DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: New Orleans/London Vampire/Werecreatures/Werepyre P...
*****************************************************
#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)
*****************************************************