-Wolf School-

1. Discharge 2. Level 1 and 2 KI Awarenes 3. Flight 4. Multi Punch 5. Combat Teleport

1. Soukidan: This creates a ball of energy that is easily controlled by a series of hand movements by the creator. The ball does 2d6x10 damage, +1d6x10 every two levels, is +4 to strike, and costs 25 KI. Remote Attack: If it misses, 1 action may be spent to guide it back to its original target, for 10 KI. Becomes Double Remote attack at level 4.

2.Wolf Wind Attack: This move summons the characters primal instincts and combines multiple claw punches and a double claw strike to seriously injure the opponent and throw him off guard. +3 to strike, does 1d6 punches, +1 double claw strike which inflicts 4d6 damage, and if successful, it makes the defender lose one action for that round, or if none remain, one for the next round plus initiative. This costs 10 KI to use. After five levels of using this technique, the attack does and extra 1d6 punches. This can only be used twice per combat.

3. Power of the Wolf: This technique is the grand summation of the Wolf technique. By "summoning" the spirit of the wolf, all of your senses are briefly increased. In game terms, this is a (x2 level) increase in all stats except INT. So, a level 1 character would get +2 to all stats except INT, whereas a level 5 character would get +10 to all stats except INT. This does not change HP or KI or STM count, it only gives an increase to your stats and bonuses (if applicable). This lasts for the remainder of the round, and can only be used once per battle.

Attribute Bonus: +8 MNT +10 STR +10 DEX +8 STM +10 SPD (For sake of the game, your behavior is also changed, to fit the savage instincts that have) (If you have the Very Calm unique, you also get the effects of getting pissed off when you use this.)