolf-like in his wolf form, being more
of a big wolf than an actual werewolf. Most mistake him for a
Barghest, due to how he looks in wolf form which would be pretty
terrifying. In this form, Sam 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 willingly shut down his emotions
along with his shadow magic being amplify, thus showing the
reason why people say that he has a black heart due to him being
cold and a bit cruel. This shadow ability only last when there
are shadows around and tries to not shut down his emotions
around his allies since this ability sometimes hurt them as
well.
Weapon(s):
Magic Rune Staff:
~This staff is a special magic staff that was given to him from
the pack. This staff channels magic for alchemy from the
surrounding mana, and uses magic to interrupt regeneration of
those hit by it. This only works on supernatural regeneration,
and not tech or artificial regeneration. He can use his staff
for mid to close range attacks but as for magic wise, he's not
limited as long as there's shadows around. The same goes for his
moon spells. His magic staff also has a hidden blade which is
mostly use for doing a finishing blow on an enemy when he wants
to put his enemy out of it's misery.
Personality:
Sam is said to have been very mature since childhood, due to his
father's disappearance. He took on most of the responsibilities
that his father should have taken. He is also known to be tough,
but caring and loving to his family and friends. Due to his
hatred for his father, he does not like hearing him mentioned;
even if it is by accident, he will become so angry that he
phases.
As his own pack grows in number and being next in line of a high
rank, Sam struggles with his role of new responsibility,
sometimes being too slow to take command. He tries hard to
balance his leadership and do the best for his pack. Ilona and
many others think of him as a potential leader, thus being the
reason why Ilona is chosen to mentor the boy. He is also known
for sometimes making rash decisions when a potential threat is
near, and will go against anything to stop it.
Bio:
Sam was raised on the Quileute reservation in the US by his
mother, Allison Uley. The stress of providing for a family was
too much for his father, who left when Sam was very young. Sam
took on most of what should have been his father's
responsibilities, and as a result he was always very mature for
his age. He had been taught the old werewolf legends about his
great-grandfather, Levi Uley, but like everyone else of his
generation, Sam believed they were myths.
During his senior year he became the first of his generation to
phase into a wolf. Having no idea what had happened to him and
struck by panic, he hid deep in the forest for two weeks.
Finally, he calmed down enough that he turned back into a human
while he slept. He snuck home and told no one about his
experience. He wouldn't talk to his mother since he believed
that he'd gone insane and was having delusions.
He lived in fear of another transformation until Quil Ateara III
stopped by to see Allison and happened to shake Sam's hand. Old
Quil had been taught to recognize the signs of a werewolf who
has already phased, or is about to. Sam's high temperature and
recently unexplained disappearance made the situation clear to
Old Quil. That night, Old Quil, Billy Black and Harry Clearwater
went to Sam's house and invited him to a council meeting and
explained that they knew what had happened to him and that
everything he thought were myths were really facts, and that
some members of their tribe have the power to transform into
werewolves, and that there are real vampires. The appearance of
the vampires like the vampire ninja was the cause of his
transformation. After that, he took his responsibility toward
the tribe very seriously. Though everything became clear, he had
trouble controlling his newfound powers. When Jared Cameron and
Paul Lahote started phasing, he took the responsibility of
explaining and teaching them how to control their powers. They
bonded through shared experience and mutual secrecy.
Sam couldn't tell his mother of what happened since he didn't
want to worry her. That was when he met a British woman named
Ilona Hamiltion who happens to be a werewolf like him. Not
wanting his mother to worry, Ilona made up a story how his son
was accepted to a new school in England and that he should be
ready while in reality, Sam is part of the Darkwolf Clan since
his ancestor, Levi was one before he moved to the States. After
a week of preparations, Sam says his farewells to his mother and
went to England with Ilona. Ilona promised the boy that his
mother will be alright and that she also brought his friends
along since Sam has been helping them. Once in England, he was
introduced and welcomed into the pack. That was when he started
his training in magic. Although he got shadow magic, Sam was
determined to use his shadow magic for good since shadows
normally gets a bad rap. Although he's still working hard, he
proven himself to be a strong asset in alchemy and in the pack
in general since he devote his life in protecting innocent
people like his mother.
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