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       #Post#: 4611--------------------------------------------------
       Sam Uley 
       By: Coolcat207 Date: May 17, 2020, 11:31 pm
       ---------------------------------------------------------
       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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