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       #Post#: 12725--------------------------------------------------
       Alternate London Profile: Adrielle Thorson-Moireach
       By: Coolcat207 Date: January 20, 2022, 4:35 pm
       ---------------------------------------------------------
       "This world may be beautiful but the people who inhabit in it
       are revolting."
       "Betraying me was one thing. To be honest, it was something that
       I knew was coming for a long time. But for you to even go as far
       as harming those who has nothing to do with it... that was
       unforgivable and I will make sure that you will suffer for what
       you've done before I send you to your God in pieces."
       ~Adrielle to the Archbishop of Italy when the archbishop went
       after someone Adrielle cared about
       "Lies in His house? No wonder He doesn't love you."
       ~Adrielle to the losing Archbishop of Italy before killing him
       "You dare command me to work for you while you ask to work with
       me? Doesn't that line show your evil thoughts? Sure, you will
       invest in me but you will make me spit out as much results as
       you invest. Then you could throw me away like I mean nothing
       when you feel like it. All you want to do is use me, but you say
       you want to work with me? You would make a fox laugh."
       ~Adrielle to a Shadow Lords werewolf who tried to get Adrielle
       to work for them.
       "I was spoiled by a single act of kindness in this city. And so
       I attempted to be reasonable, honest, and peaceful. This was
       against my better nature. It was stupid to expect anything other
       than hate from you."
       ~Adrielle to a group of supernatural hunters who tried to kill
       her even though she was trying to leave in peace.
       "When I tried to do good, it was never enough for them. They
       were weary and cautious of me as if I was a nuclear weapon ready
       to go off at any minute. Yet they have the nerve to ready their
       weapons when I was going down a path they didn't want me to go
       to despite them guiding me there in the first place. I'm tired
       of it. I'm tired of them. So I killed them. And I am hoping that
       they are all burning in the lowest pits of hell along with their
       hypocrisy."
       "That man was the only reason why I tolerated you people and yet
       you took him away from me and for what?! A heinous crime that he
       was never guilty of?! No... this is truly because he had a power
       you feared him of having yet he never asked for in the first
       place... so you had to frame him in order to justify your sick
       actions!"
       ~Adrielle to the White Council of Sweden who killed the man she
       loved in an act of fear.
       "THERE ARE NO INNOCENTS! Not anymore! Any one of them could've
       stand up and said 'No, we won't behave like animals anymore!'"
       ~Adrielle to her half brother Brandon Thorson when Brandon tries
       to get Adrielle to go after the ones truly responsible for her
       husband's death instead of the entire village and the White
       Council of Sweden since there are still innocent people who have
       nothing to do with her lover's death.
       "You took that which I love, so I will take from you everything
       you have and everything you have ever been."
       ~Adrielle to the village and the White Council of Sweden that
       killed her husband for a crime that he didn't commit.
       "Well played, Lockwood. It seems that you're stronger than you
       let on. But I am no ordinary werepire to be killed by your human
       magics. I am Adrielle Thorson-Moireach AND I HAVE HAD ENOUGH!"
       ~Adrielle to Roxanne Lockwood and her group of the White Council
       of England members as she use her ultimate attack to try to kill
       them all brutally
       "Adrielle was one of the most powerful Blackstaffs in the world
       but soon became one of the White Council's greatest enemies when
       the White Council of Sweden's actions took away the person she
       loved dearly. That man was the only reason why Adrielle
       tolerated the people of this world, and they took him away from
       her. And now in retaliation, Adrielle will not stop until
       everyone in this world has suffered the way she has suffered."
       ~Leader of the White Council of England, Sarika Bordas talking
       about Adrielle becoming a major threat to the world, starting
       with the people who are followers of the light.
       Name:
       Adrielle Thorson-Moireach
       Age:
       Unknown
       Gender:
       Female
       Species:
       Werepire
       Family:
       Grandfather: Baldur Thorson (Alternate Universe) (Deceased)
       Grandmother: Adelinda Thorson (Alternate Universe) (Deceased)
       Father: Ṭmas Moireach (White Howlers Werewolf Alternate
       Universe) (Deceased)
       Mother: Svala Thorson-Moireach (Tremere Vampire Alternate
       Universe) (Deceased)
       Half Brother: Brandon "Beowulf" Thorson (Tremere Vampire
       Alternate Universe) (Deceased)
       Husband: Seamus O'Donnell (Human Druid Alternate Universe)
       (Deceased)
       Organization:
       None; Aligned with Kaidon and Kiren Darkfire
       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).
       Adrielle was born from a vampire mother and a werewolf father.
       Like many werepires, Adrielle faced harsh times and was
       ridiculed by everyone. Adrielle lived a life of acrimony and
       mistrust even when she has done good deeds and made few friends.
       Though she finally snapped when the one person who saw her as
       her was killed for a crime he didn't commit.
       Werepyre Vampire Dark Nature:
       ~Werewolves and vampires are creatures of the night by nature,
       and have dark natures by default. Werepyres share a mix of the
       werewolf's enhanced strength during the night when the moon is
       out, and the vampire's own ability to be at their strongest
       during the night. Due to this, this mixes a werewolf and
       vampire's natures to create a unique dark nature that mixes the
       two. Not only does a werepyre gain a werewolf's connection to
       the moon, but they also gain the vampire's connection to the
       dark. This often grants werepyre highly enhanced affinities for
       the dark arts, as well as for dark magic. Because of this,
       werepyres are able to learn both combat ability and magic
       (usually in the form of dark magic) due to their combined
       nature. And depending on the werewolf and vampire, they may also
       gain special abilities from their dark natures, such as a
       Lasombra born werepyre will be able to manipulate darkness and
       have an affinity for any abilities that let them manipulate
       darkness. Because of this nature, most werepyres have affinity
       for dark powers, and not as much affinity for neutral or holy
       abilities (usually they have no affinity for holy abilities). As
       such, this affinity does make them weaker to holy abilities, and
       those with holy abilities will be more easily able to kill a
       werepyre.
       Werepyre Shapeshifting/Trait Suppression:
       ~Just like other races, werepyres have the ability to shapeshift
       their bodies. Usually, they do this to take human form
       temporarily so they can hide among humans, but most use this to
       suppress certain bothersome traits. Typically, most werepyres
       will restrain their wings and their tail, and to a smaller
       extent, shorten their claws a little. In doing so, this grants a
       werepyre much more mobility, and allows them to save their
       suppressed traits for when they need them, such as only
       summoning their wings when they need to use them to fly.
       However, some werepyres learn to take advantage of this, even
       using a vampire's transformation abilities to change into other
       creatures. Some werepyres might take the form of a bat, or even
       take a rat form to avoid suspicion and get into human cities
       more easily. There are a number of things that can be done with
       this, and with both the werewolf and vampire power, werepyres
       have a lot of variety in what they can do compared to each race
       separately. This shapeshifting is usually limited though, and
       does require a werepyre's energy to use. As such, even going
       into a human form is usually only temporary unless the werepyre
       opts for a permanent human form through some means, which some
       will just to not stand out. Most werepyres can learn special
       transformation abilities, like changing into certain beasts, but
       this usually depends on the werepyre's heritage and what they
       are capable of learning to do with this power.
       Werepyre Nightly and Moonlight Empowerment:
       ~Unlike vampires who gain enhancement during the night, and
       werewolves who gain enhancements depending on the moonlight,
       werepyres gain both enhancements. While werewolves would be
       stronger during the more bright phases of the moon, and vampires
       would be more powerful on the darker phases of the moon,
       werepyres are at the same strength every night, and are usually
       far more enhanced than werewolves or vampires due to having both
       enhancements. Werepyres gain passive enhancements and
       supernatural enhancements from how much moonlight is present,
       with the full moon representing a full power-up to their
       abilities. However, unlike werewolves, werepyres are also just
       as strong during the lesser phases of the moon, including being
       as powerful during a new moon with no moonlight due to the
       vampire's night time empowerment. Because of how these two
       powers work in combination, a werepyre is at their strongest
       enhancement every night, and operate every night even stronger
       than vampires or werewolves would be at their strongest due to
       the werepyres gaining power from both moonlight and lack
       thereof. This makes werepyres far more dangerous than normal
       werewolves or vampires, due to them always having an edge no
       matter how strong werewolf or vampire opponents would normally
       get. Just like both powerups, this is a passive enhancement, but
       also increases their werewolf and vampire abilities considerably
       when these empowerments are used. The only thing that takes away
       these empowerments is being out during the day, or opponents
       that use sunlight to prevent this power from being used at all.
       Though typically, killing a werepyre is usually best done during
       daylight. While many werepyres have resistance to the usual
       vampire's weakness to light, werepyres still lose this powerup
       during the day.
       Red Moon Enhanced Moonlight Power:
       ~When in the red or blue moon, the nature connection and lunar
       empowerment abilities give the werepyre special enhanced modes
       just like werewolves, where they are able to draw the unique
       moonlight into their power. When in the red moon, the werepyre
       gains a corrupted mode where their abilities all become more
       powerful and they gain a massive powerup from the red moon. Most
       werepyres gain more power with the red moon than they do with
       the blue moon, but this comes with a price. Typically, when in
       the red moon, most werepyres become much more ferocious and they
       seek to kill their enemies as brutally as they can. While most
       werepyres learn to control this with time and training,
       werepyres still have to be careful on these nights, and many
       werepyres who do lose control often hide from the moon light
       when this night comes around due to the dangers of who they
       might hurt, as most werepyres often try to avoid killing
       unnecessarily so they can avoid supernatural hunters. This also
       makes all of their abilities corrupted power equivalents during
       these nights, where all of their supernatural abilities and
       werepyre abilities become corrupted and are able to hurt almost
       any creature due to the corruptive energies they generate in the
       presence of a red moon. Only the most ferocious of werepyres
       typically carry red moon energy outside of red moon nights, and
       many try to avoid the power altogether due to what they become.
       However, those that do try to utilize this outside of nights of
       the red moon must be careful, or else they could eventually lose
       their sense of self and become feral werepyres, as the unnatural
       red moon light can eventually overwhelm the rational mind and
       eventually destroy a werepyre's ability to think rationally just
       as easily as it can a werewolves. Of course, a counter to this
       ability is sun light manipulation, due to sun light being able
       to counter lunar light manipulation, and some sun light
       manipulators are able to completely negate the powerup of the
       red moon if they use it on a werepyre enough, though keeping
       them from regaining the amp requires usually getting them out of
       the moon light.
       Blue Moon Enhanced Moonlight Power:
       ~Just as the werewolves gain abilities during the red moon, they
       also gain special abilities during the blue moon. During the
       blue moon, the werewolf gains a purity with their nature
       connection that surpasses their normal connection, and gains
       highly enhanced ability to connect to nature during this time.
       During this, the purity of their connection lets them use their
       supernatural abilities at a highly reduced cost, and can amp
       their special abilities considerably. To an extent, depending on
       the werewolf, some can even gain unique abilities only usable
       during this time, such as some with magic being able to use
       special spirit magic that purifies corruption and gives the
       werewolf a pure neutral nature. This lets them more easily
       influence the world around them, for better or worse depending
       on the werewolf, and allows them to use enhanced power at
       reduced cost. While in this mode, the purity of their power is
       also able to damage almost anything due to the neutral pure
       nature of their connection with the world. When in this mode,
       werewolves also gain a calm focus, and lose much of their
       natural ferocity in favor of concentration and purity of mind
       (For better or worse). However, while it is possible to store
       the energy of a blue moon up for later use, it is hard to use
       when not in a blue moon, and werewolves cannot usually handle
       too much of this energy outside of nights of the blue moon. Due
       to how unnatural stored blue moon energy is, it can overwhelm a
       werewolf's natural connection, and temporarily damage a
       werewolf's nature to the point that they could lose part of
       their werewolf connections to nature and the moon. Typically,
       sun light manipulation (if it can be created in the presence of
       this moon light) can counter this power, and do more damage to
       werewolves who use this since sunlight typically counters lunar
       light manipulation.
       Werepyre Werewolf Spiritual Tuning:
       ~Similar to werewolves who connect with nature and vampires who
       use spirits, werepyres with this specific nature connection have
       a special connection to the spirits that make up the earth and
       the elements of the earth, and are far more tuned to the
       spiritual realm than most creatures would be. These spirits are
       normally invisible and not able to be interacted with by most
       people, even most who think they know all the spirits often find
       they don't know how the spirit realm dictates the very world's
       elements. This may seem simple, but this lets werepyres connect
       to the world much more than most who connect to nature, as they
       aren't just connected to nature, but are able to also interact
       with those spirits for another way to interact with nature.
       Depending on the skills of the werepyre, some werepyres have
       specific ways to use this, and some can even develop their own
       ways to use this to their advantage depending on their
       affinities. Unlike werewolves who usually seek balance with
       nature, werepyres seek to bend nature to their will using their
       dark power, possible as a result of their vampire desire to
       control. Werepyres are also able to percieve the world's flow of
       life and death as a result of this power. For the most part,
       this just lets werepyres have a closer connection with the world
       around them, not really being too useful until one learns to use
       certain spirit based magic or spirit arts. For werepyres with
       this ability, they focus more on usually finding ways to absorb
       nature's power, rather than try to preserve nature like most
       werecreatures which could lead to some werepyres who learn dark
       arts, or even use dark spirits to their advantage as a result.
       Werepyre Connection to the Dark:
       ~Just as werewolves have a connection to nature, vampires have a
       connection to the dark that werepyres are able to take advantage
       of thanks to the vampire side. In this connection, a werepyre
       gains a powerful connection to the dark. It isn't just clans
       like the Lasombra that gain this connection, but the Lasombra
       are the ones that take the best advantage of this connection.
       For werepyres, they are able to use this connection to sense the
       world through the darkness, and even gain a special connection
       to the shadow realm if they have a strong enough sense of
       darkness. This sense allows them to not only sense the world
       around them, but sense how they can make the darkness stronger,
       and help a werepyre draw on it in order to gain new dark
       abilities. Because werepyres often learn to twist vampire and
       werewolf powers into something that benefits them, werepyres
       were able to do this with the connection to the dark as well,
       and learned to use this for a few different purposes. The first
       is that they are able to sense everything around them through
       the shadows, having a connection to see how much power darkness
       has over the world, similar to how werewolves see spirits and
       their influence on the world. By strengthening the darkness,
       werepyres twist and strengthen their own dark natures, enough
       that they are able to use this to make their own dark abilities
       stronger just as they use their nature connection to twist the
       dark to their advantage, with some stronger werepyres even being
       able to control dark spirits.
       Werepyre Nature Connection:
       ~Just as vampires have their connection to the darkness, the
       werewolves would have their connection to nature. However,
       unlike werewolves, werepyres use this nature connection to bend
       it to their will. They are connected to the world in the same
       way that the werewolves are, and are able to sense the flow of
       nature around them. This has a few different uses, with
       werepyres being able to do things like sensing people who
       disrupt nature even if it's something as simple as stepping on
       the grass nearby, or they are able to sense all the plants and
       animals around them and interact with them. As mentioned,
       werepyres tend to favor this connection not for trying to
       maintain nature like werewolves would, but werepyres are more
       interested in twisting nature to their own devices. This is the
       basis of a werepyre's abilities alongside their darkness
       connection, and allows them to use this to effectively connect
       with nature. When the connection is strong enough, werepyres are
       even able to sense spirits and their influence on nature, with
       werepyres often seeking to enslave spirits to do their bidding.
       This helps werepyres greatly, and allows them to use certain
       special abilities that are unique to werepyres. Some werepyres
       even develop special abilities using vampire and werewolf
       combinations of this power depending on what the affinities for
       the werepyre would be. Of course, since werepyres twist nature
       to their will rather than focus on mantaining it, they tend to
       make themselves enemies of most werewolf tribes pretty easily,
       and hunters tend to have more trouble with werepyres that can
       use this.
       Werepyre Dark Hypnosis:
       ~Many are familiar with some vampire's who have the ability to
       hypnotize their human victims. For werepyres, they are also able
       to do this, in which they can use different kinds of arts to put
       people under a hypnosis. The most common is using their werewolf
       connections to nature to connect to animals, in which they can
       hypnotize animals to fight for them. However, some also use this
       on humans to get them to do what they want, specifically if they
       want to manipulate a human into doing something for them. This
       art is usually done through eye contact, in which werepyres,
       similar to vampires, will usually use some sort of visual
       hypnosis to put their victims under this power. This power is a
       fairly basic vampire power, but can be far more dangerous when
       used by werepyres, in which they can use this for different
       abilities as well. Werepyres typically don't focus on this
       unless they have to, as this power is usually just used to lure
       their prey to them, and werepyres usually just overpower most of
       their prey. Those with strong wills are able to resist this
       power, and those with immunity to hypnosis abilities would, of
       course, be immune to this. This power usually only works with
       simple commands, depending on the hypnosis art (as some vampires
       have special ways to use this), and typically, stronger commands
       will result in tougher resistance. Usually, the best way to use
       this is to make simple commands that are easy to follow, as some
       more complicated ones will meet heavy resistance. For example,
       even a werepyre (who are stronger than vampires) cannot make
       someone kill themselves with this usually, due to the command
       being a command that will be heavily resisted against in the
       subconscious, while a command like making someone give the
       werepyre an object in their possession is usually easier to
       obey. Typically, the more risk to the victim, the stronger their
       minds will be able to fight against the hypnosis. It is also
       worth noting that this typically only lasts a certain amount of
       time depending on the hypnosis, as some special arts will use
       this longer than others.
       Werepyre Group Connection/Empowerment:
       ~Just like werewolves, werepyres are able to gain empowerment if
       they are able to be part of a tribe or pack, which is partly why
       werewolves often travel in packs as they gain power through
       their connection to each other. For werepyres, they are often
       solitary, but they have learned to modify this ability thanks to
       their vampire dark natures that let them twist their natures to
       their advantage. In the case of werewpyres, they are able to
       gain power when they are parts of a group or if they are working
       alongside other werepyres. This allows a werepyre to gain both
       physical and supernatural amplification when they are part of a
       group, whether they're a true member or not. Many werepyres will
       often try to fit into other groups to take advantage of this,
       partly to find people to fight alongside, or find groups to take
       advantage of. This usually depends on teh group, but some groups
       might grant special effects, like if a werepyre groups with a
       Lasombra clan, they might gain enhanced darkness abilities, or
       working alongside certain werewolf tribes might grant them the
       benefits of the tribe (such as some might have a stronger
       connection to spirits and the tribe empowerment might allow the
       werepyre to use that connection). Some werepyres will even try
       to blend into human supernatural groups to try and gain certain
       benefits. Typically, the enhancements one gains depend on the
       group, and only get stronger if the werepyre is able to forge
       bonds with the group. The stronger the bonds, the stronger their
       empowerment gets. This means that while they can use this to
       join a group and gain a small enhancement, it is usually better
       for the werepyre to find a group that they can work their way
       into and forge bonds in the group, so that they can gain greater
       connection empowerment. This works on any group, though the
       effects are different for each group, and while they do have
       strengthening, they may weaken other aspects, such as being part
       of a vampire clan might make the werepyre more vulnerable to
       vampire weaknesses of the clan.
       Werepyre Earth and Plant/Animal Manipulation:
       ~Just as werepyres are able to sense the flow of nature, so too
       are werepyres able to manipulate that connection with their dark
       natures. This ability uses the werepyre's dark natures to twist
       nature around them, usually to their advantage. The main use of
       this is that werepyres are able to make the earth attack
       opponents, such as having a spike of rocks come up out of the
       ground to spear an opponent, or manipulating nature to create a
       mud or quicksand pit in order to trap opponents. On top of
       manipulating the earth around them to a degree, werepyres are
       also able to use their connection and dark natures to make
       plants and animals attack opponents, using this power to use any
       means the nature around them has to attack opponents. This could
       be having plants trying to trap opponents, or having animals try
       to kill opponents that wouldn't normally be violent. This
       usually depends on the werepyre and what they want to do, as
       some werepyres have better abilities to control nature than
       others. Typically, werepyres aren't able to manipulate the earth
       as well as earth manipulators do, and usually cannot manipulate
       plants as easily as some plant manipulators, but werepyres are
       still very dangerous when one fights them in their own element.
       This is usually best countered by luring the werepyre out of
       forests and nature areas, as fighting them in places like cities
       or other areas without much nature for them to manipulate will
       usually keep them from being able to use this power too much.
       Werepyre Spirit/Dark Spirit Enslavement:
       ~Unlike werewolves who often work alongside spirits or vampires
       who work alongside darker spirits, werepyres focused more on
       bending spirits to their will rather than trying to live
       alongside the spirits. Because of the natures of werepyres,
       usually spirits and dark spirits both avoid dealing with
       werepyres, so werepyres had to come up with a way to use the
       spirits to their advantage or else they would lose their
       advantage over some vampires and werewolves. This power is
       designed to allow werepyres to enslave spirits and dark spirits
       alike, usually depending on the spirits that the werepyre wants
       to use, and depending on how powerful they are. Once enslaved,
       the spirits are manipulated by the werepyre, and are forced to
       serve the werepyre as long as the werepyre is able to maintain
       their hold on the spirits they enslave. Typically, spirits and
       dark spirits can be used to do different things, but many
       werepyres use them to give themselves advantages, such as using
       spirit arts to fight opponents, or calling on spirits in fights
       to fight opponents. Spirits can be useful for many things
       besides battle though, as werepyres can also tie spirits to
       objects or other things, or even seal away spirits that bother
       them. Typically, this enslavement only works on spirits or dark
       spirits that are at the same level or weaker than the werepyre
       in power, as some stronger spirits are typically able to resist
       this or may even be immune to this power if they are powerful
       enough. The spirits enslaved are also more vulnerable to spirit
       killing weapons, or certain spirit purification abilities.
       Werepyre Nature's Sleep:
       ~This is an extension of a werepyre's connection to nature and a
       vampire's ability to gain power from sleeping in darker places.
       When a werepyre sleeps out in nature, they are able to recover
       from exhaustion and injuries far more easily, and are able to go
       into sleeps that can save their lives if they are near death.
       This is somewhat similar to a regenerative sleep that a dragon
       can go into, except the werepyre uses their vampire sleep
       recovery and their werewolf connection to nature in order to
       initiate this power. This allows werepyres to sleep anywhere in
       nature, whether it's in a tree, a werewolf tribe land, or even
       in a cave. When the werepyre sleeps, their injuries are able to
       heal through enhanced regeneration, and their exhaustion can be
       removed fairly quickly. Most werepyres only have to sleep about
       4 hours a day due to their advanced regeneration and recovery,
       but this is more for the times when a werepyre is hurt from
       battle or near death, and the werepyre can sleep until they've
       fully recovered. Most werepyres will find caves to hide out in,
       or secluded homes in the forest where they won't be bothered.
       Typically, the werepyre must go into sleep in order to do this,
       and while they don't sleep as deeply as dragons would, werepyres
       do sleep deeply enough that they can be vulnerable during this
       sleep. Most werepyres can be woken up from this fairly easily,
       so they usually don't have to risk dying in their sleep if
       someone comes across them, but this does slow down their
       recovery a bit if they aren't able to sleep for long periods of
       time to recover.
       Werepyre Bite: Cursed Bite:
       ~This is the ability that allows a werepyre to bite someone with
       their vampire-like fangs. When they bite someone, they can
       choose whether not to leave this cursed bite mark behind.
       Usually, werepyres will bite with their fangs when they want to
       drink blood, but they can also bite to put a curse on someone.
       If they are able to be changed into a supernatural, this curse
       will change someone into a werepyre as a result. This combines
       the vampire's ability to turn someone into their servant with
       the werewolf's mark that marks someone as belonging to the
       werewolf. By combining these, the werepyre is able to create
       servants out of this method, and bond to them at the same time.
       As a result, the person turned will be bonded as the servant,
       and the werepyre will become the master. Unlike vampire servants
       who can go crazy without the bond between the master and
       servant, werepyre bonds can only be broken if the werepyre that
       cast it is killed. And like vampires, the werepyre master will
       always be connected and know what the werepyre servant is
       thinking or doing at any given time due to their connection they
       have The person can be cured of this cursed bite, however, this
       can only be cured if a special formula is administered before
       the new werepyre eats flesh or drinks blood, as once they do,
       their curse will often corrupt them at this point and it will
       make the change permanent. If the werepyre that casts this is
       killed, the person affected will be free from being a servant,
       but they may be permanently changed if the person has devoured
       flesh or drank blood while being a werepyre. While some people
       immune to mind manipulation can avoid the personality change to
       a degree, they can be affected by the next part of the werepyre
       cursed bite ability.
       Werepyre Cursed Bite: Control Servant Curse:
       ~Just like vampires who make servants out of those they convert
       to their kind, werepyres are able to control their servants
       curse. Werepyres are able to use this curse as a connection to
       their servants, in which the werepyre can act depending on what
       they want to do. For example, when their servants need
       punishment, werepyres are able to torture their servants through
       this curse if they desire to, as the curse can be used to cause
       pain to the servants. And depending on what the werepyre wants
       to do, the werepyre is also able to do positive things for their
       servants as well, such as giving them new power through the
       connection, or the werepyre can use the curse to give the
       servant healing through transferring life force. Many werepyres
       can use this to control their servants, and the variations of
       what can be done usually depend on what the werepyre wants to
       do. Usually, this control is used to control the servant, and
       force them to do what the werepyre wants, though some werepyres
       also use it to build special bonds with servants if they are
       people precious to them. While this lets a werepyre exercise
       control over a servant, this cannot be used to kill a servant,
       no matter how much pain they are put in, as the pain is only
       administered through the curse and doesn't actually hurt someone
       physically. It is also worth noting that this doesn't actually
       mind control servants, but rather is used more for reinforcement
       of their servants. And as one might guess, this only works on
       those that the werepyre makes their servants, as this power is
       only used through those converted by the werepyre. Since
       werepyres also tend to be very secretive and hunted down for the
       danger they present to vampire, werewolf and human-kind, they
       typically prefer servants willing to do their bidding, rather
       than trying to force people into submission like most think.
       This curse can also be removed entirely if the werepyre desires,
       as the werepyre can take back the curse and remove the power the
       servant has if the servant proves to be too troublesome.
       Werepyre Acid Bite:
       ~Werepyres have a mix of vampire and werewolf physiology, but
       also have a unique aspect to their physiology. Their saliva/spit
       is acidic, which helps them digest what they eat. When a
       werepyre eats someone or something, they typically don't leave
       anything behind, and this power helps them quickly digest both
       blood and flesh. Many werepyres will even eat the bones of their
       victims, with this acid even helping digest bones when devoured.
       This is designed to help werepyres so they don't have to eat for
       so long, as werepyres typically eat more than vampires and
       werewolves due to needing both blood and flesh to survive. Most
       werepyres can even use this in battles, in which they can use
       their saliva when biting someone to do their acid bite. While
       werepyre teeth are still as strong as a werewolf's teeth and
       their fangs are as sharp as a vampire's, the werepyre can still
       devour someone pretty easily even without this bite. This bite
       is more a tool to help with digestion, rather than being used in
       battle, and the acidic effect of the saliva isn't quite as
       powerful as some more powerful acids. Typically, this is only
       done through bites, and while this can be dangerous to people
       bit by a werepyre, usually it's not life threatening unless the
       werepyre bites into a vital point. This acidic saliva is strong,
       but usually only works when the saliva comes into contact with,
       so avoiding getting bit is usually the best way to avoid the
       effects of this bite.
       Werepyre Superior Claws:
       ~Werepyres have claws similar to werewolves, but because of
       their vampire side, werepyre claws are longer and more powerful
       thanks to vampires being able to have longer nails that are used
       similarly to claws (most vampires have this in some form).
       Because of this, werepyres see themselves as having superior
       claws, which can slice through more than a werewolf's claws can,
       due to the werepyre having longer claws. These claws are strong
       enough to usually be able to tear through metal objects, and
       werepyres are able to slash opponents with these claws. This is
       part of a werepyre's physiology, one that is often used to tear
       apart their victims more easily, but also something they can use
       in battle to more easily pierce through opponents. Some stronger
       werepyres have the enhanced strength to spear through armor and
       shields with their claws, making their claws far more dangerous
       than werewolves and vampires. This applies not only to the claws
       on their hands, but also the claws on their feet as well.
       Werepyres also are able to regrow their claws if their claws are
       severed or even removed, due to their ability to regenerate.
       These claws are naturally sharper than werewolf or vampire
       claws, and are typically quite dangerous. Usually, werepyres
       have to be careful with their claws, and usually have to
       maintain them by trimming them, or else the claws will continue
       to grow. Typically, it's usually best to dodge a werepyre's
       claws, rather than try to block it, due to a werepyre's stronger
       claws and (usually) stronger physique they put into their claw
       slashes even without using werepyre skills.
       Werepyre Claws of the Beast:
       ~This is a power that allows a werepyre to use their vampire
       side to empower their claws, and allows a werepyre to use their
       vampire power to be used to allow the werepyre to create new
       techniques. For example, the most common way werepyres take
       advantage of this is by fusing darkness energy into their claws,
       so that their claw slash waves release waves of powerful
       darkness that is controlled by the werepyre. This can be used a
       variety of ways, depending on the werepyre and how creative they
       get with this power. Some are able to use this to fire claw
       slash waves of darkness, or some might even use this to spear
       people from a distance by using their darkness in their claws
       like a claw extension to try and extend their reach. This power
       can use a variety of vampire abilities, with some werepyres even
       having other unique abilities, such as some having shapeshifting
       abilities, or others having certain strength increase abilities.
       This power can amplify the cutting power of a werepyre's claws,
       and is used to allow a werepyre to cut through stronger armors
       and defensive abilities, with some werepyres being strong enough
       to use their darkness to pierce through energy defenses or
       barriers. Of course, as one might expect, using holy power can
       counter this to a degree if one can account for the increased
       power of the slash, but the best way to avoid this is to dodge
       the claw slash rather than trying to block it.
       Werepyre Invigorating Slash:
       ~By using their ability to absorb life energy, a werepyre is
       also able to absorb life energy through using their claw
       slashes, in which their claws are able to absorb life energy as
       easily as their fangs/bite is able to. When slashing enemies, a
       werepyre is able to absorb a small portion of life energy if the
       claws make contact with someone, depending on how deeply the
       opponent is cut by the claws. This power is designed to help
       when a werepyre takes down someone who is their prey, as
       absorbing their life energy is part of the feeding process that
       the werepyre takes advantage of so they can get more from their
       victims. This is specifically dangerous with certain other
       powers, such as if the werepyre has Bolshevik vampire powers
       that can set up feeding connections by touch. This power can
       even be used with other werewolf and vampire powers that absorb
       life energy, depending on what the werepyre's capabilities are,
       or how they apply their abilities to absorb life energy. When
       absorbing life energy, this can be used to replenish the
       werepyre's power if used properly in battle, and werepyres are
       able to use this to weaken opponents in battle. However, unlike
       one might expect, this is actually a conscious ability, as it
       requires concentration to use this power. This means that it is
       not particularly useful if the werepyre is too injured to
       concentrate, and isn't useful unless the werepyre wants to take
       the life energy of someone they slash. The best way to avoid
       this is to not let oneself get slashed by this attack, and given
       the werepyre's strength and claw slash power, it's usually best
       to dodge this attack rather than try to use defenses the
       werepyre might be able to pierce through. This also cannot be
       combined with other werepyre abilities like the Claws of the
       Beast, due to this requiring concentration to use and other claw
       slash powers usually also requiring concentration.
       Werepyre Vampire Discipline Learning:
       ~Depending on werepyre, and their training, werepyres are able
       to learn the vampire disciplines of any vampire clan that they
       have an affinity for. Every vampire clan has their own set of
       abilities and disciplines, which werepyres can learn if they are
       trained, or they have a strong enough affinity that they can
       learn these skills. For example, a werepyre born of the Lasombra
       clan would be strong in shadows, or certain other clan born
       werepyres might be stronger in other abilities. There are a
       variety of vampire disciplines, from physical combat, to
       transformation abilities, to even alchemic abilities. This
       depends on the werepyre, and what training they can obtain. Most
       werepyres usually learn vampire disciplines in order to find
       ways to enhance their power further, in which many will combine
       these with werewolf gifts to create special werepyre abilities.
       All of these often work similar to how they are used by
       vampires, and aside from certain modified disciplines, most
       still have the same strengths and weaknesses. What disciplines a
       werepyre can learn is dependent on their vampire heritage and
       their training, and unless they have an affinity for the
       discipline, they may not be able to learn it. For example,
       physical combat based disciplines usually work well for
       werepyres, but those without certain magic affinities that are
       required for alchemy won't be able to learn any thaumaturgy
       skills. And since vampires typically see werepyres as freaks and
       reject them from their society, most werepyres will have
       difficulty finding teachers who are willing to teach them,
       especially with werepyre's who twist natures to their advantage
       like many do in order to twist vampire and werewolf powers for
       themselves.
       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).
       Werepire Skills:
       Werepyre Passive Skill: Deadly Predator Spirit:
       ~Werepyres, similar to werewolves, have their own way of
       utilizing their fighting styles. Where werewolves have their
       lunar spirit fighting abilities, or vampires that use things
       like clan abilities, werepyres developed their own power that
       uses their twisted darkness and nature abilities. This lets a
       werepyre focus their dark natures, and mix it with their combat
       in order to use certain supernatural and combat based werepyre
       skills that are powered by their dark nature and their will to
       fight. This is the most basic aspect of the werepyre's base
       combat, and powers most of the werepyre battle skills. This
       takes a werepyre's dark nature and uses it in combat for
       different effects. There are typically two major skill types,
       passive skills and combat skills. Passive skills are usually
       just passive upgrades to a werepyre that grant specific effects,
       while battle skills are conscious attack skills that the
       werepyre can use in a fight. Many of these skills combine
       vampire and werewolf abilities, or some may be created by
       werepyres specifically to combat opponents. Typically, there are
       a number of skills werepyres can learn, but most also develop
       their own specific skills, as there are those that opt for
       combining their own abilities uniquely. Since each werepyre is
       usually born of different heritages and has different potential,
       it is hard to categorize what werepyres have affinities for what
       skills, since different werepyres will have different abilities.
       Most of these abilities are combat or supernatural power based,
       using a werepyre's combat ability, and can be countered by other
       combat abilities or supernatural abilities depending on the
       skills.
       Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
       ~This is the second part of learning werepyre skills, in which a
       werepyre has to learn to manipulate the dark nature they are
       born with. Some are able to do this better than others, but most
       werepyres are born with dark natures that let them draw out this
       dark nature, in the form of using their werepyre energy to mix
       their darkness power from their vampire side with their cursed
       nature of their werewolf side to create a unique energy which
       they call cursed darkness. This is somewhat similar to corrupted
       darkness, except that the werepyres use this naturally, rather
       than having to create it. When using this, they can use this
       like any normal darkness abilities, with the exception that this
       darkness can be used to even fight other darkness users similar
       to corrupted darkness thanks to the cursed nature of this
       energy. This is the base power of their combat skills alongside
       their deadly predator spirit. This darkness powers most of their
       battle skills, while their deadly predator spirit usually powers
       more of the passive abilities. As a werepyre gets more
       experienced, they may learn to do more advanced darkness
       abilities, and may even make their battle skills more powerful
       if this skill becomes stronger since it's the base power of most
       of the battle skills. Typically, the way to counter this is holy
       energy, though the best is probably holy light which counters
       both the cursed nature and the darkness power. However, normal
       light can be used if it is concentrated enough to overpower the
       darkness, assuming the werepyre doesn't have any other enhanced
       darkness abilities.
       Werepyre Passive Skill: Arcane Terror:
       ~This is a passive skill that is generated by werepyres. Most
       werepyres learn this as part of their basic training where they
       are able to enhance their natures to terrifying levels. Similar
       to vampires who use disciplines that weaponize their very
       presence, werepyres also use this as a passive way to intimidate
       others using a fearless nature. Those not immune to fear
       manipulation will find themselves filled with fear when faced
       with the werepyre, as this is a passive skill that is always in
       effect. Depending on the presence of the werepyre, most use this
       in some fashion to strike fear into their opponents, usually as
       a tactic to scare off hunters and other opponents who might be a
       threat to them. This skill also gets stronger when the werepyre
       becomes angry or hateful, in which their negative emotions can
       fuel this and make this power stronger to generate more fear in
       others. Typically, this skill means that it takes someone with
       strong willpower to not be overcome with fear. Some werepyres
       who use this can weaponize it in a way to attack the mind, but
       usually only advanced werepyres will use it in this way. Those
       that are immune to fear manipulation or the effects of emotional
       influence would be able to resist this though, as will people
       with strong wills that can overcome their fear. This skill also
       only works as long as the werepyre is fearless, and if they
       become afraid, then this skill will stop working completely as
       long as the werepyre is afraid.
       Werepyre Passive Skill: Unstoppable Will:
       ~Similar to how some vampires and werewolves have certain
       training to avoid certain emotional changes (like the Darkfire
       Disciplined Mind), werepyres have their own special training
       where they passively focus their willpower into their darkness
       power. This grants them a passive skill that strengthens their
       willpower considerably, and can instantly free them from certain
       negative status effects. Using this, werepyres are able to break
       out of certain negative conditions like fear manipulation,
       psychic paralysis and stun abilities, and other body
       manipulation abilities. By using their immense willpower, their
       dark natures break them out of most psychic holds or
       manipulations that try to attack the mind or body, which is
       usually overpowered by the werepyre's own will. This power is a
       passive skill that is designed to be similar to skills like
       Disciplined Mind, and designed to help the werepyre focus their
       minds in battle. As one might imagine, this is a necessary skill
       to have in battle, so that werepyres can keep focused when they
       are in battle. Typically, this power uses a werepyre's willpower
       with their dark natures, so this skill only amplifies the mind
       as much as the willpower and dark nature of the werepyre will
       allow. While some have stronger willpower or dark natures than
       others, the combination usually determines how strong this will
       be. If a psychic power can overpower the werepyre's willpower,
       then it is possible to overpower this skill and affect a
       werepyre on a psychic level.
       Werepyre Passive Skill: Shadows of the Dawn:
       ~While most werewolves and vampires wouldn't be able to fight
       effectively during the day, werepyres have developed a skill
       that lets them fight during the day just as effectively as they
       do at night. By using the shadows of an area they are in, they
       are able to utilize amplification during the day, which
       amplifies them as much as the night would. By absorbing the
       shadows, the werepyre isn't affected by daylight, and can get
       around just as easily in the day. For most werepyres, they will
       find light unpleasant (Unless they are a type of werepyre that
       is not restricted by night, aka if they have daywalker power in
       them), but they will not be hindered by the light as long as
       they have shadows around them. Typically, the darker the place
       they find, the more amplification they will find, though they
       can fight effectively enough even with little shadow. While they
       may not gain amplification during the day from the night or the
       moon, they can use this skill to at least fight at their normal
       level even if they would normally be hindered during the day. Of
       course, while this skill does allow a werepyre to fight during
       the day, that doesn't mean they don't still have vulnerability
       to holy or light based abilities due to their strong darkness
       nature. And if an opponent takes away their shadows during the
       day, they will lose their darkness amplification they gain from
       this ability and might be weakened depending on the werepyre.
       Werepyre Passive Skill: Terror of the Night:
       ~Werepyres who train their combat usually train both vampire
       disciplines and werewolf gifts, in which they  combine the two.
       In combat, this usually results in them combining combat
       abilities of werewolves and vampires. For example, werewolves
       will use certain vampire abilities like celerity training or
       potence training that enhances physical combat, and also use
       certain werewolf gift training like lightning reflexes and pain
       resistance. Every werepyre has different balances of abilities
       depending on what they can do, but most werepyres use this skill
       to combine werewolf and vampire combat abilities in order to
       combine the best of both races combat skills. This makes
       werepyres extremely dangerous in physical combat, especially
       ones that focus on physical combat, since this skill allows them
       to utilize two different races combat abilities in ways that
       surpass the original powers of clans and prides. Werepyres,
       depending on their training and affinities, can combine their
       combat training in a number of ways, with some even combining
       certain other combat techniques with their werewolf and vampire
       powers (such as martial arts styles and weapon styles).
       Typically, this makes each werepyre different, and amplifies
       their combat abilities depending on their abilities. Because of
       the number of combination options werepyres have, all werepyres
       have unique combat abilities. However, while this is an
       impressive ability, most werepyres are limited by what physical
       affinities they have. For example, a werepyre that is more bulky
       may have more strength and defense, but may not gain as much
       speed, or a werepyre that is smaller in stature might be faster,
       but lack the physical strength. This also depends on the
       training of the werepyre and what skills they can learn that
       boost their physical combat, as the physical combat makes this
       power what it is.
       Werepyre Combat Skill: Dark Howl:
       ~This skill is based on certain werewolf howls that utilize a
       werewolf's power. Among known gifts of werewolves are the Lupus
       gift of shattering howl, or the Get of Fenris gift scream of
       Gaia. Depending on the howl used, a werepyre is able to use
       their dark nature to combine with this howl to create a powerful
       sound wave which is designed to inspire fear into others. This
       emits a powerful shockwave which can knock opponents off their
       feet and disorient them using physical force. In addition, most
       werepyres can also paralyze opponents when they use this, using
       the dark nature stun an opponent if they are caught in the
       soundwave of the howl. Depending on the powers used, this can be
       further enhanced, such as werewolf gifts that empower one's
       howl, or vampire disciplines that amplify a vampire's voice
       somehow. This power can be useful, as the wave is strong enough
       to shatter stone when the sound wave hits, making it a good
       combat tactic, even if the opponent isn't affected by the
       paralysis or the fear manipulation. As such, this skill can have
       many uses, and some werepyres can even emit frequencies that
       might knock people out if they are able tune their howl to
       certain frequencies. This power is a pretty basic skill, and it
       mostly uses the voice of the werepyre to utilize it as a weapon.
       Because of how this power works, the sound waves become the
       major weapon, and if an opponent knows this, they can usually
       find ways to counter it, such as using water to dull the sound
       waves, or using something to block the sound waves completely.
       This also requires the werepyre's voice, so a good punch to the
       throat could interrupt this ability completely if an opponent
       catches the werepyre getting ready to use this skill, or using
       some sort of power to prevent the werepyre from howling.
       Werepyre Combat Skill: Dark Rage Impact:
       ~This skill is a combat power that lets a werepyre enter a
       temporary beserker state. This state uses anger and negative
       emotions to strengthen the werepyre's dark nature, amplifying
       their darkness and physical abilities temporarily. When in
       affect, the anger and hatred of the werepyre makes the darkness
       power strong enough to overpower many other stronger forms of
       darkness and light, and allows a werepyre to use their darkness
       in far stronger capacity than they normally would be able to. In
       addition, a werepyre also gains highly enhanced combat abilities
       in this state, including making them move faster and increasing
       their strength immensely. By combining certain abilities like
       the werewolf gift desperate strength and the lunar werewolf
       fighting spirit ability rage impact and the vampire celerity and
       presence abilities, the werepyre is able to use this to
       dangerous effect, amplifying their abilities beyond vampire and
       werewolf amplifications of similar abilities. While this is a
       strong technique though, this is only a temporary increase in
       power, and a werepyre that uses this may lose control of their
       emotions depending on how strong their control of their anger
       is. Because this uses anger and hatred to power this skill,
       stronger uses of this skill result in far less control, but
       grant far more power in amplification. Meanwhile, weaker uses of
       this mean not as much amplification, but the werepyre will be
       able to keep themselves in control of themselves. This power
       also only works for a small amount of time (up to 2 combat
       rounds), as this power is only meant to temporarily increase
       one's power. Any werepyre that uses this for more than 2 rounds
       will take physical damage as their amplification will damage the
       werepyre's body as they try to continue to fight using this
       amplification.
       Werepyre Combat Skill: Life of Gaia:
       ~Werewolves are familiar with how nature connection to the world
       works, and the connection to the earth, while vampires are
       familiar with how to steal life energy (at least many are in
       some form). By combining these two aspects, a werepyre is able
       to absorb and manipulate the life energy of the world around
       them, whether they use it to attack, or they even absorb it to
       make themselves more powerful. Because werepyres twist the world
       to their advantage, this power is no different, in which
       werepyres usually use this in order to twist the world's
       energies to their own benefit. Most werewolves would normally
       use a power like this to redistribute life energy more evenly
       among creatures of the world to balance life, but werepyres
       often will use this more for themselves rather than the world
       around them. Most werepyres use this to absorb it to heal
       themselves, or they may use it to attack opponents with if they
       are vulnerable to it. This is similar to certain sage abilities
       of some other races (IE absorbing energy from the environment),
       and this power is more or less like absorbing life from the
       world's energy. Some werepyres can even use this to heal others,
       or some more advanced werepyres might even be able to manipulate
       certain creatures without conscious thinking minds (like plants
       and animals) more easily due to their ability to twist life
       energy to their advantages. Just like any life energy though, a
       werepyre must be careful with this, as they cannot absorb too
       much life energy or they might disrupt their own balance of life
       and death energy, and they must also make sure they don't
       overwhelm themselves with this energy as too much energy will
       physically damage them. Typically, only a certain amount of life
       energy can be absorbed from certain areas, as the plants and
       animals will often die when this is used (unless the werepyre is
       simply redistributing it to heal plants or animals, or using it
       to heal someone), and once gone this energy cannot be absorbed
       any longer unless the werepyre moves to a different area that
       has life energy. This also requires the werepyre to know how to
       read the life force of the planet, which may require special
       training.
       Werepyre Combat Skill: Poison Claw:
       ~By utilizing a werewolf gift called spur claw that allows a
       werewolf to learn how to poison their claws, werepyres
       replicated this ability and created a werepyre ability that
       allows them to secret poison from their claws. When used, this
       poison is administered through claw slashes when the claw makes
       contact with an opponent, and the poison is spread into the body
       when the claw pierces the skin. Normal claw slashes become
       poisonous to opponents, and depending on the werepyre, they are
       able to generate poison depending on how they use this. The most
       common poison generated is a neurotoxin which paralyzes
       opponents when administered into bodies. If the poison spreads
       through the body, the opponent will have reduced ability to
       move, and if enough poison is administered, the neurotoxin could
       even paralyze the heart, which could kill the opponent if they
       are vulnerable to death if their heart stops. Most werewolves
       will use their training to create new poisons every so often, as
       every poison user knows to account for the body's ability to
       eventually create immunities to a poison. Among other poisons
       used by werepyres include certain acidic poisons that do more
       damage in the wound, or hallucinagenic poisons that cause
       hallucinations and impaired judgement. This skill does require
       physical contact with the werepyre's claw though, and cannot be
       administered to an opponent through a claw slash wave (as the
       claw itself has to make contact and pierce the skin to work).
       Because of this, dodging the claws is the best way to avoid this
       attack, or people with resistances or immunity to poisons might
       have a reduced effect when it comes to being poisoned by this.
       Werepyre Combat Skill: Shadow Lurk:
       ~This ability allows a werepyre to use the shadows to hide. When
       used, this skill lets a werepyre stand in the shadows, and even
       without melding into the shadows, the werepyre is able to use
       their darkness to blend into the shadow. Usually, this works
       best if the werepyre suppresses their presence so that their
       presence cannot be sensed. When used, werepyres can hide from
       most creatures, even hiding from other werewolves and vampires
       depending on what they want to do. Typically, more advanced
       werepyres can eventually even learn to travel through shadows
       through shadow melding, depending on their affinity for melding
       into darkness (usually best used through shadow lord werewolf
       tribes or Lasombra vampire clans). Werepyres originally
       developed this to hide from supernatural hunters, and to hide
       from other dark creatures that might try to hunt them down. Of
       course, many werepyres these days consider it cowardice to hide
       from their opponents, so they mostly learn this as a way to
       learn how to use shadow lurk to travel through shadows or to
       meld into shadows, so that they have a better way to use this,
       and a way to get around. However, just like other creatures,
       werepyres have to be careful where they shadow meld, because the
       shadow realm can be a dangerous place if they use shadows to
       travel, especially if they accidentally travel to the wrong part
       of the shadow realm (like Xeles's domain). When used, this isn't
       really a combat skill, as a werepyre mostly use this to get
       around or to just hide if they need to, so there's no damage
       done with this skill. Usually, the only way to sense a werepyre
       who is using this is by sensing their presence some other way,
       such as hearing or smell that might detect traces the darkness
       cannot cover up, since this only covers up a werepyre to the
       sense of sight and the other presence senses. While this is
       useful, it is also noteworthy that maintaining this stealth for
       long periods of time can be draining as it requires energy to
       maintain this stealth due to it requiring the werepyre's
       darkness.
       Werepyre Combat Skill: Dark Shield:
       ~When a werepyre is in danger of attack, they are able to create
       a barrier of darkness around themselves. This helps them defend
       against attacks, in which they use this as a defensive move to
       prevent themselves from taking damage from attacks. When used, a
       werepyre uses the cursed darkness from their bodies to create a
       barrier, in which the darkness locks the werepyre in place,
       allowing them to use the darkness to defend against attacks when
       in effect. When used, the darkness uses intense power to protect
       the werepyre, and can defend most normal attacks and plenty of
       projectile attacks. When used, this locks the werepyre in place,
       making the defense stronger than most other barrier skills by
       using the emission of darkness from the werepyre's body to
       strengthen their defense. Because of how this skill works, they
       cannot move while this barrier is in effect, and this requires
       darkness energy to keep the barrier going. This barrier is very
       difficult to break, but certain strong enough piercing abilities
       can break through this shield ability, as difficult as it might
       seem. Usually, besides aura breaker abilities/weapons,
       concentrated light and piercing lightning abilities are usually
       the best ways to break through this, if the opponent can gather
       the power needed to break the werepyre. And because this
       requires the werepyre's own darkness, this barrier technique is
       only as strong as the werepyre's own darkness, as this skill is
       powered by the darkness emitted from the body. Certain strong
       enough holy abilities can also more easily break this power as
       well depending on the holy skills used.
       Werepyre Combat Skill: Dark Beast Crash:
       ~This technique uses the darkness emitted from the werepyre,
       usually when the werepyre is in movement. When moving, the
       werepyre is able to use their darkness emitted from their body
       to enhance their physical and supernatural power when in motion,
       and is designed to be used during a dash or jump attack to
       amplify the werewolf's impact power. This was based on
       werewolves who jump around and use this to try and hit opponents
       with the force of their bodies, to which werepyres learned to
       utilize their dark natures to do something similar. Werepyres
       are able to use this while in motion, whether they are in the
       air, or using a dash, they can amplify themselves with this
       darkness to try and break through an opponent's defenses.
       Typically, this is best used against barriers and energy
       defenses, where the werepyre will use this to try and break
       through the opponent's defenses. This can also be used to boost
       movement speed when in motion, where a werepyre is able to use
       this in motion to boost their speed as much as their power
       (usually as a means to avoid an attack that they don't have the
       speed to avoid normally). Typically, avoiding this attack simply
       requires dodging the attack, and the werepyre usually moves in
       straight line when using this, unless they use an object to stop
       and change direction. Usually, trying to change direction is
       difficult with this technique, and when the werepyre comes out
       of this technique, they may be vulnerable once their dark
       amplification is no longer in effect since the werepyre will not
       be using the darkness to amplify their physical movement and
       abilities. This is another technique that is also only as strong
       as the werepyre's own dark nature, so natures would only be able
       to overcome defenses similar or slightly above their level of
       power.
       Werepyre Combat Skill: Shadow Mist Form:
       ~This skill combines the fog on the moor ghost form of a
       werewolf (similar to intangibility) with the mist form that some
       vampires can take. Using a werepyre's dark nature, they take the
       form of a shadow mist that is intangible when used. This form is
       another power designed to avoid attacks, allowing a werepyre to
       use this to let attacks pass through them. When in this form,
       the werepyre is mostly intangible and immune to attack. Some
       more advanced werepyres can even change this form depending on
       their darkness control, such as changing the temperature of the
       mist form they take (either heating it up to burn anyone who
       gets caught in the mist, or freezing anyone caught in the mist
       by reducing the temperature), or some werepyres can adjust the
       acidity of their dark mist to make it able to corrode anything
       caught in the mist form. This power can be very useful, though
       when in this form, the werepyre is more vulnerable to wind
       attacks, which can blow away the werepyre's mist form. To an
       extent, lightning powers can also affect mist powers (though it
       takes a very high voltage due to the higher resistance mist and
       air have to conducting electricity). Werepyres can also only
       stay in this form for a limited time, and have to return to
       their normal forms. One way to attack werepyres in this form,
       besides using certain spirit defense powers like Haki or Pai
       Zhua training, is to use silver. Because of the power this was
       modified from, the werepyre cannot maintain their shadow mist
       form when in the presence of silver, and the silver will force
       them back into normal form due to the power interrupting the
       werewolf fog on the moor power this was adapted from. Even the
       best werepyres are still vulnerable to silver when in this form
       (unless they are holy natured, in which case gold acts in place
       of silver). This means that silver bullets and weapons can not
       only force a werepyre into normal form, but they can also damage
       a werepyre if the bullet or weapon is in the mist when the
       werepyre reforms.
       Werepyre Combat Skill: Dark Railgun:
       ~This skill combines a werewolf's gifts that increase strength
       with a vampire's celerity training to create a powerful bullet
       technique. By creating darkness and then flicking the darkness
       at opponents with their enhanced strength, the darkness is fired
       with the speed of the projectile vampire discipline which speeds
       up the vampire's projectile attacks immensely. When used, this
       creates a dark bullet that is able to blast through concrete and
       even certain metals with the force of an anti-tank rifle, thanks
       to combining the strength and speed at which it's launched with
       the vampire discipline that increases it's speed. As one might
       imagine, this skill blasts the darkness at an opponent with
       immense force and speed, making it very damaging if it hits an
       opponent. The force of impact is usually enough to blast through
       most opponents, armor and all. And when using this, the darkness
       used is small enough that werepyres can fire these in quick
       succession. Because of how this power works, this is a very
       dangerous ability, as the werepyre can use this to usually break
       through defenses, and with the projectile enhancement, this
       technique is also very hard to dodge as a result. This may seem
       like a simple attack, but the sheer power of the attack makes it
       a great power for werepyres, as it only requires a small amount
       of darkness. Werepyres are also able to do this with smaller
       objects as well if they don't want to use their darkness (which
       some don't want to waste their dark energy), and may choose to
       use objects that they flick at opponents like rocks or small
       pieces of metal. Typically, anything the size of a bullet can be
       fired at an opponent, with even pebbles being devastating when
       hitting opponents. Of course, as one might imagine, blocking is
       not ideal when it comes to this technique, and opponents should
       dodge rather than block. Depending on the strength put into it,
       the speed and strength can be adjusted, but increasing the speed
       will decrease the impact force, and increasing the strength will
       decrease the speed. Typically, while this does generate immense
       physical force, if one can dispel the darkness used in the
       bullet before it hits, then this won't do any damage.
       Werepyre Combat Skill: Wolfbat Swarm:
       ~When using this technique, this creates a group of darkness
       familiars in the forms of bats that possess wolf like features.
       Typically, the wolfbats have sharp claws and strong teeth, and
       enhanced smell, sight and hearing. These wolfbats are designed
       to swarm opponents and attack them, usually opening them up to
       other attacks if the wolfbats are able to distract the opponent.
       When the wolfbats bite an opponent, they are able to drain life
       energy from the opponent and then give it to the werepyre, or
       they can suck out the blood of the person they bite similar to a
       vampire's bite. The wolfbats can also use their claws to tear
       through defenses using their darkness to try and pierce
       defenses. Depending on the power of the werepyre's darkness,
       this power can do dangerous damage to opponents, and can weaken
       them when used properly. This power uses the werepyre's darkness
       to create these, and when used, the werepyre can even share
       their senses with the wolfbats due to them controlling the
       darkness that makes up the wolfbats. These wolfbats are usually
       designed to attack in a group, which is designed to overwhelm an
       opponent if the group of wolfbats attacks them. Typically, the
       best way to avoid these is to destroy them with light or holy
       attack abilities, which can destroy them if the attacks are able
       to overpower the darkness of the werepyre. These wolfbats can be
       also be destroyed by certain other abilities, such as strong
       enough energy, or other elemental abilities like lightning or
       flames. The wolfbats are typically not too hard to destroy,
       though werepyres with stronger darkness abilities will have
       stronger wolfbats using this power. This is similar to any other
       familiar power, and these familiars are basically like most
       other shadow familiars in nature.
       Werepyre Combat Skill: Horde of the Beast:
       ~This is similar to the wolfbat power, except that this uses the
       familiar power to create manifested familiars instead of shadow
       familiars. When manifested, the werepyre uses some of their
       darkness like a summoning, and they summon wolves that are
       created from the werepyre's own power. These wolves are like
       spawns of the werepyre, where the werepyre combines the familiar
       power of a vampire, and mixes in a wolf nature to create what
       appears to be a pack of wolves. As such, these wolves are able
       to attack as a group, and are usually called to attack opponents
       and swarm them similar to the wolfbat skill. When used, the
       wolves act according to the werepyre's will, and can use their
       enhanced features to attack opponents. Among their attacks, they
       also have certain skills like the dark howl, the poison claw,
       and the dark beast crash skills. When used, the wolves are able
       to use their own darkness enhanced by what the werepyre gave
       them upon creating them. Since most werepyres don't have a pack
       or clan to help them in battle, werepyres created this technique
       to allow them their own group to help fight beside them. Some
       more advanced familiar techniques can even attribute life energy
       or souls to these wolves if they have strong enough familiar
       techniques, and create unique powers for the wolves. However,
       the standard usually just gives them darkness techniques, unless
       the werepyre empowers them with something else. Typically, these
       wolves are weak to anything that can destroy familiars, and
       enough damage will eventually dispel them and return the
       familiars to the werepyre. Depending on the werepyre, some
       werepyres can use certain familiar arts if they have access to
       them, though unless otherwise stated, the werepyre's familiars
       can be taken out like any other familiar. If one wants to dispel
       the wolves, the best way is to attack the werepyre, since the
       familiars cannot stay manifested if the werepyre can't
       concentrate on keeping them manifested.
       Werepyre Combat Skill: Fenrir's Wrath:
       ~This technique was inspired by Norse mythology, in which
       werepyres were inspired by the myth of how the wolf Fenrir was
       retrained with special chains. By practicing with their cursed
       darkness, eventually Wolfwing VI managed to create this skill
       that he taught to other werepyres long ago. After training in
       this skill, werepyres were able to generate chains made of their
       cursed darkness. When used, the chains use the cursed darkness
       to restrain opponents, and use their darkness to form special
       runes which can restrain anything that the chains come into
       contact with. By using these chains, werepyres focused on
       restraining werewolves and vampires, but eventually found that
       they were able to restrain almost any creature, as evidenced
       when Wolfwing VIII managed to use this to restrain Beelzebub
       before Beelzebub used his insects to attack Wolfwing VIII. This
       skill is commonly used to restrain opponents in battle,
       temporarily weakening them if they are ensnared by the chains.
       These chains are very strong, and cannot usually be broken
       easily as long as they are manifested. When used, the werepyre
       usually has to concentrate to keep an opponent restrained,
       though some werepyres can usually set up another attack if they
       are able to keep the opponent restrained while preparing the
       attack. When used, usually it is difficult to break out of these
       chains, though the best way is an aura breaker power or weapon,
       or some sort of power negation. However, the best way to avoid
       this is to not get caught by the chains, which are generated
       from shadows. If one can avoid the shadows and avoid the chains
       that come out of the shadows, then they can avoid this technique
       altogether.
       Werepyre Combat Skill: Dark Forest Summoning:
       ~This attack was a signature of Wolfwing IX, who developed this
       technique using his nature connection and the werepyre plant
       manipulation. By using the darkness of the werepyre, the
       werepyre is able to spread their darkness over an area like
       seeds that summon trees of darkness using their nature
       connection, and are able to create these trees almost anywhere
       (though summoning these trees in enclosed spaces is not
       recommended due to possibility of collapsing structures). When
       used, this summons a mass of dark trees which attack opponents
       when they get close. This is best used in the forests, where the
       werepyre can have their dark trees appear among other trees to
       disguise which trees are the werepyre's dark trees. The trees
       are able to attack opponents when the opponent is nearby, using
       their branches to attack up close, devour them by opening up and
       eating an opponent, or by firing their leaves like throwing
       stars that can slice through opponents when fired at them. This
       is usually summoned over an area, and usually summons enough
       trees to limit an opponent's mobility since they have to avoid
       the trees attacks, and the werepyre at the same time. However,
       the trees can be destroyed with holy or light powers, and a
       flashbang can actually completely destroy this technique since
       the trees are made of darkness. This also takes a lot of energy
       to create, so this isn't something that should be used too
       often. Aside from a few more powerful users, most users cannot
       use this multiple times. If one does enough damage to the
       werepyre, they can also dispel this technique since the werepyre
       has to use their power to maintain this ability.
       Werepyre Combat Skill: Return from Hades:
       ~This was developed by Wolfwing III, who managed to develop this
       skill in his 3 deaths (it took 3 deaths before hunters realized
       the secret to this technique). This skill combined the Fianna
       gift, sleep of the hero, with a vampire's ability to go into a
       healing sleep (usually by sleeping in a coffin). This skill
       essentially lets a werepyre come back from death, in which they
       use this to go into a death-like sleep. By using their
       connection to nature and darkness, they absorb the power of
       nature and darkness, and eventually, the werepyre is able to
       come back to life as though they never died. This is the
       ultimate skill of the werepyre, and makes it so many werepyres
       cannot be killed by just killing them and leaving their bodies
       behind. If a hunter kills a werepyre and doesn't properly
       dispose of the body, then the werepyre could eventually come
       back, making werepyres with this skill very hard to permanently
       dispose of. Most werepyres never know if they've perfected this
       until they actually die, due to the nature of the condition
       required to use this technique (actually dying), so it's not
       always certain if they are able to be prepared for this. When a
       werepyre is killed, those that kill the werepyre must burn the
       remains, mixing salt and silver into the remains in order to
       make sure the remains are properly not able to return. If salt
       is not used, then the body can still be destroyed with silver
       and fire, but the werepyre might become a vengeful spirit as a
       result. Without silver, the burning of the remains just means
       that the werepyre is asleep longer than the werepyre would be if
       their body wasn't burned. While this skill seems intimidating,
       many werepyres are never properly prepared for this, and most do
       die properly, but if one manages to pull this off properly when
       killed, then they are able to use this consistently again and
       again if their remains are not properly disposed of. If not used
       properly, then the werepyre dies as normal and cannot come back.
       The secret to this is the connection to nature and darkness that
       is achieved before death, and only with a proper connection to
       the energies of life and death can a werepyre use this
       effectively to absorb nature and darkness energy after death.
       Disciplines:
       Auspex:
       Heightened Senses: Self Explanatory
       An Ear for Lies:
       ~Scions place great stock in the truth, and successful rulers
       and leaders learn to discern truth from falsehood, even when
       spoken by the most convincing liars, This power allows the user
       to know when someone is lying to him. To the Cainite, lies stand
       out, harsh and discordant from all other speech.
       Psychic Projection:
       ~The Kindred with this awesome ability projects her senses out
       of her physical shell, stepping from her body as an entity of
       pure thought. The vampire's astral form is immune to physical
       damage or fatigue, and can "fly" with blinding speed anywhere
       across the earth - or even underground - so long as she remains
       below the moon's orbit.
       The Kindred's material form lies in a torpid state while her
       astral self is active, and the vampire isn't aware of anything
       that befalls her body until she returns to it. An ephemeral
       silver cord connects the Kindred's psyche to her body. If this
       cord is severed, her consciousness becomes stranded in the
       astral plane, the realm of ghosts, spirits, and shades.
       Attempting to return to the vampire's physical shell is a long
       and terrifying ordeal, especially since there is no guarantee
       that she will accomplish the journey successfully. This
       significant danger keeps many Kindred from leaving their bodies
       for long, but those who dare can learn much.
       Spirit Bond:
       ~This power allows the Cainite to establish a mental bond with
       an object or person. The vampire may "check up on" the object or
       person at any time after achieving this bond. Invoking the bond
       instantly reveals exactly where the object or person is located.
       This power is best used sparingly - many who apply it in excess
       become paranoid and useless, checking on their bonds every
       waking hour.
       Aura Perception:
       ~Using this power, the vampire can perceive the psychic "auras"
       that radiate from mortals and supernatural beings alike. These
       halos comprise a shifting series of colors that take practice to
       discern with clarity. Even the simplest individual has many
       shifting hues within his aura; strong emotions predominate,
       while momentary impressions or deep secrets flash through in
       streaks and swirls.
       The colors change in sympathy with the subject's emotional
       state, blending into new tones in a constantly dancing pattern.
       The stronger the emotions involved, the more intense the hues
       become. A skilled vampire can learn much from her subject by
       reading the nuances of color and brilliance in the aura's flow.
       Aside from perceiving emotional states, vampires use Aura
       Perception to detect supernatural beings. The colors in Kindred
       auras, while intense, are quite pale; mage auras often flare and
       crackle with suppressed power; werebeasts have strikingly
       bright, almost frantic, halos; ghosts have weak auras that
       flicker fitfully like a dying flame, and faerie creatures'
       radiance is shot through with rainbow hues.
       The Spirit's Touch:
       ~When someone handles an object for any length of time, he
       leaves a psychic impression on the item. A vampire with this
       level of Auspex can "read" these sensations, learning who
       handled the object, when he last held it and what was done with
       it recently.
       These visions are seldom clear and detailed, registering more
       like a kind of "psychic snapshot." Still, the Kindred can learn
       much even from such a glimpse. Although most visions concern the
       last person to handle the item, a long-time owner leaves a
       stronger impression than someone who held the object briefly.
       Gleaning information from the spiritual residue requires the
       vampire to hold the object and enter a shallow trance. She is
       only marginally aware of her surroundings while using The
       Spirit's Touch, but a loud noise or jarring physical sensation
       breaks the trance instantly.
       Dominate:
       Command:
       ~The vampire locks eyes with the subject and speaks a one-word
       command, which the subject must be obey instantly. The order
       must be clear and straightforward: run, agree, fall, yawn, jump,
       laugh, surrender, stop, scream, follow. If the command is at all
       confusing or ambiguous, the subject may respond slowly or
       perform the task poorly. The subject cannot be ordered to do
       something directly harmful to herself, so a command like "die"
       is ineffective.
       Mesmerize:
       ~With this power, a vampire can verbally implant a false thought
       or hypnotic suggestion in the subject’s subconscious mind. Both
       Kindred and target must be free from distraction, since
       Mesmerize requires intense concentration and precise wording to
       be effective. The vampire may activate the imposed thought
       immediately or establish a stimulus that will trigger it later.
       The victim must be able to understand the vampire, though the
       two need to maintain eye contact only as long as it takes to
       implant the idea.
       Mesmerize allows for anything from simple, precise directives
       (handing over an item) to complex, highly involved ones (taking
       notes of someone’s habits and relaying that information at an
       appointed time). It is not useful for planting illusions or
       false memories (such as seeing a rabbit or believing yourself to
       be on fire). A subject can have only one suggestion implanted at
       any time.
       Memory Block:
       ~This variant of The Forgetful Mind allows the vampire to stop a
       dominated subject talking about or revealing specific
       information without forgetting it. When questioned about the
       memory or detail, the victim will evade the question without
       even noticing she is doing it. If pressed, she will discover he
       cannot say out loud or even write down the blocked information.
       This is very useful when a servant needs to possess classified
       data, but the vampire wants to be certain she cannot reveal it,
       even under torture.
       Chain the Psyche:
       ~Not content with merely commanding their subjects, some elders
       apply this power to ensure obedience from recalcitrant victims.
       Chain the Psyche is a Dominate technique that inflicts
       incapacitating pain on a target who attempts to break the
       vampire’s commands.
       Implanted Opinion:
       ~Dominate usually focuses on giving the target specific orders.
       Using this power, a vampire can instill a feeling, opinion, or
       even a personality trait the victim will believe is his own. He
       might be told he loves modern art, hates his new neighbors, or
       that aliens are looking to abduct him. He can be given new
       political or religious beliefs, suddenly becoming a dedicated
       liberal or a born-again Christian (although in the latter case
       he doesn't gain real faith; he just decides to follow the tenets
       of a faith).
       He might even be given bigoted views, making him racist or
       sexist, or he may be cured of such opinions. Unlike
       Conditioning, the vampire has little connection to the target,
       and can use him as an agent to steer policies to her design
       without needing to explain her plans.
       Thaumaturgy:
       A Taste for Blood:
       ~This power was developed as a means of testing a foe’s might —
       an extremely important ability in the tumultuous early nights of
       Clan Tremere. By merely touching the blood of his subject, the
       caster may determine how much vitae remains in the subject and,
       if the subject is a vampire, how recently he has fed, his
       approximate Generation and, with three or more successes,
       whether he has ever committed diablerie.
       Blood Rage:
       ~This power allows a vampire to force another Kindred to expend
       blood against his will. The caster must touch her subject for
       this power to work, though only the lightest contact is
       necessary. A vampire affected by this power might feel a
       physical rush as the thaumaturge heightens his Physical
       Attributes, might find himself suddenly looking more human, or
       may even find himself on the brink of frenzy as his stores of
       vitae are mystically depleted.
       Blood of Potency:
       ~The thaumaturge gains such control over his own blood that he
       may effectively "concentrate" it, making it more powerful for a
       short time. This power may be used only once per night.
       Theft of Vitae:
       ~A thaumaturge using this power siphons vitae from her subject.
       She need never come in contact with the subject — blood
       literally streams out in a physical torrent from the subject to
       the Kindred (though it is often mystically absorbed and need not
       enter through the mouth). The subject must be visible to the
       thaumaturge and within 50 feet (15 meters). Using this power
       prevents the caster from being blood-bound, but otherwise counts
       as if the vampire ingested the blood herself. This power is
       spectacularly obvious, and Camarilla princes justifiably
       consider its public use a breach of the Masquerade.
       Cauldron of Blood:
       ~A thaumaturge using this power boils her subject's blood in his
       veins like water on a stove. The Kindred must touch her subject,
       and it is this contact that simmers the subject's blood. This
       power is always fatal to mortals, and causes great damage to
       even the mightiest vampires. This ability is very fatal to
       mortals if done right and mortals with regenerative powers (or
       basically metahumans) will suffer excruciating pain for at least
       one RP round. It will only get worse if not treated in time and
       it's even worse for those with weak regerative powers. Although
       even the strongest supernatural creatures will suffer great
       damage, whose with great defense powers (vampires with fortitude
       disciplines) are said to have survived after soaking all of the
       aggravated damage. This spell is useless against those who don't
       have blood in their bodies.
       Elemental Strength:
       ~The vampire can draw upon the strength and resilience of the
       earth, or of the objects around him, to increase his physical
       prowess without the need for large amounts of blood.
       Animate the Unmoving:
       ~Objects affected by this power move as the vampire using it
       dictates. An object cannot take an action that would be
       completely inconceivable for something with its form — for
       instance, a door could not leap from its hinges and carry
       someone across a street. However, seemingly solid objects can
       become flexible within reason: Barstools can run with their
       legs, guns can twist out of their owners' hands or fire while
       holstered, and humanoid statues can move like normal humans.
       This power animates one object no larger than human-sized; the
       caster may simultaneously control a number of animate objects
       equal to their Intelligence. Objects animated by this power stay
       animated as long as they are within the caster's line of sight
       or up to an hour, although the thaumaturge can take other
       actions during that time.
       Vertigo:
       ~The thaumaturge induces minor disorientation and dizziness
       through subtle manipulations in the subject's body. The physical
       discomfort is temporary and minor, but a clever thaumaturge can
       use it on rivals at the most inopportune times, causing them to
       lose their aplomb. A touch from the thaumaturge invokes
       disorientation in her victim. Those with healing powers can help
       the victim though those with regenerative powers can also do the
       trick though they have to concentrate in order to make the spell
       go away.
       Contortion:
       ~With a touch, the thaumaturge causes a group of her opponent's
       muscles to contract involuntarily, reducing it to twitching
       fits. This effect is extremely disconcerting to the subject,
       rendering the limb or muscle group unusable. By making physical
       contact with one of the limbs of the target, the thaumaturge
       renders it useless for the duration of Contortion. A leg
       rendered useless makes standing difficult, and the victim
       suffers from increased difficulty to appropriate Dexterity
       challenges related to her leg, such as dancing or balancing on
       ledges. A contorted arm hangs lifeless at the subject's side. A
       useless head causes loss of speech and increases the difficulty
       of all social skills as the facial muscles spasm out of control.
       Again, those with regenerative powers or a mental control may be
       able to fight back for control but it requires concentration to
       do so.
       Seizure:
       ~Seizure causes the body to erupt into a fit of convulsions. All
       the muscles throughout the body tighten uncontrollably, while
       the victim foams at the mouth and spasms rack him with agony. A
       mere mortal may even choke to death as her tongue cuts off her
       air supply. A light touch from the thaumaturge forces the very
       unpleasant effects of this power upon the target. For the
       duration of the seizure, a target's body writhes, tormenting her
       to the point of incapacitation. The victim also suffers physical
       damage as her body helplessly twists itself. At the RPer's
       discretion, the effects of this power may even cause death in
       extremely ill or wounded mortals. This is harder on supernatural
       creatures and metahumans if they have better control of their
       bodies but it still requires concentration in order to fight it
       or their ally can help them.
       Marionette:
       ~The thaumaturge invoking Marionette gains such mastery over the
       body of others that she can magically seize control of another
       being and force her victim to act according to her own whims.
       This control is not as fine as the direct and personal command
       of the Dominate power of Possession, but the thaumaturge's true
       body is not as vulnerable during the manipulation. Once
       established, the Marionette victim is under the complete sway of
       the thaumaturge, forced to perform as the thaumaturge's macabre
       pawn.
       The thaumaturge may affect any target within her line of sight,
       but she must keep visual contact with the victim at all times to
       maintain this effect. A subject may resist the effects of
       Marionette by using their willpower or some power similar to a
       vampire's Fortitutde discipline when the thaumaturge attempts to
       take control. Victims lacking Fortitude or anything similar to
       it do not have the physical resistance to defy this effect.
       Marionette does not rob the victim of her cognizance, only
       physical control over her body. During this time of
       thaumaturge's mastery, the target remains aware that some
       outside force is manipulating her physical actions, conscious
       that they are not her own. The victim may make an attempt to
       take a mental or social action, such as activating a power
       (discipline, gift, magic, etc.) or speaking (asking for help).
       Adrielle is infamous for this ability. At first, she wasn't a
       fan of this ability but after the death of her husband, she
       embrace this spell and use this as an act of torture on her
       enemies such as making them attack their allies, friends or
       family members though she can also use them for minor actions
       such as making a victim come to her (think of Hama from Avatar
       the Last Airbender:
  HTML https://www.youtube.com/watch?v=91QbwtxQ6pY)
       Readiness:
       ~Using Readiness makes the caster able to gain a quicker
       understanding of a predicament. Enhanced lucidity enlightens the
       caster, allowing increased cleverness and better reactions to
       changing situations. This power is only usable on the
       thaumaturge herself.
       Centering:
       ~By invoking this power, the thaumaturge causes a sudden,
       intense calmness in the subject by whispering soothing words to
       her. While under this serenity, the target is better able to
       focus on tasks at hand, ignoring distractions and annoyances,
       including grave bodily harm. Thaumaturges in fear of frenzy
       often use this power on themselves to stifle their own emotions
       and achieve a state of tranquility.
       This power is usable on any one subject within earshot of the
       thaumaturge and lasts for one rp turn. During this period, the
       target is unaffected by any power or effect (with the notable
       exception of Elder disciplines) that will render their focus.
       Though much more powerful attacks such as a strong wound like
       attack may prove to be difficult.
       One-Tracked Mind:
       ~By extending her powers to other individuals, the thaumaturge
       is able to fixate the subject on one action. This
       single-mindedness of the target is so complete that they ignore
       everything else that occurs around them. Guards are easily
       distracted with this power, as their attention becomes fixated
       elsewhere, and research becomes a dedicated, focused task. Use
       of this power is sometimes colloquially referred to as
       "railroading someone."
       Dual Thought:
       ~The rigors of learning Thaumaturgy strengthen the mind and the
       will of a thaumaturge. As a result, those skilled with
       Thaumaturgy often have the ability to quickly assess a situation
       and calculate the options available to them. At this level of
       mastery of the Focused Mind, the thaumaturge is able to divide
       her attention to two completely separate tasks without penalty
       or distraction.
       As One-Tracked Mind forces the subject's attention into a single
       objective, Dual Thought expands the thaumaturge’s concentration
       to the point that focus upon two goals is possible.
       Loss:
       ~This curse affects the target's material worth. It most
       commonly causes the target to be stripped of money, but it may
       also cause her Herd to diminish, or destroy a Haven. The curse
       can target any tangible asset represented as a Background
       (basically important status like a wealthy business man). If the
       character has no suitable Backgrounds, it targets personal items
       of emotional significance. The sorcerer has no control over how
       the spell works though the victim of the RPer can decide how it
       will affect them.
       Enemy:
       ~This potent curse causes the target's friends and allies to
       turn against him, even as it causes the numbers of his enemies
       to grow. This may reflect friends and allies who have become
       angry with the victim and turn their back on them, it may
       reflect contacts and allies who are simply unavailable for a
       time, or it may actually result in such characters being injured
       or even dying due to ill fortune. The effects manifest within a
       week, and the victims of the curse may never recover as long as
       they are unaware that it was spell and find a way to break it.
       Though those with a strong willpower and/or a really good heart
       may be resistant or immune to this spell
       The Eye That Wounds:
       ~The ultimate expression of this malefic path, the Eye That
       Wounds does not require time to establish a chain of ill
       fortune. It strikes immediately. The ashipu must make eye
       contact with her target and utter some exclamation pertaining to
       a characteristic of his. It can be praise or insult, sarcasm or
       fury, but whatever form it takes, the target is immediately
       struck with an agonizing injury that damages that
       characteristic.
       The target (or object, if the curse is directed towards a
       possession of the target) suffers one level of aggravated
       damage. Generally, even a single level of damage is sufficient
       to slay an animal or destroy most objects. If used against a
       mortal, this power will permanently maim them. If used against a
       supernatural such as a Kindred (vampire), the curse will inflict
       damage shaped by the ashipu's words. If she compliments his
       beautiful eyes, they will be burned and he might be rendered
       blind until he can heal. If she mocks his honeyed words, the
       curse might burn out his tongue and leave him unable to speak.
       Werewolf Gifts:
       Desperate Strength:
       ~In times of great trauma, desperate people have displayed
       amazing feats of strength and endurance. With a burst of
       adrenaline, a mother can lift a truck off a pinned child, or a
       father may smash through a wall to save his family. Through
       strength of will, a Bone Gnawer may channel that same desperate
       energy. If another packmate has fallen or been captured, the
       Garou may use this hideous strength in a desperate effort to
       help his pack.
       Primal Anger:
       ~The metis learns to focus the anger within her heart and use it
       to increase her Rage. The anger takes a physical toll on the
       werewolf, and it is up to her to unleash it on her enemies.
       Haunting Howl:
       ~One of the howl-Gifts peculiar to the tribe, this eerie cry
       often echoed across the desolate moors prior to a White Howler
       raid. In the years since the White Howlers’ fall, this cry has
       become more alien and forlorn. Willpower expenditures are
       unaffected. No foe can be affected by more than one use of this
       Gift per scene.
       Blood Scent:
       ~Part of the White Howlers’ reputation as excellent trackers
       stemmed from Gifts such as this one. The Garou with this Gift
       finds it childishly easy to track down any human, beast or
       supernatural being whose blood he has tasted. the Howlers
       parlayed this Gift into the tactic of letting a wounded enemy
       escape, only to unerringly track him to his lair and the rest of
       his clan. Once learned, this Gift’s effects are permanent.
       Shining Sigils:
       ~When this Gift is active, glowing sigils representing the
       Garou's tales of Renown appear upon their skin or pelt. The
       marks shine a luminescent woad-blue, although Honor, Glory, and
       Wisdom all gleam with their own subtle inflections of color.
       Temporary Renown appears as reinforcing details on the permanent
       Renown symbols.
       Howl of the Banshee:
       ~The werewolf emits a fearful howl that causes those who hear it
       to run in terror. All who hear the howl must either have a very
       strong will to resist it or flee in terror.
       Spectral Authority:
       ~Any spirit the Philodox knows by name is a potential servitor.
       With this Gift, the werewolf can summon and command any spirit
       she knows by name. Only one command is possible at a time, and
       the spirit departs after fulfilling the one request.
       Lion's Bite:
       ~Lion's children learned many things from their patron,
       including some hunting tactics more familiar to big cats than to
       wolves. The Garou with this Gift gains an unerring ability to
       bite down on the throat of his prey, choking it unconscious or
       to death, or even crushing its windpipe as lions do.
       Pain-Strength:
       ~The White Howlers were hardy enough to shrug off the effects of
       pain, but some learned the trick of letting their pain fuel
       them. The wounds of a White Howler actually gave him Strength,
       allowing him to achieve great feats of might at the cost of his
       own blood.
       Territory:
       ~The Red Talon with this Gift doesn’t need to patrol his hunting
       ground to know what transpires there. With bit a moment of
       concentration, he may extend his senses to any area he has
       marked. White Howlers can mark a land as their own by carving
       sigils in stone in the area. Stones marked in this way can be
       used over and over, by the Garou who carved them. The duration
       remains the same; the werewolf reactivates the gift by adding
       additional details to the stone in question.
       Ley Lines:
       ~By manipulating ley lines — part of an energy web that
       crisscrosses the planet — the Fianna can disorient would-be
       trackers or hunters. The victims of this Gift find themselves
       following false trails, making wrong turns or walking in
       circles. The user’s trail simply disappears!
       Blooding Fury:
       ~The Fianna often wondered if the White Howlers were the masters
       of their Rage, or if Rage was the master of the White Howlers.
       This Gift only added to the Fianna's trepidation. By wounding
       herself, the Garou is able to tap into a fresh reservoir of
       Rage, for good or for ill. The Garou must injure herself with a
       claw or bite; the character takes one level of unsoakable
       aggravated damage, and regains all her temporary Rage. This Gift
       can be used only once per scene.
       Sense of the Deep:
       ~Up until the Fall, Lion's tribe was convinced it was their duty
       to Gaia to hunt down Her enemies even beneath the surface of the
       earth. This Gift aided them in their endeavors to fight
       Wyrm-things in their own burrows. A werewolf with this Gift is
       at home in a subterranean environment, almost moreso than above
       ground.
       Last Stand:
       ~The Garou channels the strength of Gaia herself, becoming one
       with the earth upon which he stands. While he may not retreat or
       even move from that spot for the duration of the Gift, he gains
       many powers through Gaia’s might.
       Call Elemental:
       ~The Garou is able to call one of the four classic elementals to
       his aid (earth, air, fire or water).
       Fog on the Moor:
       ~This Gift transforms the Fianna into a ghostly outline of
       himself, allowing him to pass through anything except silver as
       though he were incorporeal. He may communicate and strike
       opponents normally. He cannot be harmed by anything except
       silver; all incoming attacks pass through him. This gift
       instantly transform the Garou into a ghostly form. It also
       allows the Garou to stay in that form for one rp turn, though
       the Garou may change back at will. The character cannot
       regenerate while in this form.
       Mad Strength:
       ~The greatest White Howlers were even more terrifying when they
       succumbed to their Rage. When he is driven to the breaking
       point, the werewolf’s strength is massively increased.
       Werewolves affected by this Gift undergo a bodily change when
       berserk; their thews bulge and twist disproportionately, giving
       them an almost monstrous appearance.
       White Fire:
       ~This forgotten Gift is the last link to the sacred bone-fires
       that the White Howlers kept before their Fall to the Darkness.
       The werewolf can hurl a stream of blinding white fire from his
       hand, searing the flesh from the bones of his foes.
       Full Moon's Wrath:
       ~Sometimes Luna's wrath waxes so great that her enemies fall
       before her chosen like corn before a scythe. This Gift allows a
       hard-pressed werewolf to summon war-spirits to her aid, striking
       at her enemies and giving her respite. Their power teaches the
       werewolf and her allies, not to mention her enemies, the wisdom
       and strength of the Full Moon. The werewolf must find an defeat
       nine of Falcon's brood of Jagglings in succession on a night of
       the full moon to learn this Gift. At the end of the night, an
       Avatar of Luna appears and binds the defeated spirits to the
       Fang's service ever more. However, she demands that the Garou be
       at her disposal on nights of the full moon in exchange.
       One of the defeated bird-spirits appears and attacks the enemies
       of the werewolf if done right. The spirits remain part of the
       fray until they are defeated, the werewolf dies or the battle
       ends, at which point they depart into the Umbra once more.
       Sense Silver:
       ~As consummate warriors, Ahroun must be prepared for every
       eventuality — including silver weaponry. This Gift, taught by
       Lunes, allows the Ahroun to detect the presence of silver.
       Luna's Armor:
       ~The Child of Gaia may call for Luna's protection in battle.
       This Gift even allows limited resistance to silver.
       Lunar Magic Abilities:
       Child of Moonlight:
       ~There are many werewolves who can use a form of lunar magic
       either through gifts or from the magic itself. Although the
       Silver Fangs tribe pride themselves of being experts of this
       kind of magic, the White Howlers are also well known for this
       magic as well due to their previous pack being experts in this
       kind of magic. The White Howlers can gain power from the moon,
       drawing power from it and using it's energy to fight opponents.
       This power uses lunar light. This power lets the tribe members
       enhance their power with the moonlight, and can make them
       stronger the closer they are to the moon. The second part of
       this power is that they can use a form of light manipulation to
       manipulate the moon light energy, using lunar energy in battle
       to fight opponents. This lets them use this energy similar to
       light, but this is not light in the traditional sense and has to
       be used differently. The main use of this is to counter light
       users, since lunar light is a type of counter to light as lunar
       light is reflected light. Experts of this power can even create
       moonlight in the day time, as well as creating the rare blue and
       red moon energy, though these energies aren't as effective in
       the daytime when the sun is shining. However, this light does
       strengthen those that draw power from the moon like them, such
       as other children of the moon. This light is a type of light
       manipulation, and can be countered the same way as normal light,
       with the most common counter being darkness.
       Dark Moon Manipulation:
       ~User can create, shape and manipulate lunar energy/matter of a
       darker, detrimental nature; that which damages, destroys, and
       consumes anything/everything they come across, representing the
       hazardous destructive side of the moon, which in turn ignores
       most of the limitations and weaknesses of its normal elemental
       variant. In essence, this is about solely controlling the
       negative powers of the moon. This ability can unheal wounds or
       make inflicted wounds worse than it is, empower themselves and
       their allies to cause more damage to their surroundings, go into
       a lunar mind state or induce insanity on their victims. Those
       who use this power has to be careful or they will submit to the
       darkness to the point that they become mindless beast that are
       chained to the dark side of the moon.
       Esoteric Moon Manipulation:
       ~The user can manipulate the esoteric side of the lunar forces.
       As a result, this element has magical properties that can be
       used in various, unexpected ways. In addition to this, wielders
       will be able to access the mystical abilities of the Moon that
       were only described in myths. Adrielle can access the Moon's
       power to increase her strength and projects shockwaves.
       First Form: Dark Moon, Evening Palace
       ~Adrielle quickly draws her sword and slashes swiftly in a
       singular horizontal motion in a crescent shape, creating
       numerous chaotic crescent blades. This technique is extremely
       reminiscent of Iaijutsu.
       Second Form: Pearl Flower Moongazing:
       ~Adrielle performs several crescent-shaped slashes that defend
       her from incoming attacks, sending a barrage of crescent blades.
       Third Form: Loathsome Moon, Chains:
       ~Adrielle swings her sword rapidly in two gigantic crescent
       slashes, from which a storm of smaller crescents spread, causing
       huge destruction in a small area.
       Fifth Form: Moon Spirit Calamitous:
       ~Adrielle makes multiple curved slashes layered over one
       another, creating a rising vortex of sword slashes and crescent
       moon blades.
       Sixth Form: Perpetual Night, Lonely Moon:
       ~Adrielle releases a wild barrage of crescent-shaped slashes
       several meters in front of her. This technique was powerful
       enough to overwhelm fast opponents and so long-ranged that it
       slices up the surrounding targets.
       Seventh Form: Mirror of Misfortune, Moonlit:
       ~Adrielle swings her cane sword in a powerful frontal
       crescent-shaped slash that creates powerful multi-directional
       long-ranged slashes in the ground.
       Eighth Form: Moon-Dragon Ringtail:
       ~Adrielle uses her weapon and creates a singular gigantic
       crescent-shaped slash that slowly decreases in size, creating
       dozens of crescent moon blades.
       Sixteenth Form: Moonbow, Half Moon:
       ~Adrielle creates a barrage of downward crescent slashes from an
       extremely long and wide range, resulting in a powerful six-fold
       slash crashing down on his opponents; the attack itself is
       powerful enough to create several miniature craters where the
       slashes have landed.
       Adrielle's Unique Abilities:
       Mystic Hybrid Physiology:
       ~A user with this ability either is or can transform into a
       mystic hybrid, either by natural hybridization or by being
       artificially created. Due to her Viking heritage and her
       physiology of being a werepire, Adrielle is one of the most
       dangerous magic users to ever live to the point of giving the
       werewolf alchemists and the White Council a hard time.
       Dark Magician:
       ~As an archetype, the dark magician is a sorcerer, a sorceress,
       witch or wizard, or even a supernatural being that represents or
       has studied the mystic arts and is usually naturally gifted with
       dark magics, or learns them, or even just possesses dark
       magic-based powers and learns the mystic arts later. Usually the
       magic they learn to use is the dark arts. These types of
       magicians are considered fairly powerful and in magical circles.
       Mostly, these types of sorcerers are always considered on the
       cusp of evil or neutral; however, on rare occasions, this is not
       always the case and they can be somewhat good.
       These types of sorcerers are not the same of Umbramancer, as
       umbramancers are elemental sorcerers who conjure and manipulate
       darkness and shadows. However, it isn't uncommon for dark
       magicians have possessed some darkness-based powers as well.
       Unlike truly Evil Sorcerers, dark magicians are not fully evil
       or simply just naturally possess dark magics. However, these
       types of black magic users can become evil sorcerers if they go
       to deep within the dark arts, loosing themselves within it at
       great cost. These mages have even been known to come back from
       the dark arts and in the white arts, abandoning their dark
       paths. Where truly evil sorcerers are completely unable to come
       back from the darkness and prefer to stay there.
       Adrielle was one of the most powerful dark magicians besides
       Danae Levesque and Aradia Vigil. Like them, she was neutral in a
       way where she has done good deeds from time to time. But she
       fully went down a truly dark and malicious path when her husband
       died in the hands of the White Council.
       Evil Sorcerer:
       ~As an archetype, The Evil Sorcerer is a powerful male magic
       user "sorcerer", or a powerful female magic user also known as a
       "sorceress". However, female sorcerers do not always go by
       sorceress. These types of sorcerers always side with evil and
       strictly use black magics to cause great harm to benefit
       themselves. As archetypes, these sorcerers can also be witches,
       warlocks and wizards, or even a supernatural being that
       represents or has associated with evil magics.
       Evil sorcerers and sorceresses are by far the most dangerous of
       all mages and should never be underestimated. The magics and
       studies of the dark arts by these sorcerers are considered the
       forbidden arts in most, if not, all magical circles and are a
       defilement of nature.
       Dark Arts:
       ~The user can utilize the Dark Arts, dangerous system of
       techniques based around a darker side of magic that typically
       used for selfish, self-serving and/or nefarious purposes. Though
       it is not necessarily "evil" magic, dark arts tend to focus on
       destruction, harming, cursing and otherwise complicating the
       lives of other people while advancing the user's state.
       Users often reject social convention and the status quo, which
       some suggest is in a search for spiritual freedom. As a part of
       this, they embrace magical techniques and practices that would
       traditionally be viewed as taboo and are generally willing to go
       farther than most would even consider if it serves their ends.
       Humanity Rejection:
       ~The user is able to reject the entirety of their humanity/human
       qualities, completing a conversion and fully becoming a monster.
       Alternatively, rather than becoming a literal monster, the user
       simply becomes more evil and ruthless, possessing a Dark Heart
       or Dark Soul.
       Cursed Energy Manipulation:
       ~Users can create, shape and manipulate curse/cursed energy,
       energy residing in curses or energy that has been cursed. The
       user can use this energy form to project energy bolts, blasts,
       force fields and weaponry. Although people think of misfortune
       or anything related to it when it comes to curses, cursed energy
       is born from negative emotions such as grief and anger. These
       negative feelings are common in human society so almost everyone
       possesses cursed energy. If this amount is higher than a certain
       degree, it grants the person the ability to see curses, which is
       very rare among the human race.
       Cursed Energy Generation:
       ~Adrielle has the ability to generate cursed energy. Adrielle is
       able to draw cursed energy from her surroundings but she can
       also do it from her own body. It's stated that cursed energy can
       be drawn from the negative feelings in their stomach and flows
       through the rest of the body. However, thinking of one's body as
       different sections is what delays the flow of their energy. In
       order to understand this cycle, one must realize that they exist
       in the world with their entire mind, body, and soul as one.
       Immense Cursed Energy:
       ~Due to her physiology, Adrielle has immense cursed energy. She
       also retains the immense amount of cursed energy well along with
       the presence revealing to be ominous and disturbing.
       Curse Detection:
       ~Users can sense the presence of curses and possibly gain
       detailed understanding about the curse they are sensing,
       including the amount/size of elements they are sensing and
       whether it is hidden. As a person with curse energy, Adrielle
       can sense the negative elements leaking from cursed objects to
       locations to even people.
       Black Flash:
       ~A technique that creates spatial distortion when a user
       connects with an impact of cursed energy within 0.000001 seconds
       of a physical hit. The phenomenon causes cursed power to flash
       black, creating a more potent attack to the power of 2.5 of a
       normal hit.
       Combat Abilities:
       Magic Combat:
       ~The user is able to infuse magic with physical attacks, using
       magical energies to blast away, hex opponents, and strengthen
       attacks.
       They can infuse their attacks with magic, augment their physical
       capabilities, use magic attacks, etc.
       Cursed Combat:
       ~Users are able to combine curses with physical combat skill,
       allowing one to wield bedeviled and/or hexed power in battle.
       Hybrid Weapon Proficiency:
       ~The user is highly adept at wielding hybrid weapons. This can
       be used with different varieties of hybrid weapons, either they
       are a total fusion of two or more weapons, or just an ad-
       on/attachment between two or more weapons.
       These weapons can transform into whatever form is most suited
       for the situation, they may have various moving parts that need
       to be flipped around, or they may have the ability to change
       their form, but the results are the same. This gives user more
       versatility in combat, letting them handle more problems than
       someone with only one weapon.
       Fighting Instinct:
       ~User possesses an innate aptitude for fighting in any combat by
       overcoming limitations and adapt techniques or methods to ensure
       victory. They adapt perfectly to all factors, achieving maximum
       efficiency in an offense, defense, evasion, and countering,
       ensuring optimal success as long as there is the slightest
       chance. This enables a user to resist fear and pain, maximize
       and surpass physical boundaries, utilize all of their skills in
       the most efficient manner, and continuously fight while
       unconscious. The user's instinct for battle allows them to pick
       out strongest opponent, letting them know who exactly they need
       to fight.
       Killing Instinct:
       ~User possesses the capability that enables them to be the
       "ultimate killing machine". They have instincts to kill by any
       means and in the most effective ways possible, use anything at
       hand to do so and, have no mental/emotional issues or moral
       dilemmas either before, during or after the deed. They are, in
       short, cold and merciless killers. They are focused on nothing
       except killing their enemies and how they should do so, putting
       all of their efforts into making sure whatever they kill is good
       and dead. They can also give off a murderous aura, inducing fear
       into their opponents.
       Killing Intent:
       ~The user can control their killing intention and use it to
       intimidate others, it can be used in two ways:
       Killing Intent:
       The user can give off their pure killing intent, affecting
       opponents, themselves, and others around the vicinity.
       Particularly strong killing intent can paralyze the victim in
       fear, causing them to morbidly hallucinate their own deaths, or
       even kill them by forcing the mind to believe their death is a
       reality.
       Suppression and Perception:
       If the user has mastered control over their emotions, they can
       control their killing intent by suppressing it, to prevent their
       opposition from discovering it, thus hiding one's motives and
       preventing one from being tracked by such emotions.
       Due to Adrielle's past and her physiology, Adrielle is notorious
       for this ability to the point that she can intimidate vampires,
       werewolves and even experienced hunters to the point of thinking
       twice of attacking her while weak minded beings will simply flee
       in terror.
       Viking:
       ~The user embodies the Viking archetype, a type of fantasy
       warrior based upon romanticized depictions of the ancient Norse
       - in fiction Vikings are often seen as large, muscular men with
       impressive beards and distinctive horned helmets (though in
       reality Vikings rarely wore such attire). Vikings in fiction are
       also prolific pirates and raiders who revel in battle and seek a
       death upon the battle-field to ensure their place in Valhalla,
       they were seen as the ultimate enemy of the "civilized" world
       due to their attacks upon sacred sites such as chapels and in
       fiction their vicious nature is greatly enhanced (in reality
       while Viking warriors did seek death in battle most of them also
       lived a largely peaceful farming life between such raids and a
       great deal of Viking exploration involved trading and
       non-violent occupation of lands).
       Vikings are similar to the Barbarian archetype (especially
       fictional depictions of certain cultures such as the Gauls (most
       famous being Asterix) but have become a recognized sub-genre in
       and of themselves. Despite Adrielle being a sorcerer, Ardielle
       is still a viking and has proven many times before how brutal
       she can be.
       Supernatural Strengths and Weaknesses Expert:
       ~Since the werepyres have to fight other supernaturals just to
       survive, most learn everything they can about other races and
       become experts in almost every kind of creature, and while they
       specialize in werewolves, vampires and hunters, most werepyres
       can learn to fight many other types of creatures as well.
       Depending on their training, most werepyres have to learn how to
       fight all types of creatures whether they want to or not.
       Depending on the werepyre, some werepyres try to blend into
       crowds so they can search libraries on all manners of
       supernatural lore and creatures, and they know the strengths and
       weaknesses of almost every race, including spells, exorcisms and
       traps used against almost all manners of supernaturals.
       Depending on the age and experience of the werepyre, most learn
       as much about killing supernaturals as they can, as the more
       they know about fighting supernaturals, the higher their chance
       of survival in a world that constantly hunts them. Of course,
       werepyres typically use this opportunity to learn what they can,
       but most typically are only limited by the information they can
       find. Since most are outcasts from society, most have to learn
       through experience, or infiltrating human civilizations to find
       written information they can use.
       Supernatural Hunting and Tracking:
       ~Though not supernatural hunters themselves (usually), werepyres
       learn a lot of the tricks supernatural hunters use through
       research into supernatural hunting techniques, and picked up a
       lot of tricks to track people down partially through experience
       of hunting down supernatural threats, but also through the
       supernatural abilities the werepyres have like werewolf senses
       of smell. This has left them with not only a great sense for
       hunting down opponents they need to hunt down, but also left
       them with an innate ability to track opponents. Werepyres are
       able to learn to do very subtle things, like tell whether a foot
       print is his target or not by things like the shape of the boot
       and how deep the boot-print is, as well as also being able to
       tell where their opponents go thanks to circumstances like
       walking on plants, and animals that are unusually silent being
       signs of predators in an area. They usually have a sense of when
       opponents are near, as well as usually knowing which way an
       opponent is going. And thanks to supernatural senses as well as
       enhanced normal senses, almost all werepyres have a great sense
       of where things are around them. While most werepyres don't hunt
       supernaturals, they do have to learn how to track hunters and
       other creatures, due to needing to stay ahead of supernatural
       hunters and other creatures that might try to hunt them down.
       Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge:
       ~Most werepyres are trained or learn how to use exorcisms and
       traps for a multitude of creatures and mythologies, due to
       exorcisms and traps being very useful in their own survival.
       Werepyres typically use exorcisms and traps in order to take
       advantage of other races weaknesses, and typically use this on
       other creatures that are vulnerable to exorcisms and traps. For
       example, some werepyres know that holy oil works well for
       trapping angels, and even know demonic exorcisms to exorcise
       angels back to Heaven due to the occasional angel or demon who
       might try to recruit or hunt them depending on their intentions.
       For the most part, they also know how most supernaturals
       operate, in case they should find themselves up against other
       supernaturals. Most werepyres seek as many ways to exorcise and
       trap beings as possible, specifically for finding ways to trap
       stronger enemies they may have to run away from. As such, many
       werepyres that have been alive a long time have had the time to
       build up their knowledge. While many of them are vulnerable to
       holy power traps, they also use knowledge of these things to
       avoid their weaknesses thanks to so being smart enough to learn
       how these traps work. Most werepyres learn this in order to
       survive, and learn as much as they can with what they have.
       Typically, things like exorcisms and traps can easily save a
       werepyre's life in dangerous situations, and some werepyres have
       learned a lot about these not just through books, but by
       watching other supernatural hunters.
       Supernatural Hunter Extermination Experts:
       ~The other reason why most werepyres become experts in
       supernatural hunting techniques, besides just using them to
       fight other supernaturals, is so that the werepyres can learn
       how to fight against other creatures that hunt them. Most
       werepyres will learn how supernatural hunters operate, whether
       the hunters are human, werewolf, vampire or even demon or angel.
       In order to survive, werepyres learn everything they can about
       how supernatural hunters operate, and how to avoid most
       supernatural hunter traps. This is another aspect that makes
       werepyres especially dangerous, as their mix of werewolf and
       vampire abilities and senses give them what they need to avoid
       most normal supernatural hunter tricks and traps. Because
       werepyres encounter a lot of hunters of all types, they will
       often not only learn through books and training, but most end up
       having to fight to survive against all manners of creatures.
       Usually, hunters will hunt down werepyres immediately, and even
       vampires and werewolves may hunt down werepyres to remove them
       as threats. Because of this, werepyres learn quickly about how
       to avoid, counter and kill almost any manner of supernatural
       hunters. Most supernatural hunters have to be very creative
       about how they lure out werepyres, because of the fact that
       werepyres specifically stay on guard against supernatural hunter
       strategies and traps.
       Presence Suppression/Crowd Blending:
       ~Most werepyres learn how to suppress their presence using their
       shapeshifting skills, and learn how to blend into crowds. Some
       will take human form to hide among humans, though more advanced
       werepyres can walk through crowds wearing just a cloak and mask,
       and they never draw any attention from the people around them.
       Many werepyres will do this when they need to find people to
       devour, but also so that they can hide in plain sight among
       human populations. Because most human cities have masses of
       people that get around constantly, most werepyres utilize this
       to make themselves hard to track, usually making it where their
       presence is overshadowed by everyone else. Even werewolves who
       track werepyres may have trouble finding werepyres who are good
       enough at using this trick, as some use the masses of crowds to
       disguise their scent from anyone who is trying to track them.
       They also keep their presences suppressed so vampires cannot
       sense them easily, since many vampires have a strong third eye
       that can sense their presence if they're not careful. Most
       werepyres can even use this to hide out in nature, assuming they
       aren't hiding in werewolf or vampire territory, where they use
       this to keep their presence in the world as suppressed as
       possible. Miriana normally uses this when she's in human form,
       especially in cities. This is helpful for her since she usually
       wants to be alone.
       Assassination/Interrogation Training:
       ~Most wouldn't think werepyres would be experts in assassination
       and interrogation, but one would be surprised how often
       werepyres interrogate hunters and other vampires/werewolves that
       come after them. Many werepyres could become assassins if they
       desired, as some have even had to kill people hunting them. Most
       werepyres learn how to kill as silently, and learn how to
       interrogate people as needed. Most werepyres have their own ways
       of handling situations that require assassination or
       interrogation, though most develop some methods of doing so, as
       some may use weapons to kill their targets or may use their
       supernatural abilities to attack opponents. In addition to
       learning assassination techniques, most werepyres will also
       often learn interrogation techniques for those situations where
       they need to learn something from an enemy. Some werepyres will
       interrogate others through pain, though some more skilled
       werepyres interrogate by infiltrating a group to get close to
       their target by gaining their trust. For werepyres, this depends
       on the werepyres and their methods, as every werepyre will often
       have different methods for doing the job. The one thing that is
       common is that most werepyres have methods to assassinate and
       interrogate, which is something many werepyres have no trouble
       doing since they are constantly hunted down.
       Due to her barbaric Viking nature, Adrielle has learned some
       tactics on how to torture people such as performing the infamous
       Bloody Eagle. As for interrogation, Adrielle knows how to
       threaten people, and knows how to use people's fears to get
       information she wants. Usually, she only uses this to kill or
       threaten people who are threats to her.
       Murderous Intent Sense:
       ~This lets those with this sense when an attack is coming. This
       is a skill warriors get by fighting constantly for many years,
       learning how to sense someone's murderous intent usually through
       encountering it first-hand. This lets the user read their
       environment as well as the spirits of people around them in
       order to see what attacks might be coming their way by reading
       an opponent's body language and the "sense" of people around
       them. This gives them a passive sense of reading people who
       might try to hurt them, as they can sense when someone is ready
       to attack. Some can sense this literally, but most sense it in
       an instinctive way once their instincts have been developed
       through constant fighting and battles. This gives the user time
       to dodge or avoid an attack, and to some extent, helps the
       person predict what opponents will do in a fight. For example,
       by reading an opponent's body language, such as how they move or
       how tense they might be, a user of this can read opponents.
       However, this sense is not perfect, and some opponents can't be
       read if they have similar skills or can disguise their murderous
       intent or they learn skills that can trick people with this
       sense. This sense is usually pretty reliable unless one can
       suppress their murderous intent, and is usually instinctive
       among people who have seen a lot of battle and those that have
       fought for their lives multiple times. The only real way to
       develop this is experience, as no amount of training can truly
       grasp how this sense truly works.
       Passive Abilities:
       Werepyre Bat-like Wings:
       ~Depending on the werepyre, some werepyres may gain specific
       vampire wings, but the standard wings of a werepyre are usually
       bat-like in nature that reflects the vampire side of their
       natures. Using these wings, werepyres are able to fly just like
       one would expect. Most werepyres who have these wings are able
       to use them like most vampires do, and can usually use their
       shapeshifting skills to suppress them when not needed. Some
       werepyres may have special abilities using their wings,
       depending on their heritage and abilities. However, one thing
       many basic werepyres have learned to do is focus their cursed
       darkness into their wings in order to use them like shields, due
       to the wings being fairly easy to regenerate, and their wings
       typically being strong enough to counter certain types of
       attacks. Some werepyres may or may not be able to keep their
       wings suppressed consistently, as some can only suppress them
       temporarily using their shapeshifting abilities, while some may
       be able to suppress them easily. However, no matter how one uses
       them, mostly all werepyres have vampire-like wings in some way.
       In battle, if these wings are damaged, then the werepyre won't
       be able to fly, and werepyres with special techniques using
       their wings usually have to have the energy to use their attacks
       (if it's a supernatural power).
       Werepyre Regeneration:
       ~Werepyres, like werewolves and vampires, have supernatural
       regeneration that can be used to heal themselves when they have
       taken damage. Werepyres have strong regeneration, and can
       regenerate from far more than many vampires and werewolves.
       Werepyres can usually regenerate anything as long as their heart
       or brain isn't destroyed. Werepyres also regenerate faster than
       most other vampires and werewolves, due to werepyres having two
       natures that grant them regeneration. Of course, some clans even
       have special regeneration techniques, so some werepyres may even
       gain special regeneration techniques of they are available to
       them. This is a passive skill that heals werepyres, and this
       power is sustained by their devouring of flesh and blood of
       either animals or humans, depending on what the werepyre wants
       to eat to sustain their power. Werepyres can be very hard to
       kill if one is not prepared properly, so it is always important
       for anyone who hunts werepyres to be prepared. For fighting
       werepyres, silver is usually the best thing one can have, since
       silver can be used to kill a werepyre just like werewolves.
       Silver is often essentially when trying to kill a werepyre, and
       usually certain holy powers can also help kill werepyres more
       easily. Certain things like death scythes and other regeneration
       negation weapons/abilities can also be used on werepyres, just
       like vampires and werewolves. Unless they have special
       regeneration like demonic regeneration, most werepyres are able
       to be killed by either beheading, or destroying the heart or
       brain of the werepyre.
       Werepyre Heavy Stander:
       ~Because of the werepyre's body structure, most werepyres are
       extremely hard to knock back. Due to their strong and bulky
       muscles, werepyres are able to take many attacks without
       flinching, and most are heavy enough they are barely knocked
       back with impact damage. While werepyres still take damage, they
       are much harder to knock back, and much harder to stun through
       physical damage unless they are taking an attack that's stronger
       than they are. Typically, most werepyres are able to shake off
       normal damage thanks to their regeneration and their body
       structures, and require very strong attacks to knock them off
       their guard. Thanks to this, most werepyres are difficult to
       stun or disable using physical force, usually only being
       vulnerable to other creatures as bulky and powerful as they
       typically are (though some that stay in human form may not have
       this bulk and therefore won't have this passive ability). Most
       werepyres with this take highly reduced damage from physical
       attacks, and are much harder to fight than many other types of
       opponents. However, while they are harder to damage and harder
       to knock back, this means that things that do hurt them and
       overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werepyre more easily due to them not
       moving back, or certain attacks that break their defense may do
       more damage due to knockback often helping disperse physical
       force a bit on impact.
       Despite her appearance, Adrielle's body is stronger than those
       may realize due to her Viking heritage.
       Affinity for the Darkness/Dark Arts Power:
       ~Because of the werepyre's dark natures, werepyres have a nature
       steeped in darkness. Typically, darkness is something most
       werepyres can specialize in very easily, and some can even learn
       powerful darkness abilities, including dark arts and dark magic
       (if they have magic ability). Many werepyres can learn a variety
       of darkness abilities through their werepyre skills, though many
       don't stop at werepyre skills, and some move on to things like
       dark arts in order to advance their power further. Most
       werepyres learn how best to utilize their dark natures with
       experience, and many learn different abilities that will help
       them utilize their dark natures to their fullest. Depending on
       the werepyre, some have different ways of taking advantage of
       this, such as the Lasombra using shadow control vampire
       disciplines. Typically, the only werepyres that don't have dark
       natures are werepyres that are the spawns of things like holy
       vampires/werewolves, or purified vampires/werewolves. As such,
       most werepyres are fairly predictable in how they will have dark
       natures. However, while they have an affinity for darkness, this
       means that they have a major weakness to holy power, just like
       vampires and some werewolves do. Most werepyres can utilize this
       affinity, but as they gain stronger darkness abilities, their
       weakness to holy power goes up alongside their strength in
       darkness abilities.
       Werepyre Fangs Blood Drain and Flesh Devouring:
       ~Similar to how vampires have fangs that are designed to draw
       the blood of those they bite, werepyres also have this feature.
       While they have vampire fangs, they also have werewolf teeth
       designed for devouring the flesh of victims. Because of this,
       werepyres are specifically built to devour both blood and flesh
       of their victims. By devouring flesh and blood, a werepyre
       sustains both their vampire and werewolf sides, usually using
       their feeding to eat their victims. It is rare for werepyres to
       leave anything behind when their done, as their acid bite allows
       them to even eat the bones of their prey. Due to being part
       werewolf and vampire, werepyres have to eat more to sustain
       themselves, so they have to learn how to not waste any prey they
       get. This means that when werepyres eat their victims, whether
       they be animal or human (as they can survive on either one
       depending on their preference), werepyres can't afford to waste
       their food. Typically, werepyre teeth are very strong, and even
       their fangs are usually strong enough to chew through bones when
       paired with their acid bite. Without flesh and blood of either
       animals or humans, a werepyre cannot sustain themselves and will
       eventually starve themselves if they don't eat. Usually if they
       get hungry enough, the werepyre will become feral, and lose
       their sense of self until they eat, or some werepyres may lose
       their mind and devour themselves if they are hungry enough.
       Depending on the werepyre, some may have to eat more than
       others, depending on what it takes to sustain their power.
       Usually, humans or animals are the two major things that sustain
       a werepyre's power, with rare exceptions of those that eat
       vampires or werewolves.
       Werepyre Monster's Stomach:
       ~Werepyres are a somewhat unique creature, due to the fact that
       they have a unique digestive system. They are able to eat almost
       anything, due to their stomachs being extremely strong and many
       even being able to eat monsters with poisoned blood. However,
       the main thing to note about werepyres is that werepyres are
       able to absorb properties and abilities from supernaturals and
       monsters they eat, and can use this to gain new abilities. This
       is similar to vampire and werewolf abilities to gain power from
       eating supernaturals, except that werepyres specifically use
       this to get stronger, as their bodies will change and adapt
       slightly as they eat monsters and supernatural creatures in
       order to allow them to use certain abilities. When eating a new
       type of monster or supernatural creature, the werepyre may gain
       special physiological changes as a result. For example, if they
       were to eat a ghoul (a type of creature that eats corpses), then
       their physiology might change to allow the werepyre to eat
       corpses as well, or they may gain special abilities the ghoul
       had. This is usually dependent on how the werepyre reacts to the
       creature's physiology upon devouring them. Some werepyres may
       only gain resistances to certain things, or some might gain new
       supernatural abilities. It isn't known what causes this with any
       consistency, but werepyres are certain of one thing: This is a
       very useful way for a werepyre to gain new abilities and
       resistances. However, typically, this usually only happens when
       a werepyre eats a new type of creature. While the werepyre can
       gain powers through vampire and werewolf power gains, this
       ability is somewhat unique in that it makes subtle changes to
       make the werepyre more versatile without giving them the race
       weaknesses (each power gained still has it's normal weaknesses),
       and doesn't change the physiology of a werepyre too much
       compared to normal power gain abilities that might change the
       physiology drastically.
       Pain Resistance:
       ~The user is resistant to physical pain, allowing them to power
       through serious injuries and continue to function. Adrielle is
       able to resist pain due to her physiology and her having been
       harmed by many weapons known to man for many years.
       Enhanced Violence:
       ~Users are incredibly skilled at harming others, whether
       intentionally or unintentional. Users have no problem using any
       means to get their way with others, even if it involves breaking
       a few bones or leaving some scars. They don't necessarily have
       to be good at fighting or killing to be violent, however, the
       intention to harm has to be there, which usually does lead to
       the deaths or maiming of others.
       Poison Resistance:
       ~The user is highly resistant to or can tolerate poison, being
       able to survive direct/indirect elemental attacks/effects or
       traverse through poisonous environment. This means that many
       poisons don't really work on Adrielle, and things like poison
       miasma, or certain deadly poisons usually don't work on her.
       Adrielle's resistance has been developed to the point that she
       has a passive resistance to almost all poisons, and is immune to
       all of the poisons she's been exposed to. However, there are
       certain poisons that Adrielle is not immune to, such as silver
       or mercury based poisonings, as she can still be poisoned with
       liquid silver or mercury (though she does have a slight
       resistance to mercury). The only other poisons that really
       effect Adrielle are acidic poisons, as she only gets a
       resistance, not immunity, to acidic poisons (due to them eating
       away the body rather than having other effects).
       Werepyre Supernatural Life Span:
       ~Thanks in part to their regeneration, and the fact that no one
       really knows of any werepyres that aren't hunted and killed
       rather than dying of old age, no one knows the life span of a
       werepyre. While a werepyre can still be killed in battle, or
       killed in a few different ways, it is unlikely they'd die of old
       age for a very long time. Typically, vampires and werewolves
       have regeneration that breaks down over time, which results in
       them not being able to regenerate as much and their age starting
       to show. However, this process usually takes thousands of years,
       and there are vampires and werewolves that have lived for tens
       of thousands of years, and some that have even been around since
       the heaven/hell wars. Because of this, no one is completely
       certain how long a werepyre lives for, but if their lives are as
       long as werewolves and vampires, a werepyre will not get old
       unless their regeneration starts to break down as they get
       older, which means that it's possible that werepyres could live
       for an undefined amount of time. While this doesn't mean that
       werepyres cannot be killed, it does mean that it is very rare
       for them to die of natural means, and even if it were possible,
       a werepyre's ability to come back from death using the werepyre
       skill Return from Hades may even save them (no one knows for
       sure). Because werepyres are hunted and killed long before they
       have a chance to get old, usually werepyres have to worry more
       about being killed by hunters and other enemies that will hunt
       them down to kill them than how long they'll live before they
       die of old age.
       Supernatural Telepathy:
       ~This ability lets a werepyre communicate telepathically with
       anyone they can connect to, similar to werewolves and vampires.
       Typically this power lets them reach out with their mind, in
       which they use it to tune to a person if they know where they
       are in order to communicate with them. This lets them
       communicate with other people without having to speak, with them
       being able to share thoughts directly with others whom they can
       connect to. However, the user has to know where the person is to
       use this since they have to know where to send their thoughts.
       However, this doesn't apply to those who establish permanent
       connections, such as connecting to other family members or
       allies that can be done through special connections. This lets
       them not only communicate with those they have a permanent
       connect with, but can also tell them where they are at any time
       should they require to find them or need to be summoned to them
       (only those with permanent connections). Those who are set up
       with permanent connections have to accept the connection, and
       even then, they can sever it if they choose to. This is
       typically not something that is used in combat, since it's just
       for communication.
       Werepyre Environmental Adaption:
       ~Because of a werepyre's body structure, werepyres are very good
       at adapting to the environments they stay in, partially thanks
       to their connections to nature and darkness, and their ability
       to twist those natures. As such, werepyres are very adaptable to
       most natural conditions, and they are able to adapt to these
       conditions even among those without elemental abilities. The
       most common adaption that werepyres have is their resistance to
       extreme temperatures. Werepyres are able to handle the extreme
       cold of the artic, or they are able to handle the hottest of
       desert heat. Usually, werepyres are adaptable enough that they
       can shake off freezing water, and they can even shake off lava
       without being too affected. This means that most temperature
       changes are not going to have much effect. However, this also
       applies to werepyres who go to other altitudes, such as higher
       altitudes that have less oxygen. Most people would have trouble
       adapting to higher elevations, but werepyres are able to adapt
       fairly easily even in these situations. Werepyres are able to
       adapt to almost any condition nature could throw at them. To
       werepyres, they are not usually bothered by these conditions.
       For werepyres, many often see extreme cold or heat as just a
       slight bother rather than something that might put them in
       extreme conditions. However, this only goes so far, and
       werepyres don't completely change physiology in order to adapt.
       While werepyres can become resistant to temperature changes and
       oxygen changes, they cannot change their physiology to do things
       like breathing underwater or surviving in the vacuum of space
       unless they were to eat certain supernatural creatures who could
       and gain their physiology in order to use their abilities. For
       the most part, Adrielle is highly resistant to ice, snow and any
       other forms of cold, due to her Viking heritage and her normally
       living in harsh cold environments.
       Werepyre Reduced Sleep Requirement:
       ~Because werepyres have powerful regeneration, and their
       connections to darkness and nature that they gain power from,
       werepyres sleep far less than most other creatures. While many
       creatures would have to sleep at least 8 hours, werepyres only
       sleep four hours a night, and are very light sleepers compared
       to other beings. Part of this is because werepyres learn to live
       with being hunted all the time, and most develop their sleep to
       be light so they wake up at signs of trouble. Unless they are
       injured or going into special sleep, werepyres don't need much
       sleep. Through four hours, werepyres get enough sleep that they
       are able to operate just fine without needing to sleep any more.
       While some may still nap during the day just to pass the time,
       werepyres don't have to sleep more than four hours, even if some
       do. Typically, this mostly applies to those that stay in their
       werepyre form constantly, as many human form werepyres often
       sleep more like humans than they do like full werepyres. This is
       a fairly simple physiology trait, which is standard for
       werepyres. And when injured, they have their Nature's Sleep
       ability that lets them recover from being injured or near death.
       Werepyre Senses and Enhanced Reflexes:
       ~Werepyres, like vampires and werewolves, have highly enhanced
       senses. Werepyres have a werewolf's sense of smell, and they
       also have vampire and werewolf enhanced vision, hearing and
       touch. While werepyre's ratio of enhanced senses vary from
       werepyre to werepyre, most have a mix of werepyre and vampire
       senses, which give them more range than most other creatures. In
       addition, though, werepyres also have highly enhanced reflexes,
       in which they can react far more quickly than most other
       creatures thanks to their enhanced senses. Werepyres are able to
       use this to their advantage, such as using their senses to hunt
       down their prey, or using their reflexes in battle to avoid
       enemies more easily. However, while werepyre have impressive
       senses, the stronger the werepyres senses, usually the easier it
       is to overwhelm them. Specifically, werepyres most vulnerable
       sense is their sense of smell, which can be overwhelmed much
       more easily than any other sense they have due to them having a
       werewolf sense of smell. These senses are fairly basic, and are
       common among supernaturals. Every werepyre has a different
       balance of senses, and some might have stronger senses than
       others.
       Werepyre Thermal Sense and Darkvision:
       ~Thanks to their unique natures, werepyres have to extra senses
       that they can use as well. The first is a type of thermal sense,
       in which werepyres can see something depending on how much heat
       is generated. This is not necessarily a standard thermal vision,
       but more that werepyres are able to sense and see objects based
       on the heat they give off. This helps werepyres see things they
       might miss, and can let them see heat in a unique way by
       combining their werewolf senses with their vampire supernatural
       sense. The other sense is darkvision, which combines a werewolf
       ability to sense what happens when little light is present with
       a vampire's dark nature to create a darkvision ability that lets
       werepyres see no matter how much light is present. Werepyres are
       able to see in pure blackness just as easily as they would
       during the day. Due to this, werepyres see just as easily with
       no light. Most werepyres prefer night enough that they consider
       light more of a bother to their vision than a help. It's not
       certain if these could be called senses or just variations of
       their sense of vision, but either way, this gives werepyres
       special abilities that help them out immensely more than many
       other werewolves or vampires. This ability is typically not
       easily overwhelmed, though flashbangs and other intense light
       sources can affect a werepyre more than a normal being depending
       on the werepyre.
       Werepyre Third Eye/Presence Sense:
       ~Werepyres, like vampires, have a special ability many refer to
       as a third eye. Using a werewolf's supernatural senses and a
       vampire's senses, werepyres are able to use these senses just as
       effectively, and are able to use their third eye like many
       vampires. In addition to seeing things beyond the physical,
       werepyres are able to percieve the presences of others through
       this sense, and and able to use this in combination with their
       supernatural power of being able to sense others. Werepyres are
       able to use their third eye to do a variety of things, like
       seeing through things like illusion powers, or using their
       werewolf power to sense spirits using their third eye. When used
       to sense the presences of others, werepyres are able to use this
       to sense not only other people, but they are able to sense what
       the person is, as well as how powerful they are as long as the
       werepyre can tell what presence they're sensing. However, this
       can be deceived by skilled opponents, sometimes things might not
       appear correctly if the user can't sense the opponent's full
       power or use powers that fool this sense. There are also skills
       that hide one's presence so those with this sense can't sense
       them, or some opponents can suppress their presence so they're
       not fully able to be sensed. While this isn't always the best
       judge of someone's abilities, it can provide a slight insight to
       help the user as to what they face or what's around them.
       Werepyre Meditation and Mind Protection:
       ~Through meditation and physical training, werepyres are able to
       block out outside influences, designed to be a meditation method
       to help ki users focus their ki and train their mind. This helps
       werepyres center their concentration, and helps the werepyre
       grow in their ability to use their supernatural abilities as
       they learn the right meditation methods. This also makes
       werepyres immune to mind manipulation, as this meditation
       creates a protection around the user's mind and allows the user
       to learn to block out specific influences, and works similarly
       to powers like disciplined mind or iron will. Unlike some who
       can still enter someone's mind even if they're forced out, it
       isn't possible to enter a werepyre's mind or affect their mind
       at all when this protection is active, as some werepyres use
       their cursed darkness to create a specific protection of dark
       energy around their mind. This uses the body's cursed darkness
       to protect the mind, even if that's not the actual purpose of
       this meditative training. This also lets the user manipulate
       their own mind, concentrating and influencing their own emotions
       using their darkness in their mind, usually to help them enter
       the right emotional states to use their abilities. Though they
       can't enter their own mind's inner world like some mind
       manipulation users can, as this is not designed to enter the
       mind's inner world, just control the mind in a basic way. Some
       werepyres may have specific training of other ways to do this as
       well.
       Werepyre and Combat Trained Enhanced Physical Stats:
       ~Werepyres, as one might guess, have highly enhanced physical
       stats, which they not only have from their werepyre heritage,
       but through any combat training that they might go through in
       order to learn to fight opponents. Because werepyres have to
       fight vampires, werewolves and hunters, werepyres have to
       develop their combat abilities or risk being killed. Many
       werepyres are known for their mix of vampire combat disciplines
       and their werewolf gifts, in which many werepyres have highly
       powerful physical stats that make them among some of the more
       powerful creatures. While human form werepyres are rare, human
       form werepyres usually have enhanced strength and speed, being
       able to outclass many types of supernaturals when used with
       their vampire and werewolf combat abilities. Those that don't
       have human form normally are often known for defense and
       strength, with most werepyres being large, bulky and very
       difficult to overpower or take down. However, the stats are
       usually dependent on the werepyre, as every werepyre will have
       different combinations of physical stats depending on their
       heritage, abilities and training. Because of this, it's hard to
       specify exactly how to fight each werepyre, though just like
       most fighters, most werepyres still have the same weaknesses as
       other fighters, specifically that most fighters that specialize
       in one or two stats usually have one stat that suffers.
       Werepyres are known for having the best of both werewolves and
       vampires, which means that strength, speed, defense, durability,
       agility, and even stamina are highly enhanced. As such,
       typically werepyres are known for being tough combatants.
       Adrielle is a balanced fighter despite her being a magic user.
       Adrielle is strong enough to be able to punch through concrete
       and break metal objects with ease, and has even been known to
       splatter people upon using her full power combined with her
       disciplines, gifts or even magic attacks which she is mostly
       infamous for. Adrielle is fast and agile enough to disappear
       from view, thanks to her magic. And thanks to being a werepyre,
       her defense and stamina are already at incredible levels that
       make her able to fight for hours on end without tiring.
       Transformation(s):
       Human/Werepyre Form Shapeshift:
       ~For most werepyres, werepyres either stay in their normal
       werepyre form, or they use a human form. Depending on the
       werepyre, most use one or the other, and save the other as a
       backup form they can use. For example, many werepyres may use
       their werepyre form normally, but may switch to human form when
       they need more speed and agility rather than defense and
       strength. Typically, this depends on the werepyre and what forms
       they stay in normally, as their backup forms are usually
       temporary forms they take. While physical abilities may change
       between forms though, a werepyres supernatural abilities usually
       stay the same whether they're in human or werepyre form. Most
       werepyres have had plenty of time to forge both their human and
       werepyre form into powerful combatants, and many tougher
       werepyres have learned to use their human and werepyre forms in
       different ways to give them more versatility in battle. However,
       it is only their physical abilities that change, and their
       supernatural powers stay the same (unless they have some sort of
       special exception like a special transformation or something
       that utilizes their form in a unique way). Usually, these forms
       are best combated depending on the form's stats, and opponents
       that switch forms, usually do so to change their physical stats.
       So if an opponent keeps that in mind, they might be able to
       counter this change which is just a simple change that only
       changes the battle slightly compared to what one would think.
       This form is what Adrielle is in normally though she does expose
       her wings sometimes. She has beaten up experienced hunters, full
       grown werewolves and vampires in this form. She can even handle
       other werepires in her human form though some tougher opponents
       will force her to shift if possible. Though she can also
       partially shapeshift besides revealing her wings such as her
       fangs growing larger, her claws growing longer and sharper, and
       revealing her wolf tail if she wants to.
       Become the Beast: Lunar Berserker Form:
       ~This form was imbued into the extinct clan which Adrielle
       carries and becomes part of the Become the Beast ability. This
       form lets the user enter a berserk stage through the power of
       the moon, the full moon being their strongest and most
       dangerous. In this state, the user delivers continuous,
       devastating damage to enemies in any form. This can also be done
       with a weapon or their bare hands/claws. This form is also
       affected depending on the moon power they're in such as the red
       moonlight power or the dark moonlight power, which makes them
       even more deadlier and feral. In this form, they need to be
       careful or else they lose themselves to their beast. In this
       form, Adrielle's berserker's state reflects her anger and
       sadistic nature hence her taking pleasure in bringing pain on
       her targets to the point of laughing like a maniac while tearing
       her foes apart like wet cardboard more or less this (the girl
       with the horn best represents this form at 0:50 to 1:46:
  HTML https://www.youtube.com/watch?v=TSO2mWyPh7U).
       Released Werepire Form: Child of the Dark Moon:
       ~This is the form that Adrielle took when she first fought and
       defeated Sarika Bordas. This is her most powerful form which
       acts as Adrielle's last resort against overwhelmingly powerful
       enemies. Functionally, this enhances her already powerful magic
       to unarguably terrifying levels. In this form, Adrielle becomes
       capable of annihilating swarms of mammoth size monsters and even
       give higher level supernatural creatures a hard time. Though
       physically, it doesn't look much due to it exposing her werepire
       wings, sharpen teeth and nails and her eyes turning violet with
       black screla.
       Weaknesses:
       As a magic user, those with psychic or mana powers are great
       counter to Adrielle's magic powers. As a dark magic user, those
       with strong light or holy magic can counter and harm her. Though
       the biggest threat to her is anti-magic powers and weapons.
       Energy breaker weapons can harm her as well.
       While having the powers of a vampire and werewolf may sound
       great, this also means that werepyres have twice as many
       weaknesses due to having two races powers. Just as the werepyre
       power comes with great ability, so too does it come with
       weaknesses. The most common one is silver, as both most vampires
       and werewolves are vulnerable to silver. Usually, werepyres are
       also vulnerable to holy power as well, due to their dark natures
       and their usually corrupted natures. Another power that works
       well is light abilities. While werepyres aren't too bothered by
       light usually, light abilities can still do damage to them due
       to their dark natures, with holy light working especially well
       on werepyres (usually). Typically, any power that kills a
       werewolf or vampire will work on a werepyre, though silver is
       usually the best thing to use if one doesn't have holy power.
       While killing werepyres is difficult, it is possible to kill
       them, usually if one is prepared enough. Most werepyres have
       dark natures, and those that don't usually just have holy
       natures that change their weaknesses from silver and holy power
       to gold and unholy powers. Werepyres are strong creatures, but
       they are still just as vulnerable as werewolves or vampires even
       if their bodies are stronger.
       Werepyres typically have the weakness of whatever training they
       have. Specifically, if they are trained in a vampire clan or a
       werewolf tribe, they will have both the strengths and weaknesses
       of the clan or tribe. For example, a werepyre who is trained in
       a specific clan will have the same weaknesses as other clan
       members, such as the Lasombra who are more vulnerable to light
       abilities due to their darkness manipulation. This depends on
       the werepyre, and typically this applies to any clan or tribe
       they have the powers of. This means that while they are able to
       gain more abilities and training, they also gain more weaknesses
       to go with those strengths. For example, a Lasombra and Get of
       Fenris werepyre would have the weaknesses of both the Lasombra
       vampire clan and the Get of Fenris werewolf tribes. Every clan
       and tribe weakness cannot be listed due to the long list, and
       most werepyres aren't always limited to vampire clans and
       werewolf tribes, as some may have heritages in other aspects as
       well. For example, a werepyre that has magic will have the
       weaknesses of a magic user. This just depends on the werepyre,
       and their abilities/training, since each werepyre is unique.
       However, some werepyres may lose certain weaknesses depending on
       how their powers combine, such as certain vampires immunity to
       silver might make a werepyre immune to silver and vulnerable to
       something else instead. Typically, this is rare though, and
       depends on the combination for powers the werepyre has.
       White Howlers Weakness: As children of the moon, their counter
       of their lunar powers and magic are sun based abilities such as
       solar light or solar magic. They are also affected by the phases
       of the moon when it comes to power, such as the full moon
       obviously being their strongest moment for their power while the
       new moon being their weakest. The tribe's weakness is their own
       hubris, which might be one of the reasons why they fell to the
       darkness in the first place. Their pride are as bad as The Get
       of Fenris tribe or the Alchemists. Although this tribe has been
       secretly rebuilt slowly, the werewolf couldn't help but be
       overconfident from time to time which gets them into trouble.
       Tremere Vampire Weakness: Tremere dependency on blood is even
       more pronounced than that of other Kindred. It takes only two
       draughts of another vampire's blood for a Tremere to become
       blood bound instead of the normal three — the first drink counts
       as if the Tremere had taken two drinks. The elders of the Clan
       are well aware of this, and seek to impart loyalty to the Clan
       by forcing all neonate Warlocks to drink of the
       (transubstantiated) blood of the seven Tremere elders soon after
       their Embrace. Unfortunately, the Elders failed to do so for
       Adrielle which led to their demise. Though Adrielle does need to
       consume more blood whenever she use her powers, going as far as
       to even go after the blood of her own kind if desperate.
       No one how werepyres became so hated, whether it was a
       werepyre's ability to twist dark nature and nature connections
       that drove fear into vampires and werewolves or the werewolf and
       vampire's rejection of werepyres that drove them to twist their
       natures to survive against both vampires and werewolves. However
       regardless of what came first, werepyres are typically rejected
       by anyone who knows about them, whether it's a human, vampire or
       werewolf. Vampires often hunt werepyres down because of how
       werepyres often pose a threat to the vampires superiority in
       dark natures, werewolves often hunt werepyres down because of
       how werepyres twist their nature connections and use their
       ability to absorb the life energy of the world itself when they
       desire to, and humans often hunt werepyres because werepyres
       typically are threats to humans since werepyres are seen as
       human eaters just like vampires and werewolves even if they
       don't eat humans. Because of this, there is usually no place for
       werepyres in the world, and most have to become solitary in
       order to survive. Ones that find places in groups or
       organizations are usually quite lucky, but working solo is
       usually a very difficult thing to do, especial when being hunted
       by groups of vampires, werewolves and even humans. As such,
       werepyres are typically very untrusting of people who try to
       befriend them, and they usually don't work well with others
       despite their group empowerment ability that lets them gain
       power from being part of groups.
       Weapon(s):
       Dark Lunar Sword:
       ~The claymore sword is a gift that Saix gave her before he died.
       The blade is a Scottish claymore that harbors the mystic powers
       of the moon. When the moon enters the full or new phases, the
       density of the blade increases, and it becomes slightly heavier
       as a result. The blade is made out of silver and adamantium,
       making the blade very durable and able to harm most supernatural
       creatures such as werewolves. The blade is imbued with the dark
       moon spiritual powers, its power is at its strongest during the
       New Moon and Full Moon. Adrielle can use her magic and other
       abilities with this blade.
       Blackstaff of Sweden:
       ~The Blackstaff is a magical staff wielded by the wizard
       occupying the position of Blackstaff of the White Council. The
       Blackstaff is literally a black wooden staff. It is similar in
       most ways to a normal wizard's implement, only where a normal
       focus would be carved with runes to focus the powers channeled
       through it, the Blackstaff is devoid of any markings.
       A wizard name Harry Dresden claims to have a distinct feeling
       that the Blackstaff appears to have a kind of consciousness all
       its own which is aware of its purpose (primarily, killing), and
       to want nothing less than to carry it out as swiftly as
       possible. Dresden also notes that it appears to attempt to exert
       some kind of control over its wielder, as black tendrils seem to
       crawl up the arm of the wielder and hurt him, before fading over
       time.
       As for Adrielle, some people say that Adrielle manage to tame
       the staff by making sure that it doesn't get any idea
       controlling her. Otherwise, this staff is a very powerful staff,
       being able to cast even the most powerful of spells along with
       protecting Adrielle from the backlash of certain dark spells.
       Grimoire Book:
       ~Like any other magic users like witches, Adrielle has her own
       grimoire spellbook that she always have with her. The book was a
       gift from her mother which holds varies of different spells from
       basic elemental spells to the darkest ones such as necromancy.
       Personality:
       Adrielle is very calm, aloof and unspoken though is also known
       to be ruthless. She will not hesitate to slaughter people for
       working against her, killing them in brutal ways but would have
       no qualms sparing those who are innocent and never intended to
       challenge her. Preferring to live an isolated life surrounded by
       knowlegde of magic, she himself saw no point in wasting her time
       dealing with them, content to simply live a life of solitude.
       Though it was changed when she met a Children of Gaia
       human/werewolf name Seamus who showed her the better things in
       life hence the two falling in love. Unfortunately, due to the
       death of Seamus by the hands of the White Council of Sweden,
       Adrielle snapped and raged war with the White Council of Sweden,
       going as far as to not only destroying the organization but she
       also slaughtered the villagers as well since she saw them as no
       better. She also loathes vampires and werewolves due to their
       own selfish and hypocritical reasons, seeing them no better than
       humans.
       Although she wishes to grow stronger and gain more knowledge,
       she also tries to enjoy herself whether it's reading for fun or
       just taking long walks. Adrielle is polite to the point of
       repaying kindness to those who showed her kindness, only killing
       when pushed and warning beforehand, albeit reacting to slights
       with excessive violence.
       Bio:
       (Will do later))
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