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       #Post#: 8235--------------------------------------------------
       Alternate London Profile: Ashe
       By: Coolcat207 Date: March 19, 2021, 10:46 pm
       ---------------------------------------------------------
       (WIP)
       "My name's Ashe, we're playing by my rules now."
       "My business, my rules."
       "Funny. They say there's no honor among thieves. But that's not
       how things work around here. If you cross me, or if you break
       your word, there'll be hell to pay. You can count on it."
       Ashe: Well, lookie here. I have The Wall herself and her lapdog
       here to visit little ol' me. What hon, you want an autograph or
       somethin'?
       Bruno: Funny coming from the one in a cage.
       Amanda Waller: smiles a bit Actually, Ms. Bartlett, I came here
       to give you an offer that you will be a fool to decline.
       Ashe: leans in Oh, really?
       Amanda Waller: I'm here to give you an opportunity to join a
       squad under ARGUS. Join and your prison sentence will be
       shorten.
       Ashe: Hm... that does sound promising. But I'll do it on another
       condition.
       Bruno: Tch, typical coming from a thief. What else do you want?
       Money?
       Ashe: That does sound promising... but that's only the icing of
       the cake. gets serious My gang and I would like to be left alone
       once we get what we deserve. We won't cause any more problems
       and we'll live off in retirement somewhere off remote where not
       even you government types will come bother us.
       Amanda Waller: I believe that I can make that happen. But you
       need to do your part of the deal.
       Ashe: Please. I'm a lot of things, but I always keep my word. As
       long as you keep yours, we won't have any problems.
       Amanda Waller: I do hope so.
       "In every moment, a choice exists. We can cling to the past, or
       embrace the inedibility of change, and allow a brighter future
       to unfold before us. Such an uncertain future may call for even
       more uncertain allies. Either way, a new day is coming, whether
       we like it or not. The question is, will you control it? Or will
       it control you?"
       ~Ashe's mentor to her when she was adjusting to being an Task
       Force X member
       "There's no stoppin' me once I get into a rhythm!"
       "I won't not be manipulated! Never again!"
       "They're on the ropes! Let's put them out of their misery."
       "You knew what you were gettin' into when you killed my gang."
       "It's nothin' personal, sweetie. It's just the way things go."
       ~Ashe to Namine when she took Namine hostage.
       "Yeah, turns out that I'm a bastard child of a Nuwisha
       (werecoyote) and a American vampire. Pretty unique but still a
       bastard nevertheless. But, it's not all bad. Turns out that both
       species are unique in their own way. American vampires are much
       different than the standard Euro vamps such as being empowered
       by sunlight and moonlight. And as for the coyote folks? Well,
       they were believed to be extinct when those arrogant mutts tried
       to force the other beasties to bow to them. Only a few like the
       Native werewolves know that they're hanging by a thread. So
       yeah, a odd combination of a werepire."
       "One of the lessons I've learned from the coyotes is that brute
       strength ain't everything. Sure, it's good to be big and bad but
       screwing with people with wits is also good. And you need those
       kinds of skills when you're robbing people."
       "Aww, you want me to end your suffering, don't ya? I did break
       you after all! Let's see, I took everything from you like I
       promised. And now you're beggin' me to make the pain go away.
       No, I don't think so. Death's too merciful for scum like you.
       You'll die when I say it's time. And believe me, you're not
       going to that fancy place (Hall of Souls) the ghost people are
       talking 'bout."
       ~Ashe to General Wade Eiling before continuing to torture him.
       "Listen. I didn't want to do this. Hell, I like you knuckle
       heads almost as much as I liked my old crew. But to put it
       short, sh*t happen and I had no choice but to get my hands
       dirty. Remember that "item" we retrieved from Peru long ago?
       Well, imma need that back. The reason ain't important. What's
       important is y'all got 48 hours to bring that item to me pronto.
       Y'all pull this off and the squirt goes free. No harm, no foul.
       But, if ya ain't here when time runs out or if I find any funny
       business, the kid's lunch. I'll see you both soon. Until then, I
       suggest that you two move your asses now."
       ~Ashe sending a recorded message to Jay and Q after she killed
       some ARGUS members and kidnaps Namine.
       Name:
       Ashley "Ashe" Miller
       Age:
       Unknown
       Physical Age:
       39
       Gender:
       Female
       Species:
       Werepire (Werecoyote/American Vampire Mix)
       Family:
       Father: Skinner Sweet (Alternate World; Presumed Dead)
       Mother: Unknown Nuwisha (Alternate World; Deceased)
       Birth Clan:
       None
       Birth Tribe:
       None
       Organization:
       Powers:
       Werepire Physiology:
       ~User of this power either is or can transform into a Werepire,
       a hybrid of a vampire and any type of werebeast which is capable
       of using all the powers of both parent species and (in most
       cases) using them to enhance each other. These hybrids often
       have an immunity to several weaknesses that their parent species
       have, such as: silver, gold, sunlight, but something that
       affects both parent species may still affect them
       (decapitation).
       Ashe was born from a American vampire father and a werecoyote
       mother. Due to Ashe's unique nature, trouble soon came looking
       for her due to her being a potential threat.
       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.
       Ashe actually enslaved a spirit who was a human butler in his
       previous life before he died. How the spirit and Ashe met is
       unclear but one thing that is certain is that Ashe use her
       spirit enslavement on the spirit and sealed it into a automation
       named B.O.B. B.O.B is Ashe's trusted sidekick who she treats a
       bit more than a mere servant. He has three stages: a charge
       forward, an uppercut that throws enemies up into the air, and a
       stationary "turret" mode, where he shoots at enemies within his
       line of sight. B.O.B is made sure that he is immune to magnetism
       and metal manipulation powers along with EMPs.
       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.
       Werepyre Werewolf Skill Learning:
       ~Werepyres are able to learn werewolf gifts, which are skills
       used by werewolves in a manner similar 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).
       Ashe has unique disciplines and gifts due to her physiology,
       which is mixed due to her being a western outlaw.
       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.
       Despite Ashe being half coyote, she is still able to perform
       this skill, though the wolfbats will look more like a coyote.
       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.
       Nuwisha Gifts:
       Snake's Skin:
       ~The Nuwisha sheds a layer of skin and flesh (and instantly
       regenerates it), allowing her to slip free of bonds or even
       grappling opponents. Taught by a snake spirit, this gift allows
       the user to slip free of inmost bonds, and anything else made to
       escape a hold. Though more complex traps may make performing
       this gift difficult.
       Song of Kokopelli:
       ~This gift allows the Nuwisha to ensure that everyone within
       hearing range of the Song remains calm and sedate. This gift may
       cancel the frenzy of an opponent, but only for as long as the
       Nuwisha continues to sing. This gift is taught by a Gaffling in
       service to Coyote, though the gift varies of how difficult it is
       to perform it along with it depending on the situation. Those
       who hear the song may attempt to resist this effect, depending
       on how strong their willpower is since the song is difficult to
       resist. The Nuwisha's "singing" may be vocal, or any musical
       instrument from popes to drums. The Gift lasts as long as the
       Nuwisha's song.
       Ashe normally whistle when using this gift since her singing
       isn't very good. Normally, she doesn't care (especially when
       drunk) but it would be hard to stop a frenzy with this gift if
       your singing is unbearable.
       Spirit Speech:
       ~This Gift allows the werecreature to communicate with
       encountered spirits. The werecreature is thus able to address
       them whether they wish to be addressed or not. Of course,
       nothing (usually) prevents the spirit from ignoring the Theurge
       or leaving. Any spirit can teach this Gift. Once learned, this
       Gift allows the werecreature to understand the communication of
       spirits intuitively. Particularly alien spirits may be difficult
       - or, in the case of many dark spirits, outright painful - to
       understand.
       This gift may be useful but it is pretty difficult for werepires
       like Ashe due to werepires being infamous for enslaving spirits.
       Swollen Tongue:
       ~With a touch, the Nuwisha can stop a target from speaking. The
       targets tongue swells, preventing them from making any sounds
       beyond frantic grunts and moans. A spider-spirit teaches this
       Gift. The user must touch the target in order for this gift to
       work. Normally, the target is prevented only from speaking, but
       more experienced users can make the target's hand shake
       uncontrollably and they cannot sign or write. Swollen Tongue
       lasts for one rp scene.
       Camouflage:
       ~The Wendigo blends in with the surrounding wilderness, which
       makes him very difficult to see. A deer-spirit teaches this
       Gift. Other werecreatures such as the Qualmi Bastet (werecat)
       and Nuwisha (werecoyote) can learn this gift as well.
       Dance of Dionysus:
       ~The target of this Gift becomes uncoordinated and extremely
       dizzy. Their vision blurs, Their ears ring, and bystanders may
       think they're drunk. The ability to speak is unaffected and
       reasoning is possible, but anything else that requires physical
       movement or senses will be difficult to use. The Nuwisha must
       touch the target in order for it to work. This Gift lasts for
       one rp turn. Those who are masters of defending themselves in
       conditions like this (Drunken Kung Fu) might be able to use this
       gift to benefit themselves or not be affected at all depending
       on the target.
       New Face:
       ~The Nuwisha can completely change their identity. They may be
       male or female, any race or any breed. However, this Gift only
       changes the Homid (human) and Latrani (animal) form of the user,
       and does not hide their true nature; they will still be
       recognizably Nuwisha if they changes shape. This Gift is taught
       by a spirit of Kishijoten. This effect lasts for one rp scene.
       Ashe is able to use this ability in her human form. Since
       werepires cannot shift into their animal form, the other option
       is impossible for Ashe to do. She also cannot use this gift in
       her werepire form.
       Sheep's Clothing:
       ~The Nuwisha can take the form and scent of another
       shapeshifter. While this Gift is ineffective, the Nuwisha may
       take the appearance of any form common to the type of
       shapeshifter they are impersonating. Even Gifts and abilities
       designed to identify shapeshifters cannot pierce Sheep's
       Clothing (unless Coyote feels it appropriate). A cuckoo-spirit
       teaches this Gift.
       Using this gift, the user thereafter looks and smells like
       whatever kind of shapeshifter they choose. They do not, however,
       gain any of the special powers of the Breed - a Nuwisha
       impersonating a Rokea (wereshark) could assume Gladius (shark
       man) form, but would gain neither the enhanced strength nor the
       Sending that the form usually confers. This Gift lasts for one
       full day, though more experienced users can do it for a few more
       days.
       Twisting Tongues:
       ~The Nuwisha may understand any written or spoken language while
       using this Gift. Even sign language and facial expressions offer
       no trouble. While under the influence of this Gift, the Nuwisha
       can speak with spirits, animals and even computers (which hardly
       makes for interesting conversation, but can prove worthwhile).
       This Gift is taught by a Trickster-spirit. The user can fully
       comprehend the language - complete with all slang terms - for
       one full day.
       Gift of Laughter:
       ~The Nuwisha may end a frenzy with this Gift, or may simply use
       it to lighten the mood in tense situations. This Gift may also
       be used to end the pain of someone who is mortally injured,
       allowing them to use the last few moments of life in full
       control of their faculties. This Gift is taught by a spirit of
       Kishijoten.
       Gift of Rage:
       ~By tapping into their inner Beast, the werecreature may summon
       a Berserk frenzy, lashing out at everyone within range until the
       Gift wears off. Sadly, this is usually a last-ditch tactic; most
       werecreatures such as werecats use the Gift only once. This gift
       sends them into a killing state where tactics and mercy are
       impossible. This rage lasts as long as there's danger around,
       and in this state, anyone present seems dangerous.
       Disappearing Act:
       ~The Nuwisha using this Gift seemingly disappears from sight.
       Enemies looking for the werecoyote can touch the Nuwisha or even
       run into them, and never notice that they are there. All senses
       are affected, and even other Gifts or supernatural powers used
       for detection (Auspex and so on) cannot locate the Nuwisha as
       long as they remember not to move. This Gift is normally used to
       avoid being killed by large mobs of enemies who desperately want
       the Nuwisha dead. This Gift is taught by a Cat-spirit. The Gift
       lasts for as long as the user does not willingly move. The Gift
       stays in effect even if the user is knocked over, but the user
       cannot get back up without dispelling the Gift's effects.
       Heave-Ho:
       ~The Nuwisha using this Gift can throw an opponent incredible
       distances. The Nuwisha must still be able to lift their target,
       either by sheer strength or in combination with a combat
       maneuver. Some werecoyotes claim they have thrown opponents for
       several city blocks. They were not exaggerating. This Gift is
       taught by an Ancestor-spirit.
       Assimilation:
       ~A werecreature with this Gift blends smoothly into any culture,
       no matter how strange or unfamiliar they might normally find it.
       They could slip among Bedouin nomads as if they were one of
       them, or they could shop in a Chinese market without anyone
       noticing that they do not belong. The Gift, doesn't hide racial
       differences, but it does allow the user to mimic the behaviors
       and mannerisms of a native. It also grants the ability to speak
       and understand the culture's language, although this knowledge
       vanishes as the Gift ends. Ancestor-spirits teach this Gift.
       Coyote's Mask:
       ~In one Kwakiutl Indian legend, Coyote dons masks of different
       animals and then allows the animal to die for him, thus saving
       his life. The most powerful Nuwisha may accomplish a similar
       feat, using their Gift as a shield against death. Only Coyote
       Teaches this Gift.
       In order to learn this Gift, the Nuwisha must first learn a Gift
       that changes their shape, including Sheep’s Clothing,
       Trickster's Skin, or the Ragabash Gift: Thousand Forms. If the
       user wishes to invoke this Gift, they must fully concentrate
       (one rp turn) after first using the chosen shape-changing Gift.
       If done right, the Nuwisha may "die" once while wearing
       something or someone else's form. If the Nuwisha drops below
       Incapacitated from lethal or aggravated damage while wearing
       Coyote's Mask, the Nuwisha immediately appears in breed form
       (human or werepire form for Ashe) not more than 10 feet away,
       and all that is left of the "corpse" is a small scrap of coyote
       fur. Nuwisha is considered to be at full health.
       Ashe use this as a last resort to getaway from people when
       facing a powerful enemy or a mob. Due to the gift being a
       powerful trickster gift, Ashe can only use this gift once.
       Weaknesses:
       B.O.B: Although B.O.B. is incredibly strong, he can easily be
       countered by multiple enemies, as he can be hacked and stunned
       in the same way he can be enhanced and buffed. When he is hacked
       or hit by strong EMPs, all it will do is shut him down for a few
       minutes, giving enemies the advantage. Since he is a spirit
       trapped inside of a machine, it will take a certain kind of
       strong spirit purification abilities and weapons that harm
       spirits to harm B.O.B.
       *****************************************************