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       #Post#: 5351--------------------------------------------------
       Séamus O'Donnell
       By: Coolcat207 Date: July 22, 2020, 11:02 pm
       ---------------------------------------------------------
       "Of course I'm teaching humans to respect nature instead of fear
       it. We destroy what we fear. That's why you kill humans, isn't
       it?"
       ~Children of Gaia tribe quote
       "The Children of Gaia aren't like most tribes. We don't have
       alphas, chiefs, or kings. We're more like a community, a family
       that looks after one another."
       "You can stop with the Shaggy jokes, guys. They're getting
       really old."
       "Look, I get it. Mankind had a lot of screw ups. Hell, there are
       some of them that I wanna deck in the face. But hey, there are
       some really decent ones who are at least trying to do good one
       step at a time. Going Rambo on an entire species is gonna do
       more harm than good."
       "There is so much fear and hatred in people. Those two blights
       alone are going to wipe us from the face of the Earth if we keep
       letting it control us."
       "Nature adapts. If a child of darkness can be adopted by the
       light and change their ways, then it's proof enough that not all
       hope is lost."
       "World Peace sounds extremely pleasant, don't get me wrong. But
       even that may not come true, especially with so many people
       having warped views on the topic. There has to be a balance in
       the world, whether we like it or not."
       "There is a lot of things wrong in the mundane world, that I
       understand very well. But what those like my kind tend to forget
       is that our world is not much different when it comes to those
       kinds of problems as well. We can't keep blaming each other,
       especially over the most insignificant topics that doesn't even
       matter at the end."
       "Instead of responding negatively about my views and opinions,
       why don't you form a constructive argument?"
       ~Séamus to a heckler who keeps interrupting.
       Ally: Wait, you faced a Get and survived without a scratch?
       What's next, you're resistant to silver?
       Séamus: jokingly: I'm Irish but I'm not that lucky.
       "It is good to take pride in doing something you love and doing
       it well… unless that something is mindlessly rending anything
       that wanders within arm's length. That just makes you daft as
       hell."
       "The Garou are here to help others, except for the Shadow Lords,
       who are most motivated to help themselves. My advice is to stay
       away from them at all costs. They're like those Lasombra
       vampires but hairier and much more d*ckish."
       ~Séamus to a young Alchemist member about certain Garou tribes
       that they should avoid.
       "A strong and noble leader would surely bind the tribes
       together. Is that too f*cking much to ask?!"
       ~Séamus about the Silver Fangs
       "They may be different but they are still our blood. We can't
       afford to make outcasts of our family, especially the Wyrm still
       out there destroying our home."
       "My father told me the story of the fallen Lunar Úlfhéðnar
       tribe. I've heard of falling into darkness but the story he told
       me was depressing as all hell."
       "A satyr? Huh, I get called that sometimes. Must be the beard
       and the pipes. I'll let you know if I grow a pair of horns."
       When Séamus and a tribe member was helping a human hunter find
       his loved one, a werewolf tried to stop them. When the peaceful
       way went out of the window and the hulking werewolf flicked the
       joint out of his mouth, Séamus calmly blocked the next strike
       with his wrist, grabbed the paw/hand of the werewolf and simply
       snapped it like it was a twig, making the beast roar in pain.
       Séamus: Now let's try that again.
       Hunter: Holy crap! I thought you guys were like fuzzy hippies!
       The dude didn't even shift his muscles or show some fur!
       Tribe member: Yeah, we are peaceful. But even the most loving
       and peaceful person has their limits. That fool is lucky that
       Séamus isn't in a bad mood.
       Hunter: Remind me to never get on his bad side.
       "Let's get things straight. Our tribe may be peaceful, but we
       are NOT pacifists. We will fight against creatures that are a
       threat to Mother Gaia like the wyrm and other dark creatures.
       And if other creatures decide to get a big head and try to
       attack us, we will use violence if they refuse to listen to
       reason."
       "My tribe was the first one to call for the end of the
       Impergium. There are other ways to help Gaia. We don't need to
       stick to culling a species, even though others still want it to
       make a comeback... which is not going to happen. Not by a long
       shot."
       Name:
       Séamus O'Donnell
       Other Names:
       The Peaceful One
       The Satyr
       Hippie Leader
       Descendant of Pan
       Age:
       Unknown
       Gender:
       Male
       Species:
       Werewolf/Human Hybrid
       Tribe:
       Children of Gaia
       Rank:
       Leader
       Family:
       Father: Lennon O'Donnell (Alive; Elder of the Tribe)
       Mother: Beau O'Donnell (Deceased; Died of Breast Cancer)
       Nationality:
       American-Irish
       Werewolf Lunar Fighting Spirit Combat Abilities:
       Werecreature Combat: Lunar Fighting Spirit:
       ~This is a basic werecreature combat style taught among some
       basic werewolves. Because werewolves not part of a clan didn't
       have a lot of the same capabilities, they developed this as a
       means to fight their enemies. Combat based werewolves are able
       to learn this style, which concentrates their combat ability
       into special techniques that utilize their werecreature
       physiology. Most werecreatures have different ways of utilizing
       each ability, but for the most part, this is a very basic
       fighting style that typically works with any kind of
       werecreature as it's highly customizable depending on the
       creature. While werewolves were the main focus of the original
       style, other werecreatures have since figured out how to create
       their own versions of the style as well. This style utilizes
       many different kinds of techniques, and some clans have found
       their own gifts or abilities that have been used to enhance this
       considerably over the years. This was designed to fight stronger
       werecreatures, but also designed to fight vampires and other
       supernatural creatures, so the techniques this uses are
       specifically tuned to fighting supernatural rivals. Most
       fighters usually find ways to use this to amplify their combat
       in different ways, with some even using it to amplify their
       physical combat styles to amplify their abilities. Because of
       how easy it is for werecreatures to adapt this style, most
       werecreatures usually learn this if they have no other clan or
       tribe to belong to, allowing them to learn to focus their combat
       without needing a major clan. This was designed with the same
       mindset that humans developed martial arts, in which this is
       designed to help weaker opponents fight stronger opponents.
       Typically, while a good fighting style, this is a basic fighting
       style, and aside from mastering the most basic combat style,
       most werecreatures only use this as a basic stepping stone into
       other werecreature combat styles, due to it being so basic and
       not being designed for complicated combat styles.
       Werewolf Lunar Combat Enhancement:
       ~This part of the lunar fighting spirit has to do with a
       werecreature's connection to their moon empowerment.
       Werecreatures who gain an empowerment from the moon are able to
       use this empowerment in this fighting style, in which they use
       their lunar connection to enhance their abilities during the
       night in order to combat their enemies. The amplification comes
       from their connection to the moon, and the level of
       amplification depends on the phase of the moon just like their
       normal moonlight empowerment. As such, werecreatures tune their
       combat to the phases of the moon, and gain better combat stat
       amplification depending on how full the moon is. As one might
       guess, the full moon will grant the highest level of
       amplification (not counting special phases like blue moons and
       red moons), and the new moon grants the lowest level of
       amplification. This combat is the basic amplification of this
       combat style, in which it was designed to originally counter a
       vampire's connection to the night, and enemies who could get
       stronger during nighttime. This combat style is basic, but works
       well for a basic combat ability, and allows for a werecreature
       to see how this style is impacted by the connection to the moon
       so that they can more easily incorporate this into other combat
       styles. The main danger of this empowerment comes from the red
       moon, which can overwhelm certain werecreatures. The other
       danger is if an opponent is able to amplify themselves more than
       this, as this only empowers a werecreature depending on the
       moon, which means that lesser light phases of the moon are the
       best times to fight a werecreature, or fighting a werecreature
       during the day can remove this amplification completely, as it
       only works when the moon is in the sky.
       Werecreature Combat Affinity/Combat Tuning:
       ~As werecreatures learn to tune their combat, they eventually
       learn an affinity for combat once they've learned to tune their
       abilities toward combat. This doesn't take away their normal
       supernatural abilities, but instead just hones their combat and
       tunes it to the enemies they fight. In this combat style they
       learn to tune to the opponents they face, and learn to easily
       adapt their style to fight certain types of opponents. For
       example, if fighting a martial artist, a werecreature would
       adapt and take a more martial artist style approach, such as
       blocking and countering similar to martial artists in order to
       combat the style specifically, or they may use their
       supernatural abilities to their advantage and use skills to get
       around a martial artists skills. This combat tuning can be used
       a variety of ways depending on the werecreature, as some may
       prefer stealth combat, some may prefer normal combat, or some
       may even have special combat styles they adapt. This is designed
       to allow a werecreature to fight a large number of creatures,
       and many study the strengths and weaknesses of other races in
       order to come up with techniques to best certain supernaturals.
       For example, there is a technique among werecreatures that allow
       them them claw the throat of a human form dragon, which is
       designed to interrupt an elemental breath attack, in which
       clawing the throat may not kill the dragon, but will stop the
       elemental breath attack. This depends mostly on the creature,
       and the combat ability of a werecreature, so many werewolves are
       typically different in how they use this. It is also worth
       noting that certain creatures may be harder to adapt to,
       specifically unusual creatures, or artificial ones, and those
       that adapt to combat similarly to this kind of tuning will also
       be able to adapt to counter this adaption.
       Werecreature Warrior Spirit:
       ~This power is a special technique that uses werecreature
       fighting spirit and hones the senses of the werecreature to
       extreme levels. In the case of a werecreature's fighting spirit,
       this is designed to allow a werecreature to tune to his enemies,
       and use their fighting instincts to observe and predict the
       opponent's movements. With the proper training, a werecreature
       can learn to predict the movements of an opponent, depending on
       how much of the fighting style the werecreature is able to
       observe. By adapting their combat ability, the werecreature
       learns to fight the specific styles of an opponent, and is
       designed to allow a werecreature to eventually learn to predict
       the moves of combat styles. While this does act almost like a
       sixth sense, the main purpose of this training is to open up the
       mind to observe and counter opponents more easily, and with
       enough observation, a advanced combatant could even learn to
       predict an opponent's moves before the opponent knows they are
       going to use a move themselves. This kind of technique is very
       useful for werecreatures who combat stronger opponents, and
       allows a werecreature to learn the style of an opponent and how
       they attack and defend, usually allowing the werecreature to
       find ways to counter a style if the werecreature can observe it.
       However, this is not a perfect read on more experienced
       opponents, as more experienced opponents may be able to do the
       unexpected, and some opponents may be unreadable due to certain
       abilities they might have. Those with this kind of training
       (like martial artists, swordsman, and other attack spirit
       trained skills) can also learn to counter this, since they also
       possess similar training to use a training similar to this.
       Werecreature Combat Spirit Defense:
       ~This training is similar to martial arts, where a user is
       trained in pure defense. By training the defense style of the
       werecreature, a werecreature learns to concentrate their
       fighting spirit in order to defend themselves against certain
       kinds of opponents. Like martial artists, this requires a number
       of training aspects. The first is being able to concentrate
       physical force into the werecreature's defense, in which a
       werecreature has to learn to utilize certain blocking and
       dodging maneuvers in order to strengthen their base defense and
       allow them to block or dodge attacks. The second aspect of this
       is that a werecreature focuses on not only training their
       muscles to withstand stronger impacts, but also learns how to
       tense the muscles in response to an attack, so that the tensed
       muscles can lessen the impact and absorb more of the kinetic
       force. Some advanced users are even able to stop bladed weapons
       to a degree, and some can even use this to stop certain kinds of
       projectile attacks with enough training and defense
       concentration. While somewhat difficult to master, this is a
       very useful defensive power that werewolves can learn. Masters
       of this style can even strengthen their muscles to the point
       that their muscles are almost like steel when using. However,
       this technique is not perfect, as certain attacks can break
       through defenses, and this also may leave a werecreature
       vulnerable as opponents can wait for a werecreature to untense
       their muscles before attacking, attacking when the werecreature
       is in a more vulnerable state, rather than trying to break the
       defense. Breaking through this defense is more about patience
       and waiting for the moment to attack, rather than just trying to
       break this style, as it's designed to be defensive and block
       even some stronger combatants. The strength of this usually
       depends on the werecreature, and how skilled a fighter they are.
       Werecreature Combat Spirit: Form Negation:
       ~Just like anyone else, werecreautres know that attacking
       carelessly can be dangerous, especially against supernaturals.
       This training technique was developed as part of the attack
       focus training, in which werecreatures developed this particular
       training to attack someone who is either intangible or in some
       sort of energy or elemental form. This uses the combat spirit
       ability, along with the combat trained instincts and senses to
       focus the users attack to the opponent's real body, rather than
       the form they are in. Many might considering this a
       "supernatural" feat, but this is purely a combat feat that
       requires focus and concentration that werecreatures learn to
       hone through their training as they get to an advanced level.
       For example, someone in an energy form could be attacked, but
       instead of attacking the energy form, the werecreature focuses
       on attacking the body of the opponent rather than carelessly
       attacking the energy form. When done properly, the attack will
       hit the person even though they are in energy form. At first,
       this often requires concentration and honing a werecreature's
       combat senses, but over time, advanced users will learn to use
       this subconsciously. This works on almost any intangible, energy
       or elemental form opponents can take, as long as the user
       concentrates properly. Since each form is different and each
       person requires a different focus, each person has to be
       attacked different when used, making this something that has to
       be tuned to each opponent individually. Opponents can counter
       this by displacing their form, specifically to prevent their
       actual body from being hit, essentially dodging this technique.
       Because this uses attack force focus, simply dodging the attack
       in an intangible form isn't how one avoids this, as they have to
       know where the user is focusing their attack, which opponents
       who know how this training works can figure out where the user
       is going to attack.
       Werecreature Combat Spirit: Energy Negation:
       ~Just like how werecreatures learned to fight supernaturals in
       energy form, they also learned how to use their attack focus to
       focus their attack force to develop their own answer to
       opponents who use energy attacks. When using this, werecreatures
       learn to focus their attack force to energy itself, where they
       used their martial arts honed senses and instincts to learn how
       to focus their attack to dispel energy attacks. When used, a
       user focuses the force of their attack on the energy itself, and
       by doing so they can attack the bonds that hold the energy
       together using their attack focus. When used properly, this will
       dispel the energy at the point of the attack and dispel the
       energy of projectile type attacks or other energy techniques
       that the werecreature focuses on. This technique is difficult to
       master, but is a very useful technique for any werecreature, as
       this gives many werecreatures something they can use to fight
       tough supernaturals with strong supernatural abilities. This
       only works on energy type attacks and defenses, and doesn't work
       on solid objects or living beings, as this is meant for energy
       rather than solid objects (solid objects is what the normal
       attack focus training is for). While they can use this to negate
       energy, they cannot use this to simply kill someone in energy
       form, as an energy form (like an elemental form) works
       differently (and requires different attack focuses) and must be
       attacked using form negation rather than energy negation. The
       most this can do to someone in elemental form is negate some of
       the energy used to keep their body in it's elemental or energy
       form. Opponents who want to counter this can counter this by
       changing the position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       Werecreature Skill: Rock Bullet:
       ~Since most werecreatures didn't have a lot of projectile
       attacks without supernatural abilities, this technique was
       developed solely for that reason. When used, a werecreature
       grabs a simple rock, and concentrates the force of their throw
       to throw the rock with incredible power. If done properly, a
       simple pebble can become a deadly weapon, which can hit almost
       like a bullet. Some werecreatures develop special arts around
       this, with some even using certain abilities they might have to
       empower what they throw or throw more dangerous items depending
       on the werecreature. This only requires the werecreature to have
       the strength and the focus to throw an object, and doesn't
       really matter what the object is as long as the werecreature can
       throw it with some force. Stronger werecreatures have been able
       to throw this hard enough to blast through some opponents, and
       some have practiced this enough that they can even throw these
       attacks from a larger distance, with some even trying to hit
       opponents while hiding from them, as a means to attack while
       using stealth. Advanced users can even focus the throw so that
       the rock will ricochet off a surface, using it in places where
       the object can bounce off surfaces and attempt to hit the
       opponent multiple times if the user misses. Some supernaturals
       can focus things like magic and other amplifications into this
       as well, allowing for customization of this attack. Typically,
       this attack is best dodged depending on the werecreature.
       Depending on the user, some have better arts for this than
       others, and those with projectile amplifications usually get
       more out of this than normal werewolves. Typically, this can be
       blocked if one can handle the force of impact, and earth users
       can also take advatange of this and control the projectile if
       they are skilled enough.
       Werecreature Skill: Impact Strike:
       ~This is a basic combat ability, in which a werecreature focuses
       their power into their attack. At the point of impact, the
       werecreature focuses their power into the point of their impact,
       and reverberates the force through the point of impact based on
       the werecreature's combat attack. When done successfully, the
       attack will reverberate when it hits something, doing more
       damage to the area around the attack. This can be used on people
       or objects, and only requires the werecreature to focus their
       point of impact and focus their attack to vibrate on the moment
       of impact to create a reverberation. Depending on the item or
       person attacked, this does varying degrees of damage, with
       stronger uses of this being able to shatter even concrete if
       used properly. Depending on the attack and how the werecreature
       reverberates this attack, this determines the attack's damage,
       as certain reverberations can do more damage to objects if used
       properly. As some might now, there are frequencies of waves that
       can do damage to objects or people when used, which is what this
       technique tries to do. While this isn't really a supernatural
       power, it is designed to do more damage to stronger opponents if
       the attack hits, and if used at it's strongest, this might even
       break an opponent's guard. Tuning to the right frequency and
       reverberation of attack is something that is very difficult
       though, and even masters of this may not always get the best
       result. Things like movement, attack and defense can influence
       this, and opponents can even dodge this entirely to avoid the
       effects. Typically, this doesn't disorient others as people
       might think, but instead just does more damage when using
       physical attacks.
       Werecreature Skill: Claw Slash Wave:
       ~This is a basic attack where a werecreature attacks with their
       claws, except that they focus their claw slash in order to hit
       the air so strongly that it creates a wave of physical force.
       Instead of just relying on a claw slash, this was designed to
       create immense physical force that can attack opponents. When
       used, this creates a powerful wave of compressed physical force
       that can slash an opponent even if they aren't in range of the
       actual claws. When used, this extends the attack using the wave
       up to 4 feet in front of the opponent. Supernatural
       werecreatures can actually fuse this power using other air
       abilities due to how surprisingly customizable this technique
       is, in which they can create certain other attacks with this,
       such as some who use cold wind can create a freezing claw slash
       wave. Once advanced enough, users can even learn to fire these
       claw slashes at opponents in a wave attack, in which they learn
       to fire the slashing waves upon creating them to try and hit
       opponents farther away. Typically, the waves created by this are
       invisible unless fused with some sort of supernatural power, so
       they are impossible to see. Typically, opponents who want to
       dodge this need to react as the werecreature uses the attack, as
       usually they won't know a wave is coming till it's too late, due
       to this being mostly just a manipulation of physical force in
       the air. However, those familiar with this attack style can
       usually figure it out fairly quickly if they know how
       supernatural fighting styles work as there are plenty of
       supernatural fighting styles that use shockwave style attacks.
       Werecreature Skill: Sonic Howl:
       ~This technique turns a werecreature's howl into a weapon, in
       which a werecreature will be able to focus the force of their
       howl into a powerful wave that acts as a projectile attack.
       There are two versions of this attack. The first is one that
       simply is focused on blasting opponents in front of the user,
       where the user simply fires it like a concussive wave to do
       damage to an opponent when the wave is released. This technique
       is designed to be released and fired at opponents as a type of
       projectile wave attack. The second is where the user releases a
       larger wave that is released in a 360 wave around the user, and
       blasts away anyone who is close to the user. This cannot be
       fired at opponents like the first version, but instead attacks
       anyone within a 6 foot radius around the user. Advanced users
       who can learn to howl at certain sound vibrations can even learn
       to use these waves to disorient people who hear their howls,
       allowing an extra layer of attack to this technique. Typically,
       this is just a wave attack that is useful for a number of attack
       options, but is still quite useful in battle when used
       creatively. Some users learn to combine this with other
       abilities, such as some who combine this with other wind
       manipulation to create certain wind attacks out of the howling
       wave. Typically, dodging the projectile attack normally just
       requires moving out of the way, as the wave being released is
       usually obvious by where the werecreature's face is pointed, and
       a werecreature always has to lean forward to use this. The
       second version instead focuses on the werecreature using this
       upward, and will lean up to release a screeching howl. When this
       happens, an opponent can usually avoid the attack by getting
       away from the user before the attack is released, as long as the
       opponent can get out of the radius of this attack.
       Werecreature Skill: Counter Wave:
       ~This is a purely defensive technique that werecreatures
       developed to be used against physically stronger supernaturals.
       When used, this allows a werecreature to focus a sideways
       movement to attack an opponent's own attack. When used, this
       requires a werecreature to focus the physical force from their
       arms into either a sideways, upward, or downward motion, and
       concentrates the force of the air displaced by the movement to
       increase the force of the attack. This attack is purely
       defensive, designed to attack an opponent's attack in order to
       deflect it. For example, if an opponent is throwing a punch, the
       proper use of this technique would be attacking the wrist to
       deflect the attack in a specific direction, depending on the
       best direction the werecreature can deflect it. Usually the
       standard move is to deflect an attack to the side, which is
       designed to open up an opponent to attack them. This is designed
       as a way to not only deflect, but allow for an attack after the
       opponent's move has been deflected. Advanced users of this are
       able to not only attack with an arm movement, but some are able
       to also attack with the elbow or knee, depending on the combat
       style of the werecreature, which can allow for stronger counters
       if done properly (But this takes practice and experience to
       learn how to modify the technique in this way). Opponents can of
       course dodge this wave, though this is usually meant to be used
       while on the defensive, so opponents should keep an eye out for
       this. Typically, this is hard to avoid if the opponent is caught
       off guard, but some opponents might be able to move away and
       cancel their attack if they see the werecreature about to
       deflect their attack, but the opponent should be careful that
       they don't leave themselves vulnerable during this.
       Werecreature Skill: Shield Breaker:
       ~This technique was designed by werecreatures to break through
       defenses. When an opponent blocks, this technique is used on the
       opponent, usually designed to break through more defensive
       fighting styles. This is done simply by attacking an opponent
       with what appears to be a normal open palm attack, but instead,
       the user focuses their physical force into the attack in order
       to power through the block. By focusing all of the attack
       forward into the defense, a werecreature with this skill can
       break many strong defense techniques. If used properly, the
       attack will not only hit the defensive technique, but also allow
       the user to hit the opponent if they successfully break through
       the opponent's defenses. Advanced users of this can even learn
       to focus their attacks to attack their way through energy
       defenses, with some being able to use this to power through
       barriers and energy defenses with enough force. This was
       designed specifically for opponents who main their defense, as
       werecreatures wanted a way to attack opponents who had good
       defense who would normally block all their techniques and
       attacks. When used, this is difficult to master, as it requires
       martial arts knowledge as well as normal combat focus, as the
       creators of this technique created it based on certain martial
       arts techniques. As this is designed solely to break defenses,
       dodging is usually the best means to avoid this attack due to
       it's defense breaking ability. However, there are certain
       defensive or counter attacks that can counter this, such as
       opponents who use defense techniques that deflect an opponent's
       attack to the side, or other counter techniques that dodge and
       then attack an opponent.
       Werecreature Skill: Claw Spear:
       ~This is a combat technique that was designed to use a
       werecreature's claws to attack an opponent and utilize the
       piercing force that could be generated around the werecreature's
       claws. When using this, a werecreature's focuses their combat
       ability around the point of impact, and does an open hand attack
       to the opponent. By focusing the attack force around the hand
       and at the fingertips, the attack is designed to allow the claws
       to spear into the opponent. This uses the same concept as a
       stabbing motion, except that it uses the hand of the
       werecreature to stab an opponent. Concentrating the force into
       the point of impact, users of this can even pierce through armor
       with enough force, as this was designed to attack stronger
       enemies, including armored foes. Some advanced users have even
       been able to use this to break through opponent's defenses, even
       spearing through an opponent's arm when the opponent tries to
       block the attack. Depending on the skill and power of the
       werecreature, this can be very effective in battle, even though
       the motion may seem simple. Many werecreatures will attest that
       this may be easy to do on weaker opponents, but harder opponents
       will provide far more resistance than one might think, requiring
       a werecreature to have to learn to focus a lot of force into
       this attack. As one might imagine, this is a thrust attack that
       is designed to spear an opponent, so opponents can usually dodge
       the attack, or some can deflect the attack away from them using
       certain defense techniques.
       Werecreature Skill: Windmill of Slicing Wind:
       ~This attack is designed to attack groups of enemies, with this
       being designed to repel opponents. This uses the claw slash
       wave, but instead of a normal attack, the werecreature focuses
       their claw slash wave by spinning in a circle, allowing a user
       to create a whirling circle of force around them generated from
       the spinning of their claw slash. Instead of moving vertically,
       the claw slash waves move horizontally, and as the user spins,
       they are able to generate more physical force using their
       concentration of force into their claws. When used properly,
       this attack uses a spin that can not only create a circular
       force, but anyone close by or who tries to get through this will
       be repelled by the physical force of the wave of the spin.
       Advanced users of this, or some supernatural power uses can even
       use this to repel energy projectiles and other supernatural
       abilities. Depending on the werecreature, this is able to be
       used as long as the werecreature is able to keep spinning, and
       the wave is maintained by the attack wave generated from the
       spinning done by the werecreature. Typically, this is good for a
       quick defense, though prolonged use of this can create dizziness
       and disorientation if maintained too long, as spinning at the
       speeds the werecreature has to spin at can be taxing even for
       most tougher werecreatures. Opponents who want to avoid this can
       attack from move away when the user attacks, if they know the
       attack is coming, and opponents that want to attack can do so
       from either above or blow where the defense has no force (as the
       force is concentrated in a horizontal fashion).
       Werecreature Skill: Vacuum Wave:
       ~By focusing the force in their hand into more of a wave,
       werecreatures are able to create force wave attacks by pushing
       their hands forward with enough strength to force the air into
       an wave that is fired at the opponents. This attack is designed
       to essentially be an open palmed attack that pushes the air
       towards the opponent in a martial arts style move, which can hit
       an opponent with incredible force. Some users of this have used
       these waves to shatter concrete (usually at master levels), and
       users of this are able to hit opponents from a slight distance.
       Unlike the claw slash wave, this attack is designed to push a
       shockwave of force at opponents in it's base form. However, this
       is only the beginner version of this technique. Advanced users
       learn how to do this, but instead of firing it as is, advanced
       users twist their hand during the technique, not only still
       concentrating more force to bring into the attack by using the
       rotation to draw in the air, but the wave fired uses a whirlwind
       when done correctly. If done correctly, the user twists their
       hand when pushing the air into a wave, and this creates the
       whirlwind that is fired at opponents. However, in addition to
       doing more damage, this also has another effect, which the
       masters of the style originally designed this technique to do.
       When used properly, the whirlwind sucks the air into the
       whirlwind and creates a vacuum inside the whirlwind. When
       inside, the air becomes extremely still, and the air is
       completely removed. This not only temporarily leaves no
       breathable air in the wave, but also is designed to put out fire
       and lightning attacks, which cannot be used in the vacuum
       attack. Since fire cannot burn oxygen in a vacuum and lightning
       needs static, this attack removes both of those things needed.
       As such, this was designed mostly against fire and lightning
       users, but works against wind users to interrupt certain wind
       abilities due to the whirlwind. As one might guess, this is a
       dangerous technique, and requires immense martial arts mastery
       to even attempt the true form of this technique. Of course,
       opponents can block or dodge this, assuming they can handle the
       wave. Typically, the air returns to normal after the wave is
       gone, which is usually not long enough to suffocate someone or
       do any real serious damage.
       Werecreature Skill: Ground Wave:
       ~This is a very complicated attack that releases a wave through
       the ground. Depending on how it's used, there are usually two
       main ways this is used. Both attacks are executed the same way,
       where the user punches the ground with a concentrated attack,
       and both attacks are released in a 360 fashion. The first is
       designed to focus the force more downward, where the earth is
       dislodged and launched at opponents with immense force.
       Essentially, this version of the attack is designed to release a
       wave that breaks apart the earth and launch the pieces of earth
       at the opponent. Proper uses of this essentially turn the earth
       into small bullet-like projectiles when launched that can do
       severe impact damage. The second is where the user punches the
       ground and reverberates the shockwave outward rather than
       downward, and releases the shockwave to dislodge the earth under
       the feet of everyone around them. Proper use of this version of
       the technique can be used to knock the earth out from people's
       feet within a 10 foot radius, which can knock most opponents off
       their feet. Typically, this attack is a very advanced ability
       that requires not only heavy training, but for some it may
       require specific supernatural training on certain surfaces (IE
       concrete might not always be usable for this if the werecreature
       isn't strong enough to break concrete). Opponents that want to
       avoid this should attempt to move away from the user. The first
       version can be avoided by using cover to hide from the smaller
       earth projectiles, while the second one can simply be dodged by
       moving far enough away to avoid the wave of the attack. Another
       method of dodging this is to move into the air, where certain
       airborne enemies might be able to avoid both versions of this
       attack.
       Werecreature Skill: Rage Impact:
       ~Using their anger, werecreatures can use a werecreature
       technique to empower themselves when they reach a high enough
       anger level by focusing on their anger and bringing it out into
       their physical reactions. Once used, this technique amplifies
       all of a user's physical stats temporarily as long as they
       maintain their anger. Typically, the biggest increase goes to
       strength and speed, in which the werecreatures use their anger
       to motivate stronger attacks. When in this form, the
       werecreature's attack speed and strength are enhanced, making
       them even more dangerous, with some advanced users even
       generating immense heat from their bodies. In their rage impact
       state, they can do severe damage to most opponents, hitting with
       the incredible force and usually brute-forcing their way through
       attacks in their anger. Werecreatures with this are also 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. Typically, the average rage reaction is about 8-10
       seconds with some being shorter or longer depending on the
       werecreature. Since most rage reactions are not unlimited, most
       minds cannot handle channeling the rage needed for this for too
       long, and only those with constant rage issues would be able to
       use this (and even then constant rage can shorten one's life).
       This can be just as dangerous to a user as the opponent due to
       it's risks.
       Werecreature Skill: Werewolf Crash:
       ~This technique lets a werecreature 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 in a dash attack that the werecreature
       uses on opponents. This technique requires immense speed and
       strength focused by the werecreature, and when used, the
       werecreature is able to attack with incredible force. This can
       be done a variety of ways, such as a shoulder charge, a dash
       that turns into a kick or punch, and even just dashing into an
       opponent head-on. This attack is a strong attack type, and some
       users are able to use this to break through defenses if they can
       generate enough force for this attack. When using this, the
       werecreature 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 a standard crash attack that is designed
       to power through some opponents and defenses, so it can break
       defenses, although stronger opponents may not be as affected or
       may even be able to stop the user depending on the opponent.
       Typically, dodging is the best way to avoid this, and users may
       be vulnerable once they stop moving, as they usually have to
       switch stances after coming out of this attack.
       Tribe Gifts:
       Mercy:
       ~Children of Gaia see no use for lethal force when they are not
       fighting minions of the Wyrm, but even they succumb to frenzy.
       This Gift, used chiefly by Children of Gaia with high Rage or in
       duels, allows the Garou to use her natural weaponry and Rage
       without fear of killing her opponent. Using this gift, all
       damage that the Garou inflicts with her own body (claws and
       teeth, but no weapons of any kind) is considered bashing. A
       creature "killed" by such damage merely falls unconscious, and
       he may heal the wounds at the usual rate for bashing damage.
       Brother's Scent:
       ~Drawing upon the universal brotherhood of all creatures of
       Gaia, the werewolf seems to fit in wherever he goes. Those given
       no reason to suspect the Child’s presence simply overlook her.
       All individuals not specifically on guard against intruders
       overlook any incongruity in the Garou's appearance — for
       example, a naked man covered in blood and carrying a grand
       klaive walking through a high-society ball would draw no
       particular notice, nor would a wolf wandering through a
       residential neighborhood. The Garou isn't invisible, he simply
       doesn't stand out when he otherwise should, and his appearance
       is considered unremarkable even when he's interacted with. If
       the werewolf's actions alone would draw attention to himself
       (shouting, starting a fight, attempting to kick down a locked
       door) the Gift's illusion is immediately broken. Those
       specifically on the lookout for individuals who don't belong
       (security guards at a private facility, for example) don't
       succumb to this Gift unless their Willpower is weaker than the
       Garou's.
       Water-Conning:
       ~The Child may purify water by dipping her hand or bowing her
       forehead to the surface. Though it depends on how tainted the
       water is. If the water is poisoned by animal dung or parasites,
       it's fine. Stronger werewolves with this gift are able to purify
       water from chemical waste and Wyrm taint. Each success purifies
       enough water for one person for one day.
       Jam Weapon:
       ~The Garou may stop any Weaver-born weapons from working within
       the range of his voice. The Garou shouts a single, strange word
       to the nearest armed person. Once done right, all manufactured
       weapons will not function for one combat round. This includes
       guns, crossbows, flame-throwers, and even tasers or cattle prods
       (anything with moving parts). It does not include natural
       weapons (retractable claws don't count as moving parts).
       Swallow Rage:
       ~This Gift allows the Child of Gaia to overcome her innate
       savagery, although at a dangerous cost. By use of this Gift, the
       Child may stop a frenzy and reduce her Rage by directing it
       inward. The inward battle is visible for several minutes and can
       take the form of a shuddering concentration or even a
       masochistic heating. When the Garou falls into frenzy, they must
       act fast. If done right, it immediately brings the werewolf out
       of frenzy. However, each success does one health level of lethal
       damage to the Garou, and reduces her temporary Rage by a similar
       amount. The werewolf must decide at the moment of entering
       frenzy whether to use this Gift or not; once the Garou has fully
       succumbed to frenzy, she cannot focus enough to use this Gift.
       Resist Pain:
       ~Through force of will, the Philodox is able to ignore the pain
       of his wounds and continue acting normally.
       Mother's Touch:
       ~The Garou is able to heal the wounds of any living creature,
       aggravated or otherwise, simply by laying hands over the
       afflicted area. The Garou may not heal herself, spirits or the
       undead with this Gift. The Theurge may heal even Battle Scars in
       this manner if the Theurge uses the Gift in the same scene in
       which the scar was obtained. There is no limit to how many times
       this Gift may be used on a person, but it does take some energy
       to do so if the Garou has short stamina.
       Luna's Armor:
       ~The Child of Gaia may call for Luna’s protection in battle.
       This Gift even allows limited resistance to silver.
       Spellbinding Oration:
       ~Similar to Persuasion (level one Homid), this Gift allows a
       Child of Gaia to be persuasive when dealing with others. The
       Garou's statements will take on an air of extra meaning and
       credibility. Those hearing him are likely to agree with him,
       especially if it the topic is not violence. The Garou must orate
       for at least five minutes. The effects lasts for one scene.
       Stinging Blows:
       ~The Children hate to admit it, but sometimes you can't
       negotiate your way to a position of peace. Occasionally, you
       have to have faith in your own righteousness, and enforce you
       will upon those who are genuinely acting like children. But it
       you're going to do it, at least you can make your claim as
       strongly as possible and prevent unnecessary damage. For the
       rest of the scene, the attacks are so painful that anyone struck
       by her immediately ignores any other foes he may be facing and
       attack the Child. Usually this Gift is employed to break apart
       two foes who otherwise couldn't be. It's a risky gambit, but
       sometimes effective.
       Unicorn's Arsenal:
       ~The werewolf’s claws and fangs become dazzling and pearlescent,
       shining with an inner multihued glory. Those wounded by these
       natural weapons lose the will to fight until the wound is
       healed.
       Grandmother's Touch:
       ~This Gift heals as does Mother’s Touch, but can heal the user
       of the Gift. This Gift cannot heal spirits or the undead. The
       Child may heal Battle Scars as long as the Battle Scar was
       received in the same scene.
       Calm:
       ~This Gift imparts the secret of quelling the anger in others.
       If used on a creature that has the capacity to frenzy but does
       not possess Rage (vampires, some fomori), the Gift cancels the
       frenzy if the Child is stronger than the frenzied target.
       Para Bellum:
       ~Though the Children love life, spring, and all that is good of
       Gaia, they aren't pacifists; they always stand ready to protect
       their Mother. The werewolf's Rage bursts forth in a torrent when
       another breaks the peace she so cherishes. This Gift may only be
       used at the beginning of a battle that was not initiated by the
       Garou, her pack, or her allies. For the rest of the scene, the
       character enjoys one additional boost of Strength and Dexterity
       when attacking the enemy who fired the first shot of the battle,
       or any character that has inflicted an injury on a member of the
       Child’s pack during the scene.
       Domestic Seeming:
       ~Unicorn does not want humans to fear her children, even the
       lupus. Many lupus Children of Gaia learn this Gift in the
       interest of walking comfortably among humans. By using this
       Gift, a werewolf in Lupus form convinces observers that they see
       a dog, not a wolf. Ordinary humans look at the wolf and think
       "husky," "malamute" or some other similar breed of dog. Even
       other supernatural beings (save spirits) can be fooled by the
       Gift, seeing what they expect to see rather than the truth. If
       done right, human observers cannot penetrate the disguise;
       supernatural creatures may have a chance if they used their
       heighten abilities like a discipline or focus their six sense.
       Spirits of the Middle Umbra are not affected by the Gift at all;
       they recognize the werewolf as one of Gaia's warriors as usual.
       The Gift's effects last until the werewolf changes form.
       Spirit Friend:
       ~A Child of Gaia's presence is generally more beatific than that
       of most werewolves, and although humans can't sense this aura of
       peace, spirits can. The Garou can use this Gift to aid in
       interactions with spirits.
       Pain Chain:
       ~A doctor who treats only the symptoms of a disease doesn’t cure
       it, but merely prolongs the patient’s suffering. The Children of
       Gaia likewise know that only attacking the pawns of the Wyrm
       merely prolongs the Apocalypse War, rather than ending it. This
       Gift helps them go after the Wyrm itself by sensing who’s
       pulling whose strings, and even understanding who’s pulling
       theirs in turn. This gift allows the user to move "up the chain"
       one step, revealing the name and face of the next person
       delivering orders to your target. A single success would reveal
       that the corporate oil baron is being ridden by a particularly
       manipulative Bane, two would let you know which Black Spiral
       summoned the Bane, and three might tell you who that Black
       Spiral's alpha is. None of this informs the Child of Gaia where
       these people are, but it gives them firm names and visual
       impressions to go after.
       Soothe the Savage Beast:
       ~By being the catalyst for any sort of soothing music (singing,
       turning on a radio, playing a CD, etc.) the Garou makes it more
       difficult to Rage. When Garou must fight one another, the
       Children of Gaia sometimes use this to their advantage, as many
       are more experienced at holding back their Rage. Each success
       increases the difficulty of using rage abilities or basically
       getting mad for all those in earshot. The effects last for as
       long as the Child of Gaia is able to continue providing music.
       Guilt Trip:
       ~By unearthing buried guilt and remorse, the Child of Gaia can
       force another to perform an action against her own will. Even if
       little relation exists between the guilty conscience and the
       task at hand, the Gift can be effective. Better results occur
       when there is a direct link, however. The Gift works best when
       the target wants to perform the action, but pride or fear
       prevents her from doing so. Excellent persuasion (basically talk
       no jutsu) can even negate the need for using this gift. This
       gift barely gets a Bone Gnawer to lift his pinkie with one try,
       whereas if done right, this gift can force a proud Silver Fang
       to beg for forgiveness. The target can spend Willpower points to
       resist this Gift (or be an absolute d*ckhead to be immune to
       this gift).
       Words of the Alpha:
       ~The Children have often sought leadership in human societies as
       well as among Garou. This Gift allows a leader to seek the best
       course of action for a particular goal. The Garou meditates on
       the chosen goal and needs some time alone. For each success, she
       gains one fragment of insight, be it a word of advice or hint at
       secret knowledge, into the right way to lead this group toward
       her chosen end. Note that Eagle does not show the most popular
       way, or the easiest way. His flight is high, and he flies alone.
       Speech of All Things:
       ~The Children of Gaia must communicate if they wish to
       accomplish their goals of unity and understanding. This Gift is
       a greater version of the Homid Gift: Speech of the World. The
       Garou can understand, read, write and speak any language as
       fluently as she physically can. She can emulate the roars of the
       Simba, but any member of that Breed would know the difference
       since she does not have the vocal capacity to make the correct
       sounds. Within those limits, she can speak the languages of
       various Changing Breeds, she knows the secret rune language of
       dead magi, and if she were so inclined, she could even
       understand the dread tongues of the Wyrm. This Gift does not
       protect the Garou mind from what she hears.
       Lover's Touch:
       ~The Garou can restore what another lacks: not only wounds
       healed, but also strength of will and even spiritual essence.
       The Garou touches the afflicted person kindly; the system is the
       same as for Mother’s Touch. The two need not be lovers but the
       contact must convey affection and warmth; the two may embrace,
       one may caress the other or wrestle with him, or there may be
       further intimacy. The difficulty is the Rage or Willpower of the
       other person (whichever is higher). The user need not choose to
       heal only wounds or Willpower. In all other respects, this Gift
       functions as Grandmother’s Touch, save that it can be used on
       spirits (but, yet again, not undead). Alternately, by neither
       healing wounds nor restoring Willpower or Essence, the Garou may
       suppress a Derangement for one day per success. This Gift cannot
       provide permanent relief from such afflictions, but it can act
       as a start on the road to recovery.
       Chant of Morpheus:
       ~The user of this Gift can induce a long, restful slumber in the
       target. Although the Gift will not stop a frenzied werewolf, it
       can ward off a frenzy before one takes place. The Gift
       disinclines any hostile activity after the peaceful rest. Also,
       the waking victim is able to think much more clearly. Any
       attacks directed at the sleeper awaken her immediately and end
       the effects of the Gift.
       The Cleaving Hoof:
       ~Unicorn’s powerful hoofblows often killed the humans that
       hunted him. This gift allows the Garou to focus inner strength
       into a single blow, ending a fight before further harm can take
       place.
       Good Faith:
       ~With this Gift, the Garou can cause all those in his presence
       to become filled with a sense of higher purpose. They all feel
       the work they must do together is more important than their
       differences. All other distractions are gone, and they feel
       inspired to take reasonable positions, rather than inflexible
       postures or exaggerated stands intended to be bargained away.
       Those who resist, and continue to bargain in bad faith, become
       loudly and uncontrollably flatulent each time they state their
       position.
       Calm the Savage Beast:
       ~Even the most callous of homids can sympathize with the Rage
       that moves their fellow Garou in the final days. This Gift
       allows the werewolf to lend a frenzying Garou the will to escape
       her Rage’s hold over her. If successful, the gift can soothe a
       frenzying Garou within 30 feet (9 m), canceling the frenzy.
       Stronger users of this Gift may also affect non-Garou in a state
       of frenzy, such as other shapeshifters or vampires.
       Strike the Air:
       ~The Garou becomes the ultimate example of passive resistance.
       She becomes unable to attack an opponent, but she is also unable
       to be hit, allowing her opponents to exhaust himself in the
       attempt. For the duration of the scene, the opponent cannot
       strike the Garou, no matter how good the opponent is at fighting
       or how physically fit. This Gift is canceled immediately if the
       werewolf attacks his opponent or if anyone else attacks on the
       Garou's behalf. This Gift will work on multiple opponents, but
       has to be careful or else they will be drained.
       Unicorn's Grace:
       ~A Garou with this Gift never loses her poise and rarely loses
       her temper. Even in the nastiest arguments or the bloodiest
       combats, Children of Gaia can maintain their cool with this
       blessing. The Garou represses her Rage for an entire scene if
       done right. No matter how angry the Garou is, humans and animals
       are unable to detect her supernatural essence. This also
       prevents the user from going into a frenzy state.
       Serenity:
       ~The Garou can fill a hot heart with the peace of Gaia, even in
       the midst of battle. For one rp turn if done right, the target
       automatically cannot go in a frenzy state, cannot get mad or
       stops them from being mad.
       Serpent Driving:
       ~The touch of Unicorn's horn sets evil spirits and poisonous
       beasts to flight. This Gift enables the Child of Gaia to mimic
       Unicorn's power, driving foul creatures out of water,
       underbrush, and so on. The Garou touches his hand or forehead to
       the water, into the alleyway, or into whatever area
       he suspects of harboring enemies. If done right, one such
       creature is forced to abandon its hiding place or nest by the
       most direct route possible. If the Wyrm-creatures were using any
       supernatural means of concealment (such as Gifts or
       Disciplines), they can make it difficult for the user to use
       this gift. They must still physically leave the area, however.
       Note that this Gift may cause the creatures to attack and is
       thus best used with care. Serpent-Driving may be used only once
       per roleplay.
       Uncaught Since the Primal Morn:
       ~This Gift grants Unicorn’s perfect speed to the Garou, allowing
       her to outrun virtually any pursuer.
       Beast Life:
       ~The werewolf with this Gift can communicate with other wild
       animals and attract (or even command) them. Domesticated animals
       will speak with the werewolf, but they have given themselves to
       the ways of humans and must be persuaded to obey the Garou.
       Children of Gaia who use this Gift never do so if the animals
       attracted would come to harm, unless the very heart of a caern
       is threatened.
       The Living Wood:
       ~The Garou calls upon the spirits of the forest to come to her
       aid. The trees around the Child of Gaia animate, and they can
       restrain or right foes.
       Halo of the Sun:
       ~The Garou is surrounded by a nimbus of blazing sunlight. Some
       Wyrm-creatures may flee before this terrifying sight, but any
       who stay and fight discover that the Garou strikes with added
       power. The Garou is surrounded in blinding sunlight, and anyone
       looking directly at the werewolf is blinded. The Garou can use
       this gift in combat in any form. Any vampires within 20 feet
       take damage as though exposed to true, direct sunlight.
       Trust of Gaia:
       ~With this Gift, the Garou instantly earns the trust of all who
       meet him or hear him, even over a telephone or television. They
       feel instinctively that he is a good and trustworthy person.
       This feeling wells up from such a deep level that it cannot be
       changed by even the most invasive mind control. People affected
       by this Gift can still be mind-controlled to attack the Garou,
       but hate doing so. Those who are Wyrm-corrupted feel intense
       dislike instead of trust.
       This trust is strong, but it does not supersede the person's
       common sense. If the Child of Gaia is firing a machine gun into
       the crowd, the people will still scatter, rather than trust that
       he'll miss them. However, they will all be convinced that he had
       a very good reason for firing.
       The Children of Gaia warn that this Gift has great potential for
       abuse, and punish those who use it for petty gain.
       Wyrm beasts are immune to this gift. If successful, everyone who
       sees, hears, or experiences the Garou in any way will either try
       to resist it (depending on the person) or feel a high degree of
       trust for the Garou. They will confide in him as they would a
       trusted friend. The effect will last for one scene, or as long
       as the person remains in contact with the Garou. However, even
       once the Gift's effect has worn off, the person will feel good
       will toward the Garou.
       Werewolf Basic Race Abilities:
       Werecreature Physiology:
       ~Many are familiar with werecreatures, and know what they are.
       When it comes to these creatures, there are many types of
       werecreature, just as there are many types of vampires.
       Typically, most werecreatures are similar at the base level,
       which is usually discussed before their specific abilities. Most
       know werecreatures possess claws, tail, even sharp teeth, and
       usually are human-like with animalistic bodies (some may stand
       on two feet, but some might stand on all fours depending on the
       creature). Most werecreatures have a very similar base, even if
       most have different ways of manifesting the supernatural
       abilities of that base among different werecreatures (like some
       have different connections to nature than other werecreatures).
       Almost all werecreatures have this base physiology, no matter
       what they are, enough that even other types of werecreatures
       still act somewhat similarly. Most werecreatures are either born
       into a pack or tribe, or turned into supernatural creatures
       through a werecreature bite (usually a bite, some may have other
       ways to turn people). Werecreatures started out as a type of
       cursed beast that put a curse on man, but that curse ended up
       creating a race of supernatural creatures many see as the
       counter to vampires, and have developed a strong connection to
       nature. Of course, there are many types of werecreatures, from
       werewolves (the most known), were-cats, were-jaguars,
       were-tigers, to even were-rats and even other rare variations.
       However, most of these cursed creatures do often share a
       weakness, in that most are vulnerable to silver and mercury
       (though some creatures might have other weaknesses, as some
       creatures might be vulnerable to other things instead of
       silver). Most of the alchemists are werewolves, but there are
       clans of other werecreatures, since the werewolf alchemists
       started out as a group of outcasts from other tribes and packs.
       Werewolf Nature Connection:
       ~Most werewolves has a powerful connection to nature, which lets
       them sense the condition of the nature around them. This lets
       them not only sense people close to them who do things like step
       on the grass, but also lets them do things like tell when plants
       are dying, or letting them communicate with animals depending on
       the tribe/pack and their affinities. For the most part, this
       isn't too much of a skill that's useful in a fight, as it's just
       the basis of a werewolf's abilities. However, it also does give
       them a sense where they can sense all nature around them, even
       without seeing it directly. This helps greatly for them to see
       the flow of nature's energy and learn how the power of nature is
       channeled. They are also able to use this connection to heal
       plants and animals with the life force of the world around them.
       This not only gives the user basic connection to the earth
       though, as it also gives them a connection to things like the
       water, which is also of the earth. This means werewolves with
       this connection can also even use their purification and
       interaction with water and creatures of the water. Typically,
       many werewolf tribes focus on their connection to nature in
       different ways, and many will often figure out how to utilize
       this in their tribe, though this is still a basic of werewolves
       on their own that they can learn. This power is not a battle
       ability, so it doesn't really grant them much in battle. The
       only real advantage it can give is if the werewolf knows the
       area they are in due to being close to the nature there, and can
       gain an advantage when fighting opponents in familiar territory.
       Werewolf Spiritual Tuning:
       ~Similar to other creatures like moglins who have a connection
       to the world, werewolves with this specific nature connection
       have a special connection to the spirits that make up the earth
       and the elements of the earth, and are far more tuned to the
       spiritual realm than most creatures would be. These spirits are
       normally invisible and not able to be interacted with by most
       people, even most who think they know all the spirits often find
       they don't know how the spirit realm dictates the very world's
       elements. This may seem simple, but this lets werewolves connect
       to the world much more than most who connect to nature, as they
       aren't just connected to nature, but are able to also interact
       with those spirits for another way to interact with nature.
       Depending on the tribe, some tribes have specific ways to use
       this, and some can even develop their own ways to use this to
       their advantage depending on their affinities. Werewolves that
       have this connection understand the importance of the world's
       forces, and can see not only the flow of the planet's life
       energies, but also how the spirits impact that balance of the
       world itself. They are also able to perceive the world's flow of
       life and death as a result of this power. For the most part,
       this just lets werewolves have a closer connection with the
       world around them, not really being too useful until one learns
       to use spirit art magic. For werewolves with this ability, their
       main enemy is dark spirits, as dark spirits are the type of
       creature that will go after anyone that "sees" or "senses" them.
       Once a creature has seen or can perceive dark spirits, it opens
       up a new realm of knowledge, but also means they're more likely
       to be attacked by dark spirits.
       Werewolf Tribe Connection/Empowerment:
       ~Almost all werewolves gain empowerment by being part of a tribe
       or pack, which is why many will travel together. Not only does
       traveling together allow them to cover each other in battle and
       allow them to fight together, but a connection to a pack or
       tribe can empower members of the tribe or pack. The more of the
       pack that are together means a stronger boost in abilities. This
       amplifies both physical and supernatural abilities when
       together, and may even grant other special effects based on the
       tribe, such as werewolf alchemists having a stronger ability to
       sense magic when working together, or another wolf tribe that
       might gain enhanced spiritual connection when working together.
       This depends on the tribe or pack, and this power is a natural
       encouragement for werewolves to work together rather than being
       alone. Most werewolves would see strength in unity, and weakness
       in being the lone wolf (no pun intended). This power is designed
       to unite tribes and packs together, and sometimes when packs
       join other packs, their abilities can blend together, such as
       two different tribes that join together could passively gain
       some of each other's abilities if they become truly unified.
       However, this requires that the werewolf submit to the pack, and
       those that are not a part of the pack are usually cast out of
       the pack otherwise those that interrupt this connection, and see
       those that "work alone" as infections to their connection to
       each other. Of course, one without a tribe or pack doesn't lose
       power by not having a tribe or pack, but just that those that do
       will gain power and focus as they work with others. The
       alchemists typically gain enhanced magic when working together,
       and certain alchemists may even gain special combination
       abilities (for example a fire alchemist and lightning alchemist
       might gain an ability to combine their magics into one powerful
       magic through this connection).
       Werewolf Lunar Empowerment:
       ~When reaching a high enough power as a werewolf, a werewolf can
       essentially gain a powerup where they gain power and ability
       through lunar light. While werewolves can still fight at their
       full power during the day, most werewolves are at their best
       when in moon light, and many werewolves are able to fight using
       enhanced physical and supernatural stats. This technique is just
       a base powerup, which werewolves gain at a certain level of
       power and training to harness the full nature of their nightly
       nature. Those with werewolf nature connection are connected to
       the moon just as much as the earth, and this power symbolizes
       their embrace of their nightly nature. The more full the moon,
       the more powerful the werewolf becomes, with the full moon
       amping them to their max capabilities (aside from special moons
       like blue moons or red moons). Depending on the type of moon,
       usually determines the powerup. In the full moon, a werewolf is
       at their strongest, with their nature power and their magic
       gaining a large amp. This makes the werewolf's physical and
       supernatural abilities far stronger, but doesn't gain any other
       real abilities in terms of new abilities unless they are of a
       special tribe that does gain abilities in full moons. However,
       the werewolf can gain special abilities during blue moons or red
       moons (more on red moon and blue moon powers next) depending on
       the werewolf and what tribe they are a part of. This power is a
       passive ability, which is something the werewolf doesn't really
       have control over, as it's simply part of their nature
       connection. Typically, those that can create sunlight in
       nighttime can slightly interrupt this power, and can return a
       werewolf to normal power if the werewolf is hit with it enough
       times, since lunar power can only operate in the absence of the
       sun light.
       Red Moon Enhanced Moonlight Power:
       ~When in the red or blue moon, the nature connection and lunar
       empowerment abilities give the werewolf special enhanced modes,
       where they are able to draw the unique moonlight into their
       power. When in the red moon, the werewolf gains a corrupted mode
       where their abilities all become more powerful and they gain a
       massive powerup from the red moon. Most werewolves gain more
       power with the red moon than they do with the blue moon, but
       this comes with a price. Typically, when in the red moon, most
       werewolves become much more ferocious and they seek to kill
       their enemies as brutally as they can. While most werewolves
       learn to control this with time and training, werewolves still
       have to be careful on these nights, and many werewolves who do
       lose control often hide from the moon light when this night
       comes around due to the dangerous of who they might hurt, as
       some have even killed their friends and family during this kind
       of night due to the nature they gain. This also makes all of
       their abilities corrupted power equivalents during these nights,
       where all of their supernatural abilities and werewolf abilities
       become corrupted and are able to hurt almost any creature due to
       the corruptive energies they generate in the presence of a red
       moon. Only the most ferocious of werewolves typically carry red
       moon energy outside of red moon nights, and many try to avoid
       the power altogether due to what they become. However, those
       that do try to utilize this outside of nights of the red moon
       must be careful, or else they could eventually lose their sense
       of self and become feral werewolves, as the unnatural red moon
       light can eventually overwhelm the rational mind and eventually
       destroy a werewolf's ability to think rationally. Of course, a
       counter to this ability is sun light manipulation, due to sun
       light being able to counter lunar light manipulation, and some
       sun light manipulators are able to completely negate the powerup
       of the red moon if they use it on a werewolf enough, though
       keeping them from regaining the amp requires usually getting
       them out of the moon light.
       Blue Moon Enhanced Moonlight Power:
       ~Just as the werewolves gain abilities during the red moon, they
       also gain special abilities during the blue moon. During the
       blue moon, the werewolf gains a purity with their nature
       connection that surpasses their normal connection, and gains
       highly enhanced ability to connect to nature during this time.
       During this, the purity of their connection lets them use their
       supernatural abilities at a highly reduced cost, and can amp
       their special abilities considerably. To an extent, depending on
       the werewolf, some can even gain unique abilities only usable
       during this time, such as some with magic being able to use
       special spirit magic that purifies corruption and gives the
       werewolf a pure neutral nature. This lets them more easily
       influence the world around them, for better or worse depending
       on the werewolf, and allows them to use enhanced power at
       reduced cost. While in this mode, the purity of their power is
       also able to damage almost anything due to the neutral pure
       nature of their connection with the world. When in this mode,
       werewolves also gain a calm focus, and lose much of their
       natural ferocity in favor of concentration and purity of mind
       (For better or worse). However, while it is possible to store
       the energy of a blue moon up for later use, it is hard to use
       when not in a blue moon, and werewolves cannot usually handle
       too much of this energy outside of nights of the blue moon. Due
       to how unnatural stored blue moon energy is, it can overwhelm a
       werewolf's natural connection, and temporarily damage a
       werewolf's nature to the point that they could lose part of
       their werewolf connections to nature and the moon. Typically,
       sun light manipulation (if it can be created in the presence of
       this moon light) can counter this power, and do more damage to
       werewolves who use this since sunlight typically counters lunar
       light manipulation.
       Werecreature Trait Suppression/Shapeshift:
       ~Werecreatures have an ability where they are able to change
       forms. Typically, this depends on the werecreature, but most
       werecreatures will either take a werecreature form as their
       base, or a human-like form as their base depending on their
       heritage, and certain other factors. Depending on their base
       form, they are able to shapeshift between their human form and
       werecreature form, with the base form being the natural form and
       the other form being a form they can use using shapeshifting.
       Werecreatures who take their werecreature forms naturally can
       shapeshift and suppress their werecreature traits, in which they
       are able to pass as human by using this power. A werecreature is
       able to suppress all of their traits to the point that they come
       across as human, and even feel human to those with supernatural
       presence sense abilities. Those that take human form typically
       use this to release their full werecreature form, in which they
       can typically use their werewolf form like an enhanced form that
       is stronger than their normal mortal form. There are other
       werecreatures who have other ways to use this, but these are the
       main two aspects. Typically, it does take energy and stamina to
       transform or suppress one's traits depending on which is the
       base form and which is the form the werecreature has to
       shapeshift into. As such, werecreatures cannot stay in their
       other form indefinitely, as they will eventually run out of
       energy or stamina to maintain this. Typically, this is used to
       allow a werecreature to pass as human for those that need to use
       this to take human form, or used among human form werecreatures
       to take a battle form when fighting, so this is usually only
       meant to be used temporarily anyway. However, once they do run
       out of energy or stamina, they can no longer use this to
       transform, and will revert to their normal base form (whichever
       form that their base form is).
       Werecreature Cursed Bite:
       ~This is the ability that allows a werecreature to bite someone
       with their werecreature fangs. When they bite someone, they can
       choose whether not to leave this cursed bite mark behind. This
       is used not to kill someone, but is designed to turn those with
       this cursed bite into werecreatures like the werecreature who
       uses this. When changed into a werecreature, the werecreature
       becomes a werecreature the same as the original werecreature who
       bit them, such as a werewolf would turn someone into a werewolf
       upon biting them. While the user might have unique abilities
       that might manifest depending on the tribe and training they are
       a part of, the werecreature will usually be more or less like
       the one that cursed them initially. The person can be cured of
       this cursed bite within a certain amount of time, however, this
       can only be cured if a special formula (which is fairly known by
       supernatural hunters and most know how to make this formula) is
       administered before the new werecreature eats the flesh of a
       human or animal, as once they do, their curse will often corrupt
       their natures after feeding and it will make the change
       permanent. If the werecreature that casts this is killed, the
       person affected can be changed back, but they may be permanently
       changed if the person has devoured flesh while being a
       werecreature. However, if they haven't done so, then they can be
       returned to human when the original werecreature dies if they
       don't have access to the formula to turn them back to normal. It
       is also worth noting that those that are immune to being changed
       into supernaturals won't be affected by this, as there are some
       creatures and even some humans that have ways of making sure
       they cannot be changed by supernaturals, depending on the
       creature and what they have access to.
       Werecreature Claws:
       ~Just like one might expect from their animalistic appearance,
       almost all werecreatures have claws of some kind that extend
       from their fingernails. Most werecreatures have ways of keeping
       their claws maintained, and most werecreatures can leave their
       claws long, or some will keep them trimmed so they're not so
       bothersome in day to day activities. Typically, their claws are
       one of their biggest weapons in combat, in which most
       werecreatures use their claws to slash opponents, with many even
       having claw slash techniques they can use in battle depending on
       their abilities. While claws are naturally sharp, werecreatures
       can actually sharpen their claws like they would a sword,
       usually sharpening them with a strong substance to the point
       that they can become razor sharp. Depending on the werecreature,
       some claws may be different sizes, or some might have slightly
       different capabilities, but there are plenty of ways for a
       werecreature to use their claws in battle. Most werecreatures
       are very dangerous and can easily rip people to pieces with
       their claws depending on their skill level. For the most part,
       avoiding the claws just requires the opponent to avoid the
       strikes of the user when the user is using their claws in
       battle, as their claws are a type of short-range close combat
       move. Most long distance claw slash attacks can also be dodged
       or blocked (Depending on the werecreature and their abilities if
       the opponent can account for the user's enhanced strength, and
       their abilities), though opponents should be careful of
       werecreatures who have claws that are able to cut through metal,
       as some werecreatures do have much stronger claws that can claw
       through metal objects.
       Werecreature Bite/Teeth:
       ~As one might expect from seeing a werecreature, almost all
       werecreatures have some sort of sharp teeth. Typically, most
       werecreatures teeth are designed for tearing apart flesh of
       either animals or humans (depending on the werecreature and what
       they survive on). Due to this, many werecreatures will use their
       teeth to bite opponents in battle, and are usually strong enough
       that most werecreatures are even able to bite through limbs with
       their bite (depending on the werecreature and their strength.
       Different werecreatures may have different teeth, but overall,
       werecreatures are able to use their teeth to some degree, with
       some werecreatures even having certain abilities to enhance
       their bite. There are some werecreatures that are able to absorb
       life energy through a bite attack, in which some werecreatures
       have the ability to take life energy through biting others
       depending on the creature. Some werecreatures are known to have
       enhanced bites, like werepyres (werecreature/vampire hybrids)
       having an acid bite, or some might have special techniques that
       utilize their bite in unique ways. This mostly depends on the
       werecreature and their abilities, as each werecreature is
       different. Typically, avoiding a bite in battle is as simple as
       maintaining one's distance from an opponent, as this can usually
       only be done at short range unless the user has a special bite
       attack that can be used from a distance, which is usually rare.
       For the most part, these teeth aren't really made for battle,
       but more are specifically for eating. Werecreatures can use them
       in battle, but there is a lot of risk in doing so since
       werecreatures might take hits that might knock their teeth out
       just like any other creature.
       Werecreature Fur:
       ~Werecreatures, as one might expect, generate fur in their
       werecreature forms. Depending on the creature, the fur will
       typically be different depending on the werecreature, but
       usually almost all werecreatures have this to an extent. This is
       usually not noticeable on a human form, since a human form
       suppresses most werewolf traits, but in werecreature form,
       almost all werecreatures have fur, which has a few functions.
       The first is that, like other creatures with fur, this helps
       them stay warm in harsh temperatures, and depending on the
       creature, they may even have summer fur that helps keep them
       cool in hot temperatures. However, there are certain
       werecreature that can use their fur as a weapon. For example,
       there is a werewolf gift that turns a werecreature's fur into
       something akin to steel armor, or some werecreatures can fire
       their fur at opponents like firing needles with certain
       techniques. Overall, this depends on the werecreatures and their
       abilities, as most werecreatures are different in nature and
       different werecreatures usually have different ways to utilize
       this. Typically, the fur is more defensive than offensive, so
       it's not really useful to attack unless a werecreature has a
       means to attack with their fur (though some can learn skills
       that will allow them to attack with their fur). Aside from
       special techniques though, fur is more for environmental
       adaption more than to be used in battle, so this is more just a
       part of their physiology that helps them survive rather than
       helping them fight. It is also worth noting that fur is also
       more vulnerable to fire, as fur can be flammable under the right
       conditions.
       Werecreature Anger Amplification:
       ~Typically, werecreatures are far more emotional than vampires
       are. As a result, werecreatures gain power from their intense
       emotions, specifically their anger when they are feeling
       strongly. Many werecreatures are empowered by anger, and are
       able to gain boosts through their anger while it's in effect.
       The most common method of using anger is a rage frenzy, where a
       werecreature will temporarily lose control of themselves and act
       in pure rage towards whatever is causing them anger. Depending
       on the werecreature, this may happen under different
       circumstances (like some werecreatures might react to other
       stimuli like certain kinds of light), or some werecreatures even
       have specific arts for using this, like utilizing their anger in
       special techniques that empower their rage frenzy with different
       abilities (depending on the werecreature, tribe and abilities).
       This is an ability that most werecreatures have to deal with and
       is more of a hindrance to their daily lives, since many
       werecreatures might have short tempers, but most advanced
       werecreatures have learned to control this, and only really use
       it when they want to rather than letting their emotions control
       them. Overall, the arts used depend on the creature, but most
       have to control this at some point, as this can lead to
       werecreatures attacking allies when they are in their frenzied
       states, and werecreatures may not be able to control who they
       attack (as they might go after someone other than the intended
       target) depending on the situation. Overall, the main use of
       this is for those with techniques to utilize this in combat,
       which all usually only work temporarily while the user is in a
       rage state. And even if they don't have any special techniques,
       the rage state is only temporarily, lasting as long as the
       stimulus persists that drove them into it, or a certain amount
       of time passes after going into the frenzy.
       Werecreature Agility and Werewolf Cling:
       ~Werewolves have a natural agility, in which they are able to
       move very effectively in battle. Part of this is speed and
       flexibility, where they are able to move around and attack based
       on the type of werecreature they are. Even werecreatures that
       are larger than normal beings have a strange agility that they
       are able to use that lets them move effectively, usually letting
       a creature jump around, or even use their agility to move
       silently across an area. In addition to this, werecreatures also
       have a natural ability to use their claws to cling to surfaces,
       where they are able to dig their claws into a surface and then
       stick to that surface. Most werecreatures use this on trees,
       where they are able to stick to a tree, or use their momentum
       and use their claws to change their trajectory in a fight. Some
       werecreatures have certain abilities in doing this, such as some
       that will hide in the trees and steathfully strike (like those
       with panther powers) or some might use their claws and agility
       to make their way up trees and drop down on their opponents, or
       some might just jump off surfaces to attack opponents. This
       usually depends on the werecreature, as different werecreatures
       have different hunting styles depending on what kind of creature
       they are and what abilities they possess. Typically, it is very
       important to keep track of werecreatures in battle, as their
       agility may be hard to keep track of, and some will use stealth
       if the user loses track of them to stay hidden until they're
       ready to attack. Opponents can usually dodge a werecreature as
       agile as they are, as long as they are able to keep track of
       them and can react to what they do. Those that know
       werecreatures often know just how agile and dangerous
       werecreatures can be, especially ones that utilize this in
       combination with stealth.
       Werecreature Hardened Body:
       ~Werecreatures typically have much stronger bodies than humans
       do, as their muscles, bones and even their skin is thicker than
       a human's. While not as strong in human form (as they typically
       will be the normal level of a human when in human form), their
       werecreature forms are much stronger and are able to take
       reduced damage from attacks due to how strong their bodies are.
       Werecreatures are usually natural fighters, and usually have
       ways to utilize this, such as some might learn certain heavy
       stander abilities that resist knockback and stun to a degree.
       Werecreatures are able to use their bodies hardened muscles in a
       variety of ways, as werecreatures can even use their stronger
       muscles for stronger attacks depending on the training the
       werecreature has. Typically, this partially depends on the
       training of the werecreature, and partially on the werecreature
       themselves depending on what type of werecreature they are. For
       example, certain werecreatures may have stronger bodies than
       others, with certain werecreature types might have a strong
       body, while others might have specifically stronger bodies. Of
       course, just like with most of their physiology, werecreatures
       also have certain abilities and arts that might enhance their
       defense, with some even training their durability so that they
       can become more resistant to damage. Some more trained
       werewolves have even been known to block swords to a degree,
       though whether or not they can do this depends on the strength
       of the opponent. Typically, opponents can more easily pierce
       opponents with silver, or certain stronger attacks can also do
       damage. While stronger, they do still take damage from attacks,
       even if it's just reduced. Many werecreatures are also
       vulnerable to fire to a degree as well, though some
       werecreatures might be resistant to fire if they possess the
       ability to use it.
       Werecreature Regeneration:
       ~Werecreatures, like vampires, have supernatural regeneration
       that can be used to heal themselves when they have taken damage.
       Werecreatures have strong regeneration, and can regenerate from
       most damage. Werecreatures can usually regenerate anything as
       long as their heart or brain isn't destroyed. Werecreatures also
       regenerate faster than most other vampires, due to werecreature
       regeneration being slightly different than vampire regeneration.
       Of course, some tribes even have special regeneration
       techniques, so some werecreatures may even gain special
       regeneration techniques of they are available to them. This is a
       passive skill that heals werecreatures, and this power is
       sustained by their devouring of flesh of either animals or
       humans, depending on what the werecreature wants to eat to
       sustain their power (which may or may not depend on the tribe
       they're born into). Werecreatures, unlike vampires, cannot
       regenerate limbs, but they do regenerate any damage to their
       bodies, and can regenerate even fatal wounds that might kill a
       vampire (typically, vampires regenerate more parts of their
       body, but werecreatures regenerate faster and more easily).
       Werecreatures usually are able to regenerate almost anything
       save for decapitation unless silver is used on them. For most
       werecreatures, silver is usually the best thing opponents can
       have, since silver can be used to interrupt most werecreature's
       regeneration (though some werecreatures may be vulnerable to
       other elements like gold depending on the creature). Certain
       holy powers can also help kill werecreatures more easily due to
       their cursed natures. Certain things like death scythes and
       other regeneration negation weapons/abilities can also be used
       on werecreatures, just like vampires. However, decapitation or a
       silver bullet to the heart is usually the easiest way to kill a
       werecreature (though decapitation works on almost any
       werecreature where silver might fail depending on the creature).
       Werecreature Body Temperature Regulation:
       ~Similar to how certain supernaturals are able to adapt to
       environments around them, werecreatures are able to adapt to
       environments around them thanks to their supernatural
       physiology. For the most part, a werecreature's body usually has
       ways of regulating their body temperature, whether it's in
       battle or outside of battle. Most werecreatures will be able to
       adapt to hot or cold environments depending on the creature.
       Usually, this is most present during different seasons, when a
       werecreature often has different coats of fur to handle each
       season (depending on the werecreature). In addition, each
       werecreature is able to regulate their body temperature through
       their body's own methods as well, which have the same abilities
       as humans to try and regulate their temperatures. However,
       werecreatures are much more easily able to adapt to extreme
       temperatures thanks to this, and they are able to survive in
       almost any environment, from the hottest of deserts to the
       coldest of icy weather. Most werecreatures can adapt for certain
       environments specifically, depending on where they live, as most
       werecreatures usually specifically adapt to wherever they tend
       to stay. Some even adapt by other methods, like certain
       werecreatures might have a higher body temperature than normal
       because of their werecreature nature. The last advantage is that
       this helps them against people who use heat and cold as weapons,
       which allows the werecreature to handle extreme heat and extreme
       cold (granted they aren't being burned with fire, or frozen with
       ice). However, while they adapt to temperature easily, they
       cannot adapt to being burned by fire, or frozen with ice, and
       while they can adapt to the heat generated by fire or the cold
       generated by ice, they can still be hurt by fire and ice
       abilities (depending on the werecreature, as some might have
       certain resistances and immunities). This also doesn't apply to
       things like vacuum environments and being underwater, since this
       only really applies to adapting to temperature and not certain
       other environmental factors.
       Werecreature Animalistic Senses:
       ~Werecreatures all have animalistic senses, which allows them to
       sense far more than what humans can. While they still have human
       senses as well (sight, smell, taste, touch and hearing), they
       also have other senses depending on the werecreature. Animals
       are often known for being able to senses changes in the earth
       that humans cannot, and this sense is just one of the senses
       that werecreatures have. One such example are how some creatures
       have an electromagnetic sense to sense the flow of ions in the
       earth's atmosphere, and they are able to use this to not only
       sense changes in the earth itself, but they can also use it to
       navigate far more easily than humans can. Most werecreatures
       have much higher tuned senses, and this doesn't just apply to
       their normal senses. Most werecreatures are also able to do
       things like seeing in the dark, or many have a specific ability
       to sense the presence of others with a sort of sixth sense of
       the environment around them and can use it to focus on anything
       living. The specific senses depend on the werecreature, as all
       werecreatures typically have different senses depending on the
       type of werecreature they are and what animalistic traits the
       werecreature possesses. Typically, this isn't too useful in
       battle, though some werecreatures can use these senses to sense
       when danger is nearby, as werecreatures can learn to hone their
       senses to a point where they can even sense when someone is
       trying to sneak up on them or is going to attack them. While
       useful though, these senses are not always accurate, and certain
       natural phenomena might also be able to affect a werecreature
       due to these senses if an enemy has a way to take advantage of
       these senses.
       Werecreature Earth Communication:
       ~As part of a werecreature's connection to the world and the
       spirits, they are able to communicate with the earth, including
       the life on earth. While they may not have connections to
       certain life forces depending on who they are, all
       werecreatures, in some form, have some sort of communication
       they can use. For example, many werecreatures can communicate
       with animals and some can even communicate with plant-life if
       they have a strong enough connection to the force of the Green
       (a life force connecting all plant life). Usually, this
       communication allows them to not only befriend the entities of
       the world, but this also allows them to call on allies during
       battle, such as some who can call on animals or plants to fight
       for them depending on the werecreature and what creatures or
       organisms will listen to them. Typically, animals and plants can
       be called to help the werecreature, with some even having unique
       training depending on the tribe, as some tribes have specific
       gifts designed to call on animals or plants to help the
       werecreature. This isn't really a battle power so much as more
       of a communication power, as most werecreatures usually use this
       to keep animals and plants from certain battles they might face,
       or they may make friends with certain animals or entities due to
       their strong connections to the earth. This usually depends on
       the werecreature, and some werecreatures speak to specific
       aspects of the earth whereas others may have a more general
       communication with the life in the world. This depends mostly on
       the individual, but mostly, the only way this is used in battle
       is to call animals or plants to fight or help out in some way,
       and the animals or plants can still be destroyed as normal, with
       them still being able to be killed in battle (though some
       werecreatures may have gifts that strengthen animals and plants,
       so that should also be taken into account if one needs to fight
       a werecreature with this ability).
       Werecreature Gift Affinity:
       ~Werecreatures developed gift training depending on the tribe
       specifically for werecreatures in the same manner that vampires
       developed their discipline training. This allows werecreatures
       different training to gain different abilities, which are
       usually taught by certain spirits. Unlike vampire disciplines
       taught by clans, werewolf gifts are not just taught by tribes,
       but also by individual spirits that might know of them. Once a
       werewolf has their affinities, and someone to train them, the
       werewolf is able to learn werewolf gifts based on the tribe they
       are in, or what spirits will teach them. Overall, most werewolf
       gifts are dependent on the tribe, as each tribe has its own set
       of abilities to learn. This could be as simple as combat
       enhancement skills, or learning to call on spirits in battle, or
       some like the Glass Walkers even have unique gifts involving
       manipulating technology. As one might expect, each set of gifts
       is different in nature, so naming them all is nearly impossible,
       let alone naming their strengths and weaknesses, but all
       werecreatures are usually able to learn these in some capacity,
       with some advanced users of certain gifts being able to combine
       gifts depending on what they can do. Overall, each gift works
       different, and has it's own strengths and weaknesses, but each
       gift does have it's own strengths and weaknesses, due to each
       gift having limits of what it can do. For example, combat based
       abilities are limited to combat and may not include supernatural
       powers (though there are some that enhance supernatural
       abilities as well), or some that might have consequences (such
       as some used too long might take a toll on the werecreature's
       body). This depends on the gifts learned, and the gifts learned
       depend solely on the tribe the werecreature belongs to or the
       spirits teaching them gifts. It is also worth noting that most
       werewolves gain gifts solely based on the tribe they belong to,
       and no werewolf gains random gifts unless they are part of no
       specific tribe and are just taught by spirits in general since
       those with no tribe have no specific ties to any one tribe. This
       also may not cover certain things like werepyres who have
       combination abilities with vampire disciplines, or other
       werecreatures with power from things like demons or angels that
       might be able to combine gifts with angel or demon arts
       depending on their natures.
       Pan Abilities:
       Woodland Magic:
       ~Seamus is very skilled in woodland magic, being able to use it
       in many ways. This is mostly directed by using his reed pipes.
       Plant Control:
       ~With his magic, he can control plants in a multitude of ways,
       making them contort and wrap around his enemies. He can even
       pull this off in urban areas.
       Healing:
       ~He can use the reed pipes for healing purposes.
       Fearful Scream:
       ~The user can use a scream that causes shocking fear in others.
       This ability creates a horrible fear in creatures that will
       either make them paralyzed or run in terror. Strong willed
       beings might be resistant to this but they might either still be
       affected due to sensitive hearing, might interrupt them from
       whatever they were doing out of panic or to face where it's
       coming from, making them almost want to attack the person.
       Emotional Insight:
       ~Seamus is very good at reading other people's emotions.
       Satyr's Sanctuary:
       ~This is a spell that will protect animals until they find a
       safe place to live.
       Combat Abilities:
       Aikido:
       ~Aikido is a Japanese martial arts focused on redirecting an
       attack away from you. This martial arts style involves grabs,
       strikes, throws, pins and joint locks. Steven Seagal, the movie
       actor, is a famous student of Aikido. While some Aikido
       techniques may look odd (i.e. Why do they have a defense against
       a knife hand strike to the top of the head? No one does that!),
       these were originally designed to stop a samurai's sword attack.
       Moreover, these types of Aikido techniques are useful in order
       to defend against attackers armed with clubs, sticks, etc.
       Séamus learned this at a young age to not only fight against the
       wyrm but to also use it to prevent fights between those like
       werewolves.
       Murderous Intent Sense:
       ~This lets those with this sense when an attack is coming. This
       is a skill warriors get by fighting constantly for many years,
       learning how to sense someone's murderous intent usually through
       encountering it first-hand. This lets the user read their
       environment as well as the spirits of people around them in
       order to see what attacks might be coming their way by reading
       an opponent's body language and the "sense" of people around
       them. This gives them a passive sense of reading people who
       might try to hurt them, as they can sense when someone is ready
       to attack. Some can sense this literally, but most sense it in
       an instinctive way once their instincts have been developed
       through constant fighting and battles. This gives the user time
       to dodge or avoid an attack, and to some extent, helps the
       person predict what opponents will do in a fight. For example,
       by reading an opponent's body language, such as how they move or
       how tense they might be, a user of this can read opponents.
       However, this sense is not perfect, and some opponents can't be
       read if they have similar skills or can disguise their murderous
       intent or they learn skills that can trick people with this
       sense. This sense is usually pretty reliable unless one can
       suppress their murderous intent, and is usually instinctive
       among people who have seen a lot of battle and those that have
       fought for their lives multiple times. The only real way to
       develop this is experience, as no amount of training can truly
       grasp how this sense truly works.
       Passive Abilities:
       Werecreature Heavy Stander:
       ~Because of the werecreature's body structure, most
       werecreatures are extremely hard to knock back. Due to their
       strong and bulky muscles, werecreatures are able to take many
       attacks without flinching, and most are heavy enough they are
       barely knocked back with impact damage. While werecreatures
       still take damage, they are much harder to knock back, and much
       harder to stun through physical damage unless they are taking an
       attack that's stronger than they are. Typically, most
       werecreatures are able to shake off normal damage thanks to
       their regeneration and their body structures, and require very
       strong attacks to knock them off their guard. Thanks to this,
       most werecreatures are difficult to stun or disable using
       physical force, usually only being vulnerable to other creatures
       as bulky and powerful as they typically are (though some that
       stay in human form may not have this bulk and therefore won't
       have this passive ability in their human forms). Most
       werecreatures with this take highly reduced damage from physical
       attacks, and are much harder to fight than many other types of
       opponents. However, while they are harder to damage and harder
       to knock back, this means that things that do hurt them and
       overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werecreature more easily due to them
       not moving back, or certain attacks that break their defense may
       do more damage due to knockback often helping disperse physical
       force a bit on impact. Most werecreatures also might have
       varying levels of this, as some werecreatures have stronger
       bodies than others, and those in human form won't have this
       defense at all, since this only takes effect in full
       werecreature form.
       Werecreature Flesh Devouring: Sustenance:
       ~Most werecreatures are able to devour flesh from either animals
       or even humans, being very similar in nature to a vampire that
       needs human blood to maintain their power. This is the major use
       for flesh, and, like others, werecreatures use this to sustain
       their power. A werecreature is able to eat flesh just like other
       animals in the wild, as almost all werecreatures usually eat
       flesh in some form (aside from a few rare werecreatures that
       might survive on vegetables and fruit). Typically, there is no
       real special purpose for this, other than sustaining the
       werecreature. Eating flesh is purely for sustenance and survival
       for werecreatures, where they must feed in the same way a human
       would eat food. If they don't eat flesh, werecreatures will
       eventually get weaker as supernaturals, and eventually go feral
       from hunger with some cases even having the werecreature eating
       their own flesh. While a werecreature can eat normal food, it
       doesn't really help them since they don't sustain themselves on
       human food (unless it is meat, as animal meat is something that
       werecreatures can survive on). Typically, werecreatures have a
       choice of surviving on animal flesh, or surviving on human
       flesh. Depending on the werecreature, some prefer one or the
       other, with some tribes focusing on eating humans, while others
       typically focus on eating animals. Depending on the tribe and
       the werecreature, each typically has their own way to sustain
       themselves, though most werecreatures focus on flesh/meat
       devouring as their primary source of sustenance. For the
       alchemists, they specifically eat animals, as they don't like
       eating humans since they don't find humans as nutritious to them
       as animals do, as they have studied the nutrition of animals vs
       humans and found that animals typically are better nutrition
       than humans are. Of course, they also don't want to eat humans
       because they don't want to find themselves on the wrong end of
       supernatural hunters and feel that eating humans contradicts
       their overall job of protecting humanity.
       Werecreature Flesh Devouring: Ability Gain:
       ~This is the second use for a werecreature's flesh devouring,
       with a werecreature being able to absorb supernatural blood to
       gain new powers from those they take blood from. The
       werecreature can gain these powers temporarily, or if they eat
       enough flesh, they can gain powers permanently. A werecreature's
       ability to devour the flesh of supernaturals and gain new powers
       is similar to that of a vampire, where it works the same way as
       a vampire would gain new abilities by drinking blood (for the
       most part). While eating supernaturals is not always the easiest
       thing to do depending on the supernatural (as werecreatures will
       mention how creatures like demons taste purely awful due to the
       sulfur smell of their demon natures), but werecreatures seeking
       new powers can usually gain ones from those they devour flesh
       from. For example, if a werecreature devoured the flesh of a
       fire user, they may gain certain fire abilities depending on the
       werecreature's affinities. Depending on the werecreature's
       affinities and powers, some flesh may grant them one or multiple
       abilities, depending on the being they devour. However, they can
       also choose not to gain power from these beings, as a
       werecreature often has to weigh a power's strengths vs its
       weaknesses when determining whether or not they want a specific
       power. As one might guess, this power gain has the same
       drawbacks as other power gain abilities, in that the user gains
       the weaknesses of the powers they gain as well as the strengths.
       For example, devouring dragons may grant a werecreature the
       powers of a draco-werecreature, but as a result they would gain
       the weaknesses of dragons like being weak to dragon hunter
       powers and weapons. Typically, most werecreatures only gain
       powers if they choose to, and some powers may alter their
       physiology (like eating a dragon would grant them new physiology
       that changes them into a draco-werecreature that is different
       from a normal werecreature) for better or worse (usually there
       are advantages and drawbacks, so users should consider
       carefully).
       Werecreature Supernatural Life Span:
       ~Depending on the werecreature, most werecreatures with their
       regeneration can live up to thousands of years, with some
       werecreatures even being able to live up to tens of thousands of
       years depending on the werecreature. It isn't really consistent
       how long a werecreature can live as there are many werecreatures
       who live beyond normal stated limits, and a werecreatures
       regenerative abilities make their ages hard to predict, but it
       is certain that werewolves can live for a very long time, with
       certain werecreatures having lived for thousands of years. Just
       like vampires who have supernatural life spans, werewolves can
       live just as long, and are just as hard to predict as there are
       werecreatures and vampires that are hundreds of years old that
       look like kids, and then there are hundred year old
       werecreatures and vampires that are fully adult. Since each is
       different, their life spans and growth rates are difficult to
       quantify, but it is certain that werecreatures can live for an
       extremely long time before their regenerative abilities start to
       eventually break down. Many wonder how werecreatures and
       vampires age with such strong regeneration, but it's because the
       regenerative abilities eventually break down, just as human
       bodies don't heal as effectively as they get older. As
       werecreatures get older, they also have this problem, and after
       a few thousand years (usually), a werecreature will often find
       their regeneration doesn't keep up as well, and older
       werecreatures may age as a result of this. It isn't certain at
       what point a werecreature dies of natural aging, since they
       typically have regeneration until they die, but there have been
       some that have died of old age that it is known that
       werecreatures eventually do die naturally (even if their life
       spans are much longer than humans). However, this doesn't mean
       werecreatures still can't be killed by normal means, as
       werecreatures usually can die by normal means in battle. This
       mostly only applies to their natural aging, not being killed in
       battle or dying as result of some sort of accident.
       Supernatural Telepathy:
       ~This ability lets a supernatural creature communicate
       telepathically with anyone they can connect to. Typically this
       power uses their supernatural power, in which they use it to
       tune to a person if they know where they are in order to
       communicate with them. This lets them communicate with other
       people without having to speak, with them being able to share
       thoughts directly with others when the creature isn't speaking
       out loud. However, usually the creature has to know where the
       person is to use this basic telepathy since they have to know
       where to send their thoughts and communication. However, this
       doesn't apply to those who establish permanent connections (as
       this allows those with permanent connections to always be able
       to communicate with someone they have this permanent connection
       with), such as connecting to other family members and close
       friends. This lets creatures 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 (which some supernaturals can learn to
       summon those that they have special connections with). Those who
       are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       However, there are ways to block telepathic communications, such
       as certain frequencies that may confuse the mind's ability to
       process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents).
       Werecreature Enhanced Intelligence, Memory and Reflexes:
       ~Depending on the werecreature, most werecreatures have enhanced
       minds thanks to their supernatural power. The first thing that
       is enhanced is their intelligence, in which some werecreatures
       gain certain intelligence boosts depending on what kind of
       creature they are and what supernatural power they possess. This
       has a few uses, such as allowing a werecreature to more easily
       learn information, or might help werecreatures develop
       strategies for certain situations. Depending on the
       werecreature, some might gain stronger intelligence than others,
       and depending on the tribe, they may have ways to utilize this.
       The second enhancement is to the werecreature's memory, where
       werecreatures typically have very good memory thanks to their
       supernatural enhancement of the brain. Most werecreatures have a
       hard time forgetting things, and some smarter werewolves may
       even have a photographic memory depending on the werecreature.
       The last enhancement that werecreatures gain is the enhancement
       of their reflexes, which allows them to react much faster than
       most creatures can due to many werecreatures often having a
       major talent and end up training specifically for combat.
       Depending on the werecreature and the training some
       werecreatures are able to utilize their enhanced reflexes to
       react far more quickly, with older and more experienced
       werecreatures sometimes even learning to train their reflexes to
       allow them to dodge attacks without thinking, a highly advanced
       combat skill among supernaturals and even martial artists.
       Typically, all of these enhancements work in unison, and
       depending on the werecreature, the balance of enhancements may
       be different depending on the specific werecreature, and their
       natural abilities (such as smarter werecreatures might gain
       better intelligence, but more combat-based werecreatures could
       gain stronger reflexes). Typically, most werecreatures are
       either balanced with a slight increase to all their enhanced
       mind stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory).
       Werecreature Darkvision and Enhanced Senses:
       ~Werecreatures have highly enhanced vision, and gain highly
       enhanced ability to see in the dark. Most werecreatures are able
       to see in the dark as though it were light out, and are able to
       operate even in complete darkness thanks to their supernatural
       vision. Some werecreatures may have varying degrees of this
       power, with some having stronger vision than others in the
       darkness, but most werecreatures have this to some degree. In
       addition to this though, werecreatures also have highly enhanced
       senses depending on the werecreature. Many know creatures like
       werewolves for their incredible sense of smell, or might know
       certain bird-like werecreatures for their sense of hearing and
       sight. However, each werecreature has highly enhanced senses,
       with each werecreature usually having a different balance of
       senses. This depends mostly on the werecreature, and partially
       on how they train their senses. However, while most
       werecreatures do have highly enhanced senses, werecreatures
       enhanced senses can be overwhelmed by certain things, such as
       enhanced sight could be overwhelmed by a flashbang, or a strong
       sense of smell could be overwhelmed with a strong enough smell.
       This depends on the werecreature and their senses, but most
       werecreatures can be overwhelmed in their senses in some way.
       Some that are more balanced in their senses may not be as easy
       to overwhelm, but they may not be able to keep up with certain
       enhanced senses. Depending on the werecreature, some may even
       gain special senses that are unique to the type of creature they
       are, such as certain werecreatures use certain senses unique to
       certain creatures.
       Werecreature Ultralight Sense:
       ~Werecreatures have a somewhat unique sense that lets them focus
       their senses far more than most mortal beings would be able to.
       Different werecreatures have different ways of utilizing this,
       but ultimately, this sense focuses more around sensing the
       presence of others in some form. For creatures like werewolves
       and certain other werecreatures, this sight allows them to focus
       on living beings, in which they are able to "see" life and focus
       to the point that living things light up to the werecreature,
       allowing them to focus on living beings. This can be used a few
       different ways depending on the werecreatures. The first is that
       this allows one to sense presences, and sense what those
       presences are (unless the person is somehow concealing
       themselves using shapeshifting or other abilities that fool this
       kind of sense). The second is that werecreatures can focus this
       sense to track certain kinds of beings nearby, such as using the
       focus to light up humans who might be nearby to allow the
       werecreature to more easily track certain kinds of creatures.
       The last is that this can be used similarly to certain senses
       like the vampire's third eye, that allows a werecreature to do
       things like see through certain kinds of illusions and use this
       sense to sense presences left by others (like demonic presences
       that are left behind by demons in the form of demonic sulfur).
       This sense is something that most werecreatures have, though
       some may utilize this differently depending on the werecreature.
       While this is a good sixth sense type power, it does have the
       same weaknesses in that there are those that can suppress what
       can be sensed, so this sense can be fooled by those that
       suppress their presence, or some who have the ability to hide
       their presence completely.
       Fool Senses:
       ~Users of disciplined mind and similar skills that suppress
       certain parts of the mind have a special ability which lets them
       lie to people and control the fact they are lying thanks to
       their disciplined mind (or similar training) 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 would be able to since they
       will come across as telling the truth as they don't give off any
       signs of lying. This power comes from advanced users of
       disciplined mind training and similar type 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 or similar skills 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
       doing certain unconscious actions when they lie (which is
       different for each person). This requires not just training in
       disciplined mind or a similar skill though, but also requires
       the user to know their own self enough to know what they do when
       they lie to suppress it, from knowing how their voice reacts
       when they lie, to the unconscious actions they take when they
       lie, and to suppress the body's hormonal reaction in the brain
       when the person is lying. As one might imagine, this is a very
       difficult art to master, and those with the proper training have
       to do more than just suppress certain parts of the mind.
       Animalistic Combat:
       ~The user can combine using animal imitation with physical
       fighting, they can fight with the brutality of a bear, the speed
       of a cheetah, the ferocity of a tiger, the agility of a leopard,
       the dexterity of a monkey, the flexibility of a snake, etc.
       Intuitive Multilinguisum:
       ~User has the ability to intuitively translate and learn new
       languages, including alien languages.
       Enhanced Musicianship:
       ~The user(s) possess enhanced skills in musicianship. This could
       be in playing an instrument, singing, understanding notes, and
       cues, etc.
       Agriculture Intuition:
       ~The user has immense knowledge of agriculture/aquaculture using
       all types of methods, techniques and skills.
       Supernatural and Combat Trained Enhanced Physical Stats:
       ~Although the Children of Gaia are peaceful creatures, they're
       not pushovers. Since their enemies are the Wyrm and those
       associated with it, the Children has to learn how to defend
       themselves and nature. Not to mention that they are still
       werewolves, meaning that they are capable of handling
       supernatural enemies, even tougher creatures such as werebears
       and weretigers. Typically, like most physical stats, most beings
       will focus on one or two stats to gain a bigger boost than the
       others but at the cost of other stats not being as high, or
       beings could train for a more even set of stats to be more even,
       but they may not gain as high stats as a result as those who
       specialize in specific stats (though they would be able to
       outclass the lesser stats of stat specialists due to having all
       their stats enhanced).
       Despite his lean appearance, Seamus is a balanced fighter and is
       much tougher than he looks, being capable of disarming beings
       ten times bigger than him such as a Get of Fenris in it's
       werewolf form. Although he goes for the non lethal route most of
       the time, especially against his own kind or certain humans, he
       can still break bones, rupture organs and dislocate certain
       parts of the body if he chooses to.
       Transformation(s):
       Werecreature/Human Form Change:
       ~Werecreatures usually are able to shift between human and
       werecreature form, depending on the werecreature. Most
       werecreatures usually have one base form, whether it's their
       human form or their werecreature form. There are usually two
       ways werecreatures use this shift. The first is human form
       werecreatures, who will shift into werecreature form as their
       battle form, and only change when they want to fight in a more
       enhanced capacity. This has the advantage in that the human form
       can train and gain a bigger amplification while in werecreature
       form, but might lack certain natural higher stats of
       werecreatures who stay in werecreature form on as their base.
       The second option is for a werecreature to use their normal
       werecreature form as their base form, and only shift to human
       form when hiding among humans since the human form may be
       weaker. Werecreatures who use their werecreature form are
       usually much more adept at using their werecreature form, and
       may possess stronger attributes than their human form
       counterparts, such as a werecreature might have more strength
       and speed as a natural werecreature than as a human form
       werecreature. However, when going into human form, some
       werecreatures may not be able to stay in the form for long, but
       they can usually fight with certain combat enhanced skill since
       most werecreatures are natural fighters, such as certain human
       forms may gain enhanced speed due to the human form's muscles
       not being as bulky. Usually, the option depends on the heritage
       of the werecreature, and typically what is natural to them, so
       they usually don't chose the options as it's more that the
       options choose them. Once a specific option is chosen though for
       their base form, that option doesn't change at all, as the
       option is usually dependent on the werecreature and no one
       really knows what specifically determines which option is used
       for each werecreature.
       Although Seamus prefers to be in her human form, he is one of
       the many werewolves who can change into his wolf and werewolf
       form at will. He can even partially shape shift if he wants to.
       Though he is sometimes mistaken as a demonic werewolf since he
       can grow goat like horns from his head if he chooses to due to
       his ancestors used to worship Pan, the satyr Greek god of the
       wilderness.
       Weaknesses:
       Most werecreatures have two major weaknesses. The first is
       silver, in which silver can interrupt their regenerative
       abilities. If one is to take down a werecreature, it is
       important to have silver on hand as taking down a werecreature
       without it is very difficult. However, depending on the
       werecreature, some werecreatures might not be vulnerable to
       silver, as some might be vulnerable to other things like mercury
       or gold or other materials depending on the werecreature.
       However the second option proves dependable against almost any
       werecreature, no matter what their first weakness is. The second
       option is cutting off the head of the werecreature, in which
       they do die if their head is taken off. Werecreatures cannot
       regenerate limbs or their bodies, so cutting off pieces of their
       body means that part of the body won't grow back. While they can
       reattach limbs, they cannot regrow limbs from nothing, and if
       their head is removed, they cannot survive without the body,
       just like any other creature. As one hunter put it: "Cut off the
       head, and the animal is dead." While silver may not always work
       on a werecreature, cutting their heads off always will, and
       cutting off limbs can seriously hinder a werecreature.
       Werecreatures, unlike most vampires, cannot regrow certain body
       parts (basically, they cannot regrow anything a human cannot
       regrow), but they can regenerate more easily from wounds that
       they can regenerate, such as slashes and stabs will usually not
       kill a werecreature even if in the heart, unless the
       werecreature's regenerate is interrupted by something like
       silver (or other metal weaknesses that must be stated).
       The Children of Gaia's tribe weakness is that they have a Weak
       Veil. Among werewolves, the Veil is poetic term for werebeasts
       to hide themselves from mankind, more or less a disguise like
       how the vampires shape shift to mask their true nature. Since
       the CoG have a weak veil, they are most likely to be noticed by
       humans to the point that they will be hunted down if they're not
       careful, whether they look harmless or not.
       Weapon(s):
       Reed Pipes:
       ~A gift from his mother. This reed pipes are a magic kind of
       object that helps him perform nature magic such as summoning and
       manipulating plants. He can also use these pipes to put even the
       most savage beasts at ease. Seamus always have these pipes by
       his side.
       Personality:
       Seamus is a pretty happy and carefree werewolf, who enjoys the
       simpler ways of life. As the leader of the Children of Gaia
       tribe, he acts more like a guide and a older brother figure to
       others, always here to help and is a great listener. Although
       some sees him as a lazy hippy, he is actually a hard worker who
       always put others before himself, even if they're not his own
       kin. This goes to the point that he is open minded enough to let
       in creatures who are outcasts in their own society, especially
       nephalems and werepires, thus earning a mutual and well
       respected alliance with the Werewolf Alchemists. Like many
       Children of Gaia, Seamus is not a pushover, willing to get
       physical if rational reasoning is out of the window.
       Bio:
       Not much is known about Seamus except that he was born around
       the mid to late 1960s when hippies were popular. His mother was
       a human while his father was the leader of the tribe. Seamus is
       always willing to help those in need, even volunteering in
       homeless shelters and orphanages when he was only ten in human
       years. He has learned a lot about peaceful protesters like
       Ghandi and Martin Luther King Jr. and wanted to follow their
       examples. When he was only in his early twenties, his mother
       died of breast cancer. On her death bed, she gave Seamus her
       reed pipes and said that she loves him before passing away.
       Although it devastated him, he still put his tribe and other
       innocent people before himself, even when he became the new head
       of the tribe a few years later.
       Video:
       0:57 to 1:10 (
  HTML https://www.youtube.com/watch?v=3-axcLuQUe4)
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