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#Post#: 21140--------------------------------------------------
RP Profile: Jayda Silverfang
DIR By: Coolcat207
Date: July 5, 2026, 6:21 pm
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"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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