URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       The United Roleplayer's Guild
  HTML https://unitedroleplayers.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Multi-Community Profiles
       *****************************************************
       #Post#: 8163--------------------------------------------------
       Multi-Dimensional Deity: Saskia Hatarni-Al Zalam
       By: Coolcat207 Date: March 11, 2021, 10:31 pm
       ---------------------------------------------------------
       "Before there was time, before there was anything, there was
       nothing. And before there was nothing, there were monsters."
       "After all, a mother defends her children."
       "Took you long enough. You kept me waiting."
       ~Saskia to the dragons when they brought her to the mortal realm
       via possessing a virgin girl's body.
       "Of course I know Malice. I'm his wife."
       "Mother/Father of Monsters, my ass. If you were truly a parent,
       you wouldn't let these damn so called heroes or half breed
       mongrels butcher your children like it was a common sport! Once
       I'm done with them, they'll be reminded on who's really on top
       of the food chain."
       "I came from the void just like my husband. Just not in the same
       area. I was part of the most vile beings who wriggle and writhe
       in the pit. It was eat or be eaten. And I was on top. One night,
       I made my escape and wandered through the void where I ended up
       in Malice's kingdom. He actually caught my eye. One thing led to
       another and we got together."
       "FALL."
       ~Saskia to a group trying to attack her that ended up collapsing
       on their knees in front of her.
       "Pitiful. So many have been overrun by mortals and the gods'
       little half breeds... killing everything they deem as a threat
       to them or just killing or sport and glory. That... is something
       I must correct."
       "My husband isn't the only one who has followers. While he has
       worshippers like this Hyperion group and his little minions
       running around, mine is a bit different from your average
       mythical beasts and monsters. Although, I do have those kind of
       followers as well."
       "I know that your kind are arrogant but you hunters are one of
       the worst kinds of it. You think what you usually face that goes
       bump in the night are bad? You wouldn't last an hour in my
       domain. While your ancestors were huddled around the fire, there
       were creatures of the night that were even older and more
       powerful than angels. Some of those creatures are my children.
       And just like so many creatures of nature, they evolve. They
       adapt. They learn. So whatever plan you have up your sleeve, it
       better be a damn good one. It has been a while since I've been
       to the living world and I am quite famished."
       ~Saskia to a group of supernatural hunters when they encountered
       Saskia and tried to stop her.
       "Children of the night! For too long has so called heroes and
       hunters had struck you with strife and fear. They lie, steal,
       cheat and harm one another in the most vile ways possible to
       even each other yet they have the nerve to deem you as the
       source of their suffering. And the so called gods of your world
       are just as bad as them, if not worse. They have gotten away
       with so many heinous crimes than any of us can recall just
       because no one can stop them. But not all hope is lost. Join me
       and I can assure you that not only you will no longer have to
       hide from your tormentors, but also they will hide and quiver in
       fear in your presence! If you seek a safe haven or salvation for
       yourselves or your loved ones, look no further. I will grant
       it."
       ~Saskia speaking through her lead worshipper to a group of her
       followers.
       "Although I only care to protect those in my domain, hybrids
       such as you also suffer from discrimination and fear. They
       expect you to aid them because you are half human but they fear
       and despise you because of what you are and what you can do. Why
       would you endanger your life and waste your potential for fools
       who ostracized and treat you like a weapon? They're only in your
       way and they will one day be the cause of your demise. I've seen
       it too many times over. Join me. In the kingdom where my husband
       and I rule, you will never be alone."
       ~Saskia trying to get a hybrid on her side.
       "Your father made you and then abandoned you, so you pray. You
       see signs where there's nothing. But truth is, your Apocalypse
       came and went, and you didn't even notice. A mother would never
       abandon her children like he did. You'll see."
       ~Saskia to a demigod when they were sent on a quest to stop an
       alpha monster.
       "I have many ways of turning people into monsters. Although I
       can do things the old fashioned way by biting people, there are
       other ways of converting people. For example: I was able to
       create monster cells which gives people monster abilities. I
       first tried it in one world when the Bubonic Plague occurred. It
       worked out far better than I thought."
       "And where do you think you're going, little one?"
       ~Saskia using her powers to stop someone from teleporting away.
       "Yes... While the mortal world doubts and questions, I know
       exactly what I am. I am the dark goddess of the void. I am the
       mother of all monsters. I am your eternal damnation!"
       "I may not be as old as Xeles and Toranoraos but I have been
       around for a pretty long time, even longer than angels and
       demons. And during my time in the void, I have learned and adapt
       in order to survive and not on sheer strength alone. There are
       times where I have to rely on my wits to survive hence learning
       how others behave. So to tell me, and I need you to be honest
       with this, as a low class being with a inflated ego such as
       yourself... what the f*ck made you think that you can command
       me?!"
       ~A p*ssed off Saskia to a warlock demon lord, who summoned
       Saskia in a medieval world and tried to order her around like a
       minion. It does not go so well to the point that it cannot be
       described to younger audiences.
       "Saskia. She is a goddess of the space between dimensions. A
       mother of monsters so terrifying that even multiverse travelers
       and members from some multidimensional organizations who
       specialized in hunting the paranormal turn pale by the mention
       of her name. Although they normally avoid her husband Malice,
       Saskia is just as bad. Due to the Dark Multiverse being filled
       with horrid creatures, there's always an alpha who stands above
       all. Saskia is not only the alpha of those creatures but she is
       also the mother of them. Some even say that she is the one who
       created creatures such as void dragons. Although she isn't as
       active as her husband, she is still just as dangerous. When
       she's around, no one is safe."
       ~An old powerful supernatural hunter reading an old story about
       Saskia.
       Name:
       Saskia Hatarni-Al Zalam
       Real Name:
       Unknown; Lost in Biblical Times
       Title:
       Dark Goddess of Monsters
       Age:
       Old as hell
       Gender:
       Female
       Species:
       Primordial Dark Deity revived in a Werepire Body
       Family:
       Husband: Malice Al Zalam
       Organization:
       Aligned with Malice from time to time
       Dark Deity Powers:
       Primordial Entity Physiology:
       ~The user either is or can transform into a primordial being, an
       entity that has existed since or even prior to the beginning of
       time itself.
       Monster Divinity:
       ~The user has the monster form of dark divinity and divine
       powers granting them an immense amount of raw power beyond the
       mundane, making the monster divinity users divine beings by
       nature, a status which can be obtained several ways. Users can
       gain this type of divinity by having a monster ancestry, being
       transformed into a monster either by another more powerful
       monster divinity, a deity, higher being, by faith, channels,
       acts as a vessel for, the power/soul of a deity, to mimic/steal
       powers from a divine monster, or be enhanced/evolved to the
       point of godhood. However, at times users of the divine monster
       are weaker or stronger than deities depending on the type of
       divine being they are in question.
       The level of this variant form of divinity is variable and
       unique by the user's nature, character of being, and species,
       thus weaker or stronger users of monster divinity are ultimately
       reliant on the user alone or the being that made them.
       Saskia is the Shadow Realm version of Eve, who happened to marry
       Malice and became the queen of the void. While Malice is known
       as the god of evil in the multiverse, Saskia is known as the
       goddess of monsters from the classic types (werewolves,
       vampires, zombies, etc.) to the eldest abominations that would
       give HP Lovecraft a stroke. However, Saskia is typically not a
       dark spirit like most believe, but instead is a primordial god
       of monsters. Her very existence goes against nature and it
       transcends the natural laws of reality along with allowing her
       to commit acts of great destruction. However, unlike those like
       Xeles and Toranoraos, Saskia is not a multi-dimensional being,
       and just like her husband, she cannot reappear in the realms
       without a physical body of some kind, which usually has to be
       created in a universe and then she is called to it. Although she
       doesn't care much about taking over the multiverse like her
       husband, she does take a liking in creating monsters along with
       seeing creatures such as mortals as prey.
       Dark Mother:
       ~As an archetype, the Dark Mother is a powerful female divinity,
       Goddesses that represents life, death, earth, the night,
       sexuality, and deep magical energies, and she comes in many
       forms. She has also been seen as demonic/divine demonic like
       Lilith, however this is not all of the dark mother figures. Dark
       Mothers have also been associated with nurturing, birthing,
       children, the sick, the elderly, the dead and the dying. Her
       image appears in all cultures: African, Hindu, Christian,
       Egyptian, Greek, Roman, and countless other cultural and
       religious sources.
       The Dark Mother has also been called the Dark Maiden or Matron
       depending on the physical looking age of the goddess.
       Unlike her supposed dark counterpart the Dark Father, they
       actually couldn't be further apart in their goals and agendas,
       having nothing to do with each other as the dark mother isn't
       always an evil figure like the name would suggest. In most cases
       it implies to her underworld status or for her somewhat harsher
       nature and even for her use of the dark arts.
       Alpha Monster Physiology:
       ~The user is an alpha monster; a superior member of all kinds of
       monsters who surpasses them all, in all variety of forms and
       breeds regardless of their nature. Having extremely more
       enhanced and unnatural abilities that could go beyond the known
       monsters in the respective existence, with appearances so
       greatly fearsome with physical qualities well beyond the norm
       that has caused great fear even to the monsters themselves.
       Monsters of this category have more superior status and
       dominance over all other monsters possibly including kaijus
       (giant monsters), having such supremely and more enhanced
       abilities where not the only thing that made them so fearful but
       also their ability to even spawn or convert other monsters
       unique or common into existence, lesser then the alpha but still
       under their command.
       These kinds of monsters have been so feared throughout the world
       that many considered them either legendary or even nonexistent
       because they were so greatly feared they were better off seen as
       pure myths because of their fearsome powers that have terrorized
       many people at the mere sight or even mention of them throughout
       their world.
       Similar to the apex predators these monsters are at the top of
       the food chain but at an unnatural level due to their monstrous
       qualities, having been known as predatory hunters of their very
       own class that goes outside the natural order of things, should
       they hunt it could be for something other then food but for
       sheer pleasure for terror, bloodlust or other that many would
       recognize as wrong by nature.
       Saskia is the alpha monster of monsters from the void, those who
       serve her or those she convert. As much as she wants to, she
       does not have control over the monsters in the living world,
       especially those with a strong will or an apex predator, though
       she can prove a challenge to them or make things difficult for
       them.
       Life Mastery:
       ~User can create any form of life (human, animal, plant,
       supernatural monsters, etc.) and control them to do their
       bidding, when the creatures are no longer useful, the user can
       annihilate them instantly. They can also revive extinct
       creatures (Dinosaurs, etc), give life to fictional ones
       (Dragons, Werewolves, etc.), and potentially create whole
       armies. Saskia can create any supernatural creature that comes
       to her mind.
       Monster Lordship:
       ~The user possesses absolute power over all existing monsters,
       including themselves, and can freely bring new ones into
       existence.
       The power encompasses all kind of monster from regular monsters,
       werebeasts, vampires, zombies, ghost monsters, other undead,
       gorgons, sea monsters, swamp monsters, chimera, harpy, hags,
       elemental monsters, giant monsters, even divine monsters and so
       many more like monsters in the attic, basement, closet and under
       the bed, and even possibly the bogeyman itself. The list of
       monsters is nearly endless. They can be controlled, summoned,
       redefined, banished, erased and recreated at will, user's power
       over them transcending any potential resistance or limitation.
       Monster Creation/Manipulation:
       ~User can create, manipulate, and destroy monsters. As the
       Mother of All Monsters and through a telepathic link with her
       children, Saskia can can create beasts and other extraordinary
       creatures with little to no effort. The creatures can be
       anything like a small companion to powerful beasts like Dragons,
       Sphinx or demonic beasts. All of Saskia's creations and their
       own progeny are psychically connected to her, and she can use
       this link to send them messages and forcibly compel them to do
       her bidding, even while in the Shadow Realm. The monsters that
       mainly fall into that category are mostly the ones void like the
       void dragons, the Dark, similar creatures from Malice's
       territory or primordial monsters that were created under her
       influence.
       Monster Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with monsters, possibly unlocking abilities
       related to the affinity and enhancing the existing powers. Some
       users may be able draw sustenance from the connection or even
       slow or stop aging.
       Beast Master:
       ~The characters beast master, an individual who can tame, train,
       groom, maintain, handle, breed, raise, understand, communicate
       with, and ride on any beast that they encounter. The beasts can
       be anything from animals to monsters to aliens.
       Monster Shadow Realm Deity Immortality:
       ~Saskia's true form is that of an monster deity that can exist
       as a spiritual entity (though his spiritual form, while
       powerful, cannot exist in the multiverse without a body which
       holds back her spiritual power). However, Saskia's true form
       being a spiritual entity means that she is not killable by
       normal standards, since she is actually a spiritual deity from
       the Shadow Realm. For the most part, the only real ability that
       can kill her is spirit destruction, and one has to destroy all
       of Saskia's souls she's absorbed before they can get to her.
       Saskia does take damage in spirit form if one is able to do
       damage to spirits (like spirit purification techniques that
       attack beyond the physical), but this usually requires special
       abilities to attack her spiritual self, since Saskia is not the
       same kind of spirit as a dead soul. For the most part, Saskia
       cannot be killed by typical abilities or even by gods unless
       they know how specifically to kill her as a spirit. If Saskia
       were to die, her spirit would either return to the space between
       dimensions where she would have to wait till someone summons her
       specifically again, or she would go to the Hell of Souls if her
       true form were to be "killed". If she went to the Hell of Souls,
       then Malice would just use some kind of dark arts to revive his
       wife or create a new version of Saskia, since Malice actually
       loves his wife. This means that unless Saskia is either
       destroyed with spirit destruction in her realm (where it would
       be difficult for even a deity to match her power in her own
       realm), or her soul being taken by Death or Toranoraos and
       sealed away in the Hall of Souls. The best way would be to use
       spirit destruction on her, which can kill her, though her spirit
       cannot be destroyed in the living realm. However, as long as one
       kills her physical body, they don't need to erase her soul to
       keep her from coming back, as killing Saskia's physical body
       prevents her from reentering the universe unless she is given
       physical form. So to get rid of Saskia in a universe, they only
       need to kill her physical body and make sure no one gives her a
       new body to inhabit.
       Dark God Time/Space Disconnection:
       ~Saskia is not affected by time or space manipulation abilities,
       specifically time stops or time travel powers in any way. Being
       disconnected from time and space due to being a deity of the
       space between dimensions were time and space are not usually a
       factor, Saskia is not affected by changes in time, or changes in
       space. This means that things like time stops, time reversals,
       or even time acceleration powers have no real effect on Saskia,
       and things like spatial distortion, spatial movement, or spatial
       separation have no effect on Saskia due to her being
       disconnected from space and time. This is fairly standard for
       primordial deities, or many other stronger deity-level beings
       who existed before space and time were material, and they
       usually are not bound by space and time like normal beings. If a
       timeline shift does happen, the information of the time shift
       and what is different is immediately known to Saskia,
       specifically in the form of who or what is changing time and
       it's effects on her specifically. If someone changes time, she
       will exist in both timelines (the old timeline and new one
       created from the time travel). When it comes to spatial movement
       or distortion, Saskia is able to adjust to any distortion,
       movement or separation spatial energies can affect her with.
       This combination also makes Saskia immune to almost any form of
       space-time distortion powers, in which she cannot be hurt or
       affected by things like dimension cutter attacks. For the most
       part, Saskia is not able to be hurt by time or space, though
       that doesn't mean that she's completely invulnerable, since she
       can still be damaged like a normal being when in some kind of
       solidified form (usually best to hurt her in her humanoid/mortal
       form).
       Corruptive Presence:
       ~Just like her husband has his evil whispering presence, Saskia
       has her own presence that reflects her power. Saskia has a
       corruptive presence that appeal to people's desire for power. If
       they give in for whatever reason, Saskia use her corruptive
       power to turn them into monsters. Her presence is often
       described as a dark fog seeping it's way to grab it's hold on
       anyone it comes across, and even those with immunity to
       corruption can still be influenced by this (though those with
       training to control their minds or have some anti corruption
       power will be able to somewhat control and resist this
       presence). This power isn't exactly like her husband's evil
       power whereas Malice tries to sway people to do evil deeds, but
       an ability that can bring out people's desire for power, whether
       it's the power to conquer as many as possible, the power to
       protect someone they love or they just doesn't want to be weak.
       Dark Monster Goddess Shapeshift:
       ~Just like many gods, Saskia can take other forms. She is able
       to take almost any form that she chooses, with his most
       preferred form currently being the alpha vampire body she is in.
       She is able to take any form though, from animals to even taking
       the form of other races. She is able to take the form of just
       about any living race, which is usually used for interacting
       with any race that she is trying to interact with. For example,
       she can take a human form when interacting with humans, but can
       take the form of animals to hide among animals. If she were to
       appear on a planet with a different race, she'd be able to
       appear to them as their own race. This even hides most of her
       presence, making it so she doesn't affect others with her
       presence. She very rarely will appear as dangerous monsters,
       usually only to turn into creatures with claws or sharp teeth.
       However, it is worth noting that while in these forms, she is
       usually in the mortal realm, and she doesn't have the same power
       in the mortal realm that she has in the space between
       dimensions. Her power is usually limited just like her husband,
       in which she cannot utilize her full ability when in the mortal
       realm. She also has to use supernatural power to change her
       form, so she cannot keep changing her form endlessly, since her
       power is highly restricted in the living world. Unlike Xeles,
       she cannot really change her physiology, and just uses this to
       take on some physical traits of other races, and disguise her
       presence to a degree. As the mother of monsters, Saskia is more
       fluent with this ability than her husband due to her not needing
       to use darkness to shape shift.
       Dark God Time/Space Shadow Travel:
       ~Just like most supernaturals, Saskia can travel almost anywhere
       in the multiverse. Not only can she enter the Hell of Souls that
       connect to every universe just as Toranoaroas's Hall of Souls
       does, but Saskia has the ability to teleport using darkness.
       Unlike normal beings that can only use normal shadows though,
       Saskia can shadow travel in pure darkness using the Deep Shadow
       Realm to get around like most dark spirits can. Unlike most
       people who cannot travel between universes, Saskia is able to
       travel between universes using the Deep Shadow Realm as a guide,
       though she cannot enter other universes unless she has a
       physical form. While Saskia can't travel through time, her
       ability to shadow travel allows her to go through universes and
       go anywhere in the universe if she knows where she wants to go
       (there only needs to be a shadow or some form of pure darkness
       somewhere where she wants to go). She can also go to the Deep
       Shadow Realm at will, as well as being able to teleport to the
       space between dimensions from the living realms when she wants
       to in order to bring allies from that space with her. This
       travel mostly is just for getting around, and the only real
       thing to note compared to other supernatural teleportations is
       that Saskia can travel between dimensions. It is worth noting
       that Saskia can travel to other universes, but cannot enter
       universes unless she is either in some physical form, or is
       given physical form in that universe. Saskia has plenty of
       followers in multiple universes, and can travel the space
       between universes with no problem using the Shadow Realm, so she
       has plenty of places in the darkness she is able to go. The only
       place she really can't go is into Toranoraos's realm or Death's
       realm where they will be able to overpower her and cast her out.
       Psychic Penetration/Torture:
       ~The user can torture the target mentally, spiritually and
       psychologically. Saskia learned this from her husband, Malice.
       She is able to do this to both mortals and immortals along with
       penetrating the minds of such. She can also make then go insane,
       berserk or simply her puppet if she wants to depending on the
       person she invades. She can even break the will of others to the
       point of either keeping someone in line or making an enemy join
       her side.
       Fear Inducement:
       ~The user can evoke and increase fear and horror in others
       causing the target’s brain to release fear-inducing chemicals.
       The target’s perception may be altered, causing them to see
       their environment as ominous and the user as dark and
       foreboding, or even as a monster.
       Intimidation Mastery:
       ~The user, either innately or through training, is a master of
       intimidation and can use it to instill fear in their opponents
       and command respect from others. They can intuitively intimidate
       by any means and in the most effective ways possible, use
       anything at hand to do so and, have no mental/emotional issues
       or moral dilemmas either before, during or after the deed. The
       user has an intuitive mastery of the associated body language
       and choice of words subtly sending all the signals to others,
       completely breaking their wills and causing them to fully yield
       to the user.
       Unlike Fear Inducement, intimidation is mostly about the action
       of intimidating someone rather induce fear via supernatural
       means.
       Submission:
       ~The user can cause any opponent to yield to them or admit
       defeat via various means, including fear, immense energy, mind
       control, will control, etc. Occasionally, the user can even gain
       subordinates because their enemies submitted to them.
       Monster Arts:
       ~The user can utilize the Monster Arts, a specialized system of
       techniques based around monstrous power. This set of skills is
       focused on channeling the essence and/or possibly calling on
       dangerous and mystifying creatures to perform various feats.
       Practitioners may or may not be monsters. Whatever the
       circumstance, utilization of these arts enables one to exhibit
       unique capabilities such as supernaturally enhancing one’s
       body/abilities.
       Beast Transmutation:
       ~The user is able to transform other people into monsters,
       cryptic beings and/or mythical beings/beasts, effects can be
       permanent or temporary depending on what level of power the user
       is. The user can reverse the effect if they so choose to.
       Sire Bond:
       ~The user can form a powerful bond with those they sired such as
       their progenies via conversion, able to sense their presence and
       compel them to follow orders.
       Teleportation Negation:
       ~The user can prevent themselves or others from being teleported
       and/or teleporting and negate any form of teleportation from
       Elemental to Spatial teleportations.
       Angelic/Demonic/Godly Power Negation:
       ~Saskia's own version of Unbalanced Chaos. Saskia has the
       ability to capable of completely nullifying the powers of
       angels, demons and gods. Saskia once nullify the power of a
       seraphim. Saskia can also negate powers that are angelic, godly
       and/or demonic in nature, forcing such users to use other
       methods such as neutral, light or dark powers if they have any.
       This power alone is one of the reasons why Saskia is feared
       throughout the multiverse.
       Progeny Summoning:
       ~Users can summon forth their progeny to their command and due
       to being specifically sired to their summoners, the progeny may
       be undoubtedly loyal to them because they are their parents.
       They may be compelled to act for whatever reason they were
       summoned. As the Mother of Monsters, Saskia can call forth her
       children to her.
       Absolute Violence:
       ~Users of this level of brutality tend to have a monstrously
       infinite yet flawless array of violent methods, and the said
       methods also tend to be unfathomably fearsome and infinitely
       shocking, with no boundaries to their barbarity. That being
       said, users of Absolute Violence aren't necessarily pure evil
       (though they can be so), and most tend to be considered as
       anti-heroes.
       Enemies will fear and abhor users of Absolute Violence from the
       bottom of their hearts. Even the most malevolent of beings will
       forever dread the users due to their boundless brutality and
       infinite ferocity that can surpass all the powers and horrors of
       hell.
       Bloodlust Aura:
       ~Users can project an aura of pure intent and bloodlust that
       include aggression, brutality, hostility, and rage. The effect
       may be caused by purely physical or mental means, or a
       combination of both. This can make allies blood-thirsty and
       better killers.
       Visible Killing Intent
       As there are different forms of it, bloodlust can usually fall
       into two discernible forms –
       Perceivable Bloodlust: A form of bloodlust that shown when a
       person’s desire to kill someone becomes perceivable in the form
       of emotions. Even an average person who isn't naturally violent
       can show off this form whenever they feel a great amount of
       anger.
       Visible Bloodlust: A form of bloodlust that’s associated with
       deadly individuals that have no hesitation in harming or
       killing. People who led a violent life or one that's filled with
       constant dangerous situations and events pride themselves on
       this form as they're capable of manipulating it to the point of
       manifesting their bloodlust into a tangible-like form.
       Supernatural Tendrils:
       ~The user possesses tendrils/tentacles with supernatural powers
       and properties. Usually, the most common power is being able to
       alter their shape like a shapeshifter or extend said power to
       the user themselves. Saskia is able to generate up to 8 of
       organic tendrils in amount (think of the Kagune from Tokyo
       Ghoul). Besides the amount of tendril, these tendril can preform
       various feats such as shaping into into limbs and weapons,
       create traps and cages. She can also her tendrils form at will
       most notably into creatures such as centipedes, create armor and
       blades, limbs, wings and even extending her transformation
       abilities to the rest of her body to alter into into a more
       monstrous state. She one time used her powers to turn into a
       void dragon along with sending off a airborne chemical that will
       turn humans into monsters and hybrids.
       Monster Cells:
       ~Monster Cells are pulsating organic lump of flesh and is
       roughly the size of a normal human hand. When a human ingests
       one, they undergo a physical and mental transformation that
       allows them to exceed their human limitations and turn into
       monsters. Those who consume a monster cell are also given a
       longer life span. These cells are created by Saskia as one of
       the various ways of converting mortals into monsters and have
       them join and serve her. Monster cells build upon the talents of
       the subject, but it comes at the cost of losing the potential to
       grow stronger. The monster cells also depend on the potential of
       the human itself to create monsters. The stronger the human, the
       stronger the monster transformation will be. It appears that
       humans with strong natural power transform into more hideous
       creatures than weak people who still maintain a lot of their
       human appearance. As for supernaturals such as vampires and
       werewolves, they can also eat them and evolve into a more
       evolved version of themselves though like humans, it depends on
       the potential of the supernatural creatures themselves in order
       for them to evolve, which usually resulting to some turning into
       eldritch horrors or something similar. When the user eats these
       cells, they experience bloodlust, sadism, ecstasy, insanity and
       a loss of humanity, morality, and even rational thought, in
       which they will bend only on mayhem and destruction.
       Furthermore, the transformation effect is also very similar to
       when a human takes steroids, with some hosts showing intense
       pain upon ingestion. In exchange for this, they gain great
       strength that allows them to surpass their previous abilities.
       If the consumer has a weak will, they will lose their ego and
       intelligence and become little more than monstrous animals. Some
       stronger willed individuals are able to alternate between their
       human and monster forms. The monster cell must be eaten raw and
       willingly or else the cell will have no effect. When a human
       tried cooking it, not only rendering its morphing abilities
       ineffective but also made the user have a horrible stomach flu.
       Though thanks to some alternate realms, Saskia found out other
       ways of people using the monster cells such as turning them into
       liquids which as either drinkable or injected into.
       Compulsion:
       ~Using her mental link to her children, Saskia could control the
       various monster lines and instill bloodlust in them, even over
       great distances including through dimensions as well, as seen
       when she compelled her many children even the more benevolent
       ones to attack and turn as many humans as they could. She can
       even use this as a variation of her husband's unbalanced chaos,
       to make monsters with self control to even mortals and hybrids
       with stronger will attack their own allies or go through inner
       turmoil which may throw their abilities out of whack with some
       effort.
       Werepire Abilities:
       Werepyre Vampire Dark Nature:
       ~Werewolves and vampires are creatures of the night by nature,
       and have dark natures by default. Werepyres share a mix of the
       werewolf's enhanced strength during the night when the moon is
       out, and the vampire's own ability to be at their strongest
       during the night. Due to this, this mixes a werewolf and
       vampire's natures to create a unique dark nature that mixes the
       two. Not only does a werepyre gain a werewolf's connection to
       the moon, but they also gain the vampire's connection to the
       dark. This often grants werepyre highly enhanced affinities for
       the dark arts, as well as for dark magic. Because of this,
       werepyres are able to learn both combat ability and magic
       (usually in the form of dark magic) due to their combined
       nature. And depending on the werewolf and vampire, they may also
       gain special abilities from their dark natures, such as a
       Lasombra born werepyre will be able to manipulate darkness and
       have an affinity for any abilities that let them manipulate
       darkness. Because of this nature, most werepyres have affinity
       for dark powers, and not as much affinity for neutral or holy
       abilities (usually they have no affinity for holy abilities). As
       such, this affinity does make them weaker to holy abilities, and
       those with holy abilities will be more easily able to kill a
       werepyre.
       Werepyre Shapeshifting/Trait Suppression:
       ~Just like other races, werepyres have the ability to shapeshift
       their bodies. Usually, they do this to take human form
       temporarily so they can hide among humans, but most use this to
       suppress certain bothersome traits. Typically, most werepyres
       will restrain their wings and their tail, and to a smaller
       extent, shorten their claws a little. In doing so, this grants a
       werepyre much more mobility, and allows them to save their
       suppressed traits for when they need them, such as only
       summoning their wings when they need to use them to fly.
       However, some werepyres learn to take advantage of this, even
       using a vampire's transformation abilities to change into other
       creatures. Some werepyres might take the form of a bat, or even
       take a rat form to avoid suspicion and get into human cities
       more easily. There are a number of things that can be done with
       this, and with both the werewolf and vampire power, werepyres
       have a lot of variety in what they can do compared to each race
       separately. This shapeshifting is usually limited though, and
       does require a werepyre's energy to use. As such, even going
       into a human form is usually only temporary unless the werepyre
       opts for a permanent human form through some means, which some
       will just to not stand out. Most werepyres can learn special
       transformation abilities, like changing into certain beasts, but
       this usually depends on the werepyre's heritage and what they
       are capable of learning to do with this power.
       Werepyre Nightly and Moonlight Empowerment:
       ~Unlike vampires who gain enhancement during the night, and
       werewolves who gain enhancements depending on the moonlight,
       werepyres gain both enhancements. While werewolves would be
       stronger during the more bright phases of the moon, and vampires
       would be more powerful on the darker phases of the moon,
       werepyres are at the same strength every night, and are usually
       far more enhanced than werewolves or vampires due to having both
       enhancements. Werepyres gain passive enhancements and
       supernatural enhancements from how much moonlight is present,
       with the full moon representing a full power-up to their
       abilities. However, unlike werewolves, werepyres are also just
       as strong during the lesser phases of the moon, including being
       as powerful during a new moon with no moonlight due to the
       vampire's night time empowerment. Because of how these two
       powers work in combination, a werepyre is at their strongest
       enhancement every night, and operate every night even stronger
       than vampires or werewolves would be at their strongest due to
       the werepyres gaining power from both moonlight and lack
       thereof. This makes werepyres far more dangerous than normal
       werewolves or vampires, due to them always having an edge no
       matter how strong werewolf or vampire opponents would normally
       get. Just like both powerups, this is a passive enhancement, but
       also increases their werewolf and vampire abilities considerably
       when these empowerments are used. The only thing that takes away
       these empowerments is being out during the day, or opponents
       that use sunlight to prevent this power from being used at all.
       Though typically, killing a werepyre is usually best done during
       daylight. While many werepyres have resistance to the usual
       vampire's weakness to light, werepyres still lose this powerup
       during the day.
       Red Moon Enhanced Moonlight Power:
       ~When in the red or blue moon, the nature connection and lunar
       empowerment abilities give the werepyre special enhanced modes
       just like werewolves, where they are able to draw the unique
       moonlight into their power. When in the red moon, the werepyre
       gains a corrupted mode where their abilities all become more
       powerful and they gain a massive powerup from the red moon. Most
       werepyres 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 werepyres become much more ferocious and they
       seek to kill their enemies as brutally as they can. While most
       werepyres learn to control this with time and training,
       werepyres still have to be careful on these nights, and many
       werepyres who do lose control often hide from the moon light
       when this night comes around due to the dangers of who they
       might hurt, as most werepyres often try to avoid killing
       unnecessarily so they can avoid supernatural hunters. This also
       makes all of their abilities corrupted power equivalents during
       these nights, where all of their supernatural abilities and
       werepyre 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 werepyres
       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 werepyres, as the unnatural
       red moon light can eventually overwhelm the rational mind and
       eventually destroy a werepyre's ability to think rationally just
       as easily as it can a werewolves. 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 werepyre 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.
       Werepyre Werewolf Spiritual Tuning:
       ~Similar to werewolves who connect with nature and vampires who
       use spirits, werepyres 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 werepyres 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 skills of the werepyre, some werepyres have
       specific ways to use this, and some can even develop their own
       ways to use this to their advantage depending on their
       affinities. Unlike werewolves who usually seek balance with
       nature, werepyres seek to bend nature to their will using their
       dark power, possible as a result of their vampire desire to
       control. Werepyres are also able to percieve the world's flow of
       life and death as a result of this power. For the most part,
       this just lets werepyres have a closer connection with the world
       around them, not really being too useful until one learns to use
       certain spirit based magic or spirit arts. For werepyres with
       this ability, they focus more on usually finding ways to absorb
       nature's power, rather than try to preserve nature like most
       werecreatures which could lead to some werepyres who learn dark
       arts, or even use dark spirits to their advantage as a result.
       Werepyre Connection to the Dark:
       ~Just as werewolves have a connection to nature, vampires have a
       connection to the dark that werepyres are able to take advantage
       of thanks to the vampire side. In this connection, a werepyre
       gains a powerful connection to the dark. It isn't just clans
       like the Lasombra that gain this connection, but the Lasombra
       are the ones that take the best advantage of this connection.
       For werepyres, they are able to use this connection to sense the
       world through the darkness, and even gain a special connection
       to the shadow realm if they have a strong enough sense of
       darkness. This sense allows them to not only sense the world
       around them, but sense how they can make the darkness stronger,
       and help a werepyre draw on it in order to gain new dark
       abilities. Because werepyres often learn to twist vampire and
       werewolf powers into something that benefits them, werepyres
       were able to do this with the connection to the dark as well,
       and learned to use this for a few different purposes. The first
       is that they are able to sense everything around them through
       the shadows, having a connection to see how much power darkness
       has over the world, similar to how werewolves see spirits and
       their influence on the world. By strengthening the darkness,
       werepyres twist and strengthen their own dark natures, enough
       that they are able to use this to make their own dark abilities
       stronger just as they use their nature connection to twist the
       dark to their advantage, with some stronger werepyres even being
       able to control dark spirits.
       Werepyre Nature Connection:
       ~Just as vampires have their connection to the darkness, the
       werewolves would have their connection to nature. However,
       unlike werewolves, werepyres use this nature connection to bend
       it to their will. They are connected to the world in the same
       way that the werewolves are, and are able to sense the flow of
       nature around them. This has a few different uses, with
       werepyres being able to do things like sensing people who
       disrupt nature even if it's something as simple as stepping on
       the grass nearby, or they are able to sense all the plants and
       animals around them and interact with them. As mentioned,
       werepyres tend to favor this connection not for trying to
       maintain nature like werewolves would, but werepyres are more
       interested in twisting nature to their own devices. This is the
       basis of a werepyre's abilities alongside their darkness
       connection, and allows them to use this to effectively connect
       with nature. When the connection is strong enough, werepyres are
       even able to sense spirits and their influence on nature, with
       werepyres often seeking to enslave spirits to do their bidding.
       This helps werepyres greatly, and allows them to use certain
       special abilities that are unique to werepyres. Some werepyres
       even develop special abilities using vampire and werewolf
       combinations of this power depending on what the affinities for
       the werepyre would be. Of course, since werepyres twist nature
       to their will rather than focus on mantaining it, they tend to
       make themselves enemies of most werewolf tribes pretty easily,
       and hunters tend to have more trouble with werepyres that can
       use this.
       Werepyre Dark Hypnosis:
       ~Many are familiar with some vampire's who have the ability to
       hypnotize their human victims. For werepyres, they are also able
       to do this, in which they can use different kinds of arts to put
       people under a hypnosis. The most common is using their werewolf
       connections to nature to connect to animals, in which they can
       hypnotize animals to fight for them. However, some also use this
       on humans to get them to do what they want, specifically if they
       want to manipulate a human into doing something for them. This
       art is usually done through eye contact, in which werepyres,
       similar to vampires, will usually use some sort of visual
       hypnosis to put their victims under this power. This power is a
       fairly basic vampire power, but can be far more dangerous when
       used by werepyres, in which they can use this for different
       abilities as well. Werepyres typically don't focus on this
       unless they have to, as this power is usually just used to lure
       their prey to them, and werepyres usually just overpower most of
       their prey. Those with strong wills are able to resist this
       power, and those with immunity to hypnosis abilities would, of
       course, be immune to this. This power usually only works with
       simple commands, depending on the hypnosis art (as some vampires
       have special ways to use this), and typically, stronger commands
       will result in tougher resistance. Usually, the best way to use
       this is to make simple commands that are easy to follow, as some
       more complicated ones will meet heavy resistance. For example,
       even a werepyre (who are stronger than vampires) cannot make
       someone kill themselves with this usually, due to the command
       being a command that will be heavily resisted against in the
       subconscious, while a command like making someone give the
       werepyre an object in their possession is usually easier to
       obey. Typically, the more risk to the victim, the stronger their
       minds will be able to fight against the hypnosis. It is also
       worth noting that this typically only lasts a certain amount of
       time depending on the hypnosis, as some special arts will use
       this longer than others.
       Werepyre Group Connection/Empowerment:
       ~Just like werewolves, werepyres are able to gain empowerment if
       they are able to be part of a tribe or pack, which is partly why
       werewolves often travel in packs as they gain power through
       their connection to each other. For werepyres, they are often
       solitary, but they have learned to modify this ability thanks to
       their vampire dark natures that let them twist their natures to
       their advantage. In the case of werewpyres, they are able to
       gain power when they are parts of a group or if they are working
       alongside other werepyres. This allows a werepyre to gain both
       physical and supernatural amplification when they are part of a
       group, whether they're a true member or not. Many werepyres will
       often try to fit into other groups to take advantage of this,
       partly to find people to fight alongside, or find groups to take
       advantage of. This usually depends on teh group, but some groups
       might grant special effects, like if a werepyre groups with a
       Lasombra clan, they might gain enhanced darkness abilities, or
       working alongside certain werewolf tribes might grant them the
       benefits of the tribe (such as some might have a stronger
       connection to spirits and the tribe empowerment might allow the
       werepyre to use that connection). Some werepyres will even try
       to blend into human supernatural groups to try and gain certain
       benefits. Typically, the enhancements one gains depend on the
       group, and only get stronger if the werepyre is able to forge
       bonds with the group. The stronger the bonds, the stronger their
       empowerment gets. This means that while they can use this to
       join a group and gain a small enhancement, it is usually better
       for the werepyre to find a group that they can work their way
       into and forge bonds in the group, so that they can gain greater
       connection empowerment. This works on any group, though the
       effects are different for each group, and while they do have
       strengthening, they may weaken other aspects, such as being part
       of a vampire clan might make the werepyre more vulnerable to
       vampire weaknesses of the clan.
       Werepyre Earth and Plant/Animal Manipulation:
       ~Just as werepyres are able to sense the flow of nature, so too
       are werepyres able to manipulate that connection with their dark
       natures. This ability uses the werepyre's dark natures to twist
       nature around them, usually to their advantage. The main use of
       this is that werepyres are able to make the earth attack
       opponents, such as having a spike of rocks come up out of the
       ground to spear an opponent, or manipulating nature to create a
       mud or quicksand pit in order to trap opponents. On top of
       manipulating the earth around them to a degree, werepyres are
       also able to use their connection and dark natures to make
       plants and animals attack opponents, using this power to use any
       means the nature around them has to attack opponents. This could
       be having plants trying to trap opponents, or having animals try
       to kill opponents that wouldn't normally be violent. This
       usually depends on the werepyre and what they want to do, as
       some werepyres have better abilities to control nature than
       others. Typically, werepyres aren't able to manipulate the earth
       as well as earth manipulators do, and usually cannot manipulate
       plants as easily as some plant manipulators, but werepyres are
       still very dangerous when one fights them in their own element.
       This is usually best countered by luring the werepyre out of
       forests and nature areas, as fighting them in places like cities
       or other areas without much nature for them to manipulate will
       usually keep them from being able to use this power too much.
       Werepyre Spirit/Dark Spirit Enslavement:
       ~Unlike werewolves who often work alongside spirits or vampires
       who work alongside darker spirits, werepyres focused more on
       bending spirits to their will rather than trying to live
       alongside the spirits. Because of the natures of werepyres,
       usually spirits and dark spirits both avoid dealing with
       werepyres, so werepyres had to come up with a way to use the
       spirits to their advantage or else they would lose their
       advantage over some vampires and werewolves. This power is
       designed to allow werepyres to enslave spirits and dark spirits
       alike, usually depending on the spirits that the werepyre wants
       to use, and depending on how powerful they are. Once enslaved,
       the spirits are manipulated by the werepyre, and are forced to
       serve the werepyre as long as the werepyre is able to maintain
       their hold on the spirits they enslave. Typically, spirits and
       dark spirits can be used to do different things, but many
       werepyres use them to give themselves advantages, such as using
       spirit arts to fight opponents, or calling on spirits in fights
       to fight opponents. Spirits can be useful for many things
       besides battle though, as werepyres can also tie spirits to
       objects or other things, or even seal away spirits that bother
       them. Typically, this enslavement only works on spirits or dark
       spirits that are at the same level or weaker than the werepyre
       in power, as some stronger spirits are typically able to resist
       this or may even be immune to this power if they are powerful
       enough. The spirits enslaved are also more vulnerable to spirit
       killing weapons, or certain spirit purification abilities.
       Werepyre Nature's Sleep:
       ~This is an extension of a werepyre's connection to nature and a
       vampire's ability to gain power from sleeping in darker places.
       When a werepyre sleeps out in nature, they are able to recover
       from exhaustion and injuries far more easily, and are able to go
       into sleeps that can save their lives if they are near death.
       This is somewhat similar to a regenerative sleep that a dragon
       can go into, except the werepyre uses their vampire sleep
       recovery and their werewolf connection to nature in order to
       initiate this power. This allows werepyres to sleep anywhere in
       nature, whether it's in a tree, a werewolf tribe land, or even
       in a cave. When the werepyre sleeps, their injuries are able to
       heal through enhanced regeneration, and their exhaustion can be
       removed fairly quickly. Most werepyres only have to sleep about
       4 hours a day due to their advanced regeneration and recovery,
       but this is more for the times when a werepyre is hurt from
       battle or near death, and the werepyre can sleep until they've
       fully recovered. Most werepyres will find caves to hide out in,
       or secluded homes in the forest where they won't be bothered.
       Typically, the werepyre must go into sleep in order to do this,
       and while they don't sleep as deeply as dragons would, werepyres
       do sleep deeply enough that they can be vulnerable during this
       sleep. Most werepyres can be woken up from this fairly easily,
       so they usually don't have to risk dying in their sleep if
       someone comes across them, but this does slow down their
       recovery a bit if they aren't able to sleep for long periods of
       time to recover.
       Werepyre Bite: Cursed Bite:
       ~This is the ability that allows a werepyre to bite someone with
       their vampire-like fangs. When they bite someone, they can
       choose whether not to leave this cursed bite mark behind.
       Usually, werepyres will bite with their fangs when they want to
       drink blood, but they can also bite to put a curse on someone.
       If they are able to be changed into a supernatural, this curse
       will change someone into a werepyre as a result. This combines
       the vampire's ability to turn someone into their servant with
       the werewolf's mark that marks someone as belonging to the
       werewolf. By combining these, the werepyre is able to create
       servants out of this method, and bond to them at the same time.
       As a result, the person turned will be bonded as the servant,
       and the werepyre will become the master. Unlike vampire servants
       who can go crazy without the bond between the master and
       servant, werepyre bonds can only be broken if the werepyre that
       cast it is killed. And like vampires, the werepyre master will
       always be connected and know what the werepyre servant is
       thinking or doing at any given time due to their connection they
       have The person can be cured of this cursed bite, however, this
       can only be cured if a special formula is administered before
       the new werepyre eats flesh or drinks blood, as once they do,
       their curse will often corrupt them at this point and it will
       make the change permanent. If the werepyre that casts this is
       killed, the person affected will be free from being a servant,
       but they may be permanently changed if the person has devoured
       flesh or drank blood while being a werepyre. While some people
       immune to mind manipulation can avoid the personality change to
       a degree, they can be affected by the next part of the werepyre
       cursed bite ability.
       Werepyre Cursed Bite: Control Servant Curse:
       ~Just like vampires who make servants out of those they convert
       to their kind, werepyres are able to control their servants
       curse. Werepyres are able to use this curse as a connection to
       their servants, in which the werepyre can act depending on what
       they want to do. For example, when their servants need
       punishment, werepyres are able to torture their servants through
       this curse if they desire to, as the curse can be used to cause
       pain to the servants. And depending on what the werepyre wants
       to do, the werepyre is also able to do positive things for their
       servants as well, such as giving them new power through the
       connection, or the werepyre can use the curse to give the
       servant healing through transferring life force. Many werepyres
       can use this to control their servants, and the variations of
       what can be done usually depend on what the werepyre wants to
       do. Usually, this control is used to control the servant, and
       force them to do what the werepyre wants, though some werepyres
       also use it to build special bonds with servants if they are
       people precious to them. While this lets a werepyre exercise
       control over a servant, this cannot be used to kill a servant,
       no matter how much pain they are put in, as the pain is only
       administered through the curse and doesn't actually hurt someone
       physically. It is also worth noting that this doesn't actually
       mind control servants, but rather is used more for reinforcement
       of their servants. And as one might guess, this only works on
       those that the werepyre makes their servants, as this power is
       only used through those converted by the werepyre. Since
       werepyres also tend to be very secretive and hunted down for the
       danger they present to vampire, werewolf and human-kind, they
       typically prefer servants willing to do their bidding, rather
       than trying to force people into submission like most think.
       This curse can also be removed entirely if the werepyre desires,
       as the werepyre can take back the curse and remove the power the
       servant has if the servant proves to be too troublesome.
       Werepyre Acid Bite:
       ~Werepyres have a mix of vampire and werewolf physiology, but
       also have a unique aspect to their physiology. Their saliva/spit
       is acidic, which helps them digest what they eat. When a
       werepyre eats someone or something, they typically don't leave
       anything behind, and this power helps them quickly digest both
       blood and flesh. Many werepyres will even eat the bones of their
       victims, with this acid even helping digest bones when devoured.
       This is designed to help werepyres so they don't have to eat for
       so long, as werepyres typically eat more than vampires and
       werewolves due to needing both blood and flesh to survive. Most
       werepyres can even use this in battles, in which they can use
       their saliva when biting someone to do their acid bite. While
       werepyre teeth are still as strong as a werewolf's teeth and
       their fangs are as sharp as a vampire's, the werepyre can still
       devour someone pretty easily even without this bite. This bite
       is more a tool to help with digestion, rather than being used in
       battle, and the acidic effect of the saliva isn't quite as
       powerful as some more powerful acids. Typically, this is only
       done through bites, and while this can be dangerous to people
       bit by a werepyre, usually it's not life threatening unless the
       werepyre bites into a vital point. This acidic saliva is strong,
       but usually only works when the saliva comes into contact with,
       so avoiding getting bit is usually the best way to avoid the
       effects of this bite.
       Werepyre Superior Claws:
       ~Werepyres have claws similar to werewolves, but because of
       their vampire side, werepyre claws are longer and more powerful
       thanks to vampires being able to have longer nails that are used
       similarly to claws (most vampires have this in some form).
       Because of this, werepyres see themselves as having superior
       claws, which can slice through more than a werewolf's claws can,
       due to the werepyre having longer claws. These claws are strong
       enough to usually be able to tear through metal objects, and
       werepyres are able to slash opponents with these claws. This is
       part of a werepyre's physiology, one that is often used to tear
       apart their victims more easily, but also something they can use
       in battle to more easily pierce through opponents. Some stronger
       werepyres have the enhanced strength to spear through armor and
       shields with their claws, making their claws far more dangerous
       than werewolves and vampires. This applies not only to the claws
       on their hands, but also the claws on their feet as well.
       Werepyres also are able to regrow their claws if their claws are
       severed or even removed, due to their ability to regenerate.
       These claws are naturally sharper than werewolf or vampire
       claws, and are typically quite dangerous. Usually, werepyres
       have to be careful with their claws, and usually have to
       maintain them by trimming them, or else the claws will continue
       to grow. Typically, it's usually best to dodge a werepyre's
       claws, rather than try to block it, due to a werepyre's stronger
       claws and (usually) stronger physique they put into their claw
       slashes even without using werepyre skills.
       Werepyre Claws of the Beast:
       ~This is a power that allows a werepyre to use their vampire
       side to empower their claws, and allows a werepyre to use their
       vampire power to be used to allow the werepyre to create new
       techniques. For example, the most common way werepyres take
       advantage of this is by fusing darkness energy into their claws,
       so that their claw slash waves release waves of powerful
       darkness that is controlled by the werepyre. This can be used a
       variety of ways, depending on the werepyre and how creative they
       get with this power. Some are able to use this to fire claw
       slash waves of darkness, or some might even use this to spear
       people from a distance by using their darkness in their claws
       like a claw extension to try and extend their reach. This power
       can use a variety of vampire abilities, with some werepyres even
       having other unique abilities, such as some having shapeshifting
       abilities, or others having certain strength increase abilities.
       This power can amplify the cutting power of a werepyre's claws,
       and is used to allow a werepyre to cut through stronger armors
       and defensive abilities, with some werepyres being strong enough
       to use their darkness to pierce through energy defenses or
       barriers. Of course, as one might expect, using holy power can
       counter this to a degree if one can account for the increased
       power of the slash, but the best way to avoid this is to dodge
       the claw slash rather than trying to block it.
       Werepyre Invigorating Slash:
       ~By using their ability to absorb life energy, a werepyre is
       also able to absorb life energy through using their claw
       slashes, in which their claws are able to absorb life energy as
       easily as their fangs/bite is able to. When slashing enemies, a
       werepyre is able to absorb a small portion of life energy if the
       claws make contact with someone, depending on how deeply the
       opponent is cut by the claws. This power is designed to help
       when a werepyre takes down someone who is their prey, as
       absorbing their life energy is part of the feeding process that
       the werepyre takes advantage of so they can get more from their
       victims. This is specifically dangerous with certain other
       powers, such as if the werepyre has Bolshevik vampire powers
       that can set up feeding connections by touch. This power can
       even be used with other werewolf and vampire powers that absorb
       life energy, depending on what the werepyre's capabilities are,
       or how they apply their abilities to absorb life energy. When
       absorbing life energy, this can be used to replenish the
       werepyre's power if used properly in battle, and werepyres are
       able to use this to weaken opponents in battle. However, unlike
       one might expect, this is actually a conscious ability, as it
       requires concentration to use this power. This means that it is
       not particularly useful if the werepyre is too injured to
       concentrate, and isn't useful unless the werepyre wants to take
       the life energy of someone they slash. The best way to avoid
       this is to not let oneself get slashed by this attack, and given
       the werepyre's strength and claw slash power, it's usually best
       to dodge this attack rather than try to use defenses the
       werepyre might be able to pierce through. This also cannot be
       combined with other werepyre abilities like the Claws of the
       Beast, due to this requiring concentration to use and other claw
       slash powers usually also requiring concentration.
       Werepyre Vampire Discipline Learning:
       ~Depending on werepyre, and their training, werepyres are able
       to learn the vampire disciplines of any vampire clan that they
       have an affinity for. Every vampire clan has their own set of
       abilities and disciplines, which werepyres can learn if they are
       trained, or they have a strong enough affinity that they can
       learn these skills. For example, a werepyre born of the Lasombra
       clan would be strong in shadows, or certain other clan born
       werepyres might be stronger in other abilities. There are a
       variety of vampire disciplines, from physical combat, to
       transformation abilities, to even alchemic abilities. This
       depends on the werepyre, and what training they can obtain. Most
       werepyres usually learn vampire disciplines in order to find
       ways to enhance their power further, in which many will combine
       these with werewolf gifts to create special werepyre abilities.
       All of these often work similar to how they are used by
       vampires, and aside from certain modified disciplines, most
       still have the same strengths and weaknesses. What disciplines a
       werepyre can learn is dependent on their vampire heritage and
       their training, and unless they have an affinity for the
       discipline, they may not be able to learn it. For example,
       physical combat based disciplines usually work well for
       werepyres, but those without certain magic affinities that are
       required for alchemy won't be able to learn any thaumaturgy
       skills. And since vampires typically see werepyres as freaks and
       reject them from their society, most werepyres will have
       difficulty finding teachers who are willing to teach them,
       especially with werepyre's who twist natures to their advantage
       like many do in order to twist vampire and werewolf powers for
       themselves. Miriana has the knowledge of previous Wolfwing, who
       mixed and matched certain disciplines among other werepyres
       they've met to allow them to find ones that are useful to them
       specifically.
       Werepyre Werewolf Skill Learning:
       ~Werepyres are able to learn werewolf gifts, which are skills
       used by werewolves in a manner simliar to how vampires use their
       disciplines. Each tribe has their own set of skills, many of
       which are taught by spirits. Typically, learning gifts can be a
       bit easier for werepyres, since werepyres have the ability to
       twist and enslave spirits, whereas vampire disciplines usually
       have to be learned by vampires of a certain clan. Werepyres are
       able to learn any werewolf gift or power that they have an
       affinity for, and can learn these skills as long as they are
       able to find a way to learn them. Since many of these gifts are
       taught by spirits, a werepyre usually only needs to find a
       spirit they can either convince to teach them, or twist/enslave
       to teach them. Just like disciplines, werewolf gifts are usually
       determined by affinities and tribe. Just like how werepyres use
       disciplines, werepyres also use werewolf gifts just like
       werewolves would use them, and can use them just as effectively
       as any werewolf. Depending on what tribe the werepyre is born
       from, they may be able to learn certain abilities, and many
       werepyres usually learn these to combine with vampire
       disciplines to create their own werepyre skills. As one might
       expect, any werewolf gift or skills used have the same strengths
       and weaknesses (unless they are modified by the werepyre), and
       can be fought against the same way. And as one might expect, one
       still needs to have an affinity to learn a skill. For example, a
       physical combat based werepyre (which is common), will be able
       to use physical combat gifts, but ones that require affinities
       they don't have might not be able to be learned (such as magic
       based gifts cannot be used unless the werepyre has an affinity
       for the magic used in the power). Saskia has the gifts and
       disciplines of previous Wolfwings that have been gathered from
       other trainings they've done.
       Werepire Skills:
       Werepyre Passive Skill: Deadly Predator Spirit:
       ~Werepyres, similar to werewolves, have their own way of
       utilizing their fighting styles. Where werewolves have their
       lunar spirit fighting abilities, or vampires that use things
       like clan abilities, werepyres developed their own power that
       uses their twisted darkness and nature abilities. This lets a
       werepyre focus their dark natures, and mix it with their combat
       in order to use certain supernatural and combat based werepyre
       skills that are powered by their dark nature and their will to
       fight. This is the most basic aspect of the werepyre's base
       combat, and powers most of the werepyre battle skills. This
       takes a werepyre's dark nature and uses it in combat for
       different effects. There are typically two major skill types,
       passive skills and combat skills. Passive skills are usually
       just passive upgrades to a werepyre that grant specific effects,
       while battle skills are conscious attack skills that the
       werepyre can use in a fight. Many of these skills combine
       vampire and werewolf abilities, or some may be created by
       werepyres specifically to combat opponents. Typically, there are
       a number of skills werepyres can learn, but most also develop
       their own specific skills, as there are those that opt for
       combining their own abilities uniquely. Since each werepyre is
       usually born of different heritages and has different potential,
       it is hard to categorize what werepyres have affinities for what
       skills, since different werepyres will have different abilities.
       Most of these abilities are combat or supernatural power based,
       using a werepyre's combat ability, and can be countered by other
       combat abilities or supernatural abilities depending on the
       skills.
       Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
       ~This is the second part of learning werepyre skills, in which a
       werepyre has to learn to manipulate the dark nature they are
       born with. Some are able to do this better than others, but most
       werepyres are born with dark natures that let them draw out this
       dark nature, in the form of using their werepyre energy to mix
       their darkness power from their vampire side with their cursed
       nature of their werewolf side to create a unique energy which
       they call cursed darkness. This is somewhat similar to corrupted
       darkness, except that the werepyres use this naturally, rather
       than having to create it. When using this, they can use this
       like any normal darkness abilities, with the exception that this
       darkness can be used to even fight other darkness users similar
       to corrupted darkness thanks to the cursed nature of this
       energy. This is the base power of their combat skills alongside
       their deadly predator spirit. This darkness powers most of their
       battle skills, while their deadly predator spirit usually powers
       more of the passive abilities. As a werepyre gets more
       experienced, they may learn to do more advanced darkness
       abilities, and may even make their battle skills more powerful
       if this skill becomes stronger since it's the base power of most
       of the battle skills. Typically, the way to counter this is holy
       energy, though the best is probably holy light which counters
       both the cursed nature and the darkness power. However, normal
       light can be used if it is concentrated enough to overpower the
       darkness, assuming the werepyre doesn't have any other enhanced
       darkness abilities.
       Werepyre Passive Skill: Arcane Terror:
       ~This is a passive skill that is generated by werepyres. Most
       werepyres learn this as part of their basic training where they
       are able to enhance their natures to terrifying levels. Similar
       to vampires who use disciplines that weaponize their very
       presence, werepyres also use this as a passive way to intimidate
       others using a fearless nature. Those not immune to fear
       manipulation will find themselves filled with fear when faced
       with the werepyre, as this is a passive skill that is always in
       effect. Depending on the presence of the werepyre, most use this
       in some fashion to strike fear into their opponents, usually as
       a tactic to scare off hunters and other opponents who might be a
       threat to them. This skill also gets stronger when the werepyre
       becomes angry or hateful, in which their negative emotions can
       fuel this and make this power stronger to generate more fear in
       others. Typically, this skill means that it takes someone with
       strong willpower to not be overcome with fear. Some werepyres
       who use this can weaponize it in a way to attack the mind, but
       usually only advanced werepyres will use it in this way. Those
       that are immune to fear manipulation or the effects of emotional
       influence would be able to resist this though, as will people
       with strong wills that can overcome their fear. This skill also
       only works as long as the werepyre is fearless, and if they
       become afraid, then this skill will stop working completely as
       long as the werepyre is afraid.
       Werepyre Passive Skill: Unstoppable Will:
       ~Similar to how some vampires and werewolves have certain
       training to avoid certain emotional changes (like the Darkfire
       Disciplined Mind), werepyres have their own special training
       where they passively focus their willpower into their darkness
       power. This grants them a passive skill that strengthens their
       willpower considerably, and can instantly free them from certain
       negative status effects. Using this, werepyres are able to break
       out of certain negative conditions like fear manipulation,
       psychic paralysis and stun abilities, and other body
       manipulation abilities. By using their immense willpower, their
       dark natures break them out of most psychic holds or
       manipulations that try to attack the mind or body, which is
       usually overpowered by the werepyre's own will. This power is a
       passive skill that is designed to be similar to skills like
       Disciplined Mind, and designed to help the werepyre focus their
       minds in battle. As one might imagine, this is a necessary skill
       to have in battle, so that werepyres can keep focused when they
       are in battle. Typically, this power uses a werepyre's willpower
       with their dark natures, so this skill only amplifies the mind
       as much as the willpower and dark nature of the werepyre will
       allow. While some have stronger willpower or dark natures than
       others, the combination usually determines how strong this will
       be. If a psychic power can overpower the werepyre's willpower,
       then it is possible to overpower this skill and affect a
       werepyre on a psychic level.
       Werepyre Passive Skill: Shadows of the Dawn:
       ~While most werewolves and vampires wouldn't be able to fight
       effectively during the day, werepyres have developed a skill
       that lets them fight during the day just as effectively as they
       do at night. By using the shadows of an area they are in, they
       are able to utilize amplification during the day, which
       amplifies them as much as the night would. By absorbing the
       shadows, the werepyre isn't affected by daylight, and can get
       around just as easily in the day. For most werepyres, they will
       find light unpleasant (Unless they are a type of werepyre that
       is not restricted by night, aka if they have daywalker power in
       them), but they will not be hindered by the light as long as
       they have shadows around them. Typically, the darker the place
       they find, the more amplification they will find, though they
       can fight effectively enough even with little shadow. While they
       may not gain amplification during the day from the night or the
       moon, they can use this skill to at least fight at their normal
       level even if they would normally be hindered during the day. Of
       course, while this skill does allow a werepyre to fight during
       the day, that doesn't mean they don't still have vulnerability
       to holy or light based abilities due to their strong darkness
       nature. And if an opponent takes away their shadows during the
       day, they will lose their darkness amplification they gain from
       this ability and might be weakened depending on the werepyre.
       Werepyre Passive Skill: Terror of the Night:
       ~Werepyres who train their combat usually train both vampire
       disciplines and werewolf gifts, in which they  combine the two.
       In combat, this usually results in them combining combat
       abilities of werewolves and vampires. For example, werewolves
       will use certain vampire abilities like celerity training or
       potence training that enhances physical combat, and also use
       certain werewolf gift training like lightning reflexes and pain
       resistance. Every werepyre has different balances of abilities
       depending on what they can do, but most werepyres use this skill
       to combine werewolf and vampire combat abilities in order to
       combine the best of both races combat skills. This makes
       werepyres extremely dangerous in physical combat, especially
       ones that focus on physical combat, since this skill allows them
       to utilize two different races combat abilities in ways that
       surpass the original powers of clans and prides. Werepyres,
       depending on their training and affinities, can combine their
       combat training in a number of ways, with some even combining
       certain other combat techniques with their werewolf and vampire
       powers (such as martial arts styles and weapon styles).
       Typically, this makes each werepyre different, and amplifies
       their combat abilities depending on their abilities. Because of
       the number of combination options werepyres have, all werepyres
       have unique combat abilities. However, while this is an
       impressive ability, most werepyres are limited by what physical
       affinities they have. For example, a werepyre that is more bulky
       may have more strength and defense, but may not gain as much
       speed, or a werepyre that is smaller in stature might be faster,
       but lack the physical strength. This also depends on the
       training of the werepyre and what skills they can learn that
       boost their physical combat, as the physical combat makes this
       power what it is.
       Werepyre Combat Skill: Dark Howl:
       ~This skill is based on certain werewolf howls that utilize a
       werewolf's power. Among known gifts of werewolves are the Lupus
       gift of shattering howl, or the Get of Fenris gift scream of
       Gaia. Depending on the howl used, a werepyre is able to use
       their dark nature to combine with this howl to create a powerful
       sound wave which is designed to inspire fear into others. This
       emits a powerful shockwave which can knock opponents off their
       feet and disorient them using physical force. In addition, most
       werepyres can also paralyze opponents when they use this, using
       the dark nature stun an opponent if they are caught in the
       soundwave of the howl. Depending on the powers used, this can be
       further enhanced, such as werewolf gifts that empower one's
       howl, or vampire disciplines that amplify a vampire's voice
       somehow. This power can be useful, as the wave is strong enough
       to shatter stone when the sound wave hits, making it a good
       combat tactic, even if the opponent isn't affected by the
       paralysis or the fear manipulation. As such, this skill can have
       many uses, and some werepyres can even emit frequencies that
       might knock people out if they are able tune their howl to
       certain frequencies. This power is a pretty basic skill, and it
       mostly uses the voice of the werepyre to utilize it as a weapon.
       Because of how this power works, the sound waves become the
       major weapon, and if an opponent knows this, they can usually
       find ways to counter it, such as using water to dull the sound
       waves, or using something to block the sound waves completely.
       This also requires the werepyre's voice, so a good punch to the
       throat could interrupt this ability completely if an opponent
       catches the werepyre getting ready to use this skill, or using
       some sort of power to prevent the werepyre from howling.
       Werepyre Combat Skill: Dark Rage Impact:
       ~This skill is a combat power that lets a werepyre enter a
       temporary beserker state. This state uses anger and negative
       emotions to strengthen the werepyre's dark nature, amplifying
       their darkness and physical abilities temporarily. When in
       affect, the anger and hatred of the werepyre makes the darkness
       power strong enough to overpower many other stronger forms of
       darkness and light, and allows a werepyre to use their darkness
       in far stronger capacity than they normally would be able to. In
       addition, a werepyre also gains highly enhanced combat abilities
       in this state, including making them move faster and increasing
       their strength immensely. By combining certain abilities like
       the werewolf gift desperate strength and the lunar werewolf
       fighting spirit ability rage impact and the vampire celerity and
       presence abilities, the werepyre is able to use this to
       dangerous effect, amplifying their abilities beyond vampire and
       werewolf amplifications of similar abilities. While this is a
       strong technique though, this is only a temporary increase in
       power, and a werepyre that uses this may lose control of their
       emotions depending on how strong their control of their anger
       is. Because this uses anger and hatred to power this skill,
       stronger uses of this skill result in far less control, but
       grant far more power in amplification. Meanwhile, weaker uses of
       this mean not as much amplification, but the werepyre will be
       able to keep themselves in control of themselves. This power
       also only works for a small amount of time (up to 2 combat
       rounds), as this power is only meant to temporarily increase
       one's power. Any werepyre that uses this for more than 2 rounds
       will take physical damage as their amplification will damage the
       werepyre's body as they try to continue to fight using this
       amplification.
       Werepyre Combat Skill: Life of Gaia:
       ~Werewolves are familiar with how nature connection to the world
       works, and the connection to the earth, while vampires are
       familiar with how to steal life energy (at least many are in
       some form). By combining these two aspects, a werepyre is able
       to absorb and manipulate the life energy of the world around
       them, whether they use it to attack, or they even absorb it to
       make themselves more powerful. Because werepyres twist the world
       to their advantage, this power is no different, in which
       werepyres usually use this in order to twist the world's
       energies to their own benefit. Most werewolves would normally
       use a power like this to redistribute life energy more evenly
       among creatures of the world to balance life, but werepyres
       often will use this more for themselves rather than the world
       around them. Most werepyres use this to absorb it to heal
       themselves, or they may use it to attack opponents with if they
       are vulnerable to it. This is similar to certain sage abilities
       of some other races (IE absorbing energy from the environment),
       and this power is more or less like absorbing life from the
       world's energy. Some werepyres can even use this to heal others,
       or some more advanced werepyres might even be able to manipulate
       certain creatures without conscious thinking minds (like plants
       and animals) more easily due to their ability to twist life
       energy to their advantages. Just like any life energy though, a
       werepyre must be careful with this, as they cannot absorb too
       much life energy or they might disrupt their own balance of life
       and death energy, and they must also make sure they don't
       overwhelm themselves with this energy as too much energy will
       physically damage them. Typically, only a certain amount of life
       energy can be absorbed from certain areas, as the plants and
       animals will often die when this is used (unless the werepyre is
       simply redistributing it to heal plants or animals, or using it
       to heal someone), and once gone this energy cannot be absorbed
       any longer unless the werepyre moves to a different area that
       has life energy. This also requires the werepyre to know how to
       read the life force of the planet, which may require special
       training.
       Werepyre Combat Skill: Poison Claw:
       ~By utilizing a werewolf gift called spur claw that allows a
       werewolf to learn how to poison their claws, werepyres
       replicated this ability and created a werepyre ability that
       allows them to secret poison from their claws. When used, this
       poison is administered through claw slashes when the claw makes
       contact with an opponent, and the poison is spread into the body
       when the claw pierces the skin. Normal claw slashes become
       poisonous to opponents, and depending on the werepyre, they are
       able to generate poison depending on how they use this. The most
       common poison generated is a neurotoxin which paralyzes
       opponents when administered into bodies. If the poison spreads
       through the body, the opponent will have reduced ability to
       move, and if enough poison is administered, the neurotoxin could
       even paralyze the heart, which could kill the opponent if they
       are vulnerable to death if their heart stops. Most werewolves
       will use their training to create new poisons every so often, as
       every poison user knows to account for the body's ability to
       eventually create immunities to a poison. Among other poisons
       used by werepyres include certain acidic poisons that do more
       damage in the wound, or hallucinagenic poisons that cause
       hallucinations and impaired judgement. This skill does require
       physical contact with the werepyre's claw though, and cannot be
       administered to an opponent through a claw slash wave (as the
       claw itself has to make contact and pierce the skin to work).
       Because of this, dodging the claws is the best way to avoid this
       attack, or people with resistances or immunity to poisons might
       have a reduced effect when it comes to being poisoned by this.
       Werepyre Combat Skill: Shadow Lurk:
       ~This ability allows a werepyre to use the shadows to hide. When
       used, this skill lets a werepyre stand in the shadows, and even
       without melding into the shadows, the werepyre is able to use
       their darkness to blend into the shadow. Usually, this works
       best if the werepyre suppresses their presence so that their
       presence cannot be sensed. When used, werepyres can hide from
       most creatures, even hiding from other werewolves and vampires
       depending on what they want to do. Typically, more advanced
       werepyres can eventually even learn to travel through shadows
       through shadow melding, depending on their affinity for melding
       into darkness (usually best used through shadow lord werewolf
       tribes or Lasombra vampire clans). Werepyres originally
       developed this to hide from supernatural hunters, and to hide
       from other dark creatures that might try to hunt them down. Of
       course, many werepyres these days consider it cowardice to hide
       from their opponents, so they mostly learn this as a way to
       learn how to use shadow lurk to travel through shadows or to
       meld into shadows, so that they have a better way to use this,
       and a way to get around. However, just like other creatures,
       werepyres have to be careful where they shadow meld, because the
       shadow realm can be a dangerous place if they use shadows to
       travel, especially if they accidentally travel to the wrong part
       of the shadow realm (like Xeles's domain). When used, this isn't
       really a combat skill, as a werepyre mostly use this to get
       around or to just hide if they need to, so there's no damage
       done with this skill. Usually, the only way to sense a werepyre
       who is using this is by sensing their presence some other way,
       such as hearing or smell that might detect traces the darkness
       cannot cover up, since this only covers up a werepyre to the
       sense of sight and the other presence senses. While this is
       useful, it is also noteworthy that maintaining this stealth for
       long periods of time can be draining as it requires energy to
       maintain this stealth due to it requiring the werepyre's
       darkness.
       Werepyre Combat Skill: Dark Shield:
       ~When a werepyre is in danger of attack, they are able to create
       a barrier of darkness around themselves. This helps them defend
       against attacks, in which they use this as a defensive move to
       prevent themselves from taking damage from attacks. When used, a
       werepyre uses the cursed darkness from their bodies to create a
       barrier, in which the darkness locks the werepyre in place,
       allowing them to use the darkness to defend against attacks when
       in effect. When used, the darkness uses intense power to protect
       the werepyre, and can defend most normal attacks and plenty of
       projectile attacks. When used, this locks the werepyre in place,
       making the defense stronger than most other barrier skills by
       using the emission of darkness from the werepyre's body to
       strengthen their defense. Because of how this skill works, they
       cannot move while this barrier is in effect, and this requires
       darkness energy to keep the barrier going. This barrier is very
       difficult to break, but certain strong enough piercing abilities
       can break through this shield ability, as difficult as it might
       seem. Usually, besides aura breaker abilities/weapons,
       concentrated light and piercing lightning abilities are usually
       the best ways to break through this, if the opponent can gather
       the power needed to break the werepyre. And because this
       requires the werepyre's own darkness, this barrier technique is
       only as strong as the werepyre's own darkness, as this skill is
       powered by the darkness emitted from the body. Certain strong
       enough holy abilities can also more easily break this power as
       well depending on the holy skills used.
       Werepyre Combat Skill: Dark Beast Crash:
       ~This technique uses the darkness emitted from the werepyre,
       usually when the werepyre is in movement. When moving, the
       werepyre is able to use their darkness emitted from their body
       to enhance their physical and supernatural power when in motion,
       and is designed to be used during a dash or jump attack to
       amplify the werewolf's impact power. This was based on
       werewolves who jump around and use this to try and hit opponents
       with the force of their bodies, to which werepyres learned to
       utilize their dark natures to do something similar. Werepyres
       are able to use this while in motion, whether they are in the
       air, or using a dash, they can amplify themselves with this
       darkness to try and break through an opponent's defenses.
       Typically, this is best used against barriers and energy
       defenses, where the werepyre will use this to try and break
       through the opponent's defenses. This can also be used to boost
       movement speed when in motion, where a werepyre is able to use
       this in motion to boost their speed as much as their power
       (usually as a means to avoid an attack that they don't have the
       speed to avoid normally). Typically, avoiding this attack simply
       requires dodging the attack, and the werepyre usually moves in
       straight line when using this, unless they use an object to stop
       and change direction. Usually, trying to change direction is
       difficult with this technique, and when the werepyre comes out
       of this technique, they may be vulnerable once their dark
       amplification is no longer in effect since the werepyre will not
       be using the darkness to amplify their physical movement and
       abilities. This is another technique that is also only as strong
       as the werepyre's own dark nature, so natures would only be able
       to overcome defenses similar or slightly above their level of
       power.
       Werepyre Combat Skill: Shadow Mist Form:
       ~This skill combines the fog on the moor ghost form of a
       werewolf (similar to intangibility) with the mist form that some
       vampires can take. Using a werepyre's dark nature, they take the
       form of a shadow mist that is intangible when used. This form is
       another power designed to avoid attacks, allowing a werepyre to
       use this to let attacks pass through them. When in this form,
       the werepyre is mostly intangible and immune to attack. Some
       more advanced werepyres can even change this form depending on
       their darkness control, such as changing the temperature of the
       mist form they take (either heating it up to burn anyone who
       gets caught in the mist, or freezing anyone caught in the mist
       by reducing the temperature), or some werepyres can adjust the
       acidity of their dark mist to make it able to corrode anything
       caught in the mist form. This power can be very useful, though
       when in this form, the werepyre is more vulnerable to wind
       attacks, which can blow away the werepyre's mist form. To an
       extent, lightning powers can also affect mist powers (though it
       takes a very high voltage due to the higher resistance mist and
       air have to conducting electricity). Werepyres can also only
       stay in this form for a limited time, and have to return to
       their normal forms. One way to attack werepyres in this form,
       besides using certain spirit defense powers like Haki or Pai
       Zhua training, is to use silver. Because of the power this was
       modified from, the werepyre cannot maintain their shadow mist
       form when in the presence of silver, and the silver will force
       them back into normal form due to the power interrupting the
       werewolf fog on the moor power this was adapted from. Even the
       best werepyres are still vulnerable to silver when in this form
       (unless they are holy natured, in which case gold acts in place
       of silver). This means that silver bullets and weapons can not
       only force a werepyre into normal form, but they can also damage
       a werepyre if the bullet or weapon is in the mist when the
       werepyre reforms.
       Werepyre Combat Skill: Dark Railgun:
       ~This skill combines a werewolf's gifts that increase strength
       with a vampire's celerity training to create a powerful bullet
       technique. By creating darkness and then flicking the darkness
       at opponents with their enhanced strength, the darkness is fired
       with the speed of the projectile vampire discipline which speeds
       up the vampire's projectile attacks immensely. When used, this
       creates a dark bullet that is able to blast through concrete and
       even certain metals with the force of an anti-tank rifle, thanks
       to combining the strength and speed at which it's launched with
       the vampire discipline that increases it's speed. As one might
       imagine, this skill blasts the darkness at an opponent with
       immense force and speed, making it very damaging if it hits an
       opponent. The force of impact is usually enough to blast through
       most opponents, armor and all. And when using this, the darkness
       used is small enough that werepyres can fire these in quick
       succession. Because of how this power works, this is a very
       dangerous ability, as the werepyre can use this to usually break
       through defenses, and with the projectile enhancement, this
       technique is also very hard to dodge as a result. This may seem
       like a simple attack, but the sheer power of the attack makes it
       a great power for werepyres, as it only requires a small amount
       of darkness. Werepyres are also able to do this with smaller
       objects as well if they don't want to use their darkness (which
       some don't want to waste their dark energy), and may choose to
       use objects that they flick at opponents like rocks or small
       pieces of metal. Typically, anything the size of a bullet can be
       fired at an opponent, with even pebbles being devastating when
       hitting opponents. Of course, as one might imagine, blocking is
       not ideal when it comes to this technique, and opponents should
       dodge rather than block. Depending on the strength put into it,
       the speed and strength can be adjusted, but increasing the speed
       will decrease the impact force, and increasing the strength will
       decrease the speed. Typically, while this does generate immense
       physical force, if one can dispel the darkness used in the
       bullet before it hits, then this won't do any damage.
       Werepyre Combat Skill: Wolfbat Swarm:
       ~When using this technique, this creates a group of darkness
       familiars in the forms of bats that possess wolf like features.
       Typically, the wolfbats have sharp claws and strong teeth, and
       enhanced smell, sight and hearing. These wolfbats are designed
       to swarm opponents and attack them, usually opening them up to
       other attacks if the wolfbats are able to distract the opponent.
       When the wolfbats bite an opponent, they are able to drain life
       energy from the opponent and then give it to the werepyre, or
       they can suck out the blood of the person they bite similar to a
       vampire's bite. The wolfbats can also use their claws to tear
       through defenses using their darkness to try and pierce
       defenses. Depending on the power of the werepyre's darkness,
       this power can do dangerous damage to opponents, and can weaken
       them when used properly. This power uses the werepyre's darkness
       to create these, and when used, the werepyre can even share
       their senses with the wolfbats due to them controlling the
       darkness that makes up the wolfbats. These wolfbats are usually
       designed to attack in a group, which is designed to overwhelm an
       opponent if the group of wolfbats attacks them. Typically, the
       best way to avoid these is to destroy them with light or holy
       attack abilities, which can destroy them if the attacks are able
       to overpower the darkness of the werepyre. These wolfbats can be
       also be destroyed by certain other abilities, such as strong
       enough energy, or other elemental abilities like lightning or
       flames. The wolfbats are typically not too hard to destroy,
       though werepyres with stronger darkness abilities will have
       stronger wolfbats using this power. This is similar to any other
       familiar power, and these familiars are basically like most
       other shadow familiars in nature.
       Werepyre Combat Skill: Horde of the Beast:
       ~This is similar to the wolfbat power, except that this uses the
       familiar power to create manifested familiars instead of shadow
       familiars. When manifested, the werepyre uses some of their
       darkness like a summoning, and they summon wolves that are
       created from the werepyre's own power. These wolves are like
       spawns of the werepyre, where the werepyre combines the familiar
       power of a vampire, and mixes in a wolf nature to create what
       appears to be a pack of wolves. As such, these wolves are able
       to attack as a group, and are usually called to attack opponents
       and swarm them similar to the wolfbat skill. When used, the
       wolves act according to the werepyre's will, and can use their
       enhanced features to attack opponents. Among their attacks, they
       also have certain skills like the dark howl, the poison claw,
       and the dark beast crash skills. When used, the wolves are able
       to use their own darkness enhanced by what the werepyre gave
       them upon creating them. Since most werepyres don't have a pack
       or clan to help them in battle, werepyres created this technique
       to allow them their own group to help fight beside them. Some
       more advanced familiar techniques can even attribute life energy
       or souls to these wolves if they have strong enough familiar
       techniques, and create unique powers for the wolves. However,
       the standard usually just gives them darkness techniques, unless
       the werepyre empowers them with something else. Typically, these
       wolves are weak to anything that can destroy familiars, and
       enough damage will eventually dispel them and return the
       familiars to the werepyre. Depending on the werepyre, some
       werepyres can use certain familiar arts if they have access to
       them, though unless otherwise stated, the werepyre's familiars
       can be taken out like any other familiar. If one wants to dispel
       the wolves, the best way is to attack the werepyre, since the
       familiars cannot stay manifested if the werepyre can't
       concentrate on keeping them manifested.
       Werepyre Combat Skill: Fenrir's Wrath:
       ~This technique was inspired by Norse mythology, in which
       werepyres were inspired by the myth of how the wolf Fenrir was
       retrained with special chains. By practicing with their cursed
       darkness, eventually Wolfwing VI managed to create this skill
       that he taught to other werepyres long ago. After training in
       this skill, werepyres were able to generate chains made of their
       cursed darkness. When used, the chains use the cursed darkness
       to restrain opponents, and use their darkness to form special
       runes which can restrain anything that the chains come into
       contact with. By using these chains, werepyres focused on
       restraining werewolves and vampires, but eventually found that
       they were able to restrain almost any creature, as evidenced
       when Wolfwing VIII managed to use this to restrain Beelzebub
       before Beelzebub used his insects to attack Wolfwing VIII. This
       skill is commonly used to restrain opponents in battle,
       temporarily weakening them if they are ensnared by the chains.
       These chains are very strong, and cannot usually be broken
       easily as long as they are manifested. When used, the werepyre
       usually has to concentrate to keep an opponent restrained,
       though some werepyres can usually set up another attack if they
       are able to keep the opponent restrained while preparing the
       attack. When used, usually it is difficult to break out of these
       chains, though the best way is an aura breaker power or weapon,
       or some sort of power negation. However, the best way to avoid
       this is to not get caught by the chains, which are generated
       from shadows. If one can avoid the shadows and avoid the chains
       that come out of the shadows, then they can avoid this technique
       altogether.
       Werepyre Combat Skill: Dark Forest Summoning:
       ~This attack was a signature of Wolfwing IX, who developed this
       technique using his nature connection and the werepyre plant
       manipulation. By using the darkness of the werepyre, the
       werepyre is able to spread their darkness over an area like
       seeds that summon trees of darkness using their nature
       connection, and are able to create these trees almost anywhere
       (though summoning these trees in enclosed spaces is not
       recommended due to possibility of collapsing structures). When
       used, this summons a mass of dark trees which attack opponents
       when they get close. This is best used in the forests, where the
       werepyre can have their dark trees appear among other trees to
       disguise which trees are the werepyre's dark trees. The trees
       are able to attack opponents when the opponent is nearby, using
       their branches to attack up close, devour them by opening up and
       eating an opponent, or by firing their leaves like throwing
       stars that can slice through opponents when fired at them. This
       is usually summoned over an area, and usually summons enough
       trees to limit an opponent's mobility since they have to avoid
       the trees attacks, and the werepyre at the same time. However,
       the trees can be destroyed with holy or light powers, and a
       flashbang can actually completely destroy this technique since
       the trees are made of darkness. This also takes a lot of energy
       to create, so this isn't something that should be used too
       often. Aside from a few more powerful users, most users cannot
       use this multiple times. If one does enough damage to the
       werepyre, they can also dispel this technique since the werepyre
       has to use their power to maintain this ability.
       Werepyre Combat Skill: Return from Hades:
       ~This was developed by Wolfwing III, who managed to develop this
       skill in his 3 deaths (it took 3 deaths before hunters realized
       the secret to this technique). This skill combined the Fianna
       gift, sleep of the hero, with a vampire's ability to go into a
       healing sleep (usually by sleeping in a coffin). This skill
       essentially lets a werepyre come back from death, in which they
       use this to go into a death-like sleep. By using their
       connection to nature and darkness, they absorb the power of
       nature and darkness, and eventually, the werepyre is able to
       come back to life as though they never died. This is the
       ultimate skill of the werepyre, and makes it so many werepyres
       cannot be killed by just killing them and leaving their bodies
       behind. If a hunter kills a werepyre and doesn't properly
       dispose of the body, then the werepyre could eventually come
       back, making werepyres with this skill very hard to permanently
       dispose of. Most werepyres never know if they've perfected this
       until they actually die, due to the nature of the condition
       required to use this technique (actually dying), so it's not
       always certain if they are able to be prepared for this. When a
       werepyre is killed, those that kill the werepyre must burn the
       remains, mixing salt and silver into the remains in order to
       make sure the remains are properly not able to return. If salt
       is not used, then the body can still be destroyed with silver
       and fire, but the werepyre might become a vengeful spirit as a
       result. Without silver, the burning of the remains just means
       that the werepyre is asleep longer than the werepyre would be if
       their body wasn't burned. While this skill seems intimidating,
       many werepyres are never properly prepared for this, and most do
       die properly, but if one manages to pull this off properly when
       killed, then they are able to use this consistently again and
       again if their remains are not properly disposed of. If not used
       properly, then the werepyre dies as normal and cannot come back.
       The secret to this is the connection to nature and darkness that
       is achieved before death, and only with a proper connection to
       the energies of life and death can a werepyre use this
       effectively to absorb nature and darkness energy after death.
       Gangrel Discipline Abilities:
       Animalism:
       Feral Whispers:
       ~This power is the basis from which all other Animalism
       abilities grow. The vampire creates an empathic connection with
       a beast, thereby allowing him to communicate or issue simple
       commands. The Kindred locks eyes with the animal, transmitting
       his desires through sheer force of will. Although it isn't
       necessary to actually "speak" in chirps, hisses, or barks, some
       vampires find that doing so helps strengthen the connection with
       the animal. Eye contact must be maintained the entire time; if
       it's broken, the Kindred must re-establish contact to continue
       communication.
       The simpler the creature, the more difficult it becomes to
       connect with the animal's Beast. Mammals, predatory birds, and
       larger reptiles are relatively easy to communicate with.
       Insects, invertebrates, and most fish are just too simple to
       connect with.
       Feral Whispers provides no guarantees that an animal will want
       to deal with the vampire, nor does it ensure that the animal
       will pursue any requests the vampire makes of it. Still, it does
       at least make the creature better disposed toward the Kindred.
       The manner in which the vampire presents his desires to the
       animal often depends on the type of creature. A Kindred can
       often bully smaller beasts into heeding commands, but he’s
       better off couching orders for large predators as requests.
       If the vampire successfully uses the power, the animal performs
       the command to the best of its ability and intellect. Only the
       very brightest creatures understand truly complex directives
       (orders dealing with conditional situations or requiring
       abstract logic). Commands that the animal does understand remain
       deeply implanted, however, and guide its behavior for some time.
       Beckoning:
       ~The vampire's connection to the Beast grows strong enough that
       he may call out in the voice of a specific type of animal —
       howling like a wolf, shrilling like a raven, etc. This call
       mystically summons creatures of the chosen type. Since each type
       of animal has a different call, Beckoning works for only a
       single species at a time.
       All such animals within earshot are summoned, and some
       percentage of them will heed the Beckoning if it is successful.
       While the vampire has no further control over the beasts who
       answer, the animals who do are favorably disposed toward him and
       are at least willing to listen to the Kindred's concerns. (The
       vampire can then use Feral Whispers on individual animals to
       command them.)
       Quell the Beast:
       ~As the supreme predators of the natural world, Kindred are
       highly attuned to the bestial nature that dwells within every
       mortal heart. A vampire who develops this power may assert his
       will over a mortal (animal or human) subject, subduing the Beast
       within her. This quenches all powerful, strong emotions — hope,
       fury, love, fear — within the target. The Kindred must either
       touch his subject or stare into her eyes to channel his will
       effectively.
       Mortals who lack the fire of their inner Beasts are quite
       tractable, reacting to even stressful situations with
       indifference. Even the most courageous or maddened mortal
       becomes apathetic and listless, while an especially sensitive
       individual may suffer from a phobic derangement while under the
       power's influence. Different Clans evoke this power in different
       ways, though the effect itself is identical. Tzimisce call it
       Cowing the Beast, since they force the mortal's weaker spirit to
       shrivel in fear before the Kindred's own inner Beast. Nosferatu
       refer to it as Song of Serenity, since they soothe the subject's
       Beast into a state of utter complacency, thus allowing them to
       feed freely. Gangrel know the power as Quell the Beast, and
       force the mortal spirit into a state of fear or apathy as befits
       the individual vampire's nature.
       Subsume the Spirit:
       ~By locking his gaze with that of an animal, the vampire may
       mentally possess the creature. Some elders believe that since
       animals don't have souls but spirits, the vampire can move his
       own soul into the animal's body. Many younger vampires think it
       a matter of transferring one's consciousness into the animal's
       mind. In either case, it's agreed that the beast's weaker spirit
       (or mind) is pushed aside by the Kindred's own consciousness.
       The vampire's body falls into a motionless state akin to torpor
       while his mind takes control of the animal's actions, remaining
       this way until the Kindred's consciousness returns.
       Some haughty Tzimisce eschew this power, considering it debasing
       to enter the body of a lesser creature. When they do stoop to
       using it, they possess only predators. Conversely, Gangrel revel
       in connecting to the natural world in this way. They delight in
       sampling different animals' natures.
       Drawing Out the Beast:
       ~At this level of Animalism, the Kindred has a keen
       understanding of the Beast Within, and is able to release his
       feral urges upon another mortal or vampire. The recipient of the
       vampire's Beast is instantly overcome by frenzy. This is an
       unnatural frenzy, however, as the victim is channeling the
       Kindred’s own fury. As such, the vampire’s own behavior,
       expressions, and even speech patterns are evident in the
       subject's savage actions.
       Gangrel and Tzimisce are especially fond of unleashing their
       Beasts onto others. Gangrel do so to stir their ghouls into
       inspired heights of savagery during combat. Tzimisce care less
       about who receives their Beast than retaining their own
       composure. Saskia is able to use this not onto supernaturals but
       also hybrids and mortals as well, especially those with animal
       like powers such as users of the Red.
       Animal Succulence:
       ~Most vampires find the blood of animals flat, tasteless and
       lacking in nutritional value. Some Gangrel and Nosferatu,
       however, have refined their understanding of the spirits of such
       "lesser prey" to the point that they are able to draw much more
       sustenance from beasts than normal Kindred can. This power does
       not allow an elder to subsist solely on the blood of animals,
       but it does allow him to go for extended periods of time without
       taking vitae from humans or other Kindred.
       Species Speech:
       ~The basic power Feral Whispers allows character to communicate
       with only one animal at a time. With Species Speech, a character
       can enter into psychic communion with all creatures of a certain
       species that are present. Species Speech is most often used
       after an application of The Beckoning, which can draw a crowd of
       likely subjects.
       Stampede:
       ~The frontier is an inhospitable place in many ways that offers
       a thousand different ways to die. Everything from Lupines to
       bandits can kill you. But few things are as dangerous and deadly
       as the beasts of the earth that call the frontier home. Those
       Kindred that have mastered this gift, not only calling them
       forth but commanding them as their own personal army, are
       terrifying foes indeed. This power is not common among European
       Kindred and is most frequently found among Natives Americans who
       are often loathe to teach it to the European invaders.
       Conquer the Beast:
       ~Masters of Animalism have a much greater understanding of both
       beasts in general and the Beast in particular. Those who have
       developed this power can master their own Beasts to a degree
       impossible for lesser Kindred to attain. Conquer the Beast
       allows the vampire both to control her frenzies and to enter
       them at will. Some elders say that the development of this power
       is one of the first steps on the road to Golconda.
       Beast Shard:
       ~With Unleash the Beast, the vampire instills her Beast in a
       human or Cainite victim, effectively losing it for a time. With
       Beast Shard, she can break apart her Beast into smaller pieces,
       infecting multiple characters simultaneously. Characters
       infected with her Beast are more susceptible to her Disciplines.
       Saskia can use this ability on multiple characters at a time,
       and is not limited in further uses. Unlike Unleash the Beast,
       Beast Shard does not require eye contact. Saskia can pull this
       off simply by using her own blood.
       Taunt the Caged Beast:
       ~Some Kindred are so attuned to the Beast that they can unleash
       it in another individual at will. Vampires who have developed
       this power are able to send adversaries into frenzy with a
       finger's touch and the resultant momentary contact with the
       victim's Beast. The physical contact allows the vampire's own
       Beast to reach out and awaken that of the victim, enraging it by
       threatening its territory.
       Unchain the Beast:
       ~The self-destructive nature of Cainites can be turned against
       them by an elder who possesses this formidable power. With a
       glance, the vampire can awaken the Beasts of her enemies,
       causing physical injury and excruciating agony as the victim's
       own violent impulses manifest in physical form to tear him apart
       from within. A target of this power erupts into a fountain of
       blood and gore as claw and bite wounds from an invisible source
       spontaneously tear his flesh asunder. Saskia can only do this by
       making eye contact.
       Fortitude:
       Personal Armor:
       ~Nobody likes to get hit, not even Cainites. The easiest way to
       ensure that one is not hit (or shot, or stabbed) repeatedly is
       to take the weapon with which one is assaulted away from one's
       attacker and break it. That's where Personal Armor comes in.
       This application of Fortitude, derived from one popular in the
       12th century, causes anything that strikes a Kindred who employs
       Personal Armor to shatter on impact.
       Adamantine:
       ~Adamantine functions as a more potent version of Personal
       Armor.
       Shared Strength:
       ~It's one thing to laugh off bullets, rather another to watch
       the ricochets mow down everyone around you. Many Kindred have
       wished, at one time or another, that they could lend their
       monstrous vitality to those around them. Those few vampires who
       have mastered Shared Strength can — if only for a little while.
       Protean:
       Eyes of the Beast:
       ~The vampire sees perfectly well in pitch darkness, not
       requiring a light source to notice details in even the darkest
       basement or cave. The vampire's Beast is evident in his red
       glowing eyes, a sight sure to disturb most mortals. Zoe's eyes
       are different since they turn vermilion instead of red due to
       her metahuman power.
       Feral Claws:
       ~The vampire's nails transform into long, bestial claws. These
       talons are wickedly sharp, able to rend flesh with ease and even
       carve stone and metal with little trouble. The Beast is
       prominent in the claws as well, making them fearsome weapons
       against other immortals. It's rumored that some Gangrel have
       modified this power to change their vampiric fangs into vicious
       tusks.
       Earth Meld:
       ~One of the most prized powers within Protean, Earth Meld
       enables the vampire to become one with the earth. The immortal
       literally sinks into the bare ground, transmuting his substance
       to bond with the earth.
       Though a vampire can immerse himself fully into the ground, he
       cannot move around within it. Further, it is impossible to meld
       into earth through another substance. Wood slats, blacktop, even
       artificial turf blocks Earth Meld’s effectiveness — then again,
       it’s a relatively simple matter for a vampire at this level of
       power to grow claws and rip apart enough of the flooring to
       expose the raw soil beneath.
       By interring himself in the ground, the vampire gains full
       protection from daylight when outdoors. It is also the method of
       choice for those Kindred who wish to sleep away the centuries;
       these vampires lock themselves in the earth's embrace, gaining
       strength and power as they rest. Superstitious and paranoid
       Kindred whisper that thousands of Ancients sleep within the
       ground and will awaken when Gehenna arrives. While so interred,
       the vampire is in a transitional state between flesh and earth.
       His physical presence exists between the physical world and the
       astral plane. As such, the vampire is difficult to sense, even
       through supernatural means. However, a disruption to the soil
       that the immortal occupies, or to his presence on the astral
       realm, returns him immediately to the physical world (and to
       full wakefulness), showering dirt outward as his body displaces
       the soil.
       Shape of the Beast:
       ~This endows the vampire with the legendary ability to transform
       into a wolf or bat. A Kindred changed in this way is a
       particularly imposing representative of the animal kingdom.
       Indeed, he is far superior to normal animals, even ones
       possessed by Subsume the Spirit. He retains his own psyche and
       temperament, but can still call upon the abilities of the beast
       form — increased senses for the wolf and flight for the bat.
       Gangrel are reputed to change to other animal forms better
       suited to their environment — jackals in Africa, dholes in Asia,
       and even enormous rats in urban environments — a feat that other
       Clans learning Protean cannot seem to duplicate.
       Mist Form:
       ~This truly unsettling power enables the vampire to turn into
       mist. His physical shape disperses into a hazy cloud, but one
       still subject entirely to the immortal’s will. He floats at a
       brisk pace and may slip under doors, through screens, down
       pipes, and through other tiny openings. Although strong winds
       can blow the vampire from his chosen course, even
       hurricane-force winds cannot disperse his mist shape.
       Some Kindred feel that this power is an expression of the
       vampire’s ultimate control over the material world, while others
       believe that it is the immortal’s soul made manifest (damned
       though it may be).
       Adaptation:
       ~The user body can shift in subtle, rapid ways to deflect the
       irritations and threats of her immediate environment. She can
       adapt her senses to make due with differences and absences. The
       transformation takes one turn to complete. Aside from holy
       damage, she suffers no harm from her environment, nor does she
       suffer environmental penalties. This includes damage and
       penalties from the weather, extreme temperatures, falls, and
       natural disasters.
       Flesh of Marble:
       ~Tales have long spoken of the combat prowess of Gangrel elders
       and of their inhuman resilience. Poorly informed individuals
       believe the stories of swords shattering and bullets flattening
       against immortal skin to be exaggerated reports of the effects
       of Fortitude. Those with more reliable information know that
       such tales result from encounters with vampires who have
       developed Flesh of Marble. The skin of an elder with Flesh of
       Marble becomes in essence a sort of flexible stone, although it
       appears (and feels) no different than normal skin and muscle.
       That includes assaults made with fists, claws, swords, firearms,
       and explosions, but not fire, sunlight, or supernatural powers
       (unless the effect in question is a direct physical attack, such
       as a rock hurled by means of Movement of the Mind).
       Additionally, while this power is in effect, a character can
       attempt to parry melee attacks with his bare hands as if he were
       holding some form of weapon.
       Loki's Gift:
       ~A Gangrel with this gift may assume the form of the last thing
       she fed upon, be it human, Cainite, or animal. She does not gain
       any powers, knowledge, or skills from her victim, just the
       appearance. If she takes the appearance of a human or animal,
       though, she sheds all signs of her Cainite heritage. After a
       vampire drinks from a victim, she may assume the victim’s form.
       The change lasts until reverted. However, once reverted, she can
       change again, until she feeds from something else. A vampire
       trying to break the ruse compares Auspex or other perception
       powers with the vampire’s Protean, as per the See the Unseen.
       Reversion to the True Form:
       ~With this power, the vampire forces a shapeshifting creature to
       return its true form. Gangrel shift from animal to vampire,
       lupines take their human forms, and other shapeshifters find
       their default shape with a simple touch. The vampire must touch
       the victim’s flesh. This can be done as part of an attack.
       Smoke and Mirrors:
       ~One of the most notable and fascinating powers of the Gangrel
       is the ability to turn to mist. Some elder Gangrel have found a
       way to harness this power and use it on instinct, converting
       themselves to mist in order to avoid the most threatening blows.
       The attack automatically misses the user, and they revert to
       your physical form once the immediate danger is past. They may
       activate this power reflexively once damage is determined, but
       as soon as damage is marked down or the scene has moved on from
       damage determination, they may no longer use this power on that
       damage.
       Animal Swarm:
       ~Upon activating this power, the Gangrel dissolves into a swarm
       of small creatures, such as rats, crows, or scorpions. The
       creatures remain under the Gangrel's control, and he may direct
       them in unison or as individuals.
       Shape of the Beast’s Wrath:
       ~Users of this power are often mistaken for Tzimisce employing
       the Vicissitude power Horrid Form. A vampire employing this
       power shifts into a huge, monstrous form, gaining half her
       height again and tripling her weight. Her overall shape flows
       into an unholy amalgamation of her own form and that of the
       animal she feels the closest kinship to (wolves, rats, and great
       cats are the most common manifestations, though ravens,
       serpents, bats, and stranger beasts have been reported). The
       vampire’s new shape does bear some vague resemblance to the
       war-forms of the werecreatures, but the difference quickly
       becomes apparent.
       Animal/Beast/Monster Morphing:
       ~Partially due to her being a deity, Saskia is able to transform
       into different kinds of animals, beasts and even kaiju like
       monsters. Of course, she can't turn into certain forms due to
       restrictions depending on what world she is in.
       Unique Discipline after Consuming a Tremere Vampire:
       Thaumaturgy:
       A Taste for Blood:
       ~This power was developed as a means of testing a foe’s might —
       an extremely important ability in the tumultuous early nights of
       Clan Tremere. By merely touching the blood of his subject, the
       caster may determine how much vitae remains in the subject and,
       if the subject is a vampire, how recently he has fed, his
       approximate Generation and, with three or more successes,
       whether he has ever committed diablerie.
       Blood Rage:
       ~This power allows a vampire to force another Kindred to expend
       blood against his will. The caster must touch her subject for
       this power to work, though only the lightest contact is
       necessary. A vampire affected by this power might feel a
       physical rush as the thaumaturge heightens his Physical
       Attributes, might find himself suddenly looking more human, or
       may even find himself on the brink of frenzy as his stores of
       vitae are mystically depleted.
       Blood of Potency:
       ~The thaumaturge gains such control over his own blood that he
       may effectively "concentrate" it, making it more powerful for a
       short time. This power may be used only once per night.
       Theft of Vitae:
       ~A thaumaturge using this power siphons vitae from her subject.
       She need never come in contact with the subject — blood
       literally streams out in a physical torrent from the subject to
       the Kindred (though it is often mystically absorbed and need not
       enter through the mouth). The subject must be visible to the
       thaumaturge and within 50 feet (15 meters). Using this power
       prevents the caster from being blood-bound, but otherwise counts
       as if the vampire ingested the blood herself. This power is
       spectacularly obvious, and Camarilla princes justifiably
       consider its public use a breach of the Masquerade.
       Cauldron of Blood:
       ~A thaumaturge using this power boils her subject's blood in his
       veins like water on a stove. The Kindred must touch her subject,
       and it is this contact that simmers the subject's blood. This
       power is always fatal to mortals, and causes great damage to
       even the mightiest vampires. This ability is very fatal to
       mortals if done right and mortals with regenerative powers (or
       basically metahumans) will suffer excruciating pain for at least
       one RP round. It will only get worse if not treated in time and
       it's even worse for those with weak regerative powers. Although
       even the strongest supernatural creatures will suffer great
       damage, whose with great defense powers (vampires with fortitude
       disciplines) are said to have survived after soaking all of the
       aggravated damage. This spell is useless against those who don't
       have blood in their bodies.
       Elemental Strength:
       ~The vampire can draw upon the strength and resilience of the
       earth, or of the objects around him, to increase his physical
       prowess without the need for large amounts of blood.
       Animate the Unmoving:
       ~Objects affected by this power move as the vampire using it
       dictates. An object cannot take an action that would be
       completely inconceivable for something with its form — for
       instance, a door could not leap from its hinges and carry
       someone across a street. However, seemingly solid objects can
       become flexible within reason: Barstools can run with their
       legs, guns can twist out of their owners' hands or fire while
       holstered, and humanoid statues can move like normal humans.
       This power animates one object no larger than human-sized; the
       caster may simultaneously control a number of animate objects
       equal to their Intelligence. Objects animated by this power stay
       animated as long as they are within the caster's line of sight
       or up to an hour, although the thaumaturge can take other
       actions during that time.
       Vertigo:
       ~The thaumaturge induces minor disorientation and dizziness
       through subtle manipulations in the subject's body. The physical
       discomfort is temporary and minor, but a clever thaumaturge can
       use it on rivals at the most inopportune times, causing them to
       lose their aplomb. A touch from the thaumaturge invokes
       disorientation in her victim. Those with healing powers can help
       the victim though those with regenerative powers can also do the
       trick though they have to concentrate in order to make the spell
       go away.
       Contortion:
       ~With a touch, the thaumaturge causes a group of her opponent's
       muscles to contract involuntarily, reducing it to twitching
       fits. This effect is extremely disconcerting to the subject,
       rendering the limb or muscle group unusable. By making physical
       contact with one of the limbs of the target, the thaumaturge
       renders it useless for the duration of Contortion. A leg
       rendered useless makes standing difficult, and the victim
       suffers from increased difficulty to appropriate Dexterity
       challenges related to her leg, such as dancing or balancing on
       ledges. A contorted arm hangs lifeless at the subject's side. A
       useless head causes loss of speech and increases the difficulty
       of all social skills as the facial muscles spasm out of control.
       Again, those with regenerative powers or a mental control may be
       able to fight back for control but it requires concentration to
       do so.
       Seizure:
       ~Seizure causes the body to erupt into a fit of convulsions. All
       the muscles throughout the body tighten uncontrollably, while
       the victim foams at the mouth and spasms rack him with agony. A
       mere mortal may even choke to death as her tongue cuts off her
       air supply. A light touch from the thaumaturge forces the very
       unpleasant effects of this power upon the target. For the
       duration of the seizure, a target's body writhes, tormenting her
       to the point of incapacitation. The victim also suffers physical
       damage as her body helplessly twists itself. At the RPer's
       discretion, the effects of this power may even cause death in
       extremely ill or wounded mortals. This is harder on supernatural
       creatures and metahumans if they have better control of their
       bodies but it still requires concentration in order to fight it
       or their ally can help them.
       Marionette:
       ~The thaumaturge invoking Marionette gains such mastery over the
       body of others that she can magically seize control of another
       being and force her victim to act according to her own whims.
       This control is not as fine as the direct and personal command
       of the Dominate power of Possession, but the thaumaturge's true
       body is not as vulnerable during the manipulation. Once
       established, the Marionette victim is under the complete sway of
       the thaumaturge, forced to perform as the thaumaturge's macabre
       pawn.
       The thaumaturge may affect any target within her line of sight,
       but she must keep visual contact with the victim at all times to
       maintain this effect. A subject may resist the effects of
       Marionette by using their willpower or some power similar to a
       vampire's Fortitude discipline when the thaumaturge attempts to
       take control. Victims lacking Fortitude or anything similar to
       it do not have the physical resistance to defy this effect.
       Marionette does not rob the victim of her cognizance, only
       physical control over her body. During this time of
       thaumaturge's mastery, the target remains aware that some
       outside force is manipulating her physical actions, conscious
       that they are not her own. The victim may make an attempt to
       take a mental or social action, such as activating a power
       (discipline, gift, magic, etc.) or speaking (asking for help).
       Adrielle is infamous for this ability. At first, she wasn't a
       fan of this ability but after the death of her husband, she
       embrace this spell and use this as an act of torture on her
       enemies such as making them attack their allies, friends or
       family members though she can also use them for minor actions
       such as making a victim come to her (think of Hama from Avatar
       the Last Airbender: )
       Readiness:
       ~Using Readiness makes the caster able to gain a quicker
       understanding of a predicament. Enhanced lucidity enlightens the
       caster, allowing increased cleverness and better reactions to
       changing situations. This power is only usable on the
       thaumaturge herself.
       Centering:
       ~By invoking this power, the thaumaturge causes a sudden,
       intense calmness in the subject by whispering soothing words to
       her. While under this serenity, the target is better able to
       focus on tasks at hand, ignoring distractions and annoyances,
       including grave bodily harm. Thaumaturges in fear of frenzy
       often use this power on themselves to stifle their own emotions
       and achieve a state of tranquility.
       This power is usable on any one subject within earshot of the
       thaumaturge and lasts for one rp turn. During this period, the
       target is unaffected by any power or effect (with the notable
       exception of Elder disciplines) that will render their focus.
       Though much more powerful attacks such as a strong wound like
       attack may prove to be difficult.
       One-Tracked Mind:
       ~By extending her powers to other individuals, the thaumaturge
       is able to fixate the subject on one action. This
       single-mindedness of the target is so complete that they ignore
       everything else that occurs around them. Guards are easily
       distracted with this power, as their attention becomes fixated
       elsewhere, and research becomes a dedicated, focused task. Use
       of this power is sometimes colloquially referred to as
       "railroading someone."
       Dual Thought:
       ~The rigors of learning Thaumaturgy strengthen the mind and the
       will of a thaumaturge. As a result, those skilled with
       Thaumaturgy often have the ability to quickly assess a situation
       and calculate the options available to them. At this level of
       mastery of the Focused Mind, the thaumaturge is able to divide
       her attention to two completely separate tasks without penalty
       or distraction.
       As One-Tracked Mind forces the subject's attention into a single
       objective, Dual Thought expands the thaumaturge’s concentration
       to the point that focus upon two goals is possible.
       Loss:
       ~This curse affects the target's material worth. It most
       commonly causes the target to be stripped of money, but it may
       also cause her Herd to diminish, or destroy a Haven. The curse
       can target any tangible asset represented as a Background
       (basically important status like a wealthy business man). If the
       character has no suitable Backgrounds, it targets personal items
       of emotional significance. The sorcerer has no control over how
       the spell works though the victim of the RPer can decide how it
       will affect them.
       Enemy:
       ~This potent curse causes the target's friends and allies to
       turn against him, even as it causes the numbers of his enemies
       to grow. This may reflect friends and allies who have become
       angry with the victim and turn their back on them, it may
       reflect contacts and allies who are simply unavailable for a
       time, or it may actually result in such characters being injured
       or even dying due to ill fortune. The effects manifest within a
       week, and the victims of the curse may never recover as long as
       they are unaware that it was spell and find a way to break it.
       Though those with a strong willpower and/or a really good heart
       may be resistant or immune to this spell
       The Eye That Wounds:
       ~The ultimate expression of this malefic path, the Eye That
       Wounds does not require time to establish a chain of ill
       fortune. It strikes immediately. The ashipu must make eye
       contact with her target and utter some exclamation pertaining to
       a characteristic of his. It can be praise or insult, sarcasm or
       fury, but whatever form it takes, the target is immediately
       struck with an agonizing injury that damages that
       characteristic.
       The target (or object, if the curse is directed towards a
       possession of the target) suffers one level of aggravated
       damage. Generally, even a single level of damage is sufficient
       to slay an animal or destroy most objects. If used against a
       mortal, this power will permanently maim them. If used against a
       supernatural such as a Kindred (vampire), the curse will inflict
       damage shaped by the ashipu's words. If she compliments his
       beautiful eyes, they will be burned and he might be rendered
       blind until he can heal. If she mocks his honeyed words, the
       curse might burn out his tongue and leave him unable to speak.
       Other Magic Abilities:
       Void Magic:
       ~The user is able to perform void magic, and manipulate voids,
       usually for destructive capabilities. Being the ruler of the
       Void, Saskia is terrifyingly a master of this magic, using it
       for various purposes making it a dark energy based power that is
       as powerful as her husband's.
       Connection Breaker:
       ~Saskia has a connection to spiritual connections that surpasses
       that of most beings. This art is a very dangerous art to
       opponents. When using this, Saskia can break a connection
       between someone and something close to them through physical
       touch. This can be a weapon connected to a user, or even another
       entity that's connected to them. Usually this involves breaking
       a connection to some sort of spirit, like Saskia being able to
       break the connection of the Hazeldine demons through a touch,
       something he proved when he turned Alice and Alison Hazeldine
       against each other by breaking the bonds of Alison's demon and
       the demon took over her mind as a result of the broken bond.
       This art is very dangerous to those that rely on the power of
       spiritual connections, such as weapon spirits (like soul reaper
       zanpakuto's, or intelligent weapons). When used, the connection
       between the host and the spirit is severed, and the host can no
       longer hear the spirit or weapon that was connected to them
       which also cuts off their power gained through these spiritual
       connections. This art can work against anything with a spiritual
       connection, such as weapons or spiritual connections. This can
       even break the bonds between an angel and demon and their
       vessel, for which is what this art was originally designed for.
       When used, this requires a touch, and Zenrael knowing what
       spiritual connection he wants to severe. Using his sixth sense,
       he can usually tell when someone has an additional presence in
       them or connected to them, so he will often use that to his
       advantage. However, thankfully, the bonds are not broken
       permanently, and are only broken for up to 4 hours. As long as
       nothing happens, like the spirit taking over the body or the
       death of the  host, the connection can be re-established. The
       other obvious way to avoid this skill is to avoid being touched,
       as this art is used through physical touch.
       Spirit Corruption:
       ~This is usually used to be combined with her connection break
       skill, in which she corrupts and manifests the spirit that she
       has severed in order to use it to fight the person they were
       bonded to. This is usually used for things like bringing out
       weapons/spirits bonded to someone and manifesting them to fight
       their user. This works on many types of spirits, with it working
       great on weapon spirits. Once manifested, the spirits are
       temporarily corrupted, and then turned on the user. When used
       against things like weapons, Saskia can use her corrupted nature
       to influence spirits and this works until the spiritual being is
       beaten by the original being and reclaimed (which happens
       automatically if the user beats the manifested spirit). Saskia
       can choose whether or not she wants to do this, as it's not
       always beneficial (such as not manifesting a Hazeldine demon so
       that the demon will take over the mind when the connection is
       broken, which makes the user lose control), so this depends on
       the situation. And unlike the broken connection on its own,
       using this can actually strengthen bonds of spirit and user if
       the user beats the spirit and reclaims it, to which the spirit
       and user's connection is automatically restored and can actually
       sometimes grant new abilities when their bonds are restored. As
       such, there are situations where this is useful, but at times,
       the best use of this is to use this on her servants to have them
       fight their weapons and spirits so that they strengthen their
       bonds with them. This is useable on enemies and broken
       connections, but really depends on the situation on whether or
       not it will be useful to Saskia or not. Another form of this
       ability is that Saskia can corrupt the opponent by touch, thus
       turning someone into a monstrous version of the spirit and the
       user's bond, such as making someone with animal spirit powers or
       bond into a feral werebeast.
       Werewolf Gifts:
       Alpha Gifts:
       Sense Guilt:
       ~Being the leader means knowing your friends and foes. Storm
       Lords use this Gift to detect any hidden shame or guilt in their
       packmates and enemies, to see if such a weakness can be
       neutralized or exploited, depending on the werewolf’s decision.
       By meeting the target’s eyes for a turn, the character can
       search the other’s soul for evidence of guilt or past shame that
       still haunts the subject. This is a sensory Gift, not an
       invasive one.
       Alpha’s Aura:
       ~An alpha should be an inspiration in war as well as peace. This
       Gift heightens the werewolf’s outward projection of confidence,
       creating a palpable aura around the Storm Lord in battle.
       Enemies suddenly fear the werewolf, re-evaluating their attacks
       and rethinking strategies in the face of such an impressive
       opponent.
       Taste of Flaws:
       ~A good leader finds out all he can about his enemies before
       confronting them. This Gift allows the Storm Lord to sense his
       foe’s weaknesses, detecting flaws in his opponent’s speech,
       mental faculties or combat style. This Gift does not reveal
       specific weaknesses as with the New Moon Gift: Sense Weakness,
       but instead reveals an overall picture of the target’s flaws and
       shortcomings, allowing the Storm Lord to work around them.
       Lordly Will:
       ~The strongest leaders render themselves immune to unwanted
       outside influence, hearing only the voice of their own authority
       and those of their advisors. This Gift reinforces the alpha’s
       dominance over his own mind in the face of psychic or other
       supernatural manipulation.
       When activated, this Gift makes the character automatically
       immune to all Gifts, Disciplines, Numina and other supernatural
       powers that affect the mind — such as Dominance Gifts, Majesty
       Disciplines, etc. The Gift’s effects last for the turn in which
       the Gift is activated; if the opponent attempts to use another
       mind-affecting power on the werewolf next turn, the werewolf
       must spend another two Essence to invoke Lordly Will for that
       next turn if he so chooses.
       Alpha’s Howl:
       ~With a long and powerful roar, the Storm Lord exalts in his
       prowess, skill and nobility over his enemies. The howl thunders
       through the ears of his foes, temporarily stripping them of
       courage and mastery of their own supernatural abilities. Any
       enemies within earshot of the howl (beings who actively wish to
       harm the character) will suffer the Gift’s effects. In cases of
       more than one opponent, the user should use the highest Resolve
       among the group to resist the Gift's effects.
       Battle Gifts:
       Visage of Fenris:
       ~By channeling their tribal totem’s rage, the Blood Talons can
       plunge themselves into the connection with Fenris-Ur and
       manifest an aspect of his fearsome presence to intimidate their
       foes. Eyes blaze with primal fury, and the werewolf's snarl
       drops several octaves to mimic the growl of Destroyer Wolf.
       Worry the Prey’s Heels:
       ~The werewolf who wishes to catch a fleeing enemy can use this
       power to halt his foe’s limbs, slowing down any attempts at
       flight. The Gift is most often used on cowards who seek to flee
       a fair fight, or when a pack desperately needs to catch someone
       who doesn’t wish to be caught. It is said that a coward’s shame
       fills the heart of a fleeing enemy and slows his muscles.
       Savaging:
       ~The injuries inflicted by a Blood Talon in his Rage can be a
       terrifying sight. This Gift focuses on channeling Destroyer
       Wolf’s legendary ability to rend his foes apart as he fought
       them, making the wounds inflicted by a character strike fear
       into the hearts of those watching.
       Primal Anger:
       ~The more a Blood Talon loses himself to his primal bloodlust,
       the more dangerous he becomes. Characters using this Gift
       harness the ferocity and wild-hearted anger of their wolfish
       natures, using it to enhance their strikes in battle. Every blow
       falls with the desperate strength of an enraged wolf on the hunt
       biting at its prey.
       Heart Stopping Howl:
       ~The howl of Destroyer Wolf roared across the Pangaean night in
       prehistory, terrifying spirits and mortal beings alike. His
       Blood Talons are children are capable of emulating this great
       howl to strike terror into the hearts of their enemies, reducing
       them to gibbering, panicking wretches.
       The character howls with all of his breath, loud and long,
       creating a roaring howl filled with his rage and hatred. Enemies
       affected by the blood-chilling howl find themselves overcome
       with fear, trembling and weeping as they attempt to strike the
       Blood Talon in their midst.
       Stealth Gifts:
       Feet of Mist:
       ~Sight and sound are not the hardest senses for a werewolf to
       defeat, but even a bloodhound would wear its nose out trailing a
       werewolf with Feet of Mist. The werewolf’s scent fades to
       near-imperceptibility.
       Blending:
       ~An expert hunter knows the value of not being seen. A werewolf
       with this Gift can blend with the landscape by simply remaining
       still — overlooked even in the open.
       Running Shadow:
       ~Sometimes, one must choose between moving silently and moving
       quickly. This Gift makes the choice unnecessary. The werewolf
       can trot over dry leaves as quietly as tiptoeing carefully.
       Shadow Flesh:
       ~This Gift actually affects the werewolf’s form, making her a
       living shadow. While her flesh is transformed to shadowy matter,
       she can slip through areas with great ease, even sliding under
       doors or through cracks.
       Vanish:
       ~The ultimate in visual stealth, the werewolf can instantly fade
       from sight, even in full view. Cameras, heat sensors — no form
       of visual detection can perceive the hidden werewolf, although
       this Gift conveys no protection from other senses.
       Strength Gifts:
       Crushing Blow:
       ~Sometimes a werewolf chooses to kill without using his claws or
       fangs — perhaps to elude hunters searching for a “rabid
       man-eating animal,” perhaps simply as a gesture of scorn for his
       prey. Crushing Blow allows a character to deliver strikes with
       bone-shattering force. Few things in nature (or out) can stand
       against such power.
       Mighty Bound:
       ~The power of this Gift allows werewolves to leap across
       distances that would seem impossible for creatures of their
       size. An Uratha who has learned this Gift may spring
       effortlessly from rooftop to rooftop in pursuit of his prey.
       Iron Rending:
       ~Werewolves tap into a source of strength that is older than all
       the works of man. Iron-Rending infuses a werewolf’s claws with
       such destructive power that iron, steel and concrete cannot
       withstand his might. A character with this Gift can tear apart
       steel like cardboard and claw stone as easily as clay. This Gift
       is usable only in Dalu, Gauru or Urshul form.
       Legendary Arm:
       ~With this Gift, a werewolf can hurl even tremendous and
       unwieldy objects great distances. Whether this means throwing a
       boulder as a projectile at enemies or tossing a packmate over
       high flames depends on circumstance.
       Wolfslayer Gifts:
       Form Lock:
       ~Shifting shape is instinctive to the People. It’s as completely
       natural as clenching a fist or flipping off the guy who’s
       tailing you. So, when shapeshifting is denied a werewolf, it is
       very frustrating. Some even panic, unaware that hostile magic is
       affecting their change. If done right, it will last for 2 rp
       turns.
       Return to Birth:
       ~Hishu, while the best form for hiding among the six billion
       sheep on Earth, is one of the least combat effective and
       everyone knows it. This Gift forces a werewolf back into human
       form, though it can’t keep her there. If done right, the
       shapeshifter will be stuck in human form for 5 rp turns.
       Combat Abilities:
       Mixed Martial Arts Intuition:
       ~Users can combine and utilize multiple forms of martial arts at
       once, allowing them to effectively create a new fighting style
       unique to them and flawlessly move from one form of martial arts
       to the other, improvise new attacks and more. These users are
       forces to be reckoned with in battle due to their exceptional
       martial arts skills and being very difficult to predict and
       counter.
       Strength Combat:
       ~The user can mix physical strength with close-quarters combat,
       giving their attacks great force which can potentially cripple,
       maim, and kill their opponents.
       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.
       Berserker Combat:
       ~The user can infuse berserker rage with physical combat,
       allowing them to fight with the ferocity of a beast while taking
       and inflicting damage that they couldn't or wouldn't in their
       normal state.
       Fighting Instinct:
       ~User possesses an innate aptitude for fighting in any combat by
       overcoming limitations and adapt techniques or methods to ensure
       victory. They adapt perfectly to all factors, achieving maximum
       efficiency in an offense, defense, evasion, and countering,
       ensuring optimal success as long as there is the slightest
       chance. This enables a user to resist fear and pain, maximize
       and surpass physical boundaries, utilize all of their skills in
       the most efficient manner, and continuously fight while
       unconscious. The user's instinct for battle allows them to pick
       out strongest opponent, letting them know who exactly they need
       to fight.
       Killing Instinct:
       ~User possesses the capability that enables them to be the
       "ultimate killing machine". They have instincts to kill by any
       means and in the most effective ways possible, use anything at
       hand to do so and, have no mental/emotional issues or moral
       dilemmas either before, during or after the deed. They are, in
       short, cold and merciless killers. They are focused on nothing
       except killing their enemies and how they should do so, putting
       all of their efforts into making sure whatever they kill is good
       and dead. They can also give off a murderous aura, inducing fear
       into their opponents.
       Supernatural Hunter Extermination Experts:
       ~The other reason why most werepyres become experts in
       supernatural hunting techniques, besides just using them to
       fight other supernaturals, is so that the werepyres can learn
       how to fight against other creatures that hunt them. Most
       werepyres will learn how supernatural hunters operate, whether
       the hunters are human, werewolf, vampire or even demon or angel.
       In order to survive, werepyres learn everything they can about
       how supernatural hunters operate, and how to avoid most
       supernatural hunter traps. This is another aspect that makes
       werepyres especially dangerous, as their mix of werewolf and
       vampire abilities and senses give them what they need to avoid
       most normal supernatural hunter tricks and traps. Because
       werepyres encounter a lot of hunters of all types, they will
       often not only learn through books and training, but most end up
       having to fight to survive against all manners of creatures.
       Usually, hunters will hunt down werepyres immediately, and even
       vampires and werewolves may hunt down werepyres to remove them
       as threats. Because of this, werepyres learn quickly about how
       to avoid, counter and kill almost any manner of supernatural
       hunters. Most supernatural hunters have to be very creative
       about how they lure out werepyres, because of the fact that
       werepyres specifically stay on guard against supernatural hunter
       strategies and traps.
       Presence Suppression/Crowd Blending:
       ~Most werepyres learn how to suppress their presence using their
       shapeshifting skills, and learn how to blend into crowds. Some
       will take human form to hide among humans, though more advanced
       werepyres can walk through crowds wearing just a cloak and mask,
       and they never draw any attention from the people around them.
       Many werepyres will do this when they need to find people to
       devour, but also so that they can hide in plain sight among
       human populations. Because most human cities have masses of
       people that get around constantly, most werepyres utilize this
       to make themselves hard to track, usually making it where their
       presence is overshadowed by everyone else. Even werewolves who
       track werepyres may have trouble finding werepyres who are good
       enough at using this trick, as some use the masses of crowds to
       disguise their scent from anyone who is trying to track them.
       They also keep their presences suppressed so vampires cannot
       sense them easily, since many vampires have a strong third eye
       that can sense their presence if they're not careful. Most
       werepyres can even use this to hide out in nature, assuming they
       aren't hiding in werewolf or vampire territory, where they use
       this to keep their presence in the world as suppressed as
       possible. Miriana normally uses this when she's in human form,
       especially in cities. This is helpful for her since she usually
       wants to be alone.
       Assassination/Interrogation Training:
       ~Most wouldn't think werepyres would be experts in assassination
       and interrogation, but one would be surprised how often
       werepyres interrogate hunters and other vampires/werewolves that
       come after them. Many werepyres could become assassins if they
       desired, as some have even had to kill people hunting them. Most
       werepyres learn how to kill as silently, and learn how to
       interrogate people as needed. Most werepyres have their own ways
       of handling situations that require assassination or
       interrogation, though most develop some methods of doing so, as
       some may use weapons to kill their targets or may use their
       supernatural abilities to attack opponents. In addition to
       learning assassination techniques, most werepyres will also
       often learn interrogation techniques for those situations where
       they need to learn something from an enemy. Some werepyres will
       interrogate others through pain, though some more skilled
       werepyres interrogate by infiltrating a group to get close to
       their target by gaining their trust. For werepyres, this depends
       on the werepyres and their methods, as every werepyre will often
       have different methods for doing the job. The one thing that is
       common is that most werepyres have methods to assassinate and
       interrogate, which is something many werepyres have no trouble
       doing since they are constantly hunted down.
       Godly Combat Talent/Adaptability:
       ~Thanks in part to being a deity, and the bodies she has been
       in, Saskia has picked up a natural combat talent that has given
       her great adaptability and learning due to the fact that she's
       been in the bodies of multiple races and seen most styles of
       combat used over his years around the multiverse. While her main
       styles are simplistic such as boxing or street fighting, she has
       picked up different aspects of other styles, and seems to have a
       natural talent for combat beyond that of most beings. Saskia
       usually picks up combat pretty easily no matter what body she is
       in, and can adapt very easily to the talents of any body she is
       in. As such, Saskia is a very dangerous fighter that can adapt
       to most opponent's fighting styles, and figure out ways around
       different styles, usually by using tricks she's picked up from
       other styles. Because of this talent, Saskia has never had to
       train herself. Although her husband is more efficient in
       physical combat, Saskia is no slouch either and has proven many
       times before how deadly she is in combat to the point of
       rendering people into paste to even catching even the most
       talented martial artists off guard due to her brutal fighting
       capabilities. However, like all combat talents, there are those
       that can surpass this talent, as Saskia is a case of someone who
       doesn't really train and relies mostly on her instincts. Because
       of this, she may be vulnerable to more honed warriors who train
       to perfect their combat depending on the opponent.
       Primordial Deity Supernatural Strengths and Weaknesses Expert:
       ~Since primordial beings have been around since before the dawn
       of time, they have learned everything they can about other races
       and have become experts in almost every kind of creature, even
       knowing a lot of creatures that have been forgotten by time and
       knowing most creatures in the world. Typically, it is important
       for primordial beings to know what they can about supernaturals
       of all kinds, from the lesser beings to even the deities of
       whatever world they live in. Most primordial beings have access
       to entire libraries on all manners of supernatural lore and
       creatures and can even steal knowledge from mortals through
       books and writings of mortals, and they know the strengths and
       weaknesses of almost every race that has ever lived in their
       universe (not counting some creatures from other universes or
       some creatures from the space between dimensions). Some
       primordial beings even have connections to the knowledge of the
       multiverse (such as some deities who have cosmic awareness due
       to their primordial power). There are numbers of useful
       information primordial entities can find, which includes spells,
       exorcisms and traps used against almost all manners of
       supernaturals. For the most part, primordial beings have been
       around since before most races in the world and have had the
       time to record a lot of information or find the information on
       how to hunt down and fight specific types of supernaturals.
       Though most primordial entities are not specifically
       supernatural hunters in the traditional sense, they do have to
       know how to fight supernaturals since supernaturals are usually
       among the biggest threats to them as it usually takes strong
       supernaturals or even other deities to stop them. This is not
       just about learning to counter general energies, but more about
       learning what makes each kind of supernatural race and power set
       tick, and learning the positives and negatives of many skillsets
       and races. For Malice, he not only has access to cosmic
       knowledge, but has fought all manners of supernatural creatures.
       Primordial Entity Deity and Pantheon Knowledges:
       ~Just as they have to learn supernatural powers, most primordial
       entities also have to learn about deities and pantheons deities
       belong to in the multiverse. Even though some primordial gods
       may end up becoming demonic type gods, anti-gods, or even dark
       divinity gods, there is still a need to learn everything they
       can about deities who will likely be among their biggest
       competitions since most deities will usually seek to drive
       primordial entities or deities out of the living worlds. In this
       case, primordial deities often learn about deities and
       pantheons, from learning about the deities themselves, to
       learning the strengths and weaknesses of deities, and even
       learning how they interact with their pantheons to learn how
       they train their followers or what deities may have followers do
       when it comes to taking on primordial beings (such as followers
       of voodoo pantheons in Olympus know about Vobu and often teach
       their followers to avoid him). This means that most primordial
       deities are usually pretty knowledgeable, and can be even more
       knowledgeable if they have access to things like primordial
       cosmic knowledge that helps them understand and learn more
       easily about the forces of the universe and those that influence
       it. Primordial deities know the strengths and weaknesses of
       deities and their pantheons, usually knowing which to avoid, and
       which they can take down in fights since they will often find
       themselves up against certain deities and pantheons depending on
       the primordial deity. This could be as simple as learning
       exorcism spells of different pantheons, or having ways to
       counter the powers of the godly pantheons (like Olympus Vobu's
       dark voodoo god power was specifically trained by Vobu to
       counter the good voodoo gods who would try to destroy him). For
       Saskia, she is no exception, and knows almost every pantheon in
       the multiverse, thanks to her cosmic knowledge and having been
       around since before the multiverse came into existence.
       Primordial Entity Supernatural Hunting and Tracking:
       ~Though not supernatural hunters, primordial entities know a lot
       of the tricks supernatural hunters use through research into
       supernatural hunting techniques and observation of mortals, and
       picked up a lot of tricks to track people down partially through
       experience facing supernaturals, but also through the knowledge
       that they have gained from being around since before creation.
       This has left them with not only a great sense for hunting down
       opponents they need to hunt down, but also left them with an
       innate ability to track opponents as they have to track down
       souls. Typically, they specialize in tracking most manners of
       supernaturals, and even being able to track deities who might be
       hunting them. They are able to learn to do very subtle things,
       like tell whether a foot print is his target or not by things
       like the shape of the boot and how deep the boot-print is, as
       well as also being able to tell where their opponents go thanks
       to circumstances like walking on plants, and animals that are
       unusually silent being signs of predators in an area. They
       usually have a sense of when opponents are near, as well as
       usually knowing which way an opponent is going. And thanks to
       supernatural senses as well as enhanced normal senses, almost
       all primordial entities have a great sense of where things are
       around them. Depending on the entity, most often learn to track
       all kinds of creatures, or they may focus on specific types of
       creatures depending on what kind of creatures they fight, so
       this is a very important skill to have primordial entities
       always have a lot of enemies.
       Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge:
       ~All primordial entities learn how to use exorcisms and traps
       for a multitude of creatures and mythologies, due to their need
       to know how to counter other races. During their time in the
       multiverse, they pick up many manners of exorcisms and traps in
       order to take advantage of other races weaknesses that other
       species use. For example, primordial entities know that holy oil
       works well for trapping angels (And most of the time works
       against them as well), and know to make demon traps to trap
       demons. Primordial entities are usually learning and picking up
       on every recorded way not only they, but many other races, have
       of taking on supernaturals and they use this knowledge to fight
       their enemies more easily. Typically, each primordial entity
       learns this to some degree, depending on the entity and what
       universe they live in. Most primordial entities have had a long
       time to record ways to trap, exorcize and find weaknesses of
       many of the types of beings that live in the mortal realm,
       including watching mortals and finding information mortals have
       on this subject. As most primordial entities know, knowing
       whatever they can about exorcisms, weaknesses and traps not only
       helps them take on supernaturals and deities, but also can help
       them escape different supernaturals and deities ways of
       exorcising, weakening and trapping primordial beings, which is
       very useful for their survival. As most primordial entities will
       not hesitate to say, they don't get to living since the dawn of
       time by being without knowledge of how to fight for their
       survival and learning tricks to make their lives easier so they
       don't get take out very easily.
       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. Primordial entities have this
       as well, and since most of them have been around since the dawn
       of time, they have had time to hone this to great degrees where
       they can use this far better than most beings can with some
       being able to learn special ways of sensing murderous intent.
       For Saskia, she learned even before becoming Malice's wife, has
       survived into the void filled with terrifying creatures, thus
       learned to extreme degree how to differentiate and read complete
       chaotic murderous intent from not only the mortals of the dark
       multiverse, but deities, and even the world itself. Because she
       learned how to differentiate murderous intent in such a chaotic
       form and differentiate it from literally everything around her
       having murderous intent, she has a terrifying sense of when
       someone is going to attack her. Even those that suppress their
       murderous intent can still be read by Saskia, as she can still
       tell when people are going to attack her even if they don't give
       off murderous intent. This works even better thanks to her new
       werepire body and her sense of stealth because of it. This makes
       surprise attacks next to useless against Saskia, so opponents
       are usually better just taking her head on rather than try to
       sneak attack her.
       Passive Abilities:
       Goddess of the Void Between Dimensions/Void Dominion:
       ~Saskia's dominion lies between dimensions, where she became
       queen by marrying Malice. This gives her control of the area as
       well though she also respects her husband's rules. Those that
       serve Malice know that normally, this area would be dangerous to
       anyone who ends up between dimensions, and those that travel
       between universes are warned about making sure they don't end up
       in this void between dimensions. In this area, not only do those
       that serve Malice that have become Malicians live, but there are
       a lot of creatures that live under Malice's rule, such as the
       void dragons who live in the void between dimensions, and the
       creatures known as the Dark that have come to be known for
       following Kindron Blackfire in the Order of the Dragon after he
       brought them out of the void so they could find souls to devour.
       This area is not only under their dominion, but like her
       husband, Saskia can reshape and modify everything as she desires
       due to Saskia having some control. Saskia even has her own area
       where she creates monsters and have her own children living in
       Malice's kingdom. Because of this, it is very difficult for
       deities to operate in this area, as even those like Toranoraos
       and Death have no real power when in this domain over the
       creatures there. If those who come in this domain doesn't become
       Malicians, they will become one of Saskia's children.
       Multi-Dimensional Entity Presence Split:
       ~While Saskia is not a multidimensional being like Toranoraos or
       Xeles, Saskia can send a part of herself into universes
       depending on how she is called and what kind of universe he is
       trying to enter. As mentioned before, she cannot enter a
       universe unless invited into it and brought into a physical form
       through certain rituals, but thanks to this, she can appear in
       any universe. When called into a universe, Saskia doesn't appear
       in her full form, but instead, part of her spirit enters
       whatever body is created for her (should she choose to appear,
       as she is careful to only appear to those that serve her and not
       to random rituals due to the fact she's been ambushed or tried
       to be commanded by being called into rituals) and then Saskia is
       able to move around whatever universe she is in when called. Due
       to this, this means that Saskia can appear in multiple universes
       at once, with her being able to inhabit multiple bodies (though
       she can only inhabit one per universe) across the multiverse at
       once. While each body seems to operate independently, Saskia can
       spread herself across multiple universes at once when called to
       multiple universes. Since she cannot appear completely in one
       universe due to the power balance and being cast out by
       Toranoraos so she couldn't take over the multiverse, Saskia has
       to only send part of herself to universes to inhabit bodies as
       she is usually not able to fully appear even in physical bodies
       due to her massive presence which can only be felt in the void
       between dimensions. However, as stated, this doesn't mean Saskia
       is unkillable, as she can be killed still if her body she
       inhabits is killed (and if killed, her presence goes back to the
       void between dimensions).
       Primordial Connection to Cosmic Knowledge:
       ~Having predated almost the entire multiverse just like most
       primordial entities, Saskia has knowledge of almost everything
       in the multiverse and gains knowledge of the universe through
       her connection to the primordial forces of the universe. Since
       Saskia is a deity created by a multidimensional being, Saskia
       has knowledge of not just one universe, but of the entire
       multiverse. While not a multiversal being, she can use her
       knowledge connection to learn the universe she is in through the
       primordial knowledge of the universe. This grants her a cosmic
       awareness not just of the races and deities of a universe, but
       this also grants Saskia knowledge of primordial beings as well,
       such as the dark voodoo god Vobu, or other creatures like Galian
       and Amara that are primordial in nature. While she can't see
       beyond the current timeline like Xeles can, Saskia can tap into
       this cosmic awareness to learn almost anything she needs to
       know. Because of this, Saskia knows the multiverse better than
       most creatures, even knowing places like the Shadow Realm and
       knowing of the Spirit realm (though he only knows what
       primordial forces tell her about it since she cannot enter that
       realm as she is married to Malice). This not only helps Saskia
       understand the multiverse, but also helps her learn new things
       about the multiverse, such as when new creatures are created,
       new universes come into existence, or even when certain types of
       forces are released that most beings don't recognize. Of course,
       while this does tell her things like what the universe is made
       of, and what inhabits the universe, there are limits to the
       knowledge, such as how time will play out, or how certain forces
       will affect the world if released since some things are not
       guaranteed to play out a certain way (as the future is always in
       motion and can change at any time).
       Werepyre Bat-like Wings:
       ~Depending on the werepyre, some werepyres may gain specific
       vampire wings, but the standard wings of a werepyre are usually
       bat-like in nature that reflects the vampire side of their
       natures. Using these wings, werepyres are able to fly just like
       one would expect. Most werepyres who have these wings are able
       to use them like most vampires do, and can usually use their
       shapeshifting skills to suppress them when not needed. Some
       werepyres may have special abilities using their wings,
       depending on their heritage and abilities. However, one thing
       many basic werepyres have learned to do is focus their cursed
       darkness into their wings in order to use them like shields, due
       to the wings being fairly easy to regenerate, and their wings
       typically being strong enough to counter certain types of
       attacks. Some werepyres may or may not be able to keep their
       wings suppressed consistently, as some can only suppress them
       temporarily using their shapeshifting abilities, while some may
       be able to suppress them easily. However, no matter how one uses
       them, mostly all werepyres have vampire-like wings in some way.
       In battle, if these wings are damaged, then the werepyre won't
       be able to fly, and werepyres with special techniques using
       their wings usually have to have the energy to use their attacks
       (if it's a supernatural power).
       Werepyre Regeneration:
       ~Werepyres, like werewolves and vampires, have supernatural
       regeneration that can be used to heal themselves when they have
       taken damage. Werepyres have strong regeneration, and can
       regenerate from far more than many vampires and werewolves.
       Werepyres can usually regenerate anything as long as their heart
       or brain isn't destroyed. Werepyres also regenerate faster than
       most other vampires and werewolves, due to werepyres having two
       natures that grant them regeneration. Of course, some clans even
       have special regeneration techniques, so some werepyres may even
       gain special regeneration techniques of they are available to
       them. This is a passive skill that heals werepyres, and this
       power is sustained by their devouring of flesh and blood of
       either animals or humans, depending on what the werepyre wants
       to eat to sustain their power. Werepyres can be very hard to
       kill if one is not prepared properly, so it is always important
       for anyone who hunts werepyres to be prepared. For fighting
       werepyres, silver is usually the best thing one can have, since
       silver can be used to kill a werepyre just like werewolves.
       Silver is often essentially when trying to kill a werepyre, and
       usually certain holy powers can also help kill werepyres more
       easily. Certain things like death scythes and other regeneration
       negation weapons/abilities can also be used on werepyres, just
       like vampires and werewolves. Unless they have special
       regeneration like demonic regeneration, most werepyres are able
       to be killed by either beheading, or destroying the heart or
       brain of the werepyre.
       Werepyre Heavy Stander:
       ~Because of the werepyre's body structure, most werepyres are
       extremely hard to knock back. Due to their strong and bulky
       muscles, werepyres are able to take many attacks without
       flinching, and most are heavy enough they are barely knocked
       back with impact damage. While werepyres 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 werepyres 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 werepyres 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). Most
       werepyres 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 werepyre 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.
       Affinity for the Darkness/Dark Arts Power:
       ~Because of the werepyre's dark natures, werepyres have a nature
       steeped in darkness. Typically, darkness is something most
       werepyres can specialize in very easily, and some can even learn
       powerful darkness abilities, including dark arts and dark magic
       (if they have magic ability). Many werepyres can learn a variety
       of darkness abilities through their werepyre skills, though many
       don't stop at werepyre skills, and some move on to things like
       dark arts in order to advance their power further. Most
       werepyres learn how best to utilize their dark natures with
       experience, and many learn different abilities that will help
       them utilize their dark natures to their fullest. Depending on
       the werepyre, some have different ways of taking advantage of
       this, such as the Lasombra using shadow control vampire
       disciplines. Typically, the only werepyres that don't have dark
       natures are werepyres that are the spawns of things like holy
       vampires/werewolves, or purified vampires/werewolves. As such,
       most werepyres are fairly predictable in how they will have dark
       natures. However, while they have an affinity for darkness, this
       means that they have a major weakness to holy power, just like
       vampires and some werewolves do. Most werepyres can utilize this
       affinity, but as they gain stronger darkness abilities, their
       weakness to holy power goes up alongside their strength in
       darkness abilities.
       Werepyre Fangs Blood Drain and Flesh Devouring:
       ~Similar to how vampires have fangs that are designed to draw
       the blood of those they bite, werepyres also have this feature.
       While they have vampire fangs, they also have werewolf teeth
       designed for devouring the flesh of victims. Because of this,
       werepyres are specifically built to devour both blood and flesh
       of their victims. By devouring flesh and blood, a werepyre
       sustains both their vampire and werewolf sides, usually using
       their feeding to eat their victims. It is rare for werepyres to
       leave anything behind when their done, as their acid bite allows
       them to even eat the bones of their prey. Due to being part
       werewolf and vampire, werepyres have to eat more to sustain
       themselves, so they have to learn how to not waste any prey they
       get. This means that when werepyres eat their victims, whether
       they be animal or human (as they can survive on either one
       depending on their preference), werepyres can't afford to waste
       their food. Typically, werepyre teeth are very strong, and even
       their fangs are usually strong enough to chew through bones when
       paired with their acid bite. Without flesh and blood of either
       animals or humans, a werepyre cannot sustain themselves and will
       eventually starve themselves if they don't eat. Usually if they
       get hungry enough, the werepyre will become feral, and lose
       their sense of self until they eat, or some werepyres may lose
       their mind and devour themselves if they are hungry enough.
       Depending on the werepyre, some may have to eat more than
       others, depending on what it takes to sustain their power.
       Usually, humans or animals are the two major things that sustain
       a werepyre's power, with rare exceptions of those that eat
       vampires or werewolves.
       Werepyre Monster's Stomach:
       ~Werepyres are a somewhat unique creature, due to the fact that
       they have a unique digestive system. They are able to eat almost
       anything, due to their stomachs being extremely strong and many
       even being able to eat monsters with poisoned blood. However,
       the main thing to note about werepyres is that werepyres are
       able to absorb properties and abilities from supernaturals and
       monsters they eat, and can use this to gain new abilities. This
       is similar to vampire and werewolf abilities to gain power from
       eating supernaturals, except that werepyres specifically use
       this to get stronger, as their bodies will change and adapt
       slightly as they eat monsters and supernatural creatures in
       order to allow them to use certain abilities. When eating a new
       type of monster or supernatural creature, the werepyre may gain
       special physiological changes as a result. For example, if they
       were to eat a ghoul (a type of creature that eats corpses), then
       their physiology might change to allow the werepyre to eat
       corpses as well, or they may gain special abilities the ghoul
       had. This is usually dependent on how the werepyre reacts to the
       creature's physiology upon devouring them. Some werepyres may
       only gain resistances to certain things, or some might gain new
       supernatural abilities. It isn't known what causes this with any
       consistency, but werepyres are certain of one thing: This is a
       very useful way for a werepyre to gain new abilities and
       resistances. However, typically, this usually only happens when
       a werepyre eats a new type of creature. While the werepyre can
       gain powers through vampire and werewolf power gains, this
       ability is somewhat unique in that it makes subtle changes to
       make the werepyre more versatile without giving them the race
       weaknesses (each power gained still has it's normal weaknesses),
       and doesn't change the physiology of a werepyre too much
       compared to normal power gain abilities that might change the
       physiology drastically.
       Pain Resistance:
       ~The user is resistant to physical pain, allowing them to power
       through serious injuries and continue to function. The previous
       Wolfwing didn't actually teach her this through training.
       Instead, Miriana is able to resist pain due to her physiology
       and her having been harmed by many weapons known to man for many
       years.
       Enhanced Violence:
       ~Users are incredibly skilled at harming others, whether
       intentionally or unintentional. Users have no problem using any
       means to get their way with others, even if it involves breaking
       a few bones or leaving some scars. They don't necessarily have
       to be good at fighting or killing to be violent, however, the
       intention to harm has to be there, which usually does lead to
       the deaths or maiming of others.
       Poison Resistance:
       ~The user is highly resistant to or can tolerate poison, being
       able to survive direct/indirect elemental attacks/effects or
       traverse through poisonous environment. This means that many
       poisons don't really work on Saskia, and things like poison
       miasma, or certain deadly poisons usually don't work on her.
       Saskia's resistance has been developed to the point that she has
       a passive resistance to almost all poisons, and is immune to all
       of the poisons she's been exposed to. However, there are certain
       poisons that Saskia is not immune to, such as silver or mercury
       based poisonings, as she can still be poisoned with liquid
       silver or mercury (though she does have a slight resistance to
       mercury). The only other poisons that really effect Saskia are
       acidic poisons, as she only gets a resistance, not immunity, to
       acidic poisons (due to them eating away the body rather than
       having other effects).
       Werepyre Supernatural Life Span:
       ~Thanks in part to their regeneration, and the fact that no one
       really knows of any werepyres that aren't hunted and killed
       rather than dying of old age, no one knows the life span of a
       werepyre. While a werepyre can still be killed in battle, or
       killed in a few different ways, it is unlikely they'd die of old
       age for a very long time. Typically, vampires and werewolves
       have regeneration that breaks down over time, which results in
       them not being able to regenerate as much and their age starting
       to show. However, this process usually takes thousands of years,
       and there are vampires and werewolves that have lived for tens
       of thousands of years, and some that have even been around since
       the heaven/hell wars. Because of this, no one is completely
       certain how long a werepyre lives for, but if their lives are as
       long as werewolves and vampires, a werepyre will not get old
       unless their regeneration starts to break down as they get
       older, which means that it's possible that werepyres could live
       for an undefined amount of time. While this doesn't mean that
       werepyres cannot be killed, it does mean that it is very rare
       for them to die of natural means, and even if it were possible,
       a werepyre's ability to come back from death using the werepyre
       skill Return from Hades may even save them (no one knows for
       sure). Because werepyres are hunted and killed long before they
       have a chance to get old, usually werepyres have to worry more
       about being killed by hunters and other enemies that will hunt
       them down to kill them than how long they'll live before they
       die of old age.
       Supernatural Telepathy:
       ~This ability lets a werepyre communicate telepathically with
       anyone they can connect to, similar to werewolves and vampires.
       Typically this power lets them reach out with their mind, 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 whom they can
       connect to. However, the user has to know where the person is to
       use this since they have to know where to send their thoughts.
       However, this doesn't apply to those who establish permanent
       connections, such as connecting to other family members or
       allies that can be done through special connections. This lets
       them 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
       (only those with permanent connections). Those who are set up
       with permanent connections have to accept the connection, and
       even then, they can sever it if they choose to. This is
       typically not something that is used in combat, since it's just
       for communication.
       Werepyre Environmental Adaption:
       ~Because of a werepyre's body structure, werepyres are very good
       at adapting to the environments they stay in, partially thanks
       to their connections to nature and darkness, and their ability
       to twist those natures. As such, werepyres are very adaptable to
       most natural conditions, and they are able to adapt to these
       conditions even among those without elemental abilities. The
       most common adaption that werepyres have is their resistance to
       extreme temperatures. Werepyres are able to handle the extreme
       cold of the artic, or they are able to handle the hottest of
       desert heat. Usually, werepyres are adaptable enough that they
       can shake off freezing water, and they can even shake off lava
       without being too affected. This means that most temperature
       changes are not going to have much effect. However, this also
       applies to werepyres who go to other altitudes, such as higher
       altitudes that have less oxygen. Most people would have trouble
       adapting to higher elevations, but werepyres are able to adapt
       fairly easily even in these situations. Werepyres are able to
       adapt to almost any condition nature could throw at them. To
       werepyres, they are not usually bothered by these conditions.
       For werepyres, many often see extreme cold or heat as just a
       slight bother rather than something that might put them in
       extreme conditions. However, this only goes so far, and
       werepyres don't completely change physiology in order to adapt.
       While werepyres can become resistant to temperature changes and
       oxygen changes, they cannot change their physiology to do things
       like breathing underwater or surviving in the vacuum of space
       unless they were to eat certain supernatural creatures who could
       and gain their physiology in order to use their abilities.
       Werepyre Reduced Sleep Requirement:
       ~Because werepyres have powerful regeneration, and their
       connections to darkness and nature that they gain power from,
       werepyres sleep far less than most other creatures. While many
       creatures would have to sleep at least 8 hours, werepyres only
       sleep four hours a night, and are very light sleepers compared
       to other beings. Part of this is because werepyres learn to live
       with being hunted all the time, and most develop their sleep to
       be light so they wake up at signs of trouble. Unless they are
       injured or going into special sleep, werepyres don't need much
       sleep. Through four hours, werepyres get enough sleep that they
       are able to operate just fine without needing to sleep any more.
       While some may still nap during the day just to pass the time,
       werepyres don't have to sleep more than four hours, even if some
       do. Typically, this mostly applies to those that stay in their
       werepyre form constantly, as many human form werepyres often
       sleep more like humans than they do like full werepyres. This is
       a fairly simple physiology trait, which is standard for
       werepyres. And when injured, they have their Nature's Sleep
       ability that lets them recover from being injured or near death.
       Werepyre Senses and Enhanced Reflexes:
       ~Werepyres, like vampires and werewolves, have highly enhanced
       senses. Werepyres have a werewolf's sense of smell, and they
       also have vampire and werewolf enhanced vision, hearing and
       touch. While werepyre's ratio of enhanced senses vary from
       werepyre to werepyre, most have a mix of werepyre and vampire
       senses, which give them more range than most other creatures. In
       addition, though, werepyres also have highly enhanced reflexes,
       in which they can react far more quickly than most other
       creatures thanks to their enhanced senses. Werepyres are able to
       use this to their advantage, such as using their senses to hunt
       down their prey, or using their reflexes in battle to avoid
       enemies more easily. However, while werepyre have impressive
       senses, the stronger the werepyres senses, usually the easier it
       is to overwhelm them. Specifically, werepyres most vulnerable
       sense is their sense of smell, which can be overwhelmed much
       more easily than any other sense they have due to them having a
       werewolf sense of smell. These senses are fairly basic, and are
       common among supernaturals. Every werepyre has a different
       balance of senses, and some might have stronger senses than
       others.
       Werepyre Thermal Sense and Darkvision:
       ~Thanks to their unique natures, werepyres have to extra senses
       that they can use as well. The first is a type of thermal sense,
       in which werepyres can see something depending on how much heat
       is generated. This is not necessarily a standard thermal vision,
       but more that werepyres are able to sense and see objects based
       on the heat they give off. This helps werepyres see things they
       might miss, and can let them see heat in a unique way by
       combining their werewolf senses with their vampire supernatural
       sense. The other sense is darkvision, which combines a werewolf
       ability to sense what happens when little light is present with
       a vampire's dark nature to create a darkvision ability that lets
       werepyres see no matter how much light is present. Werepyres are
       able to see in pure blackness just as easily as they would
       during the day. Due to this, werepyres see just as easily with
       no light. Most werepyres prefer night enough that they consider
       light more of a bother to their vision than a help. It's not
       certain if these could be called senses or just variations of
       their sense of vision, but either way, this gives werepyres
       special abilities that help them out immensely more than many
       other werewolves or vampires. This ability is typically not
       easily overwhelmed, though flashbangs and other intense light
       sources can affect a werepyre more than a normal being depending
       on the werepyre.
       Werepyre Third Eye/Presence Sense:
       ~Werepyres, like vampires, have a special ability many refer to
       as a third eye. Using a werewolf's supernatural senses and a
       vampire's senses, werepyres are able to use these senses just as
       effectively, and are able to use their third eye like many
       vampires. In addition to seeing things beyond the physical,
       werepyres are able to percieve the presences of others through
       this sense, and and able to use this in combination with their
       supernatural power of being able to sense others. Werepyres are
       able to use their third eye to do a variety of things, like
       seeing through things like illusion powers, or using their
       werewolf power to sense spirits using their third eye. When used
       to sense the presences of others, werepyres are able to use this
       to sense not only other people, but they are able to sense what
       the person is, as well as how powerful they are as long as the
       werepyre can tell what presence they're sensing. However, this
       can be deceived by skilled opponents, sometimes things might not
       appear correctly if the user can't sense the opponent's full
       power or use powers that fool this sense. There are also skills
       that hide one's presence so those with this sense can't sense
       them, or some opponents can suppress their presence so they're
       not fully able to be sensed. While this isn't always the best
       judge of someone's abilities, it can provide a slight insight to
       help the user as to what they face or what's around them.
       Werepyre Meditation and Mind Protection:
       ~Through meditation and physical training, werepyres are able to
       block out outside influences, designed to be a meditation method
       to help ki users focus their ki and train their mind. This helps
       werepyres center their concentration, and helps the werepyre
       grow in their ability to use their supernatural abilities as
       they learn the right meditation methods. This also makes
       werepyres immune to mind manipulation, as this meditation
       creates a protection around the user's mind and allows the user
       to learn to block out specific influences, and works similarly
       to powers like disciplined mind or iron will. Unlike some who
       can still enter someone's mind even if they're forced out, it
       isn't possible to enter a werepyre's mind or affect their mind
       at all when this protection is active, as some werepyres use
       their cursed darkness to create a specific protection of dark
       energy around their mind. This uses the body's cursed darkness
       to protect the mind, even if that's not the actual purpose of
       this meditative training. This also lets the user manipulate
       their own mind, concentrating and influencing their own emotions
       using their darkness in their mind, usually to help them enter
       the right emotional states to use their abilities. Though they
       can't enter their own mind's inner world like some mind
       manipulation users can, as this is not designed to enter the
       mind's inner world, just control the mind in a basic way. Some
       werepyres may have specific training of other ways to do this as
       well.
       Werepyre and Combat Trained Enhanced Physical Stats:
       ~Werepyres, as one might guess, have highly enhanced physical
       stats, which they not only have from their werepyre heritage,
       but through any combat training that they might go through in
       order to learn to fight opponents. Because werepyres have to
       fight vampires, werewolves and hunters, werepyres have to
       develop their combat abilities or risk being killed. Many
       werepyres are known for their mix of vampire combat disciplines
       and their werewolf gifts, in which many werepyres have highly
       powerful physical stats that make them among some of the more
       powerful creatures. While human form werepyres are rare, human
       form werepyres usually have enhanced strength and speed, being
       able to outclass many types of supernaturals when used with
       their vampire and werewolf combat abilities. Those that don't
       have human form normally are often known for defense and
       strength, with most werepyres being large, bulky and very
       difficult to overpower or take down. However, the stats are
       usually dependent on the werepyre, as every werepyre will have
       different combinations of physical stats depending on their
       heritage, abilities and training. Because of this, it's hard to
       specify exactly how to fight each werepyre, though just like
       most fighters, most werepyres still have the same weaknesses as
       other fighters, specifically that most fighters that specialize
       in one or two stats usually have one stat that suffers.
       Werepyres are known for having the best of both werewolves and
       vampires, which means that strength, speed, defense, durability,
       agility, and even stamina are highly enhanced. As such,
       typically werepyres are known for being tough combatants. For
       Saskia, she's a pretty balanced fighter, with pretty even stats.
       And due to being a god, she has higher stats in all of her stats
       than most mortals do. However, she is somewhat limited by her
       physical body, so certain more enhanced users can still outclass
       her at times due to her being limited by physical limitations.
       Transformation(s):
       Human/Werepyre Form Shapeshift:
       ~For most werepyres, werepyres either stay in their normal
       werepyre form, or they use a human form. Depending on the
       werepyre, most use one or the other, and save the other as a
       backup form they can use. For example, many werepyres may use
       their werepyre form normally, but may switch to human form when
       they need more speed and agility rather than defense and
       strength. Typically, this depends on the werepyre and what forms
       they stay in normally, as their backup forms are usually
       temporary forms they take. While physical abilities may change
       between forms though, a werepyres supernatural abilities usually
       stay the same whether they're in human or werepyre form. Most
       werepyres have had plenty of time to forge both their human and
       werepyre form into powerful combatants, and many tougher
       werepyres have learned to use their human and werepyre forms in
       different ways to give them more versatility in battle. However,
       it is only their physical abilities that change, and their
       supernatural powers stay the same (unless they have some sort of
       special exception like a special transformation or something
       that utilizes their form in a unique way). Usually, these forms
       are best combated depending on the form's stats, and opponents
       that switch forms, usually do so to change their physical stats.
       So if an opponent keeps that in mind, they might be able to
       counter this change which is just a simple change that only
       changes the battle slightly compared to what one would think.
       Become the Beast:
       ~While werepyres usually use werepyre or human form depending on
       their abilities and this doesn't change much, this
       transformation is quite a bit different. This power channels the
       inner power of a werepyre, and brings out their monstrous side
       in the form of a highly enhanced werepyre form. When used, this
       makes a werepyre more beastly, such as increasing certain
       werepyre features like longer ears, or making the werepyre's
       claws longer, usually to give the werepyre enhanced features
       that make them far more dangerous. For example, longer claws
       mean that their claws are more powerful, or something simple
       like their ears being longer could be improving their hearing.
       These changes also apply to amplifying a werepyre's abilities,
       where they gain highly enhanced dark nature, and all of their
       abilities gain a passive amp. Some werepyres even gain special
       abilities when in their beast form, such as some might gain
       specific darkness abilities. Some are able to combine their own
       vampire or werewolf clan or tribe releases or transformations
       with this form to create a more powerful form. When used, this
       form is more powerful, but typically werepyres are more
       vulnerable to holy powers when in this form (unless they are a
       holy or purified werepyre, in which case they gain a different
       transformation usually since this is a dark nature
       transformation). This form is usually more vulnerable to silver,
       or other werepyre weaknesses, as the amplification of power does
       also make them more vulnerable to weaknesses.
       Released Werepire Form: Mother of all Monsters:
       ~Although in her standard werepire form, Saskia emits a
       horrifying eldritch like aura that will make even hardened
       warriors paralyze in fear. Her eyes turn black with piercing red
       pupils and takes on a form that resembles void beasts, which
       amplifies her physical abilities.
       True Form (Locked in the normal Multiverse):
       ~When in her domain in the Void, in the Hell of Souls, or in the
       Dark Multiverse, Saskia is usually in her true form, which is
       where her presence is at it's full power. This form is her true
       state, and the one that releases her full presence. When in this
       form, Saskia's presence is equal to her husband's, but resembles
       more of a predator stalking it's prey. This form of Saskia is
       the form that one would have to fight her in if they wanted to
       permanently kill her, and this is the form of her that is at
       it's strongest. This form is her true essence, and can only be
       fought in the Void where she is at her strongest (but fighters
       would have enough problems getting to her there and would also
       have to deal with Xeles or Malice). Because of her presence and
       power, she cannot use this in the living world, and she is
       heavily restricted in powers thanks to Toranoraos and Death. She
       also cannot change into this form in the mortal realms, and can
       only take this form when in the Hell of Souls, the Void and in
       places where Toranoraos power restrictions don't apply(namely,
       the Hell of Souls domain or her own domain between dimensions.
       This form is only able to be taken when Saskia is in a state of
       unrestrained being, and due to the limits placed on her, she
       cannot use her full power anywhere in the multiverse (outside of
       the void) under any circumstance as she is always restricted and
       even Xeles cannot break this restriction. As such, it is almost
       impossible that anyone would encounter this form unless they
       accidently end up in the void, and at that point, Saskia is not
       the only thing one would have to worry about. Thankfully, this
       form is not able to be used at all in the multiverse, so
       opponents never have to worry about it (though she might be able
       to use it only if a being like Chaos could interrupt the power
       balance, which not even Xeles can do).
       Weaknesses:
       As stated, Saskia cannot appear in the multiverse's living
       worlds without physical form done by using a ritual to grant her
       a body. Without this, Saskia cannot enter the multiverse, and
       she would not be able to interact with her followers in the
       multiverse. If she is killed, she is automatically cast back
       into the void between dimensions which is her domain. Even
       though Saskia cannot be "killed" as a god, whatever body she is
       in can be killed, which is how she is limited in the living
       world. By limiting her through her bodies, she cannot utilize
       her full godly power, and typically is limited by the body she
       is in. For example, the body she is in, in the Olympus universe,
       is a werepire body that used Saskia's power, and Saskia is
       limited by that body in that if that body is killed, she will be
       cast out. And this means that while she gains some enhanced
       regeneration by being a godly entity, her bodies can be killed
       just like the bodies normally would be able to. In the example
       of the werepire, Saskia's body is vulnerable to werepire
       weaknesses. This also works to limit Saskia based on the
       universe she is in, as her bodies cannot travel between
       dimensions. For example, her body in Olympus is tailored to
       Olympus's power levels, and she wouldn't be able to appear in
       London with her Olympus body where power levels are lower in
       general. This means that her body has to be tailored by whoever
       brings her into the universe specifically to handle that
       universe. This is the biggest problem with Saskia's godly power,
       as it was a way for Toranoraos and Death to make sure Saskia's
       godly power doesn't destroy entire worlds.
       While it may seem strange, Saskia is more vulnerable to normal
       elementals, aside from those she is immune to depending on the
       body. Not many realize this, but Saskia grew up in the void and
       had to fight her way to the top to the point that other void
       monsters feared and respected her who later on met Malice and
       ended up marrying him. And since in Malice's domain, elements
       also work different since everything is made of void energy,
       Saskia is not always used to normal elements. She knows how they
       work, but she is adapted to the dark multiverse and the void, so
       she isn't quite adapted to normal elements, and this is
       something she cannot fully adapt no matter how hard she tries
       since most of her time is spent in the void (as her presence is
       always there even when she's in mortal form). In the Dark
       Multiverse, the elements are far more chaotic and murderous, so
       Saskia is accustomed to violent and powerful elementals of
       darkness. When hit with normal elementals, her body is not
       attuned to them, so they do more damage. For example, when it
       comes to wind, Saskia is used to chaotic wind that tears people
       apart actively and is toxic in nature, and she is not used to
       standard wind that is shaped by the intent of the user or by
       nature. While she doesn't suffer ill effects, normal elementals
       do more damage to her as a result, just as normal elementals
       counter elementals of the Dark Multiverse. Saskia's body is
       immune to most fires that are not holy in nature, and almost
       completely immune to darkness as a whole, but other than that,
       most other elements work fairly well.
       Monster cells has a tendency of making people act impulsive to
       the point of them forming hubris. Saskia doesn't understand how
       and although she doesn't mind confidence, it can also backfire
       depending on the user to the point of them believing that they
       can take on high level warriors and deities, which normally
       doesn't end well. Users also cannot consume more than one
       monster cells since it won't be so effective or it will lead to
       self implosion. Although Saskia is the ruler of monsters, there
       are certain creatures she cannot control such as creatures
       created by Xeles, Orion or Toranoraos. Those with highly strong
       willpower or a powerful bond are ineffective towards Saskia's
       powers so she can't force them to submission or sever the
       connections of people who have symbiosis like entities or
       powers.
       While having the powers of a vampire and werewolf may sound
       great, this also means that werepyres have twice as many
       weaknesses due to having two races powers. Just as the werepyre
       power comes with great ability, so too does it come with
       weaknesses. The most common one is silver, as both most vampires
       and werewolves are vulnerable to silver. Usually, werepyres are
       also vulnerable to holy power as well, due to their dark natures
       and their usually corrupted natures. Another power that works
       well is light abilities. While werepyres aren't too bothered by
       light usually, light abilities can still do damage to them due
       to their dark natures, with holy light working especially well
       on werepyres (usually). Typically, any power that kills a
       werewolf or vampire will work on a werepyre, though silver is
       usually the best thing to use if one doesn't have holy power.
       While killing werepyres is difficult, it is possible to kill
       them, usually if one is prepared enough. Most werepyres have
       dark natures, and those that don't usually just have holy
       natures that change their weaknesses from silver and holy power
       to gold and unholy powers. Werepyres are strong creatures, but
       they are still just as vulnerable as werewolves or vampires even
       if their bodies are stronger.
       Werepyres typically have the weakness of whatever training they
       have. Specifically, if they are trained in a vampire clan or a
       werewolf tribe, they will have both the strengths and weaknesses
       of the clan or tribe. For example, a werepyre who is trained in
       a specific clan will have the same weaknesses as other clan
       members, such as the Lasombra who are more vulnerable to light
       abilities due to their darkness manipulation. This depends on
       the werepyre, and typically this applies to any clan or tribe
       they have the powers of. This means that while they are able to
       gain more abilities and training, they also gain more weaknesses
       to go with those strengths. For example, a Lasombra and Get of
       Fenris werepyre would have the weaknesses of both the Lasombra
       vampire clan and the Get of Fenris werewolf tribes. Every clan
       and tribe weakness cannot be listed due to the long list, and
       most werepyres aren't always limited to vampire clans and
       werewolf tribes, as some may have heritages in other aspects as
       well. For example, a werepyre that has magic will have the
       weaknesses of a magic user. This just depends on the werepyre,
       and their abilities/training, since each werepyre is unique.
       However, some werepyres may lose certain weaknesses depending on
       how their powers combine, such as certain vampires immunity to
       silver might make a werepyre immune to silver and vulnerable to
       something else instead. Typically, this is rare though, and
       depends on the combination for powers the werepyre has. Saskia
       has the Gangrel weaknesses due to her being able to fall into a
       animalistic frenzy in she takes near death injuries.
       No one how werepyres became so hated, whether it was a
       werepyre's ability to twist dark nature and nature connections
       that drove fear into vampires and werewolves or the werewolf and
       vampire's rejection of werepyres that drove them to twist their
       natures to survive against both vampires and werewolves. However
       regardless of what came first, werepyres are typically rejected
       by anyone who knows about them, whether it's a human, vampire or
       werewolf. Vampires often hunt werepyres down because of how
       werepyres often pose a threat to the vampires superiority in
       dark natures, werewolves often hunt werepyres down because of
       how werepyres twist their nature connections and use their
       ability to absorb the life energy of the world itself when they
       desire to, and humans often hunt werepyres because werepyres
       typically are threats to humans since werepyres are seen as
       human eaters just like vampires and werewolves even if they
       don't eat humans. Because of this, there is usually no place for
       werepyres in the world, and most have to become solitary in
       order to survive. Ones that find places in groups or
       organizations are usually quite lucky, but working solo is
       usually a very difficult thing to do, especial when being hunted
       by groups of vampires, werewolves and even humans. As such,
       werepyres are typically very untrusting of people who try to
       befriend them, and they usually don't work well with others
       despite their group empowerment ability that lets them gain
       power from being part of groups.
       Personality:
       Saskia has a kill or be killed mentality due to her having to
       fight to survive ever since she was created in the void. She
       didn't have too much of a personality until she met Malice.
       Thanks to him, Saskia learned how to live and gained somewhat of
       a confident personality, mainly a the strong survives
       personality. Though when it comes to her children and citizens
       of her husband's kingdom, she is has a caring mother like side
       to the point of even helping out her husband when it comes to
       helping people find their inner selves. She also shows to be a
       great listeners and usually helps the allies of herself and her
       husband's when they are in distress. While viewing herself as a
       loving and caring mother to her children, she is not above
       killing any of them if they pose a threat to her other children,
       the same goes for anyone in her husband's group if they dare to
       even threaten one of her children, going as far as to telling
       Malice if one of his subordinates acts up. When explaining what
       she had done to someone she had turned, Eve simply called her
       infection "a gift". Although her domain is the Void, she does
       show care to monsters from different worlds from the classics to
       even modern monsters but like the latter, will not hesitate to
       kill those she view as threats. She exhibited few emotions
       beyond serenity, but her decision to one time pose as a waitress
       merely to surprise two hunters suggests that she has a sense of
       humor.
       Towards her enemies, Saskia is a terrifying person. To her
       enemies, she maintain her the strong survive morals but takes it
       up a notch to the point of brutally attacking her enemies or
       even eating them alive if she's starving. For enemies she finds
       interesting, she will toy with them to see how strong they are.
       If she is interested enough, she will try to get the enemy to
       switch sides or better yet question their morals, which works
       well if the enemy are hybrids or supernatural creatures
       themselves. Like her husband, Saskia does has a sadistic side
       since she is known for torturing enemies or weaken them to the
       point of them begging for mercy. Saskia look down on deities,
       seeing them as parents abandoning their children and she is also
       largely apathetic towards the human race and demigods as a
       whole, but occasionally showed disdain or cruel amusement
       towards them. This goes as far as when she was in a vampire
       form, she began compelling even her benevolent children, to kill
       or turn as many as possible against their will once she arrived
       on Earth, presumably to build her army. She went about trapping
       a bar filled with people, infecting some, and allowing the
       others to be killed while she watched on and casually sipped at
       a drink.
       Bio:
       ((Will do later))
       *****************************************************