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       #Post#: 21140--------------------------------------------------
       RP Profile: Jayda Silverfang
   DIR By: Coolcat207
       Date: July 5, 2026, 6:21 pm
       ---------------------------------------------------------
       "Let's run wild."
       "It's a good night for a hunt."
       "I run my own path."
       "You know what they say: Never bring a knife to a gun fight."
       "You can surrender, or I can make you surrender. Dealer's
       choice."
       "Pretty, right? Wait 'til you hear 'em sing."
       ~Jayda to an ally about her guns.
       Points her revolver at an enemy "I hope you bulletproof cause
       this 'bout to hurt."
       "Newsflash ya pompous jackass: I don't follow your rules. I make
       my own. Perks of being a freelance bounty hunter and all."
       "Pffft! I managed to keep up with a vampire ninja with freakin'
       lightning powers when I was 15. I think I can keep up. But let's
       make it fun. Last one to the pub buys the first round!"
       ~Jayda to Kindron "Black Wolf Rider" Darkfire when he asked if
       she could keep up with him.
       BWR Kindron: Are you sure you're up for this? We'll be going
       after stronger targets than the ones last week?
       Jayda: I've taken down worse with one hand and a headache. I'll
       be fine.
       "No offense, pal, but your boys are acting like a bunch of wild
       animals. And this is coming from a gal who was basically raised
       by wolves."
       ~Jayda to a biker gang leader about his gang acting like a bunch
       of degenerates.
       "There's nothing wrong with the classics. I actually like it.
       Too bad people these days rarely take the time to enjoy the
       simple things in life instead of trying to rip each other apart
       like a bunch of animals."
       ~Jayda to a biker who has an old-fashioned motorcycle and was
       repairing it.
       "Anyone can wield a sharp pointy piece of metal. Guns are harder
       to use than people think. Just like any other weapon, it takes
       time and a lot of training to use one. But when you put in the
       effort to learn how to use it, especially with the guns that I
       have, then it's a reliable weapon."
       "If you're trying to scare me, you'll need to try harder."
       ~Jayda to a giant supernatural creature who was trying to
       intimidate her with it's imposing size.
       "I hunt criminals. Not victims. If you're innocent, I'll do what
       I can to help you. If you're lying, I'll know."
       "I'm not here to impress you. I'm here to finish this."
       During a fight with an enemy, Jayda hiss out a swear word when
       she finds herself out of ammo. This made the enemy laugh as he
       readies his blade.
       Enemy: You should've stick to true weapons like your--
       His words gets cut off abruptly as in a flash, Jayda summons her
       combat gloves on her hands with her darkness alchemy and clocks
       him in the jaw, sending a few of his teeth flying out of his
       mouth.
       Jayda: I still got other weapons, dumbass.
       "I don't know if I can consider myself human anymore, but I
       still have my humanity. That's something that I will never let
       those bastards take away from me."
       During an infiltration mission, Black Wolf Rider tries to
       stealthily take down a target, which is a werewolf/giant hybrid,
       but ends up being knocked to the side.
       Enemy Werewolf: I know your scent, vampire.
       Jayda: jokingly: It's that aftershave.
       "Save it. I know and understand the darkness well enough to know
       what NOT to mess with. Those who go further beyond the darker
       path and boast to the point that they are darkness incarnate are
       dumbasses. Let me tell you something: If there are certain
       darkness abilities that not even creatures of darkness such as
       death wraiths and grim reapers won't touch with a 30ft pole,
       that's a clear enough sign to not go messing with it."
       ~Jayda to a supernatural enemy who accused her of being a weak
       shadow user.
       During a fight, a mercenary tries to attack Jayda from behind
       with a blessed silver dagger. Jayda manage to evade the attack
       and disarm the mercenary. The mercenary looks shocked when she
       held the dagger in her hands with no gloves.
       Jayda: Oh yeah. Forgot to mention. Silver doesn't affect me. I'm
       not really a werewolf. One of the few plus sides of being a
       guinea pig for weeks. All you did was give me a new weapon.
       When Black Wolf Rider Kindron was observing something
       Biker Wolf Kindron: Huh.
       Jayda: What is it, BK? What's the "Huh"? Cause usually, it's
       "Hrm".
       During a mission with Black Wolf Rider and Mandalorian Kierran,
       an enemy swordsman came up wanting to challenge Jayda. The
       swordsman approached Jayda while aura farming by spinning his
       blades. Once done, the swordsman points his blade toward her.
       Jayda: Unamused: You done?
       The swordsman nod his head, which made Jayda take out her gun
       from her holster, c*cks it and shoot at the swordsman, blowing
       his brains out. When Jayda puts her gun away after turning the
       safety back on her gun, she makes a face when both men turn
       their heads toward her.
       Jayda: What?!
       "Now that I think of it, my life growing up was lowkey a Jungle
       Book life. Human family was killed by a vengeful, misanthropic
       beast. The survivor was an infant who was saved and raised by
       wolves. Then, a couple of years later, the kid grows up and ends
       up heading toward human civilization. The only difference is
       that Mowgli didn't have alchemy. Would've really helped him
       against those monkeys who kidnapped him... and that damn tiger."
       "I'll admit. I was too stunned to speak when Uncle Sirion
       offered to teach me dark alchemy. Apparently, my mana is strong
       enough to handle something so powerful. Hell, even Dad was happy
       about it. At the end of it, I felt honored. To this day, I put
       this power to good use. To use it to protect people and take
       down threats."
       "My family were killed by a monster. Ironically, that monster
       was related to the alchemist who raised me. When he told me the
       truth, I felt no animosity toward him or the tribe. It was a lot
       to process, sure, but I came to understand that it wasn't their
       fault. Not to mention that my birth family weren't good people
       either after some family tree digging. Overall, family is
       complicated. And unfortunately, there's gonna be a few rotten
       apples here and there. What matters is what kind of person you
       choose you're going to be."
       "I don't know what's worse: the fact that you're still alive
       after what you've done or the fact that you still choose to do
       harm toward innocent people. What makes it worse is that you
       decided to mess with my town. My community!"
       ~Jayda to Silvio when she managed to find out who he really is.
       "I was fine with remaining human. The alchemists never put that
       pressure on becoming a werewolf on me. Hell, most of them never
       really considered it. Not even the elders. They were absolutely
       fine with me being human. They believed that a human learning
       their ways would benefit them, and it did. I used what they
       taught me to help people in need. That is until Silvio decided
       to take that away from me in one night."
       "The problem is that I was tortured and experimented on against
       my own free will by the same bloodthirsty bastard who murdered
       so many innocent people and spat on everything my family
       (Werewolf Alchemist tribe) stood for! And yet you have the nerve
       to say that monsters like him are in the right?!"
       ~An argument Jayda has with a Brotherhood member.
       "In Norse mythology, Valkyries were powerful female warriors who
       guided the souls of those who died in battle to the afterlife. I
       think it fits you."
       ~Kindron "Black Wolf Rider" Darkfire to Jayda about her biker
       name.
       "I understand that you want to find your own path and venture
       out in the world. To help others in need. Just know that you are
       always welcome here."
       ~General Kain Silverwolf to Jayda when she was about to leave
       the tribe to venture out in the world.
       "That 'hairless ape' is more of a wolf than you and your mangy
       pack of rabid dogs would ever be. Be grateful that she showed
       you mercy. If it were anyone else, you would be turned into a
       pelt."
       ~Kage Musica to a enemy werewolf tribe who insulted the
       Alchemists for having a human in their tribe even though Jayda
       embarrassed them in combat.
       "We know about the dark nature of mankind very well. But many
       people tend to forget that it's not just them who are capable of
       committing such dark acts. The child isn't perfect, but deep
       down, she is a good person. I have faith that she will use our
       teachings for good."
       ~King Sirion Darkwolf to Kierra when she was skeptical about her
       uncle teaching Jayda dark alchemy and what she'll do with it.
       "It's her choice whether or not she wants to fully become a
       werewolf. But she believes that she can do what we do as a human
       which is inspiring. She doesn't show it, but she has some pride.
       I think she picked that up from me."
       ~General Kain Silverfang on Jayda.
       "If she marks you, even the night won't hide you. The shadows
       listens when she calls and she fights like she was raised by
       wolves. You can run through alleys, forests, sewers, spirit
       realms. It doesn't matter at the end. Her eyes cut through the
       dark like silver fire, and her alchemy bends the void itself.
       When the Shadow Valkyrie decides you're her prey… you're already
       caught."
       ~A Lasombra vampire about the Shadow Valkyrie when he got a
       reality check about facing another being who is a master of the
       shadows.
       Name:
       Jayda Silverfang
       Title:
       Shadow Valkyrie
       Other Names:
       The Umbra Alchemist
       Blue Jay
       Blue
       Jay
       Pup
       Forest Girl
       Wolf Girl
       Mowgli
       Age:
       Unknown
       Gender:
       Female
       Species:
       Enhanced Human
       Family:
       Birth Mother: Unknown (Deceased; Killed by Silvio)
       Birth Father: Unknown (Deceased; Killed by Silvio)
       Foster Father: Kain Silverfang
       Foster Godfather/Uncle: King Sirion Darkwolf
       Foster Cousin: Kierra Darkwolf
       Organization:
       Former: The Pack (Deceased; Killed by Silvio and his goons)
       Current: None; Works with BWR (Vampire Kindron) as partners
       Occupation:
       Alchemist
       Bounty Hunter
       Mechanic
       Nationality:
       British (Doesn't have a British accent)
       Powers:
       Superior Human Physiology:
       ~The user is a human that has developed powers and abilities
       from a variety of causes/circumstances, such as evolution,
       genetic experiments, enchantment, having powers bestowed upon
       them by other beings or sources, through unnatural birth causes,
       and training to obtain said powers classifying them into
       superhuman beings. Also, thanks to still being human, (if the
       powers are in any relation to genetics), they can use these
       abilities without becoming a monster (i.e., keeping their human
       physique, sanity, and humanity without it being altered from
       possible instability).
       Pseudo-Werebeast Physiology:
       ~Users are pseudo-werebeasts, entities that exhibits part or all
       of the usual features associated with actual werebeasts but lack
       their magical origin. The source of their therianthropy is
       scientific, not mystical although some mystical elements have
       occasionally been introduced into them. Unlike real werebeasts,
       they are not vulnerable to the traditional weaknesses of
       werebeasts, like silver weapons.
       Due to the horrific experiments Silvio put Jayda through using
       dark alchemy, Jayda unwillingly gained traits of lycanthropy.
       Although she can't shape shift into a wolf hybrid or an actual
       wolf, she does have some traits of a wolf such as sharper
       canines, sharper nails, enhanced physical abilities, etc.
       Umbramancer:
       ~As an archetype, The Umbramancer or shadowmancer is a
       sorcerer(ess), a mage, witch or wizard, or it even a
       supernatural being that represents or has studied the mystic
       arts and is usually naturally gifted with
       darkness/shadow/lunar/night magics, or learns them, or even just
       possesses darkness/shadow-based powers and learns the mystic
       arts later. These types of magicians are considered very
       powerful and even rarer in magical circles than most elemental
       sorcerers. Mostly, these types of sorcerers are always
       considered evil or neutral; however, on rare occasions, this is
       not always the case.
       These types of sorcerers should not be confused with the
       studiers of the dark arts, Dark Magicians, Evil Sorcerers or
       Necromancers. Just because the umbramancer is a steadier of the
       element of darkness and shadows this does not always guarantee
       them to be a type of evil Sorcerer, merely an elemental mage.
       Alchemy:
       ~User can utilize Alchemy, the mystical and scientific pursuit
       of the power of the Philosopher's Stone and Universal Panacea,
       focusing on Elemental Transmutation (ranging from transforming
       base materials into purer (lead or iron into silver or gold), to
       making permanent changes on the state of matter (making glass
       malleable or durable, etc.), various forms of Elemental
       Manipulation (especially electricity and fire) and Life-Force
       Manipulation (Immortality, Healing and even creating life or at
       the least clones/homunculi). They also know how to create
       potions (for rejuvenation and immortality) and magical items,
       although these are generally for practical use.
       Alchemy is essentially the perfect blend of magic and science,
       as each alchemical method mixes magical arts with scientific
       processes; for example, alchemical transmutation follows the
       rules of the periodic table and uses magic to change it into
       something of equal periodic value, the study of astronomy is
       mixed with astrology, the creation of homunculi uses magic-based
       genetic experimentation, and advanced technology uses magical
       energy as a power source.
       Elemental Alchemy:
       ~The user has the power to control elements by using alchemy as
       an medium.
       Alchemical Element Manipulation:
       ~The user can create, shape and manipulate elements that also
       has alchemy-based properties infuse with it. The user is capable
       of causing various types of effects, whether they are
       beneficial, detrimental or neutral.
       Werewolf Alchemy Abilities:
       Werewolf Alchemy:
       ~This art is specific to this group of werewolves who use
       magic-based alchemy, and is not an unholy power, but simply a
       power based in neutral magic and soul power. This art is
       powerful, and depending on the werewolf or hybrid that is
       trained in this, they will specialize in different abilities
       depending on the spellbook they gain, and how they interact with
       elements. This art is just like people expect, with alchemy
       skills being able to convert and change materials. Most alchemy
       is set up in 3 stages: understanding the structure of matter,
       deconstruction and reconstruction. Most alchemists are able to
       use this to some extent, being able to use this to change
       materials, usually doing so for battle purposes, such as
       changing attacks or changing energy so that the alchemist can
       create new attacks out of their opponents attacks. Of course,
       the main focus of this alchemy usually ends up being the
       spellbooks, which most werewolves of this alchemy magic end up
       gaining, that are all different and focus specific skill-sets
       for each alchemist in different ways. Usually, most alchemists
       have to follow a few rules, such as this alchemy cannot be used
       to create living matter from non-living matter (such as trying
       to create life from something non-living, with one example being
       human transmutation, an art forbidden that tries to bring life
       to humans who have died. It is also worth noting that using
       alchemy can only affect objects within a certain distance,
       unless one is using special arts, so keeping one's distance can
       usually avoid this, unless they're firing projectiles at an
       opponent.
       Spirit Purification Alchemy Magic:
       ~This one is designed to be one of the bases of alchemy magic.
       Because the clan is so focused on purifying and strengthening
       spirits, they use this special magic granted to them by the
       spirits to purify rather than destroy spirits. Because of this,
       all alchemic magic used by the alchemists has this aspect in it
       once they learn this magic. While they can use magic without
       this aspect, it is much more difficult, and runs the risk of
       changing the form of the earth in a way that will affect spirits
       negatively. However, by using spirit purification in their
       magic, the alchemists power of alchemy passively purifies
       spirits, strengthening the spirits that govern the world's
       forces and maintain nature, and some can even learn to utilize
       spirit energy as a result of their heavy spiritual focus due to
       them diving into their spiritual nature. As such, advanced users
       of spirit purification who learn to master spirit energy may
       even go on to become spirit energy users and gain spirit user
       abilities as a result. However, this magic also has another
       purpose, in that it is meant to purify dark spirits and hollows,
       which the alchemists fight in order to protect humanity. Most of
       the time, this portion of the spiritual purification focuses
       more on the environment, and not so much on fighting hollows and
       dark spirits. The basic form of spirit purification is more
       focused helping the world, as the spiritual purification is more
       just a basic part of the alchemy and changing the world around
       them to better the spirits. When used, this makes normal spirits
       far more powerful, and weakens creatures like hollows and dark
       spirits. However, this is a simple spirit purification, and one
       that doesn't have the right focuses for combating dark spirits
       and hollows (as a user has to master the next spirit
       purification magic power to use their alchemy to fight dark
       spirits and hollows). Typically, this is countered like any
       other magic, and doesn't attack the spiritual plane, as this
       part of the art is just for purifying the spirits on the
       physical plane that inhabit the world. Most of this basic spirit
       magic is also not combat based, as it's only meant for use on
       the environment to strengthen the spirits or help develop nature
       further so that the spirits don't have to do as much in the
       physical realm, as the alchemists seek to ease the burden on
       spirits.
       Combat Spirit Purification Magic: Spiritual Focus:
       ~This is the part of an alchemist's alchemy that is based in
       purifying spiritual beings like dark spirits and hollows. This
       power is a purely spiritual power that is designed for combat,
       and uses an alchemist's alchemy to attack and purify dangerous
       spirits that usually aren't quite on the physical plane. When
       used, this is the true form of an alchemist's power, in which
       they use alchemy to attack dangerous spirits. Usually, this is
       best used in combination with their unique alchemy types and
       their spellbook abilities (in which those skills are mostly
       developed specifically to utilize this magic). This starts out
       as a user having to concentrate, but once reaching a certain
       level of alchemy, a user can learn to use this passively without
       needing to concentrate. When used, this alchemy specifically is
       designed to not attack the physical, but attack the spiritual.
       While this still does physical damage, this magic also attacks
       the spiritual, which can allow an alchemist to attack and purify
       dangerous spirits, but can also use this to attack spiritually,
       in which the attacks don't just do physical damage, but
       spiritual damage. So if a physical person is attacked with this
       spirit purification, this can be used to also attack a person's
       spirit directly, in which this alchemy can also purify dark
       spirits hiding in people by attacking people's spirits rather
       than their bodies. Because this magic is specifically designed
       for dark spirits and hollows (or any other dangerous spirit),
       this is designed to work on almost any kind of spiritual
       corruption, and purify it. The only danger is that not all dark
       spirits are able to be purified easily, and depending on the
       magic power of the original user, the user's power in this
       depends on what their magic capabilities are. Some stronger dark
       spirits also resist spirit purification, in which at that point
       only spirit destruction powers will finish them off (which can
       only be used by elites).
       Mana Mastery:
       ~Most werewolf alchemists use neutral magic, which runs on
       normal mana. However, unlike many magic users, some alchemists
       master the use of mana in it's basic form in order to strengthen
       their magic. Most have learned to harness mana on it's own, and
       some advanced in this art that many can even gain mana user
       abilities if they desire mastery over their basic mana. This
       mastery not only makes them able to use mana on it's own to a
       degree, but also has the effect of allowing them to more easily
       use their alchemy, and have mastered it so that they are able to
       concentrate their mana to use less in battle to more effect,
       making them highly experienced energy users. The older members
       of the alchemists are usually very skilled in the use of mana,
       and usually generate this mana to feed spirits of nature so that
       they can strengthen the world around them, as this is the main
       use of mana in creatures that is expelled into the world since
       all creatures have some form of mana. As a result, some
       alchemists learn to enhance their mana emission so that they
       generate more mana and expel more mana into the environment
       around them when they are not using magic, so that they can
       power up the spirits around them without having to consciously
       exert their power as often. Typically, mana's major weaknesses
       avoid magic weaknesses, as mana as an energy can still hurt
       those that have resistances or immunities to magic. However,
       there are those that know how to use certain methods for
       negating mana entirely, and some have techniques that negate
       mana. Some mana users do also gain resistance to other mana, and
       any normal mana enhancement can usually be countered by other
       energy type users. Those that go on to become mana users also
       gain the mana user weaknesses. Thanks to Kain's training, Jayda
       has become a mana user in her years of training. Thanks to her
       large reserves of mana, she is usually a pretty tough mana user,
       which also manage to help make her alchemy strong as well.
       Mana Conversion to Alchemic Magic:
       ~Similar to how mystic knights train themselves to passive
       convert mana into magic, the werewolf alchemists trained in the
       mystic arts do the same thing, where different werewolf
       alchemists created different types of training that converts
       one's mana into alchemic magic, which flows through the body
       just like mana. This is designed to not only make elemental
       magic easier to summon, but is also resistance to magic negation
       abilities due to the magic already being present in the body
       before the negation. Depending on the user, they are able to
       learn this after they learn their alchemy so that they can
       convert their mana into their specific alchemic powers they will
       use. In addition, this also makes certain other abilities easily
       that use alchemy, such as werewolves who use their alchemy in
       different specific arts, or focusing their magic into
       regenerative abilities like some werewolves will do. This power
       requires a mastery of magic before it can be used, and the
       ability to be able to convert mana to magic. This can be changed
       depending on the werewolf though, as some can do things like
       using chi magic or spirit/soul magic and convert their power
       into elemental magic similarly, but this is much harder to do
       and would require the werewolf to learn how to convert their
       power on their own. The downside to this art is that those that
       want to focus more on mana abilities will often find that this
       art reduces the amount of mana running through the body.
       However, the upside is that, while users cannot learn mana user
       abilities, they can learn mystic knight abilities if they train
       this into more of a combat based powerup, and can utilize mystic
       knight abilities. Typically, the danger to this though is that
       users bank more on their magics working on enemies, and while
       this may reduce the cost of power to use magic and make magic
       more available, users run the risk of not being able to damage
       those with magic immunity and doing reduced damage to those with
       magic resistance.
       Magic Activation Types:
       ~With any magic, dark magic or holy magic, it's always important
       to know the types of magic and activations that magic uses.
       There are many types of activations, and depending on the type a
       magic user chooses, their magic could change completely
       depending on the arts used and the activation types used. The
       most common are usually instant activation spells. These use
       more power, but don't require any preparation and can be used in
       an instant. While not as powerful as other spells, instant
       activation spells are easy to use and are usually very fast to
       pull off compared to other spells. The second is incantations,
       in which physical incantations are used to trigger more powerful
       spells. For the most part, this usually takes slightly longer,
       as incantations require a phrase or word to be spoken before the
       user can activate their magic. However, some have come up with
       their own ways of activating magic, with the most common being
       shortening phrases to only a word or two through special phrase
       training. Once done, usually some of the power is sacrificed to
       essentially shorten the phrase so that users can fire the spell
       off more easily. There are others as well, such as enchanting
       objects with spells ahead of time which can allow use of
       powerful spells, but usually only having limited casts before
       having to be recharged, or there are also other activation types
       that require different ways to activate. This depends mostly on
       the user, but each user must have one activation type in order
       to use dark arts, since this activates the spells. Some can even
       learn multiple types, which can open up options for many
       different types of spells. This is important for all kinds of
       magic, as activation types are the basis of every magic. Alchemy
       magic usually uses either movement, or they use glyphs or runes
       that focus the attack which they can create with their magical
       energy. The spellbooks are all spoken spells, but most of their
       other alchemies are done through runes, certain symbols used to
       focus the magic, or use movement based activations to focus
       their magic.
       Magic Glyphs:
       ~This is a power that forms a basis for many magic spells and is
       created by a magic user's magic abilities to focus their magic.
       These glyphs focus power into the circle, which is then used by
       the user to focus magic techniques. While there are magic
       techniques that don't need this, this is more for general magic
       like attack magic and defensive magic. This power utilizes
       magic, but requires that the user know how elements are formed
       and what they're made of in order to be able to do this. This is
       a basic power that some magic users are able to use, and this
       particular use of the magic glyph is not too much different from
       many other magic users. Among using them for focusing magic
       attacks, they also have other functions, such as being able to
       use them as platforms to jump off of and stand on, or use them
       for amping attacks and defense, or even using them to amp
       allies. These glyphs are also used in summoning magic as a
       conduit for summoning, or some magics like alchemy could be
       focused with these glyphs as well. There are even some unique
       abilities one can use with these, such as some having certain
       amplification powers, or certain arts that utilize these arts
       specifically. This may be a basic power, but there are plenty of
       people who have become master warriors using this power alone,
       utilizing the glyphs for a variety of uses, and some can use
       entire combat and magic styles based on how these glyphs are
       used. This power is a fairly basic magic ability, and although
       useful, can be countered just like other people who use this
       ability (depending on how the ability is used). For example,
       someone who uses these glyphs for amplification can be countered
       with other amplification abilities, or users who use these for
       movement can be countered by more agile enemies. This is more of
       a versatile base ability, and one that focuses different magic
       techniques rather than being a different type of magic unto
       itself. Typically, these cannot do damage on their own, as they
       are more just a basis of many kinds of magic, and, while
       versatile, are not an offensive power except when used to
       amplify physical abilities using amplification properties of
       these glyphs.
       Werecreature Alchemist Nature/Spirit Connection:
       ~Similar to other werecreatures with a strong magic connection
       to the world, the werewolf alchemists specialize in their
       connection to both nature and spirits, as they originally
       developed alchemy to further their understanding of the world
       and it's forces. Through their training and diving into powerful
       magic, they eventually developed an even deeper connection to
       the world through their nature and spirit connections. Thanks to
       this, the werewolves are able to not only sense the planet's
       life energy and the life of what's around them, but all werewolf
       alchemists are able to sense spirits as well, similar to moglins
       and those with special spirit sense training. This allows them
       to see and interact with spirits, in which their alchemy is
       often used to help benefit the spirits by maintaining the
       balance and changing things that were hurtful to the spirits
       into things that can help the spirits grow more powerful. 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 just how deep the
       spiritual plane goes and how many spirits live in this world.
       This may seem simple, but this lets werecreatures connect to the
       world much more than most who connect to nature (though certain
       nature connections may be stronger than theirs, in which case
       they will often try to acquire that nature knowledge), as they
       aren't just connected to nature, but are able to also interact
       with those spirits for another way to interact with nature.
       Werecreatures that have this connection understand the
       importance of the world's forces, and can see not only the flow
       of the planet's life energies, but also how the spirits impact
       that balance. This isn't just among the werewolves though, as
       all werecreatures trained by the alchemists are trained in this.
       Some may learn different ways to do this (IE Werewolves have a
       basic nature connection but other werecreatures might connect to
       other specific parts of nature), but all werecreatures and those
       trained in this learn this aspect in some way and apply this to
       their alchemy. They are also able to perceive the world's flow
       of life and death as a result of this power. This can eventually
       lead to werewolves learning spirit arts, but many don't seek
       spirit arts for fear of wearing down the spirits power and
       weakening nature as a result.
       Alchemic Understanding of Elements:
       ~Werewolf alchemists are able to manipulate the elements in
       their base form, and utilize their alchemy to change things
       based on how elements interact with the world. While they can't
       create special elementals or combined elementals using this
       power alone, they can utilize some elements in their base form
       by using their magic to affect the elements. Depending on the
       werecreature and what they can do, they are able to do certain
       things like manipulate the properties of elementals, being able
       to do things like freezing certain attacks by changing the
       temperature of the attack when they catch it, or being able to
       convert certain attacks like converting air into water. This
       depends on the werewolf and their affinities, with all
       werewolves learning how to use this in some way in order to
       modify elements, whether it's changing them in combat, or
       changing them for other uses (like certain clans use alchemy for
       blacksmithing or other necessary jobs). For the most part, this
       power relies on the werewolves understanding of elements, rather
       than on their ability to use elements in battle. Because of
       this, this power can be used to convert elements, but elements
       can still hurt the user, since this power doesn't really grant
       elemental use or immunity in any way, but more allows users to
       take control of elementals through conversion and utilizing
       their alchemy to modify elements. Most werewolves usually have
       to do this in close proximity, as alchemy usually has a max
       distance that it can be used (The only exception to this is
       elite alchemy). And while most alchemists are able to learn how
       most elements work, alchemists still have to know the attack is
       coming, and they often have to concentrate to convert an
       element. If an opponent is careful, they can attack the user
       while they're trying to convert an attack if they take too long,
       or the opponent is smart about how they use their elementals to
       distract the user as some can control the elements even as the
       user tries to change them (depending on the user, the opponent's
       abilities and the attacks used).
       Alchemic Transmutation:
       ~Alchemists are able to convert matter, changing matter as they
       see fit. This can be as simple as turning lead to gold (though
       this is technically taboo among the "don't create money taboo"),
       or dispelling elemental energies or converting them. An
       alchemist, if they know their environment and composition of
       what they're manipulating, can use it to convert matter in a
       variety of ways. This is the main ability of alchemy alongside
       it's spellbooks and unique alchemies, which is designed to
       change things that harm spirits into something that will
       strengthen them instead. While this does cover elementals to
       some extent, this is far more than just converting elementals,
       but includes general changing of matter, such as changing the
       form of a metal to make a stronger metal, or weakening certain
       materials if they are trying to weaken armor or weapons in
       battle (though certain types of weapons and armor might be
       immune to this ability if the werewolf doesn't know how the
       power of the weapon or armor/shield works, or what it's made
       of). There are two aspects to this power, and that is change of
       form and change of shape. Changing the shape can simply change
       the shape of something into another shape (usually used on
       inorganic objects to change their form), and changing the form
       changes the matter into a different kind of matter (usually
       changing one element or compound into another). However, they do
       have to know not only what they're manipulating, but also what
       they're manipulating it into. This means that if they try to
       manipulate a substance they don't understand, or don't know what
       the thing they're trying to convert is made of, this power
       doesn't work properly, and often completely fails or rebounds on
       the user. It takes years and experience to become good with this
       skill, as simple natural talent isn't enough to master alchemic
       conversion skills which make the base of all alchemy. The proper
       use of this also requires some scientific knowledge, with those
       with scientific knowledge often having advantages that other
       alchemists might lack (such as those with science knowledge will
       know more easily how to manipulate molecules while normal
       alchemists focus more on the elements themselves).
       Werewolf Battle Transmutation Magic:
       ~In order to battle their enemies, the werewolf alchemists
       developed a specific brand of alchemy designed solely for
       battle. This alchemy is the main alchemy most alchemists use
       when not using their own unique skills, as it's the basic combat
       alchemy many are taught upon learning alchemy. This alchemy uses
       wind and earth manipulation using alchemic magic, allowing a
       werewolf alchemists to take advantage of the two major elements
       that connect to almost every other element. In the alchemist's
       eyes, aside from darkness and light, earth and wind are the two
       major elements that make up the world, which they are able to
       use. Almost any physical material is made of earth, or almost
       any lightning, fire or water is created using air and gases in
       the air. Once mastered, most werewolves have highly skilled
       alchemic magic they can use in battle, being able to manipulate
       the earth and wind to fight opponents. This could be as simple
       as creating shockwaves to attack, or more advanced alchemists
       can do things like freeze an area using wind, or they can create
       lightning or fire using air as well. Depending on how it's
       manipulated, earth and air hold the connection to most of the
       elements in the world, and some advanced alchemists have even
       learned to use certain advanced techniques like using ice or
       glass to focus light into attacks as well depending on the
       alchemist. This depends on the creativity and scientific
       knowledge of the alchemist, as this is a power with many
       possibilities, and those with strong knowledge can find many
       ways to use this power effectively. However, this is a magic
       power, so those with magic resistance or magic immunity may be
       immune to most of the magic other than physical damage from
       certain attacks. Those who have other alchemic abilities or can
       counter earth and wind can also easily counter this combat as
       well the same way as normal earth and wind manipulation, since
       this essentially equates to earth and wind manipulation using
       magic.
       Earth Healing/Purification, Healing Magic, and Plant/Animal
       Restoration:
       ~Werewolf alchemists with a powerful enough connection to nature
       are able to interact with the environment around them, which
       mostly involves healing and restoring. The first thing one can
       do, is heal destruction of the earth around them, such as
       purifying toxic influences or healing areas damaged by things
       like fires or human interference, where the werewolf is able to
       restore the planets life force using their connection and using
       their alchemy in order to heal the life force of the planet. But
       werewolves with this power don't just stop at healing the earth,
       they are also able to heal others, as well as healing plants and
       animals. They are able to heal almost any manner of life,
       restoring a person's injuries and being able to purify negative
       influences like toxins and poisons or energy poisoning. Thanks
       to their connection, they are able to tell when something is
       wrong with the earth, creatures or the life around them, and
       able to take appropriate action to fix the situation. For the
       most part, this results in different ways to heal and purify,
       being designed to help the world around them. This isn't too
       useful in battle, just being healing power and purification, but
       it does help when needing to heal others or healing plants,
       animals or the world's life force. This also requires the
       werewolf to know what they are healing, as they cannot heal or
       purify unless they know what is wrong or causing the problem,
       meaning that certain supernatural infections or afflictions
       might not be curable with their power, as certain afflictions
       unknown to them often require research to figure out how to
       counter.
       Bio-Alchemy Magic:
       ~This alchemy was originally an extension of healing and
       purification, but instead is a type of alchemy designed solely
       to allow werewolf alchemists to use their alchemy to study
       living beings and make alchemic modifications to strengthen
       them. This art is often used by some more ambitious werewolves
       to understand the structure of living beings, where they learn
       how to modify beings based on their biological knowledge. This
       art can be dangerous though, as this art goes into two major
       taboo's among alchemists, and also involve two forbidden arts.
       The first is combining living beings together and creating what
       alchemists refer to as 'chimeras' which are creatures usually
       spliced together with alchemy to create a more powerful
       creature. This art was forbidden among alchemists for "twisting"
       life, which they see as a crime against the world's life force.
       The second is that they are not allowed to create new beings, as
       they feel that creation is not their job, and because any
       attempt to create life has usually resulted in death or losing
       parts of the body to the point some haven't been able to use
       alchemy. Overall, when used properly, this art is about
       biological understanding of beings, and being able to strengthen
       them using alchemy. When used as intended, this is usually used
       as a way to boost those that are allied with them, using this to
       often bring out more power and physical ability in those that
       they deem worthy of power. This is usually a lengthy process,
       and not useful in battle, so this is more of a side ability used
       outside of battle. This usually depends on the alchemist's
       ability, but most don't dedicate fully to this given the taboo's
       unless they're rogue alchemists who have turned on the other
       werewolf alchemists. Due to this, there are few true masters of
       this art in the werewolf alchemist tribe.
       Bio-Alchemy Combat Magic:
       ~This is an alchemy magic that is another bio-alchemy type magic
       which is a combat magic used in battle. This alchemy boosts the
       body's physical stats using alchemy, by strengthening the
       muscles, bones and even skin of the user so that they will be
       temporarily stronger. However, not only does this enhance
       someone physically, but this temporarily opens up the flow of
       energy in a being, and allows them to channel greater energy
       through their bodies, usually as a way to allow the user to
       enhance their supernatural powers and allow them to channel
       higher level attacks that they wouldn't be able to use
       otherwise. This is also useful when absorbing mana from the air
       around them, as they can focus more power when absorbing it with
       this method. This is designed to allow a fighter to fight using
       enhanced bodies, usually best used against those that are
       resistant or immune to magic due to this being a combat based
       power and enhancing supernatural skills rather than just
       attacking with magic. Alchemists with this skill can enhance
       themselves or others, and can often choose how much to enhance
       themselves. However, the higher the multiplier, the higher risk
       of damage done to the body, as bodies using this can only handle
       so much pressure that this magic puts on the body to enhance it.
       After a certain multiplier, most bodies will begin to tear
       themselves apart, most of the time, even keeping regeneration
       from working effectively. If the user overuses it still, they
       can even do damage to their own bodies that can't be reversed,
       such as damaging their ability to generate energy.
       Potion Crafting Alchemy:
       ~Just as many types of alchemists do, the werewolf alchemists
       are great at using their alchemic knowledge for more than just
       changing things in battle, and can use their knowledge of the
       world for other applications. The two major applications are
       potion-making and item crafting, two arts that are common among
       alchemists. Werewolf alchemists use potion-making to make
       medicines of many different kinds, and use their knowledge to
       cure illness, both supernatural and natural in nature. They are
       able to use this for themselves to fix illnesses their people
       might suffer, but they are also able to use this for many other
       purposes, such as using potions that can make plants grow more
       easily, or make potions that might purify supernatural
       afflictions. Many alchemists in this clan specialize in potions
       that purify the corruptive effects of dark spirits, which are
       one of their main enemies since they are close to the spirits of
       the world. Typically, they have ways of purifying almost any
       dark spirit corruption, as well as being able to make specific
       potions that might be able to cure other supernatural
       afflictions. Most learn this to boost nature, such as using a
       potion to fix a tree that has been damaged by poison, or they
       may use this to grow new plants or trees in a forest to help
       boost the forest's ability to sustain life. They will often even
       use this to help animals as well, such as helping a sick animal
       with a potion so that the animal doesn't die. Since both plants
       and animals are essential parts of nature, most alchemists are
       skilled in potions that can help both, with many more advanced
       even having potions to help other creatures like humans and
       vampires if they learn enough about their physiology. This art
       is very useful, but is limited by the knowledge of the user. If
       a user doesn't know enough about herbs, or about potions, they
       might not be able to do much. They are also limited by their
       ingredients, as the alchemist can only make potions based on the
       ingredients they would use, and without those ingredients, they
       might not be able to make potions as effectively.
       Jayda is especially fluent in potion-making, since her foster
       family owns a potion shop that has been in the family for a long
       time, and Kain taught Jaya how to make potions at a young age.
       Jayda typically has potions she can make for just about every
       situation. To her, it doesn't hurt to have a back up for certain
       situations if fighting or words doesn't solve a problem. Jayda
       has plenty of potions from healing, to boosts, to debuffs, and
       so on.
       Item Crafting Alchemy:
       ~Just as many types of alchemists do, the werewolf alchemists
       are great at using their alchemic knowledge for more than just
       changing things in battle, and can use their knowledge of the
       world for other applications. The two major applications are
       potion-making and item crafting, two arts that are common among
       alchemists. The art of item crafting is fairly simple, in which
       alchemists use their alchemy to craft anything they might need.
       For example, items such as clothes, armors, and weapons can be
       made using alchemy. Alchemists are easily able to manipulate and
       change materials based on their alchemic knowledge, and this art
       uses that outside of battle to help alchemists make things.
       Usually, most alchemists will also use their magic knowledge to
       infuse certain magic into their items, such as making a weapon
       that can utilize certain alchemy spells, or making stretchable
       outfits that won't snap when human form werewolves change into
       werewolf form. This can be as simple as changing materials shape
       so that they take a certain form, such as changing the form of a
       jacket to more easily fit one's body, or could be for making
       certain materials more easily, such as forming a sword easily
       using metal. This is very useful for many werewolf alchemists,
       and thanks to this, many can even learn to make their own
       weapons, armors, or even just normal clothes. However, the major
       thing to keep in mind is that all items have to made from the
       right amount of materials, as the laws of equivalent exchange
       still apply to item crafting. For example, a sword wouldn't be
       able to be made from a sliver of metal. This is also typically
       something that can be used in battle to make weaponry, but can
       only be used simply, and the finer use (such as making magic
       items) often requires concentration and time.
       Teleportation Gate Magic:
       ~This was designed by the alchemists after other races started
       using teleportation arts. However, instead of simply moving from
       one place to another, the alchemists developed their own art
       which uses magic glyphs to create a gate between two areas.
       Instead of using a teleportation spell, the two glyphs instead
       bend space to combine two points. For alchemists, they use this
       simple aspect to temporarily combine two areas through this
       magic, using special magic to bend space itself. Typically, this
       is seen as fairly difficult magic, but once one gets the
       concept, it becomes quite easy. Those familiar with how dark
       energy bends space and time will easily understand how this
       works, as it uses a very similar concept, except that this uses
       magic to essentially do the same thing. There are a few
       downsides to this travel though. The first is that users must
       know where they are going, meaning that they can only go to
       places they have been before. They cannot open portals to places
       they don't know specifically, and most cannot use this in battle
       to simply create teleportation to teleport projectile attacks
       since this takes a fair amount of concentration. If one doesn't
       know where they are going, the spell will not work properly, and
       won't go anywhere, rather than many other teleportation arts
       that would send the user somewhere randomly. Another thing to
       note is that this art cannot travel dimensions or through time,
       as the magic is nowhere near strong enough to create distortions
       of that level.
       Unique Alchemy and Spellbook Aspects:
       Unique Family Alchemy: Blue Crystal Alchemy:
       ~This alchemy utilizes Jayda's mana, and crystallizes it using
       alchemic magic. Essentially, this art uses a little alchemy on
       Jayda's mana, and turns it into a solid form of mana while
       retaining the spirit purification power of alchemy. Typically,
       the most noteworthy use of this is when Jayda uses this to make
       blue crystal gauntlets out of crystallized mana, which she
       learned from her foster father, Kain. This is an art that Kain's
       family has passed down in their family, as Kain's family has
       always been fairly strong mana users with high mana levels. This
       allows Jayda to use her mana to create crystals in almost any
       form she desires, from projectile spears, to weapons he creates
       out of mana, to even firing her mana user attacks as
       crystallized mana (such as firing a blast of mana like a cannon
       ball of crystallized mana). Depending on how this is used, this
       allows Jayda to use her mana for more than just blasting people
       with, as she can use it to spear opponents with a solid form. In
       solid form, the mana crystals are even able to focus and
       pressurize light into a beam from the hand, in which the
       crystals also act like mirrors that reflect light and use mana
       amplification to strengthen light attacks focused through the
       crystal. While Jayda cannot focus light on her own usually, she
       can use these claws on other sources of light to focus the light
       like focusing light through a magnifying glass. Jayda is still
       able to use her mana amplification skills with her crystallized
       mana, and because of this technique, Jayda usually frequents
       this alchemy. Typically, people confuse this with Kain's blood
       claw ability since she uses this to attack people with crystal
       claws of a similar nature, but the blood claw technique is
       visible by the color. While this technique crystallizes the mana
       as blue, the blood claw technique is crimson red. Those that
       want to avoid this can do so the same as normal mana, such as
       using other energy to counter it. This is also still vulnerable
       to mana negation techniques, though this technique is still
       usable without spirit purification if magic negation is used (as
       long as it's not mana negation).
       Unique Alchemy: Dark Matter Alchemy:
       ~This alchemy utilizes Jayda's ability to wield darkness-based
       abilities through the power of alchemy. The specialized
       alchemical discipline focused on the creation, manipulation, use
       and control of darkness through alchemical principles. Although
       Jayda has learned her foster family's mana alchemy, she also has
       an affinity for darkness, which King Sirion himself has taken
       upon himself to teach Jayda how to use it. Due to her immense
       mana power and training, Jayda manage to not only gain access to
       darkness alchemy but gain dark matter abilities related to
       darkness abilities, especially dark reflection.
       Unique Spellbook: The Blue Moon Book:
       ~This book is one of Jayda's spellbooks. When used, this lets
       her utilize her book's spells to create blue lunar energy
       manipulation constructs, generated from her magic. This has the
       blue moon purity to damage opponents, but without the pure lunar
       enhancement aspect that would normally cause the light to
       overwhelm the user. This allows Jayda to utilize blue moon light
       type energy without needing to worry about worrying about the
       amplification aspect. Using this book, Jayda has a multitude of
       attacks, some which utilize the blue light to attack, and some
       that crystallize the blue light into a solid form or focus it
       into a beam using pressure applied by magic to pressurize the
       blue light into specific forms. Jayda has had this book for many
       years, and has gained a great many spells in this book compared
       to most alchemists. Typically, the moon light powers in this
       book are countered by other light abilities (as this ability is
       a specific type of light and Jayda cannot control all forms of
       light) and countered by darkness (which counters most powers of
       light). Since this doesn't have an amplification effect, it also
       means this cannot be absorbed by Jayda, her allies or even by
       other supernatural creatures in general. While this can do
       damage to almost any kind of creature due to the purity of the
       lunar energy, it isn't quite as powerful as normal blue moon
       energy without the amplification aspect, and it can still be
       countered like normal moon light energy. However, one does have
       to be careful around some spells, like some that utilize
       concentrated moon light into lasers which can pierce shadow and
       other light manipulations. This is still also counterable by
       other energies that can defend against other light techniques,
       and can be avoided like other light techniques. As for spells,
       Jayda does have quite a few thanks to Kain's teachings but is
       still looking for new inspirations and spells which can help her
       in the future.
       Unique Spellbooks: The Book of Nótt:
       ~This is Jayda's own personal spellbook. This spellbook utilize
       her book's spells to create and manipulate shadow/darkness
       energy manipulation constructs, generated from her magic. Using
       this book, Jayda has a multitude of attacks, some which utilize
       the shadows to attack, some for defense and others for purposes
       such as healing or restrict. Jayda was given this book from King
       Sirion himself, a master of darkness alchemy himself. King
       Sirion trained Jayda into the darkness arts and let her develop
       her own unique dark matter abilities. Using this book, Jayda has
       a multitude of attacks. With her darkness, she could absorb
       other elements and reflect them back at people. She can use
       darkness to pull in air, and fire it at someone as an air blast.
       And how it spits it out could be determined by how she uses it
       (like if she fires it as a blast, or pulls it to make a wall in
       front of her). Jayda can also make dark variations of the attack
       such as shooting dark/black flames back at the opponent or using
       it to aid herself and her allies. She can also use this dark
       matter ability to break defenses and harm those with immense
       durability.
       Connect Spellbook to Self:
       ~A werewolf alchemist's spellbook is connected to their soul,
       and only needs to be summoned when the werewolf alchemist wants
       to summon their book. Not only does this help for storage, but
       this keeps the spellbook from being destroyed by opponents
       usually, as opponents can destroy spellbooks by attacking them.
       Though the user can't look at the book to read spells while the
       spellbook is not manifested (IE they can't read the book to find
       out if they have gained a new spell), they are able to use this
       to essentially protect a spellbook from attack by opponents.
       Keeping the book from being physical manifested is quite useful,
       as the werewolf won't have to worry about their book getting
       destroyed, which remove their book entirely which forces them to
       start from scratch in terms of gaining spells as a destroyed
       spellbook cannot be ever be recovered or fixed once it has been
       destroyed. Most alchemists keep their spellbook stored away,
       only pulling it out now and then to check for new spells outside
       of battle. Should their book be manifested, the user will often
       sense and notice the book shining when a new spell becomes
       active/usuable, but cannot sense or notice this if the book is
       stored away (Hence the need to check it outside of battle now
       and then for new spells). Of course, this is still a very useful
       skill, since most werewolves never want to risk their books
       being destroyed and losing their sets of spells they gain,
       usually through years of hard work and training with their
       spellbooks. This essentially uses a pretty common supernatural
       ability normally used for connecting weapons to someone, but
       werewolves consider their spellbooks more important than their
       weapons. It is worth noting that even though alchemists can
       attack the spiritual instead of the physical, not even something
       attacking the spiritual can destroy a spellbook. However, there
       is an exception to this, and that is the fact that spirit
       destruction users can actually destroy a spellbook if spirit
       destruction is used on them and their spellbook becomes affected
       by the spirit destruction power. Once the spellbook is damaged,
       spells become unusuable, and enough damage will cause the
       spellbook to burn away, causing it to be completely destroyed
       once it is finished burning away.
       Spellbook Spell Gain Basic Requirements: Balance of the Mind,
       Spirit and Body:
       ~Spellbooks are not like normal spellbooks, and alchemists have
       to utilize special training to use their spellbook's spells.
       There are three aspects to a spellbook, which are the mind, the
       spirit, and the body. Each of these aspects must be at a
       specific level in order to use a spell, and an alchemist usually
       has to train these up in order to gain new spells. Typically,
       users have to constantly balance their mind, spirit and body,
       and they learn to do this effectively so that they can learn
       what they need to unlock new spells. No matter the alchemist,
       they must learn these aspects, with each requiring specific
       training in order to utilize. As such, spells are not as easy to
       unlock as just powering up one's magic and trying out random
       abilities, and often require specific training, or even specific
       situations in order to unlock new spells. Even though alchemists
       can unlock spells faster by experimenting with different
       combinations of power in the mind, spirit and body, there's no
       way for users to know what combination will unlock a spell, and
       sometimes a user has to grow in power before they can gain a
       spell. Even with heavy training and natural talents, no
       affinities will magically make the alchemist able to unlock new
       spells at will, as even the most advanced alchemists are at the
       mercy of the requirements of their spellbooks to gain new
       spells. It is also worth noting that alchemists can only unlock
       spells in specific numerical order, so they couldn't unlock more
       powerful spells before unlocking their other spells that come
       before it. In every spellbook, there is the first spell, and
       then each spell numbered afterward that comes in order. Even if
       a user gets the right conditions for a later spell, they will
       not unlock the spell until they have the other spells (IE a
       sixth spell would only unlock after the 5th, even if the user is
       in the right conditions for it after the third spell). As such,
       many alchemists have to train all three aspects, and be ready at
       any time.
       Spellbook Spell Gain Requirement: State of the Mind:
       ~This is the first aspect of requirements that the alchemist
       must meet in order to unlock new spells in their spellbooks.
       This first aspect is the emotional state of the alchemist, and
       the state of their mind. Different spells will have different
       emotional states that are required to unlock them, as some might
       be activated using strong emotions, some might be activated in
       desperation, or some might even require a specific mindset to
       unlock. For example, many alchemists find that the bonds of
       their friendships and family connections often lead to stronger
       spells and faster spell unlocks, as many alchemists are about
       unity among the alchemists, and work together among the clans
       for the benefit of the tribe. Typically, each spell has a unique
       aspect of how it is attained, in which some require specific
       mindsets, some require specific emotional states, and some may
       even require certain levels of desperation in the mind to unlock
       a spell. Usually, the strength of the emotions and of the mind
       is the main focus of this aspect, and usually the aspect that is
       required to reach this requirement depends on the spell and what
       it requires. Users can attain this aspect more easily if they
       are able to utilize the right mindsets that their spellbook
       requires, as most spellbooks usually are constant on how they
       unlock with certain exceptions (normally a spell book only uses
       one major aspect in different variations, but some spells may
       require a specific emotion or mindset to unlock different from
       the normal training). There is no way to know ahead of time
       which state of mind or emotions are needed, so alchemists can
       only strengthen their minds and learn to utilize their emotions
       properly to more easily reach states that might help the unlock
       new spells.
       Spellbook Spell Gain Requirement: Focus of the Spirit:
       ~The second aspect of this is the spiritual aspect, in which a
       spirit must focus to a certain aspect to unlock the spell. For
       this aspect, the spirit focuses the magic, and the spirit's
       focus and power usually determine what this requirement will
       need to be met to gain a new spell. Typically, this is a much
       more easy thing to predict, as lesser spells often require less
       power, while higher level spells must reach a certain point of
       spiritual focus before the spell can be obtained. There are
       certain aspects to this though, and not just becoming a stronger
       magic user or a stronger spirit. Typically, one of the major
       aspects is how strong of a magic user or spiritual power user
       one is, as higher level spells require more magic power, and the
       requirement is so that a user is at the right level to utilize
       the spell. The other aspect is if there is a specific spiritual
       aspect that is required, like a spell that might require a
       certain aspect of one's magic to reach a certain level (like a
       lightning user might have to be able to use their magic to
       generate lightning at a certain efficiency before they can
       unlock certain spells), or a user might have to strengthen
       certain spiritual or magic abilities such as a spell may require
       stronger connection to the spirits if a spell requires a user to
       utilize that connection to the spirits for the spell. Like the
       other aspects, this is different for each spell, and requires a
       different balance. And like the other aspects, there is no
       training or natural affinity that will make this any easier to
       figure out, as no alchemist knows what will unlock their spells
       until the spell actually unlocks. The best thing that an
       alchemist can do is continue strengthening their abilities,
       their alchemic magic, and the aspects of their alchemies and
       spiritual connections that might be necessary for their unique
       spells depending on the user and their unique alchemies.
       Spellbook Spell Gain Requirement: Power of the Body:
       ~The final aspect of gaining spells is the power of the body, or
       the condition of the body. Usually, the body has to be at a
       certain level of strength, but also certain spells may require
       specific physical conditions in order to meet the requirements
       of this aspect. For example, in order for a wind user to gain a
       spell that lets them move extremely fast, their bodies must be
       able to handle the speeds they are moving, and the reflexes and
       thinking processes have to be able to keep up with the speeds at
       which the user is moving. Even the most basic of spells have
       physical requirements, as even the basic spells will require
       some strength to use. For example, magic can have some major
       recoil especially when it comes to firing off stronger spells,
       the body must be able to handle that recoil or else the spell
       will damage the user. This aspect mostly comes into play most
       when one is gaining physical stat amplification spells, which
       are mostly focused on attacking physically. However, some spells
       may require a specific physical state be reached before gaining
       a spell, such as someone might have to take damage from a
       specific ability to unlock a certain defense spell, or a user
       might have to have been hurt under specific conditions to unlock
       certain spells that are used in desperation moments. Typically,
       those that want to reach this requirement needs to train their
       bodies, in which strengthening their physical bodies over time
       can usually reach the physical requirements at some point.
       However, as with the other aspects, no amount of training or
       natural talent, or even combat intuitions can be used to know
       how to unlock this requirements as they are just as much of a
       mystery as the other aspects. Users typically just have to keep
       training until they reach the right aspects required to unlock
       the spells, with this being focused on the body's physical
       stats.
       Mana Spells:
       First Spell: Lunas:
       ~This spell fires a crystal in the form of a crescent of blue
       moon light at the opponent. The crescent is created using Kain's
       crystallized blue moon light, and is extremely sharp, being able
       to slash opponents on impact. This is a basic attack spell,
       creating fairly small crescents, designed to resemble the
       crescent moon at the opponent. This attack is made of
       crystallized blue moon light, so it does blue moon light damage,
       and magic damage on impact. Because of how sharp the crescent
       is, it is able to hit extremely hard, and able to cut people
       down if they are not wearing armor. Usually, this is fairly
       small, only being about the size of half a basketball (since
       it's in the form of a crescent and not a sphere), and can slice
       through anything that normal crystals can with the force it is
       shot at the opponent. When fired, this is meant to be fired with
       intense force, and hit with immense impact force. While not the
       fastest spell, it still moves very fast compared to certain
       other spells, and is thin (not being too thick in mass) in order
       to keep the crystal from becoming to massive to move fast. As
       such, the crescent is fairly thin and designed to be fired in
       rapid succession, in which Kain can fire this spell multiple
       times (though he has to say the name and cast the spell each
       time this is cast), and is a very basic attack spell. While this
       moves fast and hits hard, most armors can block this, as long as
       the armor or shield can handle the impact force. Energy defenses
       and shields and can also handle this attack, as it is still a
       very basic attack. Opponents can also dodge this if they move
       fast enough, as it fires like any magic projectile. While it's
       not possible to manipulate it usually, it can still be dodged or
       blocked like any projectile. This cannot be dispelled like
       normal energy because it is crystallized and has become physical
       matter, but it can still be sliced through or destroyed like any
       crystal.
       Second Spell: Lunaruk:
       ~This spell creates blue moon crystal claws over Kain's hand,
       similar to his crystallized mana claws. This works very
       similarly except that Kain cannot manipulate the claws shape
       unless using one of his unique spells (which later spells do
       allow certain attacks to be used from this claw). In this form,
       the claw is mostly just a basic attack tool, where he creates
       the claws around his hands and can attack with the claws. The
       claws are much stronger than his crystallized blue mana claws,
       and are able to attack with more force than his normal
       crystallized mana claws can. These claws are stronger than his
       crystallized mana claws, but not as strong as his blood claw
       technique. This is a great technique for physical combat and
       only requires Kain to keep the claws manifested, not requiring
       power to maintain unlike his other claw techniques. When
       manifested, these claws can even attack dark spirits with spirit
       purification, allowing Kain to attack spiritual opponents with
       these claws unlike his normal claws. This is meant to be a
       purely physical spell, which amplifies Kain's claws, until he
       uses later spells that allow the claws to do different things.
       While useful, these claws are a close range attack, and Kain
       cannot use any other spells other than specific spells that
       utilize these claws when these claws are active (unlike his
       other claw techniques which can utilize his spells that aren't
       connected to these claws). Typically, opponents that want to
       counter this can still dodge the attacks, and opponents can
       block these as long as Kain doesn't do something like use a
       werewolf claw slash wave to attack, as he can still use his
       werewolf lunar fighting spirit and werewolf gifts with this.
       This still has the same weaknesses as crystals, and can be cut
       and pierced the same way. As with his previous spells, one has
       to attack the crystals physically, and cannot rely on dispelling
       the magic energy since it's a solid shape.
       Third Spell: Oruda Lunaruk:
       ~This spell fires small spear-like projectiles from Kain's
       Lunaruk spell (his blue moon crystal claws), and allows Kain to
       fire these projectiles like bullets at an opponent. When fired,
       they are fired from the tips of the claws, and are aimed at the
       opponent depending on where the tips of the claws are facing (He
       has to hold his claws so the tips of his claws are pointed to
       the opponent in order to use this). When used, these small
       spear-like projectiles are designed to pierce opponents, being
       fired with the force of bullets. When using this, Kain is able
       to attack with the projectiles, and can fire these in rapid
       succession from his claws. These are also crystallized blue moon
       energy, and Kain's spirit purification can also do damage to
       spiritual opponents when firing these, as the projectiles can
       attack the spiritual plane. These are useful projectile attacks
       that don't take a lot of energy to fire, and are fired from all
       the claws at once, firing five projectiles per shot. Since this
       can happen in rapid succession, this means that the number of
       projectiles can stack up in multiples of five (5 from the first
       shot, then 5 more to make ten when fired again, etc.). This
       spell is a great medium and long range attack, as Kain has
       learned to fire this great distances, though the crystals that
       make up these projectiles are physical, so they can be stopped
       like any other physical matter (such as using strong enough
       shields and objects to block them. Like his other other two
       spells, this fires the crystals in a physical form, so they are
       countered physically, and cannot be dispelled like energy
       normally would.
       Fourth Spell: Lunasa Shield:
       ~This spell uses Kain's crystallized blue moon energy to create
       a solid shield in front of him. When used, the shield appears in
       the form of a circle and is translucent when used so Kain can
       still see through the shield. This shield is designed to block
       attacks, and absorb impacts depending on what attack is being
       used. For example, this could be used to stop a physical attack,
       or this could be used to absorb the impact of an energy attack
       (such as being able to absorb a lightning attack). This spell is
       much stronger than normal crystal, and is able to block most
       attacks as it's almost as strong as the strongest carbon.
       Because of this, this shield is designed to block most attacks,
       and can be used for blocking almost any attack that hits the
       shield. While this can block many things though, it can still be
       broken by strong enough attacks, since no shield is unbreakable.
       Typically, those that can cut through things like strengthened
       carbon can cut through this, or opponents can just wait for this
       spell to dispel before attacking (though this is usually used in
       response to an attack, so users that use an attack can just wait
       to use another attack after the spell disappears). It is also
       possible to move around the spell and attack from the other
       side, since this spell only creates a circle in front of Kain,
       and can only block attacks in front of him. This means that the
       best way to get around this is to just get around Kain where his
       shield can't block the attack and attacking him from there
       (which is usually to his sides and behind him). Once at a spot,
       one can attack him if he hasn't dispelled this spell yet.
       Fifth Spell: Lunazeruk:
       ~This spell uses Kain's mana crystal claws to fire a powerful
       blue moonlight spear at opponents that has two aspects. When
       used, Kain can fire these mana projectiles like spears of blue
       moonlight at an opponent. This requires that Kain's Lunaruk
       spell to be active, and allows Kain to create blue moon light
       from his crystallized claws to create a small spear-like attack
       that is thrown at opponents. Usually, the blue moon light
       gathered is formed in the hand, and then formed by Kain's
       manipulation of of his spell. Once thrown, the blue moon light
       crystallizes using some of the moon light energy of Kain's
       Lunaruk spell, and becomes solid by the time it hits an
       opponent. By doing this, the attack is thrown with intense power
       and speed, and does far more impact damage as the weight doesn't
       slow down the attack at all. The second part of this attack
       happens once the attack hits an opponent, in which the blue moon
       crystals break off into microscopic pieces and are left in the
       wound, prevent regeneration due to the crystals interfering with
       regenerative abilities. When used, this attack is a single
       spear-like throwing attack, and only fires one spear per spell
       use. However, the spell is useful for negating regeneration
       temporarily since the blue moon crystals stay in the wound for
       up to 5 combat rounds. As one might expect, this attack can be
       dodged or blocked by skilled enough opponents since it is a
       fairly basic attack. While very useful, the attack does have to
       hit before it can negate regeneration, and the crystals have to
       remain in the wound in order to prevent regeneration.
       Sixth Spell: Begirusen Lunas:
       ~This spell creates a large blue moon light crystal which is
       fired at opponent. The crystal is fired similar to the lunazeruk
       spell, except that this spell doesn't explode on impact. When
       the blue moon light crystal hits a surface, the crystal releases
       waves of blue moon light, focused from the crystal into a
       laser-like form that fires in multiple directions at random. The
       light beams are focused light, and able to pierce through
       anything laser-like light beams can pierce through, including
       being able to pierce metal and even harder substances like
       diamond. The crystal itself doesn't do much damage on it's own,
       but is more just like the conduit for the light beams. After
       releasing a number of light beams the crystal dissolves and
       disappears, as the light beams use up the power of the crystal.
       This spell is designed to misdirect opponents, and make them
       dodge the crystal as the primary attack, but then use the light
       beams as a secondary attack that catches most opponents off
       guard. Because of this aspect, it is a very useful spell but
       usually only fools opponents once. And because of the randomness
       of the light beams, this may or may not hit the opponent. And
       since these are light beams, reflective surfaces can actually
       deflect the light beams if the opponent knows the light beams
       are coming. It is possible to dodge both aspects of this attack,
       and if an opponent is far enough from the crystal when the
       crystal hits something solid and fires light beams, then the
       opponent can usually avoid the light beams.
       Seventh Spell: Lunareido:
       ~This spell is another spell that is fired from Kain's Lunaruk
       spell (his blue moon crystal claws). When used, this spell fires
       a single light beam from Kain's index finger at wherever Kain is
       aiming his finger, which he only has to point his finger at what
       he wants to shoot with the light beam. When fired, the light
       beam generates blue moonlight focused by the blue moon crystal
       in his Lunaruk spell, condensed and designed to pierce through
       an opponent's defenses. This laser is designed to be fired at an
       opponent to pierce through things like shields and armors, as
       this can even pierce through stronger materials due to the
       intense vibrations the light gives off. Because of the
       vibrations, this attack is designed to more easily pierce
       stronger materials, such as adamantium. This spell fires the
       light beam like a laser, and is even strong enough to pierce
       through shadow or darkness powers (as long as the user isn't
       used some sort of black hole type power to absorb light). And if
       Kain aims this properly, he can also reflect his light beam off
       reflective surfaces if he can angle the attack so it is
       reflected at certain directions to try and hit opponents who
       might dodge this attack (IE an opponent avoids the light beam,
       but the light beam is reflected off a surface back toward the
       opponent). This spell is a very useful spell for attacking
       opponents, and is a purely offensive spell. However, as one
       might guess, this is countered by using reflective surfaces,
       since this spell does use blue moon light. As stated earlier,
       darkness powers like black holes can also be used to absorb
       light attacks. This can also be countered by anything that
       counters moon light power, since it is still moon light even if
       it is more powerful than normal light beams.
       Eighth Spell: Lunazerusen:
       ~This spell is another spell activated from the Lunaruk spell.
       When used, this spell fires the blue moon crystal claws at the
       opponent from Kain's hand. This fires his crystal claws at
       opponents in a wave of blue moon light, which is generated by
       the blue moon light in the claws. When the claws hit, the claws
       explode, being designed to hit an opponent with the claws and
       then explode in the wound for more damage, or explode near an
       enemy and do damage by the crystal shards that are broken from
       the explosion. When the claws explode, they explode in a blast
       of blue moon light, which does blue moon light damage, and
       damage from the crystal shards if the shards are embedded in the
       wound. When the shards are in the wound, there is a high chance
       that supernatural regeneration will not work properly, and the
       wounds will not regenerate properly due to the shards still in
       the wounds. While the wounds still regenerate, the shards stay
       in the wounds, doing more damage as the wound is closed around
       them as the shards move around inside the body once trapped in
       the body. As such, this is another spell that can be very
       dangerous to opponents, as the shards can even get into the
       blood stream and cause a heart attack if the crystals reach the
       heart. However, damage from the claws hitting and impaling an
       opponent, as well as the explosion of the claws is also still
       dangerous to opponents, and this is a very useful spell to
       attack opponents. This works best at medium range, as being too
       close may also hit Kain with this spell as well, so staying in
       close range will prevent Kain from usually using this attack,
       but this is an attack that can still be dodged or blocked if an
       opponent can account for the force of the explosion of the claws
       and the power at which the claws strike before exploding.
       Ninth Spell: Baolo Lunaruk:
       ~This spell is a movement-based spell, which lets Kain move
       around as a burst of blue moon light. When this spell is
       activated, Kain becomes surrounded by blue moon light, which
       enhances his speed immensely by the blue moon light acting like
       a conduit of movement and allowing Kain to move using the blue
       moon light. When active, Kain can temporarily turn intangible
       with the spell and become a mass of blue moon light, using it to
       travel around, or he can just use it to move faster in combat.
       When in his intangible blue moon light form, he may not be able
       to attack, but this can be used defensively if he is trying to
       evade a spell as he moves like a mass of light rather than just
       enhanced speed. When in normal form, he can be hit, but he can
       attack opponents with enhanced speed and strength due to his
       increased movement. This spell balances offense and defense,
       allowing Kain to switch between these two "modes" of movement at
       will as long as the spell is active. This spell is best used
       when combined with his Lunaruk spell, as his blue moon crystal
       claws are able to strike opponents even when Kain is in his
       intangible form, due to the blue moon crystal claws not going
       intangible with the rest of his body (since the crystals are
       crystallized blue moon light already). However, this spell does
       have some weaknesses, in that darkness attacks and sun light
       attacks can counter his blue moon light energy form, forcing him
       back to normal. This form also can be countered by other
       intangibility forms, or those that can attack intangibility
       forms using abilities that negate form (like attack spirit
       abilities).
       Darkness Spells:
       Orushido Sharon:
       ~It summons shadowy tentacles that erupt from the opponent’s
       feet to bind and immobilize them, allowing Jayda to attack
       freely. It is a powerful "first-strike" technique designed to
       instantly neutralize enemies. The shadow bindings are so strong
       that even powerful hybrids are unable to tear them off. The
       spell can even ensnare an opponent's mouth to prevent them from
       chanting incantations, making it extremely dangerous against
       spellcasters. Despite its power, the spell is not without
       weaknesses. Since the shadows are fully materialized with
       physical mass, they can be destroyed with sufficient magical
       force. Additionally, Jayda must remain stationary while the
       spell is active and cannot cast other spells at the same time,
       meaning the technique can be forcibly interrupted if she is
       damaged or is forced to break concentration.
       Ganzu Shidosen:
       ~Jayda summons eight cylindrical barrels in a circular formation
       at the ends of both hands, which function like Gatling guns.
       From these barrels, she unleashes a rapid barrage of
       bullet-shaped blasts of darkness, overwhelming opponents with
       sheer volume of fire. Unlike her other shadow-based weapon
       techniques, Jayda appears to generate a cannon-like shadow
       construct attached to her hands, from which the barrels emerge.
       This gives the spell a distinctive aesthetic and destructive
       firepower, making it one of Jayda's most relentless ranged
       attacks.
       Oruda Shidona:
       ~From the tip of her left hand, Jayda materializes numerous
       arrow-shaped shadows, which she simultaneously fires at the
       opponent. These arrows are made of darkness and can be unleashed
       in rapid succession, making the spell effective for both offense
       and suppressing an enemy's movements.
       Shidona Dippu:
       ~Jayda summons two small swords of darkness from her hands,
       using them like daggers in close combat. The blades are formed
       by projecting the "shadow of the dagger" through the light
       emitted from the eye in the palm of his hand. Unlike Shidona
       Sorudo, which creates larger and heavier shadow weapons, Shidona
       Dippu produces smaller blades that can be swung with speed and
       precision, making the spell more suitable for fast, close-range
       engagements.
       Shidona Sorudo:
       ~It creates a massive sword formed entirely from shadows. By
       projecting light from her palm, Jayda materializes the shadow of
       the long sword onto her weapon, transforming it into a giant
       blade that can extend up to several meters in length. She then
       uses it to slash with overwhelming power, combining the
       darkness's form with her own physical strength.
       Shidona Shirudo:
       ~Jayda summons an oval-shaped shield composed of darkness. She
       materializes a black shield resembling a circular saw, which she
       uses to block incoming attacks. The shield's rotating form
       suggests both defensive and counterattack potential.
       Shidona Di Shizaruku:
       ~Jayda is able to materializes shadows in each hand, which
       extend into long black claws capable of slashing, swiping, and
       ensnaring an opponent. In battle, the claws are not only
       razor-sharp but also possess extended reach, allowing Jayda to
       manipulate them as a net. Jayda usually utilize this spell when
       she's wearing her combat gloves, which she can use them as claws
       for close ranged attacks. Though she can also use the shadows to
       shoot nets from a distance if she can't grab them close by her.
       Event Horizon Pulse:
       ~A compressed dark‑matter micro‑singularity
       detonates outward in a cone. Jayda forms a tiny black‑hole
       seed in her palm. Jayda flicks her wrist like snapping a lighter
       open, which the pulse erupts with a low, thunderous hum. It then
       pulls in ambient air, dust, mana, or elemental residue. She
       collapses it instantly, releasing a black shockwave that shreds
       shields and staggers enemies. The more she feeds it, the
       stronger the blast, which can also absorb incoming projectiles
       mid‑charge. Though she has to be careful since
       overcharging destabilizes her equilibrium, which may result to
       her getting vertigo and temporary tunnel vision.
       Umbra Refract:
       ~Jayda's signature "return to sender" technique. Jayda pulls an
       elemental attack into a dark‑matter pocket before
       re‑emits it as a shadow‑variant when it's spit back
       out. She normally use it for elemental attacks such as flames
       turning into a blackfire stream, air as dark vacuum blades and
       so on. Only distinct thing is that the re‑emitted attack
       is colder, quieter, and heavier, as if the element has been
       dipped in night. Though Jayda must release the stored energy
       within 10 seconds (1 RP term) or it starts eating at her
       stamina.
       Grim Aegis:
       ~A defensive wall made from compressed dark matter. Jayda draws
       the wall up with a rising gesture, like pulling a curtain of
       darkness from the ground in order to perform this spell. Jayda
       drags the shadows from the environment and compacts them into a
       solid black barrier that can take shape into anything as Jayda
       sees fit. It then blocks any damage from the enemies. Jayda can
       also have the shield absorb supernatural attacks such as
       elemental attacks using her Umbra Refract spell to shoot back at
       the enemies. Though Jayda does have to be careful. If overloaded
       or an immense attack hits it, the wall cracks like obsidian and
       explodes outward.
       Shadow Ink Benediction:
       ~A rare supportive spell Which Jayda weaponizes her mana to heal
       allies. Using a heating ability either by the absorbed fire
       attacks from her enemies and/or allies or utilizing the heat
       surrounding her, Jayda can convert the energy into a brush ink
       like shadow that can accelerates regeneration, seal wounds, numb
       pain, and restore stamina. She does have to be in contact with
       the person in order to heal them.
       Shadow Maw:
       ~Her most dangerous technique: A temporary "black hole" that
       bites. Jayda opens a dark‑matter rift shaped like a wolf's
       jaws. It pulls in matter, mana, or even sound. She can command
       it to spit the absorbed energy as a massive blast. The Maw grows
       stronger the more it consumes and can be used to break
       fortress‑level defenses.
       Mana User Abilities:
       Mana Manipulation:
       ~Every mana user learns to summon the mana from their own body.
       Every mana user is able to generate their mana after learning
       how about mana, where they are able to use it for different
       things like amping power, forming attacks, or using it for other
       purposes. While most associate mana with magic, which mana is
       most often used for, groups learned that mana is useful as a raw
       energy that can damage most creatures, as even those with magic
       are able to be hurt by mana itself even if they're immune to
       magic. Not only that, but mana users found that mana is highly
       customizable in combat, with some mana users have different
       types or unique types of mana they develop over time, such as
       the demon mana or chi/mana. This depends on the user, but every
       mana user learns to manipulate their mana in a variety of ways
       with it being very easy to manipulate into new forms while still
       keeping it's raw energy power. Some develop two to four types of
       mana if they're creative enough. Out of all the types of energy
       the body uses, mana and chi are the two most adaptable energies
       in most mortal bodies. However, that doesn't mean it can't be
       countered by other energies, like chi, spirit energy or even
       elemental energy depending on what one has. Energy is easily the
       best way, though one can also use aura breaker style techniques
       as well.
       Spirit Purification Bear Mana Spirit:
       ~This is Jayda's own unique mana power she gained from a
       contract with a spirit. By agreeing to protect the spirits, she
       was able to apply her spirit purification power to her mana and
       bond a willing spirit to her mana to create a powerful mana
       spirit. When using this mana power, she is able to channel the
       spirit's power, and lets her utilize her spirit purification
       mana that is extremely powerful and useful for battling dark
       spirits and anything vulnerable to spirit purification. And when
       Jayda needs an extra boost in power for her spirit purification
       mana, she can summon the spirit to manifest in the form of a
       dark purple mana bear that resembles a black bear, which can
       fight alongside Jayda in battle. This bear spirit is able to act
       on its own according to what it wants to do, and will usually
       help Jayda in any way it can. This spirit is a powerful spirit,
       and it grants Jayda enhanced alchemy as well, in which she can
       even use her blue mana crystal claw alchemy in combination with
       this in order to create more powerful spirit purification claws.
       Typically, only the strongest of dark spirits or other dangerous
       spirits can resist this power, though there are some dark
       spirits and some dark arts users that could resist this power if
       given the chance. Typically, this mana is countered like any
       other, and using positive spirit power can easily use this power
       as an amplifier, or one can use dark arts to counter this power
       if their dark arts are strong enough. This spirit can also be
       destroyed using spirit destruction arts (assuming the opponent
       has them), so that is another main weakness of this spirit.
       While the spirit cannot be hurt by spirit purification (spirit
       purification makes this mana spirit stronger), it can be
       destroyed with spirit destruction, and if destroyed, Jayda
       cannot bring it back if it is destroyed.
       Surrounding Mana Manipulation:
       ~Those with enough understanding of mana, and the sense of mana
       that comes with manipulating mana eventually learn to control
       mana from the environment around them.  This lets a mana user
       not only use this to use more powerful mana, but also use it to
       replenish their own mana they've used. However, this is
       difficult to use, as absorbing mana is quite difficult, since
       some of the absorbed mana is used just trying to absorb the
       mana, which makes this sort of a pain to use, so most mana users
       save this as a last resort. While powerful, this mana is hard to
       absorb and hold on to, usually requiring concentration to absorb
       completely. This is essentially a replication of how some chakra
       users developed their own "Sage Mode", but instead of using
       chakra, they used mana to do this. This is why most mana users
       try to use weapons that gather mana for them, so they don't
       expend energy doing so. This mana is stronger than normal mana,
       but costs more power to maintain. The most used method for this
       is empowering oneself through what mana users call "Mana Mode."
       Dark Mana:
       ~When the mana in an area is used up completely, and the mana
       user tries to pull more mana, the result becomes the generation
       of dark mana. Dark mana is essentially the opposite of normal
       mana, being empowered by darker energy than normal mana. When
       there's not enough mana in an area, the result is that the
       leftover energy pulled up is fused with dark energy, and creates
       a more evil type of mana energy. Because of how easy mana is to
       manipulate and fuse to other energies, this mana is a natural
       mana for depleted mana in an area. This mana is dangerous, and
       often taboo among mana users, as stories of people becoming
       disfigured or not being able to use things like their mana power
       amp correctly have led to a misconception about dark mana. Dark
       mana can be controlled, and while not as customizable as normal
       mana (since the only energy that can be combined with it is
       demon energy), it is still very strong, and as long as it's
       properly controlled, it can be used effectively. This mana is
       dangerous to the user though if proper control is not taken,
       something that can be used against them. And except in certain
       situations, one can only use this if mana is pushed completely
       out of an area, or the mana in an area runs out completely. Only
       certain select people can draw dark mana in the presence of
       normal mana. And while normal mana's strength often depends on
       the user, dark mana is the same for everyone, making it evenly
       matched with any other dark mana, for better or worse.
       Mana Magic:
       ~Those who use mana often find that converting mana into magic
       becomes easier, often turning mana attacks into magic attacks,
       such as turning a mana spear into a flame magic spear or using
       mana power amplification to convert to buff magic. This is
       dependent on what the user can do with magic, as not all mana
       users have the ability to use magic. This is a double edged
       sword, as while everyone has mana and can learn mana if they
       practice enough, those not having an affinity for magic often
       won't be able to use this power. However, those that can have
       far more range, making this a great power to pair with magic
       users in general. Those that use this find that magic has
       reduced cost and is more effective with this type of method,
       with mana being more easily focusable into magic when mana is
       used as an energy more than just a power source for magic since
       most mana users understand more than most magic users where mana
       comes from and what makes mana so useful. Most mana users don't
       focus on magic, but some can use it.
       Mana/Magic Negation:
       ~There's a few things mana users usually have issues with, one
       of which is stronger mana users who can use their mana to
       overpower theirs, and others without a talent for magic that can
       use their magic to overpower the user's mana, usually a problem
       for mana users with no real magic ability. This skill was
       designed to use mana to replicate a frequency that cancels out
       all mana in an area, not allowing any mana use. This skill was
       designed mostly to counter magic users by non magic users, in
       which all mana gets cancelled out and forcing all opponents to
       rely on other abilities. This also works well against stronger
       mana users who would normally overcome the user's mana as well.
       Each mana user has a unique method of using this, such as a
       finger snap activating and deactivating this (which is fairly
       common) or some releasing a wave. Of course, the one thing to
       note is not only does this cancel out mana for the opponent(s),
       but also cancels out mana use for the user. So this negates mana
       and magic for everyone, not just the opponent. Also, only
       mana-based magic can be affected, as things like chi magic,
       celestial magic and other forms of magic that don't rely on mana
       are not affected by this. However, this can be useful for
       drawing out dark mana, since mana vanishing from an area means
       there's no mana to draw from, making this an easier way to
       summon dark mana without having to waste the mana in an area.
       Radiating Mana:
       ~Similar to those with auras, mana users, when using their mana,
       radiate mana from their bodies, creating an almost aura-like
       mana around them. This is the body's natural expulsion of extra
       mana produced by the body, and often times acts like a defense
       similar to auras. This can dampen attack and grant mana users
       power to draw from without wasting the mana in their bodies,
       allowing them to generate mana attacks more easily. This also
       lets mana users use this mana for things like power
       amplification and mana regeneration, as this mana can be drawn
       back into the body at will to be used for more power. This mana
       aura type power is simply the radiation of mana from the body,
       and normally doesn't effect the body negatively. Most mana users
       feel this wastes usable mana, so they try to use this as their
       primary source of power for mana attacks, and this is one of two
       ways they try to deal with the expulsion of mana from the body
       during combat. This is useful for using in combat, but really
       doesn't mean their attacks are any stronger than normal, as
       absorbing mana generated from their own body doesn't count as
       surrounding mana absorption, so this power is not the same
       thing, and is more along the lines of just reabsorbing their own
       mana.
       Full Mana Containment Mastery:
       ~This is the second way that mana users tried to keep from
       wasting power in battle. This way is a bit more dangerous to the
       user than the other, but provides a bigger power boost than
       using mana similarly to an aura. This method, instead of using
       the mana that radiates from the body, cuts off the mana's exit
       from the body, containing the mana inside the body. As one can
       imagine, containing mana is a bit of a double edged sword, as
       while they do keep the energy in their body and gain a bigger
       supply of mana than normal mana users, this method becomes very
       hard on the body, and can result in damaging the body. This is
       usually supplemented by feeding some of the extra mana into
       regeneration, preventing too much damage too quickly, but this
       can eventually cause more damage than can be regenerated by the
       body if used for too long. Usually, this is meant to be used in
       battles where the user needs a power boost beyond normal mana
       amplification, in which this can provide such a boost, however,
       the strain means that users should never stay in this state for
       too long otherwise the strain could do permanent damage not just
       to their bodies, but to their body's ability to generate mana.
       This is a strong powerup, but dangerous if not properly used.
       Mana Power Amplification:
       ~This is the main reason most mana users use mana, which is so
       that they can use this to power up their bodies and supernatural
       abilities. This power uses any of a mana users mana abilities to
       power themselves up. This ends up being a passive powerup once
       concentrated through the body, granting a temporary increase of
       physical stats and temporary enhanced mana and other
       supernatural abilities. When in affect, the mana enhances all
       other supernatural abilities, like holy or unholy abilities,
       powering them up with mana. And depending on the mana used, this
       can power up the user with special abilities as well, depending
       on what they can do with their mana. Some using holy or unholy
       mana can do things like amp their holy or unholy power, while
       creating more of a defense against the opposite power. Depending
       on how much mana is put into the amplification, often determines
       how much of an increase the user can get and what type of mana
       they're powering themselves up with.
       Dark Mana Power Amplification:
       ~This is very similar to normal mana amplification, but using
       dark mana. If one can use dark mana, they can also use this to
       empower themselves using this the same way as they would with
       normal mana types. However, dark mana works slightly
       differently, in that it has a different amplification effect on
       the body. While it does amp physical stats and supernatural
       abilities, it amps someone with darker power, and amps them far
       more heavily than normal mana amplification. However, instead of
       granting a normal mana enhancement, it gains an overall raw
       power boost, making things like one's aura and natural energies
       far stronger than any other mana type. However, this comes with
       a cost, as any mana user who uses this will find that the strain
       on the body is very high when using this, since dark mana is
       much harder to keep contained in the body through power
       amplification, and takes far more power to use. This means that
       using dark mana provides a much higher boost than almost any
       other type of mana, but at the cost of doing damage to the body.
       This damage is akin to the same kind of damage that full mana
       containment does, except that dark mana doesn't just do damage
       to the body, but over time, if used too much, can mutate the
       body if too much damage is done to the body.
       Mana/Dark Mana Regeneration:
       ~This is another reason mana users like to use mana, in that
       they developed a way to funnel mana into regenerating the body
       passively, making it so their mana heals them from most
       injuries. This is a supernatural type regeneration, and can be
       used using mana or dark mana, or any other mana the mana user
       can use. Often times, most mana users prefer normal mana for
       this, not wanting to waste more power than they have to since
       other types of mana take more power to use. Since mana is good
       for regeneration and doesn't really require extra gimmicks, most
       mana users just prefer to keep it simple and use normal mana.
       Dark mana, on the other hand, is questionable by most to use
       since dark mana has harder effects on the body. Normal mana can
       regenerate most injuries, including replacing limbs, though dark
       mana does the same thing, but heals much faster than normal
       mana. Dark mana is more preferrable to some because it takes
       less time to heal fatal injuries, but they must be careful
       because dark mana can mutate the body if it's not used properly,
       and if it's used too much, then it can damage the body as well
       when healing it. Usually, normal mana is dependable enough
       though that unless one is pierced in the heart or brain or
       beheaded, most mana users can regenerate, with them really only
       needing dark mana to heal fatal injuries faster than normal
       mana.
       Mana Armor:
       ~This skill is a technique by mana users that lets them up their
       defense by hardening the mana around their bodies, similar to
       other energy users. There are many ways mana users use to defend
       their bodies against attack, as each mana user often does
       something different. This lets them up the defense for parts of
       their bodies, making them able to withstand attacks, or amping
       their defense so they can reflect attacks. Usually, the most
       common technique is hardening the body using mana which helps
       defend against physical attacks and concussive attacks, and
       reduces or negates damage depending on how strong the defense of
       the mana is against the power of the attack. Another use of the
       same method is when others use mana to protect themselves while
       they deflect an attack, similar to a ki user. This technique
       lets a mana user stop or push an attack away, and they can do
       this without damaging the integrity of an attack, such as
       knocking away an explosive attack without making the attack
       explode. Some even use mana to create armor of mana around their
       body. The exact method of using this varies depending on the
       user, with some being able to just harden their body, some
       preferring the mana shield or mana barrier techniques, or
       creating armor. However, this method is still vulnerable to aura
       breaker weapons, and stronger attacks can still break this armor
       skill no matter what form it takes.
       Mana Shield/Barrier:
       ~The mana shield skill can be used to create shields of mana
       around the wrist as another method of using this, which can be
       used to block attacks. The shields can be as big or small as one
       wants, and can be used as long as the shield isn't broken and
       the user has enough mana to use the technique. These shields are
       meant to be used defensively, acting like protective shields
       that don't need to be held by the hands, allowing the user to
       carry weapons and still use the shield when necessary. This
       technique is effective for defense, but only if the shield can
       block the attack, since all it takes to avoid the shield is
       getting behind the user, or attacking an area not covered by the
       shield. The other ability, mana barrier, creates a spherical
       barrier around the user, which is another method of shielding
       oneself from attacks. The mana barrier blocks attacks, as long
       as the barrier isn't broken, can protect the user. The cost of
       using this technique compared to the mana shield or mana armor
       is usually more though, not just for the technique itself
       requiring more energy as it's a lot more energy being used, but
       also because this technique requires energy to maintain. Of
       course, both of these techniques can be broken with enough
       force, and can be instantly broken with things like aura breaker
       weapons or strong enough energies that can be used to counter
       the user's mana.
       Mana Wave:
       ~This is an attack wave which mana users fire from their
       physical attacks, or just fire it from their hands. This wave is
       very adaptable with some people firing it different ways. This
       wave is designed to fire a concussive wave which is fired at
       opponents, damaging them on impact and knocking them back with
       pure concussive force. This does the same damage as a physical
       attack, and can be increased or decreased in size. Usually,
       larger waves are used to hit more enemies or hit a larger area,
       but smaller waves are used to compress the wave and hit smaller
       areas much harder. The waves are customizable to an extent
       depending on how the mana user wants to use this technique. Most
       mana users fire these from physical or weapon strikes, or can
       even fire this from the sound waves of their voice by fusing
       their voice waves with mana. It's also possible to concentrate
       this in a 360 AoE form to blast back everyone around the user,
       but this requires more power to do, and depending on how much
       power is put into the attack, the wave may be stronger or larger
       if more power is used to generate it. This is easily dodge able,
       as one can dodge the wave easily by moving out of the way, or
       for the AoE attack, they just need to get away from the user
       until the attack spreads out and disperses. This attack can also
       be broken with enough force, or protected against with barriers
       and other shielding techniques.
       Mana Blast/Beams:
       ~Just like other energy types and users, mana users are able to
       fire blasts of raw mana, or concentrate them into beam they can
       fire. This is somewhat similar to ki users and similar energy
       users who can fire beams, like hollow ceros. This technique is
       designed to use mana's raw destructive power to damage opponents
       with strong blasts which usually explode with mana when they hit
       a target. The blasts are usually large balls or shapes made of
       mana while the beams are usually just beam projectiles fired at
       opponents. The attacks are easily customizable, in which some
       can focus these from weapons to create weapon attack waves or
       blast mana from other parts of their body. Most use their hands
       to generate the mana they need, but some mana users channel mana
       more easily in different ways, such as using a breath style
       attack to fire a mana beam (similar to a dragon breath attack),
       or they just fire from their finger-tips, or from their hands.
       Some even learn to kick or punch blasts at people to give the
       blasts extra momentum. This is dodge able by opponents, and most
       attacks can be defended against with strong enough defenses.
       Mana Constructs/Weapons:
       ~One thing most mana users do with their mana is create powerful
       weapons and constructs out of their mana. This is far more
       useful than other energies due to the raw power of mana, and
       even among some who have physical weapons, they still use this
       from time to time to create other weapons they can use in fights
       or other constructs useful to them. Some do things like make
       guns that fire mana bullets, or some might create certain
       weapons to use on opponents. The variety of weapons and
       constructs usually is  limited only by the user's imagination
       and if they have enough mana to make the weapon or construct
       they want to make. Some have even been able to make canons out
       of mana, though making larger or more powerful weapons often
       requires more mana than simple weapons like swords and other
       melee weapons. Constructs also can be granted specific
       properties, such as creating a grenade style projectile that
       explodes with mana on impact. As one might imagine, other
       energies and weapons can counter these, and strong enough
       defenses can counter more destructive constructs.
       Mana Bullets/Mana Spears:
       ~This is another fairly simple ability among mana users, who use
       their mana to create small, fast projectiles, or larger
       spear-like projectiles. There are two main categories of
       attacks, which, again, are highly customizable among each mana
       user. The mana bullet technique was designed to fire small,
       speed based projectiles using mana, which can be fired multiple
       ways. The two most common ways are usually a finger flick,
       flicking small projectiles at opponents with immense speed, or
       firing the bullets from a radiating mana aura, which fires them
       directly after they're created in the radiating mana. The mana
       bullets are designed to be like bullets fired at opponents, and
       work similar to gun bullets except the bullets are not metal.
       The mana spear technique is very similar, but fires larger
       spears designed for piercing opponents more than speed. The mana
       spears are designed to pierce defenses, and can be used to
       pierce things like barriers, defensive techniques or through
       armor if concentrated properly. These techniques are both pretty
       effective, and most mana users can use both of these powers
       effectively. Of course, these can still be dodged and blocked,
       though the mana spear is better dodged than blocked since it's
       designed to pierce defenses.
       Mana Familiars:
       ~Similar to other familiar techniques, mana familiars are
       designed to replicate magic familiars in a way, an ancient magic
       user art which summoned an animal to work alongside the magic
       user. For mana users, they generate mana familiars based on what
       they want to create, in which they create mana familiars that
       are designed to help them in fights, somewhat similar to the
       elemental familiar technique used by the Darkfires, but used
       with mana. The familiars attack depending on what they are, and
       depending on what's created, may have special properties, such
       as bird familiars flying or wolf familiars having claws and
       teeth to attack with, or even creating monsters that can attack
       using mana like a dragon familiar that can breath mana almost
       like a flame. Depending on the imagination of the user, they can
       generate almost any kind of creature. Though the larger the
       creature or more creatures made, the more energy is used and the
       less power each or bigger familiars have since larger familiars
       and making more familiars requires more energy to be used and
       more focus between each one. Some mana users even learn to
       create a permanent familiar they can keep with them at all
       times, with some having familiars similar to magic users that
       they just keep with them which could be almost any creature the
       mana familiar is designed as. Once created, the familiar can
       manifest itself as long as the user has mana, and can act on
       it's own, also being able to share its senses with the mana
       user.
       Shadow Abilities:
       Darkness Manipulation:
       ~The user can create, shape and manipulate darkness, understood
       not merely as the absence of light, but as a fundamental,
       malleable force woven into the fabric of reality. Darkness is
       the natural state of the universe — it existed long before stars
       lit the void, and it remains even when all else fades. It is not
       simply emptiness, but a living, reactive substance that fills
       every gap where light dares not reach. In the user’s hands, it
       becomes a tangible, mutable element with distinct properties: it
       can be dense or thin, cold or stifling, smooth or violent
       depending on how it is shaped.
       Darkness possesses an innate ability to absorb and nullify
       energy. It swallows not only visible light but can also leech
       heat, sound, and even psychic traces, muffling entire spaces
       into oppressive silence and cold. When condensed, darkness
       becomes almost solid, forming weapons, shields, or tendrils that
       strike, bind, and crush with surprising force. Its density can
       be adjusted by the user’s focus — misty and elusive for evasion,
       heavy and iron-like for defense or assault.
       By drawing upon surrounding shadows or creating their own, the
       user can extend their reach across great distances. They can
       flood a battlefield in a shroud of pitch-black mist, forcing
       enemies to rely on impaired senses, or manipulate small shadows
       with surgical precision, turning a person's own silhouette into
       chains that bind them. In environments rich in light, the user
       must work harder, either by snuffing out illumination or weaving
       darkness in narrow streams where light falters. In the absence
       of light altogether — in deep caves, during eclipses, or in the
       vacuum of space — the user’s power grows even more potent and
       unchallenged.
       It is crucial to understand that darkness is not inherently
       evil, malevolent, or corrupt. Like fire, water, light etc.,
       darkness is a natural force — a neutral element with its own
       presence, depth, and weight. It is often misunderstood due to
       its association with fear, death, and the unknown, but these are
       symbolic projections, not truths of its nature. Darkness can be
       as gentle as a blanket of night, as protective as a shadowy
       sanctuary, or as peaceful as the quiet before dawn.
       Darkness is both a weapon and a veil, both substance and
       absence. To master it is to understand the balance between
       concealment and revelation, between presence and void. It
       demands discipline and creativity, for those who wield it do not
       simply fight in the shadows — they become the darkness itself,
       untouchable, unknowable, and inevitable.
       Note: Darkness Manipulation is essentially the same as Shadow
       Manipulation, in the sense that all of its applications would be
       identical. Hence why both powers are merged into one.
       Darkness Generation:
       ~The user can generate and project darkness and shadows which
       absorb or nullifies light in the area.
       Darkness Aura:
       ~The user can release and surround themselves with
       darkness/shadow for defensive and/or offensive purposes,
       possibly becoming almost untouchable while also gaining access
       to various abilities and other attributes, most commonly in the
       form of enhanced physical capabilities such as strength, speed
       and durability, lifting or propelling themselves with their aura
       in order to achieve flight, changing their aura into different
       shapes and forms, or being able to produce various effects and
       phenomena using their aura.
       Darkness Magic:
       ~Users are able use a form of magic that is related and based on
       darkness and shadows. For example, one can use this magic to
       gain access to (esoteric/mystic/magical) darkness/shadow-related
       abilities (e.g. manipulating shadows) or to cast spells that
       require or are related to darkness/shadows (e.g. summoning
       demons).
       Pure Darkness Manipulation:
       ~User can create, shape and manipulate darkness of beneficial
       nature; that which strengthens, enhances and causes
       anything/everything it comes across to flourish, representing
       the sustaining and preserving side of darkness, which in turn
       ignores most of the common limitations and weaknesses of its
       normal elemental variety. In essence, this is about solely
       controlling the positive powers of darkness.
       Darkness Infusion:
       ~Users can infuse subjects, including beings, objects, powers,
       concepts, etc., with darkness/shadow, manipulating their
       capabilities and other aspects to either augment and empower
       their subjects or to inflict damage and vulnerability on them,
       among other possibilities. Depending on the user’s control over
       what their subjects are infused with, they can possess a variety
       of abilities with both combative and utilitarian purposes. While
       this ability can be applied to various kinds of subjects, it is
       commonly used on tools or weapons.
       This effect can also allow the user to blind targets or hide in
       shadows.
       Darkness Mimicry:
       ~The user is made up of or can transform their body completely
       into darkness/shadows. A user's transformed form is anatomically
       identical to their normal form, aside from being made of
       darkness/shadows, in which case, it contains all organs and is
       somewhat vulnerable to attacks. Alternately, the user can
       transform into homogeneous matter, without any part of their
       form being more important than the other.
       The user can assume a two-dimensional form, extend outward to
       become a larger shadow, blend into the darkness/shadows
       completely, or even teleport through them.
       Although not part of Energy Physiology, this power shares much
       with it:
       Nigh Formed Darkness/Shadow Beings are or can change into mostly
       physical beings, with the darkness/shadows flowing through their
       being, fortifying their cells, bones, and muscles. Their power
       is mostly focused on their bodies, and while they gain some
       amount of energy attacks, the changes and applications are
       mostly internal.
       Full-Formed Darkness/Shadow Beings are completely formed of
       darkness/shadows, without anything truly left from their
       physical form. They gain impressive control over their form and
       vast capacity to expel energy in various ways.
       Darkness Armor:
       ~The user can form armor around their body for protection and
       physical augmentation using darkness/shadows, with it typically
       functioning either as a field centered on the user, as a suit
       worn by the user, as a vehicle of varying size, shape and
       overall detail surrounding the user like a second body, or even
       as a separate entity that serves as an extension of the user as
       well as the user's guardian or servant. Some users may possess
       enough control over their armor to be able to shape it into new
       forms and create various objects, such as tools, weapons and
       modes of transportation, from it.
       These forms can often include the creation of tendrils to strike
       opponents with.
       Darkness Immunity:
       ~The user is immune to all darkness/shadow, being completely
       invulnerable to direct and indirect effects. Very much like
       nocturnal animals, the user can adapt to the dark, where it
       normally would blind others. Darkness naturally fills one with a
       sense of fear and dread, all of which no longer hinder the user.
       Giving them a greater sense of confidence, when delving into
       places dimly-lit and obscure.
       Darkness Solidification:
       ~User can solidify or give solid-like properties to
       darkness/shadows with the level of solidity going from loose
       jelly to metal-like hardness or beyond.
       Darkness Constructs:
       ~The user can turn darkness into different shapes and forms of
       varying detail and permanence, ranging from simple
       representations such as images, to individual elements,
       substances and materials composing other objects, to functional
       items such as tools and weapons, to more complex creations such
       as living or non-living entities, architectural structures and
       even environments in certain cases, among other phenomena.
       Depending on their control over the source of their constructs,
       those who have mastered this ability can use it for almost any
       situation, creating anything they need.
       Personal Darkness:
       ~The user can manipulate their own darkness and dark energy.
       Using this ability, one can effectively manipulate one’s own
       visibility by absorbing light, create a personalized field of
       shade or wield it for specialized techniques like attacks and
       defense.
       Shadow Interaction:
       ~The user can interact with shadows as if it were tangible. This
       allows them to mess with the shadow's caster. They might also be
       able to induce an effect by interacting with their shadow. They
       also might use their shadow to interact with the target's shadow
       and effect the person casting the shadow that way.
       Shadow Stealth:
       ~The user can hide within the shadows and remain undetected.
       They can use this technique to spy on individuals without
       leaving behind physical evidence. May apply to the shadows of
       non-living things or living organisms.
       Umbrakinetic Intangibility:
       ~The user transforms into darkness to achieve a form of
       intangibility, allowing attacks to either pass right through
       them or be harmlessly absorbed into their bodies.
       Umbrakinetic Invisibility:
       ~The user is able to become undetectable when in/on/touching
       darkness or shadows.
       Umbrakinetic Surfing:
       ~The user controls the darkness in a way that increases their
       ability to move and/or maneuver either by granting them
       abilities they otherwise lack or allowing them to ignore
       normally needed equipment.
       Umbrakinetic Shapeshifting:
       ~The user can transform/reshape their shadow form as desired to
       adapt to varying situations, impersonating others, enhance their
       body to combat, turning into animals, monsters, etc.
       Shadow Teleportation:
       ~The user can teleport via shadows/darkness, merging into
       shadows/darkness and appearing anywhere else from the same
       element.
       Dark Energy Manipulation:
       ~The user can create, shape and manipulate dark energy, usually
       drawn from inter-dimensional or other similar sources. It can be
       channeled to a variety of effects as an absence of light, a
       solid, gaseous and/or liquid substance that can be
       shaped/manifested in various ways.
       Universal Difference
       In physics, dark energy is a hypothetical energy that permeates
       space, similar to dark matter, which makes up about 68.3% of the
       universe and is hypothesized to be responsible for the
       universe's constantly increasing rate of expansion. There has
       been new speculations that black holes could be a source of dark
       energy while a variation of dark energy (vacuum energy) is what
       lies in the center of black holes.
       Dark Energy Generation:
       ~The user can generate dark energy, a unique type of shadowy,
       dynamic essence, for various offensive, defensive, and
       supportive purposes.
       Dark Matter Manipulation:
       ~The user can create, shape and manipulate Dark Matter, a
       hypothetical type of matter distinct from baryonic matter
       (ordinary matter such as protons and neutrons), neutrinos and
       dark energy. The name refers to the fact that it does not emit
       or interact with electromagnetic radiation, such as light, and
       is thus invisible to the entire electromagnetic spectrum.
       Although dark matter has not been directly observed, its
       existence and properties are inferred from its gravitational
       effects, and it is estimated to make up 84% of the universe's
       mass and 23% of its mass-energy.
       The most widely accepted hypothesis on the form for dark matter
       is that it is composed of weakly interacting massive particles
       that interact only through gravity and the weak force. The dark
       matter hypothesis plays a central role in current modeling of
       cosmic structure formation, galaxy formation and evolution, and
       on explanations of the anisotropies observed in the cosmic
       microwave background (CMB).
       Universal Differences
       In some universes, Dark Matter is not preexisting in the form of
       the universe's mass. Instead, they may be matter or energy of
       varying properties, depending on the manufacturing process, such
       as being outside the boundaries of the laws of physics, or
       granting abilities and even bodies.
       Other
       In the world of anime/manga, Dark Matter has broad range of
       powers, including Form Manipulation/Elemental Manipulation. It
       isn't associated with space, but more with "Supernatural" form
       of matter normally associated with Dark Energy Manipulation,
       various forms of Magic and Destructive Energy Manipulation. It
       tends to have corruptive effect on user.
       Dark Matter Generation:
       ~User can create/generate dark matter/dark matter-based
       substances.
       Dark Matter Aura:
       ~The user can release and surround themselves with dark matter
       for defensive and/or offensive purposes, possibly becoming
       almost untouchable while also gaining access to various
       abilities and other attributes, most commonly in the form of
       enhanced physical capabilities such as strength, speed and
       durability, lifting or propelling themselves with their aura in
       order to achieve flight, changing their aura into different
       shapes and forms, or being able to produce various effects and
       phenomena using their aura.
       Dark Matter Aura:
       ~The user can release and surround themselves with dark matter
       for defensive and/or offensive purposes, possibly becoming
       almost untouchable while also gaining access to various
       abilities and other attributes, most commonly in the form of
       enhanced physical capabilities such as strength, speed and
       durability, lifting or propelling themselves with their aura in
       order to achieve flight, changing their aura into different
       shapes and forms, or being able to produce various effects and
       phenomena using their aura.
       Combat Abilities:
       Silverfang Raging Water Fist Style:
       ~This style is Jayda's own family martial art, passed down from
       her father. In Jayda's foster family, the Silverfangs have a
       number of martial arts styles, and this style is one of them.
       This style is focused around focusing attacks to more condensed
       areas, and using fluid motion to strike with immense power, in
       the same way a fast flowing river can hit with a heavy impact.
       When used, this style is a balanced style that combines offense,
       defense and counter attacks using fluid motions that can be used
       to attack opponents. This style is designed to be agile and
       strong, and allow Kain to attack opponents with much stronger
       attacks. Typically, this style would be able to damage opponents
       through armor by focusing the attack to reverberate the attack,
       or this style can also be used to focus shockwaves of attacks to
       attack opponents at a distance. This combines aspects of Wolf
       Style Kung Fu, Shito-Ryu and some aspects of Karate. This style
       is a great martial arts style, being great for both attacking
       and defending. When attacking, the fluid movement is able to
       strike with immense power, and while defending, the fluid
       movement is able to allow a user to move out of the way or
       deflect attacks with more ease than some other styles.  When
       used, this style is pretty useful, but just like other styles,
       other balanced styles may be able to counter this style, as no
       style is perfect. The main thing to watch out for in this style
       is the movement, as the movement is key to understanding the
       style. If one can understand how the movements build power in
       this style, they can usually figure out how to avoid the attacks
       of this style, as the movements are absolutely necessary in this
       style.
       Piercing Claws of Blood Style:
       ~This is Kain's own personal style that he developed along with
       his cousin, Kirnan Knightly (Kierra's father). This style is a
       very dangerous style that is designed to use claws to spear
       opponents. The main focus of this style is spearing opponents
       with the hand, using the claws to concentrate the force of an
       attack to a single point and pierce an opponent with their
       claws. This is a very dangerous style that maximizes the use of
       the claws, and specializes in even being able to pierce metal
       due to how strong the strikes usually are. This style is an open
       hand style, focusing all the power to the finger-tips where the
       claws are so that the claws can pierce opponents, and makes this
       style very deadly if striking a vital. This is a style that is
       meant for killing opponents, and made specifically to cause as
       much damage as possible to the body. This style can use gripping
       techniques by using the claws to dig into what the user grips,
       as well as this style having defensive stances where the user
       attacks an opponent's arm or leg as they attack to try and
       pierce it with their claws. This style is often known among many
       who have seen it as the "Blood-Claw" style, as Kain gained his
       nickname from using this style. This is perhaps one of the most
       dangerous styles, as it was specifically made for murdering
       opponents, rather than disabling them. Of course, as one might
       expect, this can still be countered with other styles, as any
       style has it's defensive styles and experienced enough opponents
       might be able to avoid Kain's attacks. In this style, while
       shockwaves can be used to attack opponents from a distance, this
       style is mostly up close, so opponents usually just have to
       watch for how this style attacks. Although reluctant, Jayda is
       able to learn this ability to the point of even using a
       variation of it using her shadow powers, turning her mana into
       dark purple or onyx black for a darkness based damage.
       Mana Weapon Style: Mana Blade/Weapon:
       ~Most mana users have their own weapon style, since one of the
       powers involves creating mana weapons. Most learn to use
       whatever weapon they create most, if they don't already have a
       weapon that uses mana that they adapt to their mana user
       skillset. Mana users often develop their own style,
       incorporating their mana use into a specific weapon's style they
       use. This could be a generic combat style, or an established
       style. Either way, most mana users have their own weapons style
       they use in combat, which can also be customized based on the
       mana user's specific skillset. This is usually just a pretty
       basic style, using the techniques of the mana users to their
       fullest, such as using mana waves or firing mana attacks from
       their weapons. This style is simple, yet effective and can stand
       up to almost any other combat style when the mana user has
       mastered their combat style.
       Mana Fighting Style: Flow Point:
       ~This is a specific hand to hand fighting style which mana users
       developed. Instead of trying to attack just to hit an opponent,
       this style is set around the body's energy flow, where mana
       users focus their mana into the physical attacks, not only
       amping their physical fighting style, but also creating a
       fighting style that lets them use their physical attacks to
       strike points of the body where energy flows through, such as
       chakra points and other points where multiple energies often
       converge in the body's flow of energy. When attacked, these
       points are hit with force enough to interrupt the body's flow of
       energy, where those hit with this will find their flow of energy
       is strained. Through repeated hits, opponents bodies will start
       having trouble generating energy, as the points of the energy
       flow become more and more difficult to maintain the energy flow
       if constantly attacked. Usually, these points recover with time,
       but in battle, this often is designed so that mana users can
       interrupt an opponent's flow of energy, making the opponent's
       energy becoming harder and harder to use after taking hits from
       this style. This style is effective against any creature that
       uses energy from their body, whether it be mana, chi, aura or
       even spirit energy.
       Mixed Martial Arts Mastery:
       ~Users, through training or intuition, are masters of combining
       and utilizing multiple forms of martial arts at once. This
       allows them to effectively create a new fighting style unique to
       them and flawlessly move from one form of martial arts to the
       other.
       This is the ultimate mixed martial arts mechanism, since the
       user will automatically fight with perfect skill, technique, and
       timing. The user's full and complete mastery in mixed martial
       arts and anything related to mixed martial arts makes the user
       the ultimate mixed martial artist.
       Boxing Mastery:
       ~The user has complete mastery over boxing and all of its
       techniques, skills, and disciplines. Boxing is a combat sport
       and presently now a martial art that originated from Europe in
       which two people, usually wear gloves and other protective
       equipment such as hand wraps and mouth guards. Where one
       opponent throws punches at each other for a predetermined amount
       of time in a fighting ring.
       In most professional boxing one must hit an opponent's head or
       upper body, being disqualified for aiming "below the belt",
       while boxers may also "hug" temporarily to block an opponent
       they cannot do so for long and are instead expected to dodge or
       counter.
       Kickboxing Mastery:
       ~The user, either innately or through training, is a master of
       kickboxing, a group of stand-up combat sports and a form of
       boxing based on kicking and punching. Some styles of kickboxing
       include Japanese kickboxing, Savate, Sanda and Muay Thai. Since
       kickboxing is a broad term, understanding the history can be
       somewhat difficult, since combat is an inherent part of being
       human. Kicking and punching as an act of human aggression have
       probably existed throughout the world since prehistory. However,
       the term 'kickboxing' originated in Japan, in the 1960s, and
       developed in the late 1950s from Karate mixed with Boxing, with
       Taekwondo, Muay Thai, and Savate.
       This is the ultimate kickboxing mechanism, since the user will
       automatically kickbox with perfect skill, technique and timing.
       The users full and complete mastery in kickboxing and anything
       related to kickboxing makes the user the ultimate kickboxer.
       This also allows the user to dominate any and every
       kickboxing-based competition on any and every competition level
       at any time in all aspects easily.
       Jeet Kune Do Mastery:
       ~The user has complete mastery of Jeet Kune Do, a Hybrid Martial
       Art and philosophy founded by the renown martial artist, Bruce
       Lee, teaching that the best defense is a strong offense; an
       attack is parried or deflected, and a counterattack is delivered
       simultaneously, hence the meaning "Intercepting Fist".
       It is characterized by the 4 basic ranges of combat: Kicking,
       Punching, Trapping, and Grappling. However, an important part of
       Jeet Kune Do is one where one mustn't be rigid and must instead
       being fluid and instantly adapt no matter what situation one
       happens to be in, whether in combat or everyday life. It is also
       the liberation from styles, patterns, and molds, instead using
       what is useful, while abandoning what isn't, making it a "style
       without style". A user is meant to act with no wasted time or
       movements, believing in minimal movement, with maximum effect
       and extreme speed, thus "Expressing The Human Body".
       Wrestling Mastery:
       ~The user, either innately or through training, is a master of
       wrestling and is a sufficient combatant due to their often
       unpredictable and improvised fighting techniques. The user is a
       master in all wrestling techniques such as throws, takedowns,
       grappling holds and more.
       This is the ultimate wrestling mechanism, since the user will
       automatically wrestle with perfect skill, technique and timing.
       The user's full and complete mastery of wrestling and anything
       related to wrestling makes them the ultimate wrestler.
       This also allows the user to dominate any and every
       wrestling-based competition on any and every competition level
       at any time in all aspects easily.
       Enhanced Brawling Mastery:
       ~Users have an intuitive mastery of all the associated brawling
       skills and techniques granting them major leverage in any
       brawling situation. Users can perfectly and without a single
       flaw or mistake fight any and every type of brawling there is,
       was and will ever be, whenever they want with zero effort by
       themselves in a short amount of time.
       Animalistic Combat:
       ~The user fights by using animal-like behavior and movement in
       conjunction with physical combat.
       Umbrakinetic Combat:
       ~The user can fuse manipulation of darkness with physical combat
       to create a devastating form of martial arts. They can use both
       direct and indirect attacks, utilizing every patch of darkness
       or shadow available or create tools and weapons as needed.
       Alchemy Combat:
       ~The user is able to infuse alchemy with physical attacks.
       Biking Combat:
       ~The user is able to combine their biking skills with combat to
       create a unique and near unpredictable fighting style.
       Gun Kata Mastery:
       ~Users, either innately or through training, are masters of gun
       kata/gun fu, any system of martial arts techniques that combines
       the usage of firearms with hand-to-hand combat. They are capable
       of calculating the most precise angle for targeting an opponent
       and predicting where to be in order to avoid return fire by the
       enemy.
       Enhanced Gunmanship:
       ~Users, either innately or through training, are masters of
       wielding guns, ranged weapons designed to use a shooting tube
       (gun barrel) to launch typically solid projectiles, allowing
       them to perform great feats and benefit in far ranged combat.
       Users are to have excellent bullseye aim on their target via
       bullets.
       Users are also able to operate all variations of guns. Also, to
       have expert knowledge of guns and handling them. Users have
       excellent intuition on trigger-initiated, hand-held, and
       hand-directed implements, especially with an extending bore,
       which thereby resembles the class of weapon in either form or
       concept.
       Dual Handgun Proficiency:
       ~Users, either innately or through training, have incredible
       proficiency and skill in wielding and utilizing two handguns at
       once. This gives them an edge in firepower against combatants
       who utilize only one pistol. Users can quickly and effectively
       subdue huge groups of enemies at once and rain down huge amounts
       of damage on bigger targets. With the number of
       bullets/projectiles they can fire, they become extremely deadly
       in combat.
       Quick-Draw Mastery:
       ~Users possesses immense proficiency in the art of the
       Quick-Draw, able to quickly draw out their weapon and attack
       their opponent with impeccable direction and insurmountable
       speed. With a gun, the user can draw and shoot their target
       before they can move. With a sword, the user can draw and cut
       their opponent in successful quick strikes before they would
       have a chance to react. This is the ultimate quick-drawing
       mechanism, making the user virtually impossible to attack the
       user since the user will automatically quick-draw with perfect
       technique and timing.
       Although guns and swords are the choice weapons to perform quick
       draws, they are not the only options. Those skilled in other
       forms of weaponry, even large ones, can draw and use them in a
       fast and precise movement.
       Revolver Proficiency:
       ~Users, either innately or through training, are masters of
       wielding and utilizing revolvers, repeating handguns that have
       at least one barrel and use a revolving cylinder containing
       multiple chambers (each holding a single cartridge) for firing.
       Because most revolver models hold up to six cartridges before
       needing to be reloaded. The user is able to fire with pin-point
       accuracy or use multiple pistols at once.
       Shotgun Proficiency:
       ~Users are able to demonstrate great skill and efficiency in the
       usage of shotguns, long-barreled firearms designed to shoot
       straight-walled cartridges known as "shotshells," which usually
       discharge numerous small pellet-like spherical sub-projectiles
       called "shot," or sometimes single solid projectiles called
       "slugs."
       Weighted-Knuckle Glove Proficiency:
       ~The user, either innately or through training, is a master of
       wielding weighted-knuckle gloves, a set of handwear-concealed
       melee weapons with weights such as powdered lead or steel built
       in to enhance one's hand strikes. The weights can either be
       naturally built in, or placed in.
       Knife Proficiency:
       ~Users, either innately or through training, possess superhuman
       mastery in wielding knives, tools or weapons with cutting edges
       or blades, often attached to handles or hilts. They are able to
       wield small blades with great proficiency and cunning as well as
       stealth, concealing multiple knives on their person flawlessly,
       to be retrieved at will in combat.
       Umbrakinetic Knife Proficiency:
       ~Users possess are highly skilled in wielding a knife based on
       pure darkness or a dagger infused with darkness and depending on
       what darkness is, the weapon possesses a variety of abilities
       and can be very effective in offensive combat.
       Although not a blade person, Jayda is highly skilled with
       daggers and knives thanks to her training with King Sirion,
       going as far as to keeping up with others who are master
       swordsman with just a dagger.
       Darkness Weaponry:
       ~User can to create or wield weaponry with power over darkness
       and umbrakinetic abilities, which grants the user a wide variety
       of darkness-based abilities. This ability is not only specific
       to mystic weapons, but also technologically advanced weapons.
       The power of the weapons depends on what they were created for
       or what level of darkness-based ability they posses.
       Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
       ~Because the primary goal of the werewolf alchemists is to
       protect humanity, the world and the spirits from the dark
       spirits and from evil spirits in general, the alchemists have
       become experts in dark spirits and other evil spirit entities.
       The biggest one is dark spirits, in which the alchemists have
       been fighting dark spirits as one of their primary enemies since
       the beginning of their pact with the spirits to protect them.
       They are an expert in almost every dark spirit that they know
       of, and an expert on how to deal with other evil spirits like
       hollows and high level lost souls that might escape the death
       wraiths and soul reapers. Thanks to their spirit purification
       and the elites who use spirit destruction arts, there aren't
       many dark spirits or evil spirits that usually escape the
       alchemists, as they seek to protect the world, humanity and the
       spirits from these creatures. They are experts of almost every
       kind of dark spirit known, aside from more unique ones like
       certain combinations of dark spirit powers (such as Kuroshi who
       is a mix of multiple dark spirit types to create his own new
       dark spirit type). Overall, the alchemists are knowledgeable
       about much of dark spirits and how they operate, such as things
       like dark spirit rebirths (which many don't fully understand),
       dark spirit rituals and even how to counter dark spirits that
       are immune to spirit purification (which are rare, but some are
       immune to normal spirit purification). Because the alchemist's
       primary jobs are to protect spirits and humanity, they have to
       constantly fight these spirits, even more so than fighting their
       enemies like the vampire ninjas. However, there are some dark
       spirits that the alchemists don't know how to destroy, or how to
       overcome, with the two major ones they can't beat being Xeles
       and Phantom (almost all alchemists know to avoid these two at
       all costs, and know not to deal with them).
       Supernatural Strengths and Weaknesses Expert:
       ~Since the alchemists have to fight other supernaturals more
       than most other tribes due to them being outcasts and protectors
       of humanity, 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
       alchemists can learn to fight many other types of creatures as
       well. Depending on their training, most alchemists have to learn
       how to fight all types of creatures whether they want to or not
       as alchemists will find enemies of all types as they fight to
       protect the world. Depending on the alchemist, some alchemists
       try to blend into crowds so they can search libraries on all
       manners of supernatural lore and creatures among humans to gain
       extra knowledge. As such, 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 alchemist, 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 and creatures like them since
       many hunters have mistaken alchemists for enemies. Of course,
       alchemists also seek battle to grow stronger and grow as
       warriors, but usually the primary reason for fighting is to do
       their job protecting humanity, the earth and the spirits. Since
       most are outcasts from normal societies, most have to learn
       through experience, other alchemists, or infiltrating human
       civilizations to find written information they can use. One main
       race they learn to fight is vampires, as they have their main
       enemies among the vampire ninjas, and other vampire clans who
       have also tried to kill them. In some sort of twisted fate,
       Jayda is able to learn to fight supernatural creatures at a
       young age, making her a dangerous hunter, especially toward
       vampires.
       Supernatural Hunting and Tracking:
       ~Though not supernatural hunters themselves (usually),
       alchemists 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 werecreatures have like
       werecreature 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.
       Werecreatures 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 werecreatures have a great sense of where things are around
       them. While most alchemists don't hunt supernaturals (other than
       ones that try to kill them, or if they happen to be vampire
       ninjas as they typically attack the vampire ninjas on sight),
       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 since they make a lot
       of enemies among other supernaturals.
       Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge:
       ~Most alchemists 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.
       Alchemists 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 alchemists 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 alchemists 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
       alchemists 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 alchemists learn this in order to
       survive if they are on the wrong side of supernatural hunters or
       vampire ninjas who act like supernatural hunters, and learn as
       much as they can with what they have. Typically, things like
       exorcisms and traps can easily save an alchemist's life in
       dangerous situations, and some alchemists have learned a lot
       about these not just through books, but by watching other
       supernatural hunters. Alchemists also have the advantage of
       making certain items to help with this, such as using alchemy to
       make traps, or using alchemy to create things like holy oil to
       use against certain unholy enemies.
       Supernatural Hunter Extermination Experts:
       ~The other reason why most alchemists become experts in
       supernatural hunting techniques, besides just using them to
       fight other supernaturals, is so that the alchemists can learn
       how to fight against other creatures that hunt them, since many
       are hunted down for being werecreatures even if they don't eat
       humans usually. Most alchemists will learn how supernatural
       hunters operate, whether the hunters are human, werewolf,
       vampire or even demon or angel. In order to survive, alchemists
       learn everything they can about how supernatural hunters
       operate, and how to avoid most supernatural hunter traps. This
       is another aspect that makes alchemists especially dangerous, as
       their mix of werecreature senses and alchemic ability give them
       what they need to avoid most normal supernatural hunter tricks
       and traps. Because alchemists do encounter hunters from time to
       time that will try to kill them, 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 alchemists as supernaturals, as many hunters will see
       the alchemists as werecreatures who hide among humans since many
       operate among humans to protect them (such as hiding in cities
       to watch for dark spirit or hollow activity). Because of this,
       alchemists learn quickly about how to avoid, counter and kill
       almost any manner of supernatural hunters (though they only kill
       supernatural hunters when necessary). Most supernatural hunters
       have to be very creative about how they lure out werecreatures
       like the alchemists, because of the fact that most werecreatures
       specifically stay on guard against supernatural hunter traps.
       Presence Suppression/Crowd Blending:
       ~Most alchemists learn how to suppress their presence using
       their shapeshifting skills, and learn how to blend into crowds
       in order to watch over humanity to essentially hide in plain
       sight. Some will take human form to hide among humans, though
       more advanced werecreatures can walk through crowds wearing just
       a cloak and mask, and they never draw any attention from the
       people around them due to them learning how to take advantage of
       humanity's distractions (like most humans paying more attention
       to technology rather than to them). Many alchemists will do this
       when they are on missions to watch humans, as they have to watch
       human cities for signs of dark spirits and hollow activity.
       Because most human cities have masses of people that get around
       constantly, most werecreatures like the alchemists utilize this
       to make themselves hard to track even among supernaturals,
       usually making it where their presence is overshadowed by
       everyone else in the area since tracking one presence among
       thousands can be very difficult. Even creatures like other
       werewolf tribes may have trouble finding alchemists 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, and they
       usually have to hide from those like the vampire ninjas. Most
       alchemists can even use this to hide out in nature, though this
       usually isn't needed unless they are in another werecreature
       tribe's territory (which they usually try to avoid).
       Although Jayda is not a werewolf, she still learned this ability
       as a part of her stealth skills.
       Assassination/Interrogation Training:
       ~Most wouldn't think alchemists would be experts in
       assassination and interrogation, but one would be surprised how
       often the alchemists interrogate their enemies like the vampire
       ninjas and other vampires/werewolves that come after them. Many
       alchemists could become assassins if they desired, as some have
       even had to kill people hunting them. Most alchemists learn how
       to kill their enemies silently (mostly thanks to having to learn
       to fight enemies like the vampire ninjas), and learn how to
       interrogate people as needed. Most alchemists have had to learn
       to be on par with top level assassins, with some even being able
       to learn advanced assassin skills, due to the fact that they
       have had to often hide and learn to sneak up on vampire ninjas
       with a third eye for sensing the presence of others. There have
       been plenty of times where the alchemists have snuck into
       vampire ninja villages to rescue captured comrades. And when
       they capture an enemy they need to interrogate, alchemists
       usually have their own ways of getting information, with some
       being good at torturing enemies for information, or some being
       good at manipulating an enemy's emotions to get them to tell
       them what they want to know. This depends mostly on the
       individual alchemists, as almost all alchemists have had to
       steak around or interrogate someone at one time or another, and
       the elites among the alchemists have stealth and interrogation
       skills that even rival the vampire ninjas. For the most part,
       each has their own ways of doing this, which most people don't
       think about.
       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:
       Physical Strain Mana Radiation:
       ~When in battle, mana users have a passive method of keeping up
       with stronger powers and relieving physical strain on their own
       bodies. When the body is strained, or the mana user is pushing
       their body hard enough in battle, the body will release bursts
       of mana from the body in order to relieve the physical pressure
       on the bodies, and help the user in battle to keep up with what
       they're doing in fights, usually being most useful in physical
       fights or doing things like catching attacks or projectiles.
       This not only helps keep the body from straining itself too
       much, but also helps with stamina management, as the body is
       able to do this to relieve tension from trying to find other
       ways to keep the body from hurting itself from strain. This is a
       passive technique, in which mana users do this without thinking
       about it, as once mana users learn to use mana, the mind figures
       out that this method helps relieve the strain of fights to an
       extent. Of course, this only works to an extent, and if the body
       uses this too much, it can waste the mana in the body, which
       means that it's still important for a mana user to not
       over-strain themselves, and after a while, this either becomes
       unusable if the user runs out of mana, or loses it's
       effectiveness over time as the strain gets greater as fights go
       on.
       Mana Puppet:
       ~This was based on the technique developed by the quincies,
       which lets mana users use the mana in their bodies to control
       themselves, even if their body is disabled. This lets a mana
       user use their body by controlling the mana, in which they are
       able to control their own bodies like puppets. This skill is
       very useful when the body has sustained injury, allowing the
       user to control their body even when injuries have disabled the
       ability to use their body. This technique lets a mana user fight
       even when their body isn't in the condition to, though this can
       be a double edged sword to users since it can make their
       injuries worse. There is another use for this ability however,
       in that this also comes with the ability to manipulate their
       mana in other objects, specifically their weapons. Some mana
       users actually take advantage of this so that they can control
       their weapons using something akin to weapon telekinesis by
       controlling their mana in the their weapon. This lets them do
       things like use larger weapons like platforms, or use weapons to
       attack with from a distance depending on the person. However,
       they can only control their own mana, and cannot control other
       people's mana.
       Mana Energy Flow Training:
       ~Similar to other energy users, mana users train their ability
       to use mana in a few ways. The first way is training the body to
       generate and be able to use more mana, in which mana users train
       their bodies to handle more mana. This first method is only the
       first stage, and designed to be used in conjunction with the
       second part of this training. The second part of this training
       is learning to open up the body's flow of energy, allowing more
       energy to flow through the body. These two methods are designed
       to be used in conjunction with each other, and when done
       properly, proper balance is maintained in the body. As the body
       trains and learns to generate and handle more mana, the body
       also opens it's flow of energy to handle the increased amount of
       mana. This training is a long process, which mana users grow in
       power over time. Those that train with these methods can grow
       stronger, generating more and stronger mana over time, as well
       as training the body to handle the increased flow. Usually,
       weaker mana users strengthen more quickly, but stronger mana
       users grow more slowly, as weaker mana users have a lot of room
       to train and improve, but stronger mana users have a harder time
       opening their flow of energy more, as eventually they slowly
       stop getting as much from training over time. Another thing to
       know is that larger bodies are usually able to generate more
       mana, while smaller bodies usually don't generate as much mana.
       however, through training, almost anyone can get stronger.
       Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
       ~There are two ways to gain the magic necessary to become an
       alchemist in the werewolf alchemist society. The first is to be
       born of a werewolf alchemist, or the second is to make a pact
       with the spirits that grant the alchemists their magic. Either
       way that is chosen though, alchemists become naturally tune and
       gain an affinity for magic, in which they may sacrifice certain
       affinities for magic affinity to learn this alchemy. Once they
       gain this magic, they gain a permanent affinity for magic, and a
       special affinity for spirit purification magic that lets the
       alchemist use their magic for spirit purification. Every
       alchemist is thoroughly trained in how to use their magic, and
       learn to utilize their magic to empower the world and protect
       the spirits. Every alchemist usually specializes in different
       magic, with every alchemist typically having affinities for
       certain kinds of alchemy over others, such as some who might use
       fire alchemy over normal transmutation, or some that utilize
       bio-alchemy over other forms of alchemy. However, this doesn't
       always mean that alchemists only gain alchemy, as some can move
       on to learn other forms of magic as well that can be used,
       usually playing off their spirit purification ability. Because
       of their spirit purification and their use of alchemy, most
       alchemists learn to use this magic to benefit nature and the
       spirits, as long as they don't perform any taboos among the
       clans, as certain taboos become a danger. However, while this
       affinity is great for learning magic-based alchemy, this also
       opens one up to the world of spirits, and this means that the
       dark spirits will also start targeting those with this affinity,
       since dark spirits usually specifically notice people who notice
       them as it is the nature of dark spirits to target those that
       target them.
       Alchemist Combat Adaption:
       ~Because the alchemists are a tribe who focus on bettering
       themselves and getting stronger as warriors, the alchemists have
       all learned a natural combat talent when it comes to training.
       Almost all alchemists train in physical combat and supernatural
       combat in some way, and with enough training, they can gain an
       affinity for combat, whether it's through natural talent or
       through hard work. Any warrior can mention how one or the other
       doesn't always mean one will have an advantage over the other,
       as natural talent and hard work are often best used in
       combination with each other. For alchemists, even those without
       natural talent learn to adapt and modify their combat style so
       that they can more easily change up their styles in combat.
       While this isn't an instant process, learning from combat allows
       an alchemist to practice and learn how to adapt to certain
       combat styles and supernatural abilities. Just as one might
       expect, this leads most alchemists to be highly capable and
       adaptable warriors as a result of this training and this talent
       they develop to adapt their combat for the situations they might
       find themselves in. Since they are constantly at war with groups
       like the vampire ninjas, the alchemists have even had to learn
       how to handle fighting in ways they aren't used to, with some
       learning how to fight using stealth in order to more easily kill
       vampire ninjas, while some may compensate by outmaneuvering the
       vampire ninjas even if the vampire ninjas know they are there.
       All alchemists have their own ways of adapting and learning to
       fight, and as they train, they show these ways. However, while
       skilled in combat, no fighter is ever perfect, and there is
       always room to grow, so this never truly hits a cap. Typically
       this combat depends on the alchemist and their training, as each
       will come up with different ways to use this. For example,
       younger alchemists will usually train hard and get stronger,
       faster and more durable between battles, but older alchemists
       that have been fighting for a long time often hit a cap in how
       high their physical abilities can get and instead focus on
       becoming more efficient fighters rather than just trying to grow
       in physical stats. It is also worth noting that depending on the
       alchemist, some may have more talent than others, and some may
       have more talent for some aspects of combat, while others have
       more talent for other aspects.
       Alchemist Magic Resistance:
       ~Because the alchemists have pacts with the spirits, and they
       have heavy training in magic, alchemists focus on things beyond
       the physical realm. As a result of their spirit purification
       magic attacking the spiritual rather than physical, they take
       highly reduced damage from most forms of magic, including having
       resistance to holy and dark magics. Thanks to this resistance,
       magic attacks have highly reduced effects on them, with them
       mostly being immune to things like dark and holy effects of
       magic due to them training in a more spiritual sense. While this
       doesn't mean they are immune entirely, magic does have highly
       reduced effects, such as a piercing attack might not pierce as
       deeply. Typically, when an alchemist is hit by a magic attack,
       some of the magic power is dispelled by their own spiritual
       magic ability, making the attack weaker. As a result, most
       alchemists are able to fight other magic users pretty
       effectively, and most alchemists have certain advantages against
       most types of magic users. Among the only types of magic that do
       normal damage to them are spiritual magics (as magic based in
       the spiritual similar to them can attack them as easily as magic
       would normally hurt anyone else), and certain types of dark
       spirit dark arts that are specifically designed to counter the
       alchemists spirit purification. However, while this does grant
       resistance, this does not grant completely immunity, so
       alchemists will still take damage from attacks, even if it's
       slightly reduced. However, some magics might be more effective
       than others, such as alchemists can use their magics against
       each other, and certain powers like anti-magic are still very
       effective against alchemists. Magic negation is also a problem
       for alchemists, since most of their power is based in magic.
       Alchemist Multi-Linguists/Language Learning:
       ~Because alchemists often have to write code, and some even
       encrypt their work using other languages. In addition, many of
       the alchemists have been around for a very long time and have
       had time to travel the world doing their job protecting humans,
       so they have had plenty of time to learn other languages. Some
       older alchemists may even know certain out of date dead
       languages (languages with no new words being added and aren't
       spoken anymore), with some even being familiar with certain
       older languages that most wouldn't know. However, the time they
       have spent fighting supernaturals has also led to them learning
       other languages they need to understand other creatures, such as
       learning Enochian to learn more about angels as a whole, or
       learning Hebrew to learn more about fallen angels and demons. Of
       course, that's not to also mention the fact that all alchemists
       have at least a few spoken languages they have to learn, with
       English, Spanish, and French being among the most common
       language families for them to learn. Because most alchemists
       have been around for a long time, most werecreatures have also
       developed an affinity for learning new languages, and there are
       many with a collection of languages they know. It is also easier
       to learn a language if one is familiar with the language tree,
       such as Spanish and Portuguese being very similar languages due
       to being in the same language tree (though some might find the
       similarity between similar languages a bit too difficult to
       learn at times). Overall, alchemists always have multiple
       languages, whether it's for learning about supernaturals, hiding
       their alchemic knowledge, or just learning it to be able to
       communicate with other people who speak other languages.
       Regardless of the initial reason, most alchemists know at least
       a few languages, and have an affinity for learning new languages
       due to having to learn multiple languages that they learn to
       pick up on other languages much more easily.
       Jayda is able to speak English and Japanese fluently though she
       also learned some Spanish and French.
       Supernatural Telepathy:
       ~This ability lets a supernatural creature communicate
       telepathically with anyone they can connect to. Typically this
       power uses their supernatural power, in which they use it to
       tune to a person if they know where they are in order to
       communicate with them. This lets them communicate with other
       people without having to speak, with them being able to share
       thoughts directly with others when the creature isn't speaking
       out loud. However, usually the creature has to know where the
       person is to use this basic telepathy since they have to know
       where to send their thoughts and communication. However, this
       doesn't apply to those who establish permanent connections (as
       this allows those with permanent connections to always be able
       to communicate with someone they have this permanent connection
       with), such as connecting to other family members and close
       friends. This lets creatures not only communicate with those
       they have a permanent connect with, but can also tell them where
       they are at any time should they require to find them or need to
       be summoned to them (which some supernaturals can learn to
       summon those that they have special connections with). Those who
       are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       However, there are ways to block telepathic communications, such
       as certain frequencies that may confuse the mind's ability to
       process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents). Although not a supernatural creature, Jayda can use
       her powers to communicate with others telepathically. She can
       also keep telepaths from breaching her mind unless she allows
       it.
       Magic Item Storage/Magic Satchel Spell:
       ~This is a trick among alchemists, which they learned from other
       magic users. This power lets them store things like weapons and
       items that they might want to carry, but don't have room for.
       Typically, the size of the items they can carry depends on the
       alchemist and their magic affinity, but many can create a
       special storage space that acts like a small pocket dimension
       that they can use to store their items in. Each alchemist is
       able to do this to store items, with each alchemist having their
       own small magic pocket dimension. Normally, alchemists use this
       to store things like weapons and items they might need, but
       don't want to carry with them all the time. This makes a great
       way to store items and weapons and keeping them out of the hands
       of others, usually being most useful for their weapons so that
       they can keep their weapons stored when they're not using them.
       Alchemists are able to call on anything they've stored, or some
       can even reach into this space and grab items they have put into
       these spaces. As such, this is great for storage, and items
       stored inside are kept preserved. Even food that has been put
       into it, will stay fresh, as these spells don't have any time so
       anything put in has no progression of time and, within the
       dimension, no time passes between the time an item is put in and
       when the item is removed. Because of this, this is a great way
       for alchemists to store things like herbs, potions and other
       perishable items. However, this cannot store an infinite amount
       of items, and more or less acts like an extra-dimensional box
       the user can access, so one cannot just store an infinite number
       of items. Typically, after a certain number of items, the spell
       becomes harder to maintain, with a certain point possibly
       breaking this spell completely.
       Supernatural Weapon Teleport/Connection:
       ~There are many forms of supernatural powers that attach items
       to oneself, usually tying weapons to themselves in some form so
       that they can summon them when needed and summon their weapons
       from wherever they might be. There are a few different ways to
       do this depending on the creature and how they use this, such as
       storing a weapon in one's soul in which the weapon becomes a
       part of them permanently, allowing them to summon and de-summon
       their weapon at will, and even control it to a degree. There is
       also those that have a special connection with their weapons,
       where they simply just develop a connection and then are able to
       summon that weapon at any time to them, using that supernatural
       connection. Some arts even allow stat boosts for a user and
       their weapon when used together, which works even better with
       intelligent weapons depending on the creature. Each race
       typically has their own ways of doing this, whether it's an
       intangible storage, connecting it to their soul to store it in
       their soul, or even just making a connection that lets them
       summon their weapon from anywhere to them. This has it's uses as
       it's usually designed to allow weapons to be used by the user,
       and not be able to be taken by enemies (as this specifically
       connects it to the user so that only the user can summon and
       de-summon it, even if the enemy gets a hold of their weapon).
       Some advanced users of this art can even use telekinetic
       abilities to control their weapons with this connection,
       depending on the creature and the weapon used. Typically, this
       connection can only be made with certain weapons, and users of
       this cannot simply do this with every weapon they possess, as
       the connections made can only handle so many weapons. Typically,
       the most weapons known to operate effectively with this is five
       weapons, though certain users might have the ability to store
       more depending on their abilities and their connections.
       Enhanced Longevity:
       ~The user possesses an extended lifespan, allowing them to live
       longer than a normal human; this can be the result of one's
       power set or their species. Users are often called "Longevals",
       which means long-lived. Some users are capable of living for
       centuries or hundreds of years. Other users are capable of
       living for a Millenia or thousands of years. Though it’s quite
       rare for most to be capable of living for millions of years or
       billion to trillion or beyond or near infinity years but not
       infinite years.
       Bounty Hunter:
       ~The character is a bounty hunter, an individual who can easily
       track down anyone/anything, create convincing deceptions to lure
       their prey in, prepare well-thought-out traps to effectively
       capture them, and kill said prey on the dot in the blink of an
       eye.
       Biking Mastery:
       ~The user is a master of riding bikes and is better than
       everyone else. They usually possess considerable skill when
       operating various forms, from man-powered to motorized
       varieties, and can navigate capably through difficult urban
       environments.
       Darkness Adaptation:
       ~User is able to survive and adapt to dark environments
       (especially nighttime conditions), with a circadian cycle
       programmed for nighttime activity, heightened senses to
       compensate the absence of light.
       Forest Adaptation:
       ~User is able to survive and adapt to forests and woodlands,
       this requires a great deal of hunting and scavenging skill as
       well as knowledge of local plants and wildlife, often it also
       includes a heightened (sometimes supernatural) condition and
       connection with the forest, thus one can blend into the
       surroundings, rarely becomes lost and is well-equipped to
       survive regardless of the fact they may rarely (or never) come
       across society.
       Urban Intuition:
       ~The user has intuition in regard to an urban area, in other
       words, street smarts. The user can effectively know their way
       around any urban area, as well as know who to trust and who not
       to trust, what areas are dangerous, etc.
       Extreme Temperature Resistance:
       ~User is able to survive a great range of hot/warm and cold/low
       temperatures without discomfort.
       Feral Child:
       ~The user is a feral child, a human who has lived isolated from
       human contact from a very young age, and so has had little or no
       experience of social norms, behavior, language, etc. They are
       often the subjects of folklore and legends, typically portrayed
       as having been raised by animals. Jayda has been raised by the
       secluded werewolf alchemist tribe in the forest ever since she
       was an infant.
       Fang Retraction:
       ~The user has abnormally sharp fangs and can deliver a deadly
       bite with them. The fangs are even retractable.
       Claw Retraction:
       ~The user can project/retract razor-sharp claws/nails of energy,
       bone, metal, keratin, etc., from their
       fingertips/hands/wrists/fists/feet for various (mostly
       offensive) purposes.
       Glowing Eyes:
       ~The user possesses eyes that glow, which allows them to
       generate light, sometimes allowing them to see in the dark
       clearly. Some users' eyes vary in color while glowing. Users may
       or may not be able to control the color of the glow.
       In some cases, the eyes may glow involuntarily when the user
       calls on another power. This can cause Glowing Eyes to act as a
       sort of limitation, tipping others off that they are or are
       doing something supernatural. Glowing eyes also happen if the
       user is under a mind control/possession/hypnosis state etc.
       Unlike Light Vision, the user can't manifest their eye lights as
       beams or blasts. Some users have eyes that glow when their
       powers are active. User’s glowing eyes may have various colors,
       including red, orange, yellow, green, blue, purple, etc.
       Night Vision:
       ~The user has night vision, the ability to see in low light
       conditions or even total darkness. Whether by biological or
       technological means, night vision is made possible by a
       combination of two approaches: sufficient spectral range, and
       sufficient intensity range.
       Quadrupedalism:
       ~User can move, act and run on all four limbs in a quadrupedal
       manner, enabling them to move efficiently while on all fours.
       Quadrupedalism is a form of terrestrial locomotion in animals
       using four limbs or legs. An animal or machine that usually
       moves in a quadrupedal manner is known as a quadruped, meaning
       "four feet" (from the Latin quattuor for "four" and pes for
       "foot"). The majority of quadrupeds are vertebrate animals,
       including mammals such as cattle, dogs and cats, and reptiles
       such as lizards.
       Wallrunning:
       ~The user can scale walls by walking or even running on them,
       provided users build up and maintain enough momentum to fuel
       their vertical ascension.
       Wallcrawling:
       ~The user can scale walls and ceilings, no matter how rough or
       smooth they are. They do not deny gravity but adhere to surfaces
       unaided using various ways. However, in order to be considered
       true wall-crawling, the user must be able to maintain balance
       for long periods of time, compared to Wallrunning where the
       energy is only temporary.
       Beings with superhuman strength or with super strong and dense
       claws could simply dig their fingers or claws into a surface,
       then propel upward and dig in again, generating the effect of
       wall-crawling. In some cases, the user may simply be able to
       make use of any handholds they find, no matter how small, to
       wall crawl.
       Alternatively, the user's body and skin could possess other
       adhesive properties in common with certain animal species, such
       as the suction pads of a frog. Those with Reptilian Physiology
       could have microscopic hair/bristle-like structures on their
       hands and feet like a gecko, a trait that is shared with those
       with Insect Physiology and Arachnid Physiology. The use of
       setae, as well as nanoscale fibers, can allow a user to access
       electrostatic attraction forces known as Van der Waals Force to
       interact with positive and negative molecular charges to
       effectively cling to an object or structure at a molecular
       level.
       Enhanced Parkour Mastery:
       ~User is highly proficient in using parkour, which can be summed
       up as either acrobatics meets assault courses or skateboarding
       without a board. It is based on general principles of survival:
       Should one ever need to get from Point A to Point B as fast as
       possible, the shortest distance is always a straight line. The
       goal, therefore, is to get past, over, under, or through various
       obstacles without wasting any time.
       Unlike Flowmotion and Enhanced Athleticism, which may or may not
       include obstacles, this power includes obstacles altogether, and
       focuses on overcoming them with all types of movement. No
       obstacle is too high or too wide or even too slippery to be
       overcome.
       Vehicular Engineering Mastery:
       ~The user, either innately or through training, is a master of
       vehicular engineering, the art, science and engineering involved
       with the study, design, and manufacturing of vehicles.
       This is the ultimate vehicular engineering mechanism, since the
       user will automatically engineer vehicles with perfect skill,
       technique and timing. The users full and complete mastery in
       vehicular engineering and anything related to vehicular
       engineering makes the user the ultimate vehicular engineer.
       Jayda is a mechanic for motorcycles both old and new.
       Disciplined Mind:
       ~Each inner world is different, and solely depends on the one
       with this art. This not only lets the users control their minds,
       but allows them to become immune to mind control or other
       attempts to influence their mind. This also lets them enter into
       the inner worlds of others, and more advanced users can slightly
       influence those who's minds they enter. Though going into
       other's minds is mostly as a method of training, not having too
       much use to a user as they aren't too skilled in controlling
       other people's minds, since every mind is different and requires
       different approaches. And by controlling their minds, the user
       can do things like shut down certain parts of their mind should
       the need to, or manipulate their emotions at will. For the most
       part, shutting down parts of their mind only helps against
       opponents with psychic powers, such as shutting down their sense
       of pain when an opponent uses a psychic power to overwhelm their
       pain receptors. However, doing so could have negative
       consequences depending on what they're shutting down. Such as
       shutting down pain can lead to more damage if the users can't
       process pain.
       Fool Senses:
       ~Users of disciplined mind and similar skills that suppress
       certain parts of the mind have a special ability which lets them
       lie to people and control the fact they are lying thanks to
       their disciplined mind (or similar training) training and
       suppressing the unconscious habits of the mind when one is
       lying. Reading the aura and body language, most people think
       they are telling the truth, which allows the user to lie to
       people far more easily than most would be able to since they
       will come across as telling the truth as they don't give off any
       signs of lying. This power comes from advanced users of
       disciplined mind training and similar type training, as they
       learn to manipulate their minds to fool opponents that can see
       into their minds. However, only advanced users of the
       disciplined mind skill or similar skills can do this
       effectively, as they have to suppress not only the fact they are
       lying, but they have to suppress their unconscious tells of when
       they lie, such as some people looking away when lying, or some
       doing certain unconscious actions when they lie (which is
       different for each person). This requires not just training in
       disciplined mind or a similar skill though, but also requires
       the user to know their own self enough to know what they do when
       they lie to suppress it, from knowing how their voice reacts
       when they lie, to the unconscious actions they take when they
       lie, and to suppress the body's hormonal reaction in the brain
       when the person is lying. As one might imagine, this is a very
       difficult art to master, and those with the proper training have
       to do more than just suppress certain parts of the mind.
       Alchemist Supernatural and Combat Trained Enhanced Physical
       Stats:
       ~Depending on the alchemist, all alchemists have enhanced
       physical stats as a result of not only their supernatural power
       they gain from the spirits and from their magic, but also gain
       enhanced physical stats from training, since most alchemists
       train in combat and become high level combatants. Most
       alchemists have trained in not only alchemic combat, but in
       other combat styles, with each alchemist typically having their
       own balance of physical stat enhancements. This mostly depends
       on the alchemist and their combat styles, as some might
       specialize in strength, some might specialize in speed, and some
       might even go for a more balanced set of stats. In addition to
       learning to fight hunters, or other enemies like vampire ninjas,
       alchemists have to learn to fight dark spirits and other evil
       spirits. Since most alchemists are werecreatures (only rare
       alchemists are not werecreatures of some kind), most of their
       physical stats are usually reflected in the type of werecreature
       they are. For example, some werewolves might focus more on
       agility and speed, but still have incredible power and stamina,
       while a larger werecreature like a werebear might focus more in
       strength and defense rather than speed. This depends on the
       individual alchemist and all alchemists have their own balance
       of strengths and weaknesses, depending partially on their
       training, their combat styles, and whatever combat talents they
       might possess. The alchemists are warriors though, and never
       ones to be underestimated since they constantly fight and grow
       from their battles. Typically, like most physical stats, most
       beings will focus on one or two stats to gain a bigger boost
       than the others but at the cost of other stats not being as
       high, or beings could train for a more even set of stats to be
       more even, but they may not gain as high stats as a result as
       those who specialize in specific stats (though they would be
       able to outclass the lesser stats of stat specialists due to
       having all their stats enhanced).
       Jayda is basically the Mowgli of the werewolf alchemist tribe.
       Although not a true/pureblood or turned werewolf, she is able to
       handle herself against supernatural creatures thanks to her
       training under Kain along with dealing with the vampire ninja
       rivals. Even after the experiments done to her, Jayda is still
       human but now with enhanced wolf abilities.
       Transformation(s):
       Beast Form:
       ~The user can enter a state of being with traits and abilities
       related to beasts/bestial power. Usually, this kind of mode
       changes the user into different beasts or allows them to use
       their qualities, causing the user to transcend all of their
       basic limits, whether physical, mental, spiritual, etc. Exact
       qualities may vary depending on what kind of beast the mode is
       related to. Due to the alchemic experiments she has gone
       through, Jayda can transform into her wolf-like beast form.
       Although she cannot transform into a full wolf or a traditional
       werewolf like her foster family, she still can use traits of it
       from her eyes turning golden yellow, gaining pointy half elf
       like ears, sharp fangs and claws. This also boosts her physical
       conditions such as speed and strength, making her able to go up
       against werecreatures and other supernatural creatures easier.
       Enhanced Shadow Mana Mode:
       ~This is Jayda's own unique transformation, in which she
       combines her alchemic spirit purification mode with her nature's
       mana mode to create a more powerful form that utilizes both.
       Jayda is able to utilize the powers of the spirit purification
       mode, such as enhanced alchemy, which her specialty is her
       shadow alchemy or her blue mana crystal claw alchemy that she
       can use. When in this form, her spells and her alchemy are both
       enhanced, as well as amplified by the nature mana that Jayda
       absorbs when using this. As this also uses the mana mode
       enhancement, this amplifies Jayda's abilities considerably, not
       only increasing her magic power, but also amplifying her
       physical abilities. Jayda can even use her Blood-Claw and
       Shadow-Claw style in this form, since they are still alchemic
       abilities that she can utilize. However, this does still have
       the same weaknesses as the spirit purification form, such as
       dark spirit powers or demonic powers might do more damage to
       Jayda, and spirit destruction powers can also do heavy damage to
       Jayda in this form. In this form, Jayda is also vulnerable to
       anything that negates mana, such as other mana users who negate
       mana in an area, or powers that can counter mana. As such, while
       this grants enhanced power by combining two enhanced modes, it
       does mean it also has the same weaknesses.
       Weaknesses:
       Known as the Umbra Alchemist, obviously light based powers are a
       perfect counter to her shadow powers. She also cannot
       manipulate/control certain darkness powers such as dark spirit
       powers for obvious reasons such as being corrupted. Not to
       mention that Jayda is still human so despite her regeneration
       powers and being able to live pretty long, certain weapons and
       abilities that can one shot her such as Death's scythe type
       weapons can kill her. She also cannot use her shadow powers
       against other shadow users unless she's using her pure darkness
       powers on certain enemies such as demons and vampires.
       The alchemists, just like the vampire ninjas, are extremely
       prideful. Almost all alchemists are prideful to some degree, but
       balancing that pride is a double edged sword. This is part of
       the reason why the vampire ninjas and alchemists don't get
       along, since both races are very prideful and neither is willing
       to back down when facing the other. Most alchemists are prideful
       in their abilities, though some are more prideful than others.
       Proper alchemists are prideful, but know the limits of their
       power. However, most alchemists are prideful enough that they
       never ask for help, and don't like people getting involved and
       telling them how to fight. As such, this causes a lot of
       problems, and is a major weakness. Some more prideful alchemists
       have even gotten to a point where they think themselves above
       the rules, and some more prideful alchemists can never admit
       when they do something wrong. As a weapon, pride helps keep the
       alchemists confident in their abilities, but should never go
       beyond helping them grow as warriors. The point where an
       alchemist can no longer acknowledge other warriors as equals is
       usually the point where someone like Sirion and Kain will step
       in, and try to talk the alchemist down. This is a big problem
       among many alchemists, though Sirion and Kain have tried to
       control that pride to a degree so it doesn't get out of control
       since they are among the top alchemists, but even Sirion and
       Kain also have a lot of pride themselves. Because of this, this
       is one of the major weaknesses of the alchemists specifically,
       and no alchemist is without pride. Most alchemists can be taken
       advantage of in this, in that not only will they usually never
       back down from a challenge, but most will usually make mistakes
       in their more prideful moments (such as letting an opponent go
       if they can provide a good enough challenge). While Kain tries
       not to be prideful, he can get prideful about his status as a
       Dawnguard, which is something opponents can take advantage of in
       combat. Although not as bad as the alchemists, Jayda is not
       completely immune to letting her pride get the better of her. If
       she's not careful, her enemy can exploit it.
       The vampire ninjas, as the alchemists' main enemies, have many
       ways specifically to kill alchemists. Because the vampire ninjas
       and alchemists have been at war for so long, both have specific
       power used to fight each other. Both sides have been in a
       stalemate for a long time, and neither can overcome the other,
       but vampire ninjas have a slew of techniques that they can use
       to kill alchemists. The main danger is the vampire ninja's
       spirit destruction abilities, which utilize a power that can
       even destroy an alchemist's soul if used properly when killing
       an alchemist. As such, the alchemists have tried to prevent
       their souls from being destroyed, but the closest they have come
       is using spirit destruction for the Dawnguard to counter this
       spirit destruction. Overall, the vampire ninjas, and certain
       other groups that might specifically target them can figure out
       ways to specifically fight them. The vampire ninjas are not the
       only enemies though, as dark spirits have also sought to kill
       alchemists and vampire ninjas specifically as their enemies, and
       certain werecreature tribes have even sought to destroy the
       alchemists since they view the alchemists as outcasts and many
       werecreature tribes see the alchemists as overconfident and
       prideful to the point that most hate the alchemists for their
       pride and confidence in their tribe. Jayda was a bigger target
       for the vampire ninjas mainly due to who her birth family were,
       viewing Jayda as a possible threat and believing that the
       werewolf alchemists were soft hearted fools for adopting a human
       with that kind of background, let alone a human in general.
       The alchemists are victims of normal magic weaknesses since
       their alchemy is specifically magic based (though it's spirit
       based magic, it's still magic). As such, using this means that
       the alchemists are vulnerable to anything that counters magic.
       The first thing are magic resistances and magic immunities,
       which are a major danger of magic users. Resistances usually
       depend on the creature and what kind of magic they are resistant
       to, like the alchemists typically are resistant to normal forms
       of magic due to them being more spiritual in nature with their
       magic. However, magic immunities are a problem to alchemists, as
       an alchemist may have to rely on physical combat if the user is
       immune to magic. However, even bigger problems lie in magic
       negation and anti-magic. Magic negation is a skill that negates
       all magic in an area, and may hinder an alchemist's ability to
       use magic. As for anti-magic, anti-magic is specifically
       effective against magic users, as it essentially can act like
       the opposite of magic itself and is the major opposing force to
       magic. It is also worth noting that there are plenty of powers
       that can counter magic, such as other energy users that can use
       certain defenses to defend against magic. Depending on the
       magic, any magic can be countered by something, such as
       elemental magic can be countered by counter elements (like fire
       magic could be countered with ice powers (not just magic). Mana
       negation will also negate any alchemist magic used, since mana
       powers an alchemist's magic.
       Breaking the taboos usually results in imprisonment, or some
       more extreme cases may result in execution. While this isn't
       something the alchemists like to do, it is important to enforce
       the taboos. The only taboo that aren't really too enforced are
       the money creation taboo (since everyone has had to use it at
       some point) and the darkness taboo (because no one can agree on
       when it becomes taboo and agree when it's hurting the life
       around them). However, there is certain forgiveness for the
       taboos if they are not intentionally broken or are broken for
       the purpose of the tribe. Usually, the alchemists are very fair
       about judging people who break the taboos, as usually they will
       allow the user to make a case before Sirion, the clan heads, and
       the Dawnguard, but if they determine that the alchemist has been
       breaking that taboos without a good reason, they may be
       imprisoned. There are certain taboos like soul manipulation that
       even might result in exile as well, as some taboo breakers are
       exiled from the alchemists if they feel that execution is harsh,
       but imprisonment won't teach them anything. Overall, the
       alchemists do understand that sometimes exceptions need to be
       made, but one must have a good reason for committing a taboo or
       else they could face judgement and action from the heads of the
       clans. Usually, it is rare to jump straight to execution, as
       that's usually saved for extreme cases like an alchemist killing
       other alchemists for no reason, or alchemists who purposefully
       break taboos over and over without a good reason. Overall, this
       is a case by case bases, and those that break taboos even by
       accident are usually monitored by the other alchemists to make
       sure the alchemist doesn't break the taboos again.
       Alchemy magic is usually close range magic, unless it has to do
       with a projectile attack. With the exception of the elite
       alchemy, users of alchemy are usually limited to close combat
       with their alchemy since most alchemy is done at close range.
       The only exceptions to this are projectile attacks (which are
       still generated within a certain distance of the alchemist), or
       unique alchemies that might be able to be generated a certain
       distance away (like a lightning strike spell from above might
       not require close range). It is also worth noting that an
       alchemy's effectiveness is also only as effective as the user
       who utilizes the alchemy. Depending on the knowledge of the
       alchemists, they may not be able to utilize alchemy as
       effectively as certain others. Typically, each alchemist has
       their own talents and affinities, and they usually have to stick
       to these affinities as other alchemies will usually not be as
       effective. While it is possible to learn as much as one can
       about alchemy, they are often limited by their knowledge. For
       example, most alchemists may know a little science, but most
       don't know as much science as those raised in human society, so
       there are certain things they might not know that certain other
       alchemists will know, but those who are raised in the alchemist
       society may know more about spirits and nature than those raised
       in human society and might have more effective spirit
       purification and nature connections. This depends on the
       alchemist, and what they can learn, as all alchemists have
       limits on what they can do and what they can learn.
       Even though mana users can regenerate pretty effectively, they
       can still die due to fatal injuries if their regeneration
       doesn't act fast enough. There are certain exceptions, as some
       people do have enhanced regenerations (like demons and angels)
       and may not die with certain fatal injuries, but most mana users
       who don't have any other race abilities usually are able to be
       killed by their heart or brain being destroyed, or their head is
       removed. Though any supernatural creature that is a mana user
       still has their normal race weaknesses, such as werewolves being
       weak to silver or mercury and vampires being weak to holy items.
       While mana users can regrow limbs and heal most injuries, they
       can still be killed, and their regeneration can still be
       interrupted by forms of regeneration negation.
       While mana's raw energy power may seem impressive, it's still
       just a normal energy that can be countered as such. Other
       energies can still counter mana, such as chi, ki, aura, spirit
       energy and other forms of energy used by the body. Many find
       that mana is strong, but other energies, with enough effort, can
       be used to block or even reflect mana. To some extent even other
       physical objects can be used to counter mana, using things like
       boulders and living things for cover depending on the mana
       attack. For the most part, all mana skills are dodge-able and
       most are block-able with strong enough defenses, though one
       still has to be careful of the ones that pierce defenses. For
       the most part, other types of energy is the best way to block
       mana, and stronger mana users can also block other mana users
       mana.
       Originally, mana users were eventually countered by someone who
       developed a technique that became known as the soul shout, in
       which they used their spirit energy to generate a sound
       frequency which cancels out all mana in a given area. This soul
       shout is designed solely to be like kryptonite to mana users, as
       it removes the source of their power, making it so no mana user
       can generate mana in an area, and can't even draw out their own
       mana as the soul shout removes any ability to use mana,
       including dark mana. While the soul shout isn't really too well
       known now except among those that use spirit energy, it is still
       something some people still know how to use. This is the
       technique that the mana negation skill was based on, as mana
       users tried to replicate the effects with mana, and generated
       something that would negate mana, but didn't know that this
       still allowed dark mana in their attempt to replicate this. This
       technique is very effective against mana users, and while in
       effect, a mana user cannot use any mana, being forced to rely on
       either trying to get out of range of the soul shout, or fighting
       using other means.
       Another dangerous counter to mana users power is mana flames, or
       King Satan's wrath flames. Both flames feed on mana as a power
       source (and King Satan's wrath flames can also feed on anger),
       so lighting a mana user on fire with mana flames or wrath flames
       can be very dangerous to mana users, as it's like throwing a
       fireball into a pile of gasoline. If the mana user doesn't
       contain their mana properly and push the flames away from them
       and get away, they could easily be consumed by mana flames. Many
       mana users don't see mana flames or wrath flames too often, so
       only a few are familiar with them and how to counter them.
       Though most have to learn quickly or be consumed by flames.
       Another method if breaking through mana skills is with things
       like aura breaker weapons. As one might expect, aura breaker
       weapons work on just about any energy, and mana is no exception.
       While mana is strong, it still is instantly dispelled by aura
       breaker weapons and techniques. Aura breakers work well against
       mana users, as all of a mana users techniques can be dispelled
       by an aura breaker weapon. Of course, anything that dispels mana
       would be effective, as some magic users have skills that can
       dispel mana. There are plenty of techniques out there, and there
       are plenty of stronger techniques that could break through mana
       techniques and skills.
       Weapon(s):
       Twin Umbra Revolvers:
       ~Jayda's primary weapons. They are custom handguns built for
       precision darkness channeling. They are empowered by darkness
       based abilities and she made it so only she can use them thanks
       to her alchemy. She can also use her absorbing spell to transfer
       it into her guns for special damage. She also has special ammo
       for her guns such as Obsidian Rounds which can disrupt energy
       flow such as mana once it enter the body of her enemies along
       with harming those with thick skin and low to mid level
       bulletproof gear. Specter Shots which can phase through physical
       obstacles and hit enemies such as dark spirits and other
       ethereal entities and Abyssal Tracers which leave a trail of
       shadow that Jayda can teleport to using her shadow abilities.
       Sawed Off Shotgun:
       ~A shotgun rebuilt with dark‑matter engineering. The gun
       is built to handle being with highly thick skin and high caliber
       armor. The gun have the pellets become shadow‑infused,
       phasing through mundane armor (as long as it's not enchanted by
       stuff that can counter darkness based powers) and ripping into
       supernatural bodies like wet tissue. Jayda can absorb an
       incoming elemental attack and fire it back as a blackened
       version just like her two revolvers. Just like her dual guns,
       Jayda's shotgun also has some ammo for it such as Graviton Slugs
       which can collapse on impact, pinning targets with crushing
       force. Blackfire Buckshot which burns cold and can harm those
       with regeneration for at least two rp rounds. The Nullsteel
       Breachers are designed to break magical wards and other energy
       based abilities.
       Shadow Combat Gloves:
       ~Her weighted‑knuckle gloves, which are upgraded into
       darkness‑alchemy conduits. The gloves allows Jayda to
       channel dark energy directly through her fists which she can
       absorb kinetic force from enemy strikes and release it as a
       shockwave. The gloves can even form shadow spikes on the gloves
       for more damage such as piercing damage. The gloves have two
       special modes which are Grim Echo which the punch creates a
       delayed shadow‑punch that hits a moment later and Abyssal
       Grip which lets her hold supernatural beings that are spiritual
       in nature such as ghosts to even creatures that can turn
       intangible.
       Abyssal Fang Blade:
       ~A long, curved dagger forged from compressed dark matter alloy
       and werewolf alchemist bone‑steel. The blade is matte
       black, absorbing light instead of reflecting it. Its edge
       vibrates with dark-matter pulses. The blade is a supernatural
       hunter weapon, able to cut through supernatural flesh, mana
       constructs, and enchanted armor. The blade is a gift from King
       Sirion himself, even having his darkness signature alchemy on
       it. The blade recognizes Jayda and responds only to her, meaning
       that other darkness users cannot use it no matter how powerful
       they are.
       Personality:
       Jayda has a laid back confidence, rarely shows stress, even in
       supernatural fights. Not only she cracks jokes mid‑battle,
       she is also known for shrugging off danger with a "been through
       worse" attitude. She's adaptable, quick-thinking, and rarely
       panics. Then again, it makes sense due to her growing up around
       werewolves. As a bounty hunter, Jayda is a protector first,
       hunter second despite what many people might believe, especially
       for the few who knows who her birth family were. Jayda has made
       it clear to those who hires her that she is not some greedy or
       scumbag hunter for hire who only cares about money. Her rules
       are simple and ironclad. She only goes after criminals, not
       innocent people. She never takes a job she believes in and if
       someone is falsely accused, she will do what she can to help,
       worst case, she will leave them alone. Jayda is fiercely proud
       of her upbringing. Not only she honors and respect the teachings
       from the tribe despite being human, Jayda sees the tribe as
       family, especially those like General Kain who raised her like
       she was his own pup and King Sirion who she views as an uncle.
       She even views Kierra as her cousin despite the two butting
       heads at times. Although confident in her skills, she doesn't
       let it get to her head. She knows that she's strong, she just
       let her powers do the talking. Jayda uses humor to diffuse
       tension, keep allies calm, hide her trauma and stay grounded in
       fights. Her jokes are dry, sarcastic, and often aimed at
       supernatural enemies who take themselves too seriously. Despite
       that, Jayda knows when to take things serious. She already knows
       that the world isn't black and white. She doesn't care about
       sides such as ideological wars, politics, etc. If killing is
       necessary, she'll do it. But she always tries for a non-lethal
       solution first. She also doesn't like it when people bad mouths
       Kain and Sirion, especially if it has anything to do with
       harming them and her tribe. She doesn't lash out blindly, but
       she will put someone in their place. Although she is still
       recovering from the horrific trauma she went through thanks to
       Silvio, she still sees herself as human and doesn't let it
       change her as a person.
       Bio:
       General Kain is part of the werewolf tribe alchemists alongside
       his cousin Kirnan Silverfang. A tribe Kain's friends King Sirion
       Darkwolf and Sirion's sister Kina Darkwolf created thousands of
       years ago. Their main duty is to protect nature and her
       inhabitants from dark spirits. Though they do butt heads with a
       rival clan known as the vampire ninja, a powerful ninja group
       with elemental abilities and also deal with destroying dark
       spirits. Unfortunately, both ideals and beliefs clash hence the
       two groups ending up being bitter rivals.  Despite the rival
       clans, everything seem to go well in the werewolf alchemist
       tribe. Well, for mostly everyone except Kirnan. Over the
       centuries of taking down dark spirits, dealing with the bitter
       rivalry, and the marriage between him and Kina Darkwolf not
       going so well to the point of the two splitting up, Kirnan
       slowly became disillusioned with the tribe and their beliefs as
       a whole. He want to do things his own way, even if it means
       going against everything the tribe stands for. He started off
       small such as scouting out other potential threats to him and
       his kind, seeking out forbidden power in order to get stronger,
       and dealing with them alone to even secretly forming his own
       small pack of werewolf alchemists who has the same ideals as him
       to help out. The more he does this, the deeper his own personal
       beliefs grew to being a polar opposite of the alchemist tribe's
       goals and beliefs. Kirnan even went as far as seeing mankind,
       one of the species that the tribe swore to protect in the
       shadows, as a threat to nature itself and it's inhabitants,
       seeing humans as savage and greedy primates who act more like
       parasites than a actual part of the natural order during his
       time in human civilization disguised in his human form.
       Meanwhile, General Kain was growing suspicious of his cousin. He
       didn't pay much attention to it at first but things got
       concerning due to scouting reports of people disappearing and
       winding up in the gutter by alleyways. One night during the full
       moon, General Kain and his elite group known as the Dawnguard,
       tracked Kirnan's scent which leads to a home somewhere in the
       forest... along with smoke and blood. Human blood and werewolf
       blood. Kain and his group quickly race to where the scent was
       leading, only to see Kain completely covered in blood and burnt
       marks which is regenerating. Behind him are bodies of a human
       family, brutally mauled and torn apart by Kirnan and his rouge
       pack. Enraged, Kain questioned his cousin for his crimes, only
       for Kirnan to respond back with a snarl that what he did was
       justified, stating that the humans were heartless hunters who
       hunted innocent supernatural creatures as sport, even as going
       as far as to torture and experiment on them, one of them being a
       teenage male werewolf Kirnan took in as one of his own. That was
       when ideals and morals clashed with one another, with Kirnan's
       extreme beliefs to protect his kind and nature by any means
       necessary and Kain's beliefs that the world is gray but there is
       still good in people, especially humans. Kain states that Kirnan
       and his pack are arrested and will answer before King Sirion,
       which Kirnan refuse and states that they'll have to fight them
       for it. That was when both werewolf groups begin to fight each
       other. Claws, fangs and alchemy clashing between both sides. The
       fight got intense to the point of the two cousins fighting
       inside of the already damaged and burning home of the hunters.
       They ended up being in a living room where they notice a infant
       girl inside of the crib, fussing in fear along with being alive
       and unharmed. Kirnan was about to advance toward the crib but
       Kain stopped him, warning him to leave the infant girl alone
       since she is innocent. Kirnan darkly respond with a growl that
       there are no innocents when it comes to vermin, the message made
       clear on what unforgivable act he was about to commit. Kain
       attacked Kirnan with no hesitation, fueled by rage toward his
       cousin along with the protective nature for the baby. Kain use
       his crystal mana alchemy against Kirnan which went from glowing
       blue to crimson red, which he used pierce Kirnan through the
       chest, seemingly killing him. Mixed emotions flood in Kain's
       head until he heard the home collapsing. Kain quickly grabs the
       baby and ran out out of the house before it gets destroyed
       completely.
       The Dawnguard manage to arrest the surviving members of Kirnan's
       pack and took them to trial. As for Kain, the Werewolf General
       report to King Sirion Darkwolf about the incident, what he had
       to do and him saving the infant who is now being watched over by
       the tribe's nurses. Despite the infant's bloodline cruel actions
       which led to them being wiped out, the elders and the king
       himself states that the human infant is innocent and will be
       raised in the tribe under Kain, which Kain accepts. When asked
       what to name her, Kain stated that he remembered that he saw the
       name "Jayda" on the crib. So he decided to call her that along
       with her taking his last name. So Jayda was raised by Kain.
       Growing up, Jayda has learned mana alchemy along with the ways
       of the alchemy from the Silverfang family and other
       werecreatures in the tribe. At age 15, Jayda was able to
       encounter her first vampire ninja who in secret was testing
       Jayda to see if she is a danger to everything the vampire ninjas
       fight for and if they have to take her out. Although she proved
       to be a formidable opponent and not a future problem, the
       vampire ninja still have Jayda on their radar. After the
       encounter, King Sirion decides to teach Jayda darkness alchemy,
       mainly the basics since King Sirion's own darkness alchemy is
       highly advanced and dangerous. Even though she found her own
       unique spells, Jayda still proves to use her powers for good. At
       the age of 18, Jayda decides to venture out into the world. Once
       out in the world, Jayda did manage to make some friends and form
       a small group that protects the community in Flagstaff, Arizona.
       (More will come later)
       Theme Song:
       Main: Run this Town by Jay-Z feat Rihanna and Kayne West
       (
  HTML https://m.youtube.com/watch?v=EeE7CfNs7Js)
       Battle Theme: Fury Oh Fury by Nico Vega
       (
  HTML https://www.youtube.com/watch?v=ne6Ivtg3jw4)
       Beast Theme: Beast of America by Nico Vega (
  HTML https://on.soundcloud.com/dcjvWJiCgfh2D4ZYp6)
       Images:
       (
  HTML https://imgur.com/2KlTqic)
       (
  HTML https://imgur.com/GkjuDe1)
       (
  HTML https://imgur.com/R7hTy9L)
       (
  HTML https://imgur.com/IbFe5eg)
       (
  HTML https://imgur.com/qibptLy)
       (
  HTML https://imgur.com/N0TVeaL)
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