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       #Post#: 3792--------------------------------------------------
       Profile: Ilona Hamilton 
       By: Coolcat207 Date: April 1, 2020, 11:51 pm
       ---------------------------------------------------------
       "Sharp blade, sharp mind."
       "Submit! You have already lost. Do not make this situation any
       worse than it should."
       "The one thing that many people, humans especially get wrong is
       the whole image with packs and alphas. There's no such thing as
       an "alpha". Although there are leaders, wolf packs operate more
       as a family than some organizations out there. They take care of
       the young until they are old enough to go find their own and
       they look after one another. The same goes for werewolves."
       "I understand that the war had a huge impact in both clans,
       hence the whole hatred between both vampires and werewolves. As
       for me? Well, strange as it is, I don't hold such malice against
       vampires despite what happened to my mother. But as an elite
       guard, it is my duty to protect my pack... and I will do it
       without hesitation."
       "There may be a hundred sword techniques but you win with just
       one. A stroke of the sword that misses is a fatal opening which
       can be exploited for a decisive blow. Conquering personal
       weakness is the essence of swordsmanship."
       ~Ilona Hamilton during one of her swordsmanship training with
       her students.
       "Water is patient. Water just waits. Wears down the cliff tops,
       the mountains. The whole of the world. Water always wins."
       "People believe that the reason for mastering swordsmanship is
       to be able to cut down one's enemies. As for me, my desire to
       master swordsmanship is to find principle. If I'm able to even
       grasp this, even for a minute... my heart will be like still
       water: calm and quite, like a clear mirror lucid and bright,
       able to cope instantly with any situation that is thrown at me."
       ~Ilona to General Kain when he asked what does Ilona seek
       through swordsmanship.
       "Stay focus! Do not let your guard down no matter what. It
       doesn't matter if your opponent is the definition of chivalry,
       absolutely do NOT expect the fight to be fair. Especially if
       you're fighting for your own life or the life of someone else."
       "It might seem a little weird but believe it or not, it is
       helping me control my unnatural cravings. As long as I'm not
       chewing on things such as silver, I should be fine. Trust me,
       it's either this or eating something still alive and
       squirming... which I'm trying not to go that route. Also, I'm
       not touching Kage's materials so he shouldn't be worried about
       me eating it."
       When a powerful enemy start escaping a fight from Ilona and a
       recovering alchemist
       Alchemist: Get back here!
       Ilona: Stand down! We can't chase the enemy now.
       Alchemist: The bastard is getting away! We can't let him go
       free!
       Ilona: You go after him now, you'll be skinned alive or worse.
       We need a plan along with helping our own. He will not get away
       with this, I can guarantee it. But I need you to keep a clear
       head.
       Name:
       Ilona Hamilton
       Title:
       Quicksword Ilona
       Alias:
       The Water Alchemist
       Other Names:
       Wolf Shark
       Sea Wolf
       Pooch (by Ikeda)
       Age:
       Unknown
       Gender:
       Female
       Species:
       Werewolf
       Organization:
       Werewolf Alchemists
       Elite Dawnguard
       Family:
       Father: Jesse Hamilton (Deceased; Killed by hunters)
       Mother: Celina Hamilton (Deceased; Killed in the
       Darkfire/Darkwolf War)
       Brother: Mateo Hamilton (MIA; Presumed Dead)
       Nationality:
       British-Bulgarian
       Basic Alchemist 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).
       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.
       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 Spellbooks: The Aqua Book:
       ~This is Ilona's own personal spellbook. This spellbook utilize
       her book's spells to create and manipulate water energy
       manipulation constructs, generated from her magic. Using this
       book, Ilona has a multitude of attacks, some which utilize the
       water to attack, some for defense and others for purposes such
       as healing or restrict. Ilona was given this book when her
       mother, the previous water alchemist, fell in battle during the
       Darkfire/Darkwolf War. This is an elemental book, meaning that
       it can be countered by the element's opposite such as fire. As
       for spells, Ilona is still trying to gain new spells for her
       book, wanting to learn more.
       Unique Alchemic Arts: Tides of Water:
       ~The moon has an affect on water, especially with the ocean
       tides due to the way it exert a gravitational pull on the
       Earth's water. The phases of the moon also effect those who
       manipulate the element of water. As a water alchemist and a
       werewolf, this fits Ilona perfectly and can use it to her
       advantage. The new moon is when her alchemy is at the weakest
       and she has to wait the first two or three days until the new
       crescent is visible. For the waxing phase, it's the best times
       for doing magic for bringing something to Ilona which she use to
       find new knowledge before the full moon hits, which does
       increase her chance if the waxing moon is bright. The waning
       moon is best for cleansing something negative such as impure
       thoughts. The full moon is the best time for Ilona to use her
       water alchemy since it empowers her as a water user and a
       werewolf. Finally as for the dark moon, any magic Ilona does
       will be VERY strong so she has to be careful.
       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/usable, 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 unusable, 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.
       Akuru:
       ~A spell that fires a jet of water at the opponent. Ilona can
       fire it from her hand or from her mouth in any of her forms.
       Ashirudo:
       ~A shield that is made of water that can block or absorb
       attacks, such as lightning spells/attacks. Ilona can then use
       Aku Supureido to reflect the absorbed attack back at her
       opponents. It is shown to to be strong enough to easily block
       the Zakeru lightning spell and even send the attack back at the
       user.
       Aku Supureido:
       ~A spell that summons a wave of water. Ilona can use Ashirudo's
       water and the absorbed attacks to attack her opponents and use
       this spell to reflect attacks with a surf of water. She is able
       to absorb lightning spells and attack them with a wave of
       electric water.
       Oruda Akuron:
       ~A spell that can create several large jets of water that can
       surround the opponent. She is able to control their movements,
       making frontal shields like Rashirudo useless. This spell can be
       used to absorb attacks and use them with the water.
       Akuru Kiroro:
       ~Creates multiple slicing blades made from water.
       Akurouku:
       ~A spell that creates water claws on Ilona's hands and feet. It
       is shown to be strong enough to equally attack against the
       lightning Rauzaruku spell. She can also spin in an arc toward
       the enemy in said form.
       Ganzu Akuru:
       ~Ilona throws spheres of water at high velocity.
       Akuruga:
       ~By putting both her hands together, Ilona releases a enhanced
       version of Akur, that looks like a spiraling jet spray of water
       to attack an enemy.
       Sea Dragon's Waterball:
       ~The user creates a large swirling sphere of water at the end of
       their hand or wand or between their hands, and then launches the
       sphere at their target. The force behind the spell can form
       craters in the ground and propel people through the air.
       Multiple spheres can be generated simultaneously in an area near
       the user.
       Holy Water Assassination Bullet:
       ~The user gathers streams of water together to create a large
       bullet. The user could launch the bullet towards a target. The
       full potential of this spell is unknown as it is deflected
       before causing any damage. However, the deflected bullet has
       enough force to send the user backward a considerable distance.
       Sea Dragon's Nest:
       ~the user crouches, places both hands near the ground, and then
       manifests a dome composed of multiple whirlpools, which covers
       the user's surroundings. The user is capable of freely
       controlling the size and position of the dome. When created in
       mid-air, the spell forms a sphere. The whirlpools are capable of
       blocking multiple piercing forces from any direction without
       breaking.
       Sea Dragon's Cradle:
       ~The user manifests an enormous, smooth sphere of whirling water
       with a ring of watery globs. The spell could be used to
       transport groups of people.
       Suou Giakuru:
       ~One of Ilona's most powerful spells in which she summons a huge
       Chinese dragon made of water, similar to the lightning Baou
       Zakeruga spell.
       Shin Suou Giakuru:
       ~A more powerful version of Suou Giakuru. The caster summons a
       much larger and powerful version of the Chinese water dragon
       attack.
       Origin Flash:
       ~The user summons a sword to their hand and, swinging it,
       releases a giant slash that cuts anything in its path.
       Afterwards, the sword dissipates. This spell is strong enough to
       stop a tornado. Those with tougher armor or defenses might
       resist this spell.
       Origin Flash Barrage:
       ~The user swings their sword and releases multiple giant slashes
       that cut anything in their paths.
       Conquering Eon:
       ~This is Ilona's most powerful sword spell. The user holds their
       sword aloft and has it absorb the magic of their allies (with
       consent). The user then swings the sword down and unleashes the
       collected power in a single slash.
       Dawnguard Elite Alchemist Arts:
       Dawnguard Elite Alkahestry Magic:
       ~This is the basis of the elite skills, in which the Dawnguard
       are taught a specific alchemy style that doesn't use their own
       magic, but instead, uses the flow of energy in the world to use
       their alchemy through the world itself. This skill uses a
       werewolf alchemists alchemy skills just like normal, but lets
       them utilize their alchemy in new ways, such as using their
       alchemy from further away by transferring their magic to areas
       through the life force of the planet. Some call this "The
       Dragon's Pulse", which is the lifeline of the world. Typically,
       it is taboo to use this art, because it manipulates the world
       itself, which is a major law violation, as werewolf alchemists
       usually forbid others to try and twist the world to their own
       devices. This is the base of all elite arts, in which this
       grants access to new abilities and powers, designed specifically
       for the elite warriors that fight stronger dark spirits, hollows
       and other powerful enemies. This alchemy's main use is it's
       basis in battle, as this is a type of alchemy that isn't made to
       boost the world, but rather is made specifically to destroy the
       enemies of the alchemists. There are a few good uses of this,
       such as enhanced healing and medicinal use of using the life of
       the world to heal, or healing the world itself using this, but
       most of these skills were developed out of necessity to combat
       the vampire ninjas, who also had some of their own elite arts
       that they use. This isn't too different from normal alchemy, and
       can still be countered the same way, if one accounts for the
       differences in the alchemy compared to normal alchemy. This is
       only taught to trusted alchemists, and only those that are
       recruited by the leader of the Dawnguard, Kain Silverfang, are
       allowed to learn this. Most want this for it's techniques and
       enhanced abilities, but only few are ever allowed to learn these
       skills, as the Dawnguard only use this to battle their enemies
       and are taught very specific rules to use these elite arts due
       to how dangerous some of the arts are.
       Elite Dark Spirit Destruction Arts:
       ~This is perhaps the biggest taboo among alchemists. This is an
       art that is not given out freely, even among the elite, and only
       the most trustworthy elite are able to learn this. This art is a
       modification of the spirit connection, and uses an alchemist's
       powers to destroy a spirit rather than purify the spirit. This
       technique is used against more powerful dark spirits, and some
       vampire ninjas to counter their own spirit destruction arts, but
       overall, this is a power that most alchemists consider one of
       the biggest taboos in the werewolf alchemist tribe. Because the
       spirits are important to the world, even dark spirits (to a
       degree, dark spirits destroy corrupted or dead nature and make
       room so good spirits can create new nature), this art is only
       used if absolutely necessary. When used, this can allow any
       alchemy ability to become a spirit destruction ability, and
       makes an alchemist able to use this to battle more powerful dark
       spirits and hollows. However, this art doesn't discriminate
       between good and evil spirits, and kills as many good spirits as
       evil spirits when it's used. This is why this power is not used,
       as good spirits are always present and can be destroyed easily
       with this if the alchemist uses it. While this is useful against
       dark spirits, specifically stronger dark spirits like collectors
       and consumers, this is still something that alchemists fear
       could destroy the balance of nature if overused, so specific
       rules are usually placed in order to even learn this, let alone
       use this art. Advanced users can learn to reduce the amount of
       spirits destroyed with this, but there is always a danger, so
       this is only to be used as a last resort. This is another base
       amplification of alchemy, and designed specifically for battle.
       Usually, as long as one avoids an alchemist's alchemy, they can
       avoid this art, as this is just a modification of their normal
       alchemy.
       Elite Art Mystic Spirit Magic Arts:
       ~This art is taught to more meditative werewolves, who are able
       to focus more on the spiritual. This art is a very spiritual
       power that allows a werewolf alchemist to focus on the spiritual
       to release a form of raw magic that is rich in spiritual power.
       By using the spiritual power of the user, the user is able to
       create spiritual magic without calling on spirits, with advanced
       users even being able to create new spirits using this art. This
       is a very useful art for repairing areas devastated by dark
       spirits, as new spirits can be made and the spiritual nature of
       this can be used to replenish the power of weakened spirits.
       This is a very useful art against things like dark spirits, as
       this can allow spiritual power to overcome the dark spirits in a
       more natural way than most alchemists use. However, there is a
       dangerous side to this art. Because this creates new spirits and
       new spiritual power, it is possible to overload the spirits with
       this spiritual power, depending on how this spiritual power is
       used. Because of how dangerous it can be, use of this is usually
       restricted by alchemists to areas affected by spirit destruction
       or weakened spirits, due to this being able to actually overload
       and destroy spirits if it's overused. This is a skill that has
       to be used responsibly, due to overuse being so dangerous.
       Typically, those that use this are more vulnerable to spirit
       destruction arts, which counter this art more easily due to
       spirit destruction being like comparing fire and ice as powers.
       This is also just another basic enhancement to alchemy, aside
       from certain things like bio-alchemy and other medical alchemy
       being able to be enhanced in a positive way with this alchemy to
       enhance someone's spiritual side, and their spiritual
       connections depending on how it's used.
       Elite Art Sealing Arts:
       ~This is a special art that is used to seal entities away. This
       was based on the death wraith ability to trap spirits and souls,
       and allows an alchemist to seal away dangerous objects or
       entities. Using this, there are two different arts one can use.
       The first is a dimensional seal that is designed to trap
       dangerous objects and contain their influence within a limited
       space, and keep everyone else out of the sealed area. This seal
       is very strong, and can only be broken by extremely powerful
       magic users, or the original magic user releasing the seal. The
       second seal is using an object to seal an entity, in which a
       magic circle is used to draw in a specific target and then seal
       them in whatever object is being used as a catalyst. By using
       this, ordinary objects like bottles and jars can be used to seal
       an entity away in it through this magic. Once sealed away, the
       person sealed away cannot break out of this seal without outside
       help (with a few exceptions), and this is usually used to seal
       away entities too strong to fight under normal circumstances.
       Typically, alchemists use this to seal away powerful dark
       spirits that they can't destroy, usually handing them off to
       death wraiths to cast back into the shadow realm. Using the
       first art, dimensional seals are only broken by overpowering the
       magic that makes the seal, and requires a user to attack it from
       the outside. Dimensional seals are more useful for sealing
       objects, as entities are usually strong enough that they can
       sometimes overpower this. For the second seal option, breaking
       the seal from inside is usually impossible, though some who can
       break seals might be able to damage the object used to seal them
       away with enough power, and if the object is destroyed, then the
       seal will be released and release the person being sealed away.
       Elite Elemental Card Arts:
       ~This art uses special cards that focus elemental energies into
       them, where the alchemists use these cards to channel their
       alchemic elementals with cards that are prepared ahead of time.
       The cards used are usually special cards similar to the
       spellbook pages in an alchemist's spellbooks, and this art is
       more of a storage for elements. When used in battle though,
       these cards are used offensively, in which they are thrown at
       opponents. Once they hit an opponent or whatever they hit, the
       energy in the card is released in a burst of physical force, and
       is used on the opponent. Usually, elemental users focus
       elementals into this card so that they can use these on
       opponents. For example, a lightning user could throw a lightning
       card at an opponent, and when the lightning card hits, the
       lightning is released to electrocute the person hit by the card.
       This usually depends on the alchemist and what elemental
       abilities they can use with their alchemy. They only need to use
       these special cards ahead of time and focus some elemental power
       into the cards, and the cards can be stored on their person so
       that they can use them whenever it's convenient. This is a skill
       that's not really taboo, and the only reason that it's an elite
       skill is because of how hard it is to store the elemental power
       and magic power in these cards, as most alchemists have trouble
       making these without destroying the card since most cards cannot
       handle strong elemental and magic energy (IE a strong fire magic
       could burn the card up before the magic is absorbed into the
       card). Of course, as one might imagine, dodging or blocking
       these cards will usually protect one from these cards, and users
       have to prepare these before a battle.
       Elite Blood of Life Magic:
       ~Normally, blood manipulation is a major taboo among alchemists,
       as alchemists see it as manipulating life itself since blood is
       often seen as a source of life. As such, only elite alchemists
       are taught this art, and are able to use this blood
       manipulation. By tapping into the life energy in blood and
       manipulating it, alchemists are able to manipulate blood as
       needed. Typically, blood manipulation is used in battle to do
       things like blast people with blood attacks, create objects out
       of the minerals of blood, or even poison people with blood. This
       art uses blood in order to strengthen the alchemist's magic, in
       which they are able to absorb the life of this blood to boost
       their power, making this a power that can make an alchemist more
       powerful. As such, this is another reason this taboo is power,
       as many alchemists become addicted to this power. However, by
       using spirit purification magic in conjunction with this art,
       alchemists are able to use blood manipulation to fight their
       opponents. Some more advanced blood manipulators can use other
       aspects of blood, such as boiling blood to create a burning
       blood, charging blood with electricity to create electrically
       charged blood or freezing blood to create frozen blood. If one
       wants to fight this blood manipulation, it is usually countered
       like normal blood manipulation (with certain blood techniques
       having their own strengths and weaknesses). Usually, the best
       thing to use against normal blood manipulation is water
       manipulation which can wash away blood, or using earth
       manipulation to soak up the blood. This art is often considered
       a major taboo, and the werewolf alchemists usually carefully
       monitor the use of this skill to make sure alchemists don't fall
       prey to the addiction of the life energy power this blood holds.
       Although Ilona learned this art due to her water alchemy skills,
       she put in some extra training to make sure that she doesn't get
       addicted to this ability since she witnessed first hand on the
       horrors of using blood manipulation powers. Ilona normally only
       use this art on herself such as using her own blood as a weapon
       or use it to raise her blood pressure to amplify her attacks.
       Water Based Abilities:
       Water Manipulation:
       ~User can create, shape and manipulate water, inorganic compound
       with liquid, gas (steam, water vapour), and solid (ice) states,
       including changing them from one state to other.
       Water Generation:
       ~User is able to generate water.
       Water Aura:
       ~The user can release and surround themselves in/with water for
       defensive and/or offensive purposes, possibly becoming almost
       untouchable and granting them various abilities/attacks. The
       aura may also give the user enhanced physical capabilities such
       as speed, strength and durability.
       Water Empowerment:
       ~Users become stronger, faster, more durable, etc. when they
       come in contact with water, possibly unlocking abilities related
       to the affinity and enhancing the existing powers. Some users
       may be able draw sustenance from the water or even slow or stop
       aging.
       Hydrokinetic Intangibility:
       ~The user transforms into water to achieve a form of
       intangibility, allowing attacks to either pass right through
       them or be harmlessly absorbed into their bodies, as well as
       phase through solid objects that aren't water-proof.
       Water Walking:
       ~The user can walk or run on the surface of water by literally
       defying the surface tension and can move across the surface of
       water as easily as they would be able to move on land.
       Elecotromagnetic/Water Sense:
       ~Being a user of the Clear, Ilona gains two main abilities
       thanks to a were-bull shark that taught her how to use these
       senses. The first sense is using electromagnetic senses to sense
       electromagnetic signals around her. Ilona is able to sense
       sources of electricity, with the most useful thing being that
       she can sense any living being's nervous signals to allow her to
       tell where anyone is around her. This sense also senses sources
       of electricity, despite the fact that Ilona herself cannot use
       lightning. This sense is very useful for her, especially in the
       water where she can tell where all living creatures are around
       her even without light. The second sense allows Ilona to sense
       water pressure and moisture around her. This allows Ilona to
       perceive movement in water, such as water currents and other
       disturbances in the water with incredible accuracy. This sense
       is useful for when Ilona is in the water, in which she can use
       this to know her environment and use it to tell where others are
       alongside her electromagnetic sense. These two senses usually
       give Ilona a very accurate interpretation of what's around her,
       specifically working very well in the water, and pretty well on
       land due to her being a land based creature in the first place.
       Shark Digestive System:
       ~Thanks to the gift of the clear and training from a wereshark
       alchemist, Ilona's body is a bit unique in how her digestive
       system works. Like sharks, Ilona is able to eat almost anything,
       even being able to eat metal. Due to this, Ilona is able to
       devour almost anything, as long as it's not something she might
       be vulnerable to, like something radioactive or silver. Although
       Ilona doesn't like to use this ability much, this ability makes
       her crave to eat living beings, hence why she sometimes eat
       metal that will not harm her to stop the cravings if animal
       flesh isn't enough. Usually, Ilona only uses this to devour her
       enemies if she can help it, in which she uses this to devour the
       flesh of her enemies to feed the need for blood. However, her
       body is able to digest almost anything she can eat, even if it's
       not usually an edible item (as long as it's not something that
       might make her sick or worse). This means that one of Ilona's
       most dangerous abilities is her ability to digest anything,
       because it means she can eat just about anything, even using
       this ability combined with her water manipulation to devour
       things like fireballs. Of course, there are certain things she
       cannot devour, like radioactive items, and she cannot devour
       certain poisons that might affect her. Despite some people
       worrying about this ability, Ilona has some control of it to the
       point that very few people like Kain knows about this ability
       since she rarely shows it.
       Immunity to Metal Poisoning, Resistance to Poisons:
       ~Not many people know this, but sharks are immune to metal
       poisoning thanks to their unique bodies. They are able to eat
       these materials despite them normally being undigestable. This
       also includes a resistance to poisons, in which they are able to
       not be affected by some typical poisons, and have a high
       resistance to poisons in general. This makes it so that Ilona is
       not affected by a lot of the things she might eat, such as
       devouring metal or certain poisons, which can be very useful,
       especially with her being able to bite through metal armors and
       weapons. While she's still affected by supernatural metals like
       varanium and stilled silver, she is still able to devour them
       and digest them, even if the effects do still happen. Ilona is
       able to use this to her advantage, since she is immune to the
       same metal poisonings that normal mortals are weak to, which
       helps her immensely against those like metal manipulation users,
       or using this to devour supernatural metals people use against
       her. Of course though, as stated, she is still vulnerable to
       metals such as silver, so she has to be careful not to devour
       those metals or she might lose her supernatural abilities and/or
       regeneration until the metal is digested completely or removed
       from her system.
       Ocean Training Hardened Body:
       ~Ilona has a very hard body, thanks to her training at the
       bottom of the ocean under insane pressure in order to strengthen
       her body. By training constantly changing pressures during her
       training, this means that King Shark can adapt to pressure
       change much more easily than almost most other races on earth
       due to her specialized training a wereshark. Ilona is able to go
       from ocean depth pressure to almost none with no trouble, being
       able to withstand immense pressure or lack thereof. This makes
       her body not only very adaptable, but makes it extremely
       difficult to damage in a fight. It takes a lot of strength to
       hurt Ilona thanks to her hardened body. Combined with her elite
       training, this makes Ilona a very tough opponent. Ilona is also
       durable enough to be dropped from the sky, crash through a
       building, and be relatively unaffected. Her werewolf alchemist
       ability is also much stronger, and Ilona is strong enough that
       she could have a building dropped on her without taking too much
       damage. This isn't just in her skin and outer body though, as
       even her organs, and parts of the body not usually strengthened
       are strengthened due to the pressure she trained under and
       constantly had to adapt to.
       Pincer Grip:
       ~The user can exert a nearly unbreakable grip and cause crushing
       damage to the target, some may have sharp claws and the ability
       to cut their target.
       Camouflage:
       ~The user can visually blend into surroundings by blending in
       with the coloration and form of their background to avoid
       optical perception. Some users can affect their attire by means
       of "static camouflage".
       Connection to the Clear:
       ~One of Ilona's abilities is her connection to the Clear, in
       which she can connect to the life force in the water. The
       Parliament of Waves is the mind behind the force of life known
       as the Clear, a life force that connects all water-based life on
       earth. Those empowered by the Clear gain a powerful connection
       to the life force of any water-bearing life (such as fish,
       whales and other water creatures), and can even communicate with
       with them. The Clear is known for its connection to the water or
       to the life in the water, and avatars of the Clear become
       fighters to protect the water's life and maintaining the balance
       that is necessary for the life in the water to survive. Those
       that use the Clear don't just gain the ability to communicate
       with fish and other water creatures though, as they also gain
       the ability to utilize water and manipulate it to their
       advantage. Avatars of the Clear are even able to create water
       from vapor in the air, in which they can use this to battle
       enemies of the Clear. Those that use this power mostly are able
       to use this on water, or utilize this in the water, and some can
       even gain the abilities of certain aquatic life (like one who
       was able to gain the powers of a shark). Avatars of the Clear
       are monitored by the Parliament of Waves, who maintain the
       balance of nature's aquatic life specifically. and focus
       primarily on making sure that the water is kept safe for aquatic
       life to survive (Usually focusing on the oceans). Typically,
       users of the Clear are powerful water manipulators, and their
       strengths and weaknesses typically reflect this. Typically, the
       best way to fight water users is with lightning, which can
       separate water into it's individual gases, and using any power
       that can help them kill aquatic life. Certain other elements
       like fire (since it can boil the water and evaporate it) can
       also be used if one is creative enough. Typically, users of this
       are best utilized in the water, but those that use this can use
       their powers in the normal world as well. The Black is typically
       also a major enemy of the Clear, just as it is an enemy to all
       of the Parliaments. Ilona was chosen to be the avatar of the
       clear since birth, which is proven when she once helped a sea
       animal spirit reunite with it's family at a young age. This
       means that she can use this connection to commune with aquatic
       life and use any other aspect of the Clear (like advanced
       water/ice manipulation).
       Boiling Water/Burning Ice/Ice Manipulation:
       ~These two powers are the two biggest uses for water
       manipulation, in which water users can use either of these
       abilities to enhance their water manipulation. By manipulating
       the temperature of water, one can make water into either boiling
       water or ice. Ice manipulation is often considered it's own
       element, and can be used very differently from normal water.
       Since ice is solid rather than liquid, it has to be manipulated
       differently, something that most water manipulators often figure
       out. When used, boiling water can burn opponents, and if one
       knows enough about how to create unique ice elements, one can
       use enough pressure to condense boiling water into solid form to
       create a burning ice manipulation that one can use like normal
       ice manipulation except that it burns opponents instead of
       causing freezing damage. This is just one way to use water
       manipulation, but tends to be the main uses for water
       manipulation for most water users who don't know about the
       extended powers of water manipulation or liquid manipulation. Of
       course, the main counter to this is lightning, since lightning
       can be used to separate water back into it's individual
       elements, hydrogen and oxygen.
       Acid/Base Water Manipulation:
       ~Not many realize it, but water can be modified by adjusting
       it's pH levels, water manipulators can change the base and
       acidity of water to better attack opponents. Most don't know it,
       but water's ability to neutralize base or acidic properties can
       be modified, in which the water can be made acidic or basic. For
       the most part, acidic water does exactly what people might
       think, which allows the acidic water to corrode and melt if the
       pH level is low enough, in which it can be used the same way as
       typical acid manipulation. However, not many know how base
       manipulation in water works, where increasing the pH level in
       water makes it more basic, and improves it's alkalinity (it's
       ability to neutralize acids). By using this in battle though,
       there is another use for this in that water that is too basic
       causes irritation, itching and can even blind people if thrown
       into their eyes. Of course, acidic and basic water also have
       negative effects if introduced into the body, which water
       manipulators can do through open wounds or even just forcing
       water into their body. This can amplify a water manipulator's
       ability to attack using these waters, adding extra effects to
       their water manipulation. For example, a pressurized water
       bullet using acidic water could more easily pierce opponents and
       eat away an opponent's skin as the water bullet pierces them,
       while basic water can case adverse effects such as making
       someone sick, and even reduce someone's body temperature.
       Boiling/Freezing/Base/Acidic Water Touch:
       ~Those that can use water manipulation can also use this power
       through touch as well. They are able to use this a variety of
       ways in order to manipulate the water in others. While it does
       require physical touch, this can be a useful tool for damaging
       or killing opponents. The main uses for this are for those that
       use the water to literally boil an opponent using the water in
       them, or can freeze the water, thus freezing them solid. This
       can be useful in disabling or killing most opponents, since this
       power can do severe damage to a body. However, those with basic
       and acidic manipulation of water can also use this in physical
       touch as well, since this can be used to essentially to change
       one's pH level in their body, causing dangerous imbalances. As
       one might expect, base manipulation can poison someone while
       acidic manipulation can be used to eat away the body from
       within. This touch is dependent on the knowledge of the water
       manipulation user, since not all know how to use this ability
       effectively, and doing so for some abilities can take enough
       time that opponents will often counter attack before fully
       succumbing to this ability. Of course, other water manipulators
       would be immune to this since they can negate this effect, and
       lightning users could electrocute water users through touch
       before they can manipulate them.
       Dehydration/Rehydration Water Touch:
       ~Another ability that can be used through touch is the ability
       to remove or put water into someone, usually for specific
       effects. In battle, usually water users will opt for using touch
       to drain the water and liquid out of an opponent, dyhydrating
       them, even killing them if they remain in physical contact long
       enough. A user could drain almost all of the water out of
       someone, which can cause negative effects. Anyone who has been
       dehydrated knows that it is not good for the body, as it causes
       negative effects like hallucinations and not being able to think
       or concentrate. Of course, the other ability is by inserting
       water into someone. Usually, this has no use in battle, except
       if one uses it to try and overhydrate someone, eventually trying
       to make them explode from within or drown them in their own
       body, though this takes long enough that most opponents will
       usually counter before one can pull this off. The main use is
       rehydration, which water users can use on allies to revitalize
       them, and refresh their allies in a battle. To an extent,
       rehydrating can even slightly heal others. However, physical
       touch is required to do this, and while it can weaken opponents,
       it also puts the user in prime counter-attack position for an
       opponent to attack the user since this isn't an instant process.
       Water Kinetic Energy Absorption/Impact Negation:
       ~One of water's best properties that most don't take advantage
       of is water's ability to absorb impacts and kinetic energy.
       Water is a very good and useful thing for dampening attacks,
       even reducing the impact power of most attacks. This doesn't
       just work on some supernatural abilities like kinetic energy
       manipulation or wind waves, but also works for absorbing
       physical impacts, such as using water around them to absorb
       impacts from physical combat attacks. Because of this, water can
       be used very well defensively, in which water can be used to
       absorb a lot of different kinds of impacts and physical forces.
       This can be used a variety of ways, with it's ability being most
       useful in physical combat, since most people don't use this
       particular property of water manipulation, since it's something
       most don't think about. Those that have trained in water and
       even trained in physical combat underwater know how well water
       restricts movement and power, with it being great even for
       absorbing powerful impact skills. Of course, lightning is a
       natural counter to this, since lightning combat can be used to
       counter water.
       Water Absorption/Combat Enhancement:
       ~By absorbing moisture and using it, those with water
       manipulation are able to use this power to enhance their
       physical combat, similar to how certain other elemental users
       are able to enhance their physical combat. For water users, they
       are able to not only use water to absorb kinetic impacts, but
       they are also able to use absorbed water to keep themselves
       hydrated during a fight. This doesn't sound like much, but
       because of the body's reliance on oxygen and water fuel the
       body, this allows a fighter who is skilled in using this to keep
       their bodies at peak physical condition longer, using water to
       slow how quickly they will wear themselves down, and allow a
       user of this ability to fight much longer than most. This can
       also be used to manipulate the body, regulating the body
       temperature using this skill, keeping the body from suffering
       from drops or rises in body temperatures by keeping the body's
       temperature constant. This doesn't just apply to physical combat
       though, as many water users use this on a daily basis to
       maintain their bodies and can use this to keep their bodies in
       peak condition longer than most people can. This isn't a passive
       ability, as it requires some concentration of water abilities,
       but it can help a lot in battle, since many other elemental
       users have their bodily enhancement abilities using elements,
       such as lightning users increasing the nerve reaction times and
       enhancing their abilities by using electrical energies to charge
       themselves with more physical strength. Of course, this requires
       knowledge of the body and how to manipulate it in order to use.
       Pressurized Water Blast/Water Bullet:
       ~This attack was originally developed by advanced water users,
       with the most notable user being Leviathan. This attack takes
       water and pressurizes it, creating a water blast that can blast
       and do heavy impact damage to opponents, as well as objects
       around the user. Much like how some fire strong attacks like
       lightning users firing lightning beams, water users have similar
       techniques. Depending on how they use this, they can fire larger
       or smaller blasts depending on what they want to do. Larger
       blasts can be harder to dodge, but they move slightly slower.
       However, larger blasts can be fired with the force of a
       canon-ball, and can do heavy impact damage to people and
       objects. These larger blasts are strong enough to blast through
       concentrate, and can do heavy impact damage to someone even
       through armors. The smaller blasts may be a bit weaker, but are
       much faster and harder to avoid than larger blast attacks. These
       smaller blasts are strong enough to pierce through armors and
       defenses, with smaller blasts being strong enough to even pierce
       metal and blast through metal walls. Water can do immense damage
       when used for impact abilities, which often make these
       techniques hard to block. However, opponents can still dodge
       these attacks, even if blocking isn't a good idea.
       Aquatic Adaption/Underwater Combat:
       ~Those with water manipulation are more easily able to adapt to
       being underwater, in which they learn to draw water into them in
       order to survive underwater without needing to breath normal
       air. While not fish-like in nature, those that learn water
       manipulation are able to use their water form mixed with their
       ability to absorb water to make them able to stay underwater
       indefinitely. Many with water manipulation even learn to take
       unique water forms depending on their abilities. This also often
       translates to those with water manipulation being able to battle
       opponents underwater, in which water users can fight underwater
       much more easily than regular opponents. This means that those
       that learn to fight more easily underwater, and can learn to
       adapt more easily to being in water or out of water can not only
       train themselves to fight in multiple environments, but also
       train their adaptability as well. For the most part, those with
       water manipulation use this to their advantage, in which
       fighting underwater can be highly beneficial against some
       opponents who aren't used to the water. This is also good for
       fighting other water-based opponents who learn this power as
       well. For the most part, this grants more combat options,
       especially for those that are out in open water or can generate
       enough water around them to make an aquatic environment.
       Werewolf Lunar Fighting Spirit Combat Abilities:
       Werecreature Combat: Lunar Fighting Spirit:
       ~This is a basic werecreature combat style taught among some
       basic werewolves. Because werewolves not part of a clan didn't
       have a lot of the same capabilities, they developed this as a
       means to fight their enemies. Combat based werewolves are able
       to learn this style, which concentrates their combat ability
       into special techniques that utilize their werecreature
       physiology. Most werecreatures have different ways of utilizing
       each ability, but for the most part, this is a very basic
       fighting style that typically works with any kind of
       werecreature as it's highly customizable depending on the
       creature. While werewolves were the main focus of the original
       style, other werecreatures have since figured out how to create
       their own versions of the style as well. This style utilizes
       many different kinds of techniques, and some clans have found
       their own gifts or abilities that have been used to enhance this
       considerably over the years. This was designed to fight stronger
       werecreatures, but also designed to fight vampires and other
       supernatural creatures, so the techniques this uses are
       specifically tuned to fighting supernatural rivals. Most
       fighters usually find ways to use this to amplify their combat
       in different ways, with some even using it to amplify their
       physical combat styles to amplify their abilities. Because of
       how easy it is for werecreatures to adapt this style, most
       werecreatures usually learn this if they have no other clan or
       tribe to belong to, allowing them to learn to focus their combat
       without needing a major clan. This was designed with the same
       mindset that humans developed martial arts, in which this is
       designed to help weaker opponents fight stronger opponents.
       Typically, while a good fighting style, this is a basic fighting
       style, and aside from mastering the most basic combat style,
       most werecreatures only use this as a basic stepping stone into
       other werecreature combat styles, due to it being so basic and
       not being designed for complicated combat styles.
       Werewolf Lunar Combat Enhancement:
       ~This part of the lunar fighting spirit has to do with a
       werecreature's connection to their moon empowerment.
       Werecreatures who gain an empowerment from the moon are able to
       use this empowerment in this fighting style, in which they use
       their lunar connection to enhance their abilities during the
       night in order to combat their enemies. The amplification comes
       from their connection to the moon, and the level of
       amplification depends on the phase of the moon just like their
       normal moonlight empowerment. As such, werecreatures tune their
       combat to the phases of the moon, and gain better combat stat
       amplification depending on how full the moon is. As one might
       guess, the full moon will grant the highest level of
       amplification (not counting special phases like blue moons and
       red moons), and the new moon grants the lowest level of
       amplification. This combat is the basic amplification of this
       combat style, in which it was designed to originally counter a
       vampire's connection to the night, and enemies who could get
       stronger during nighttime. This combat style is basic, but works
       well for a basic combat ability, and allows for a werecreature
       to see how this style is impacted by the connection to the moon
       so that they can more easily incorporate this into other combat
       styles. The main danger of this empowerment comes from the red
       moon, which can overwhelm certain werecreatures. The other
       danger is if an opponent is able to amplify themselves more than
       this, as this only empowers a werecreature depending on the
       moon, which means that lesser light phases of the moon are the
       best times to fight a werecreature, or fighting a werecreature
       during the day can remove this amplification completely, as it
       only works when the moon is in the sky.
       Werecreature Combat Affinity/Combat Tuning:
       ~As werecreatures learn to tune their combat, they eventually
       learn an affinity for combat once they've learned to tune their
       abilities toward combat. This doesn't take away their normal
       supernatural abilities, but instead just hones their combat and
       tunes it to the enemies they fight. In this combat style they
       learn to tune to the opponents they face, and learn to easily
       adapt their style to fight certain types of opponents. For
       example, if fighting a martial artist, a werecreature would
       adapt and take a more martial artist style approach, such as
       blocking and countering similar to martial artists in order to
       combat the style specifically, or they may use their
       supernatural abilities to their advantage and use skills to get
       around a martial artists skills. This combat tuning can be used
       a variety of ways depending on the werecreature, as some may
       prefer stealth combat, some may prefer normal combat, or some
       may even have special combat styles they adapt. This is designed
       to allow a werecreature to fight a large number of creatures,
       and many study the strengths and weaknesses of other races in
       order to come up with techniques to best certain supernaturals.
       For example, there is a technique among werecreatures that allow
       them them claw the throat of a human form dragon, which is
       designed to interrupt an elemental breath attack, in which
       clawing the throat may not kill the dragon, but will stop the
       elemental breath attack. This depends mostly on the creature,
       and the combat ability of a werecreature, so many werewolves are
       typically different in how they use this. It is also worth
       noting that certain creatures may be harder to adapt to,
       specifically unusual creatures, or artificial ones, and those
       that adapt to combat similarly to this kind of tuning will also
       be able to adapt to counter this adaption.
       Werecreature Warrior Spirit:
       ~This power is a special technique that uses werecreature
       fighting spirit and hones the senses of the werecreature to
       extreme levels. In the case of a werecreature's fighting spirit,
       this is designed to allow a werecreature to tune to his enemies,
       and use their fighting instincts to observe and predict the
       opponent's movements. With the proper training, a werecreature
       can learn to predict the movements of an opponent, depending on
       how much of the fighting style the werecreature is able to
       observe. By adapting their combat ability, the werecreature
       learns to fight the specific styles of an opponent, and is
       designed to allow a werecreature to eventually learn to predict
       the moves of combat styles. While this does act almost like a
       sixth sense, the main purpose of this training is to open up the
       mind to observe and counter opponents more easily, and with
       enough observation, a advanced combatant could even learn to
       predict an opponent's moves before the opponent knows they are
       going to use a move themselves. This kind of technique is very
       useful for werecreatures who combat stronger opponents, and
       allows a werecreature to learn the style of an opponent and how
       they attack and defend, usually allowing the werecreature to
       find ways to counter a style if the werecreature can observe it.
       However, this is not a perfect read on more experienced
       opponents, as more experienced opponents may be able to do the
       unexpected, and some opponents may be unreadable due to certain
       abilities they might have. Those with this kind of training
       (like martial artists, swordsman, and other attack spirit
       trained skills) can also learn to counter this, since they also
       possess similar training to use a training similar to this.
       Werecreature Combat Spirit Defense:
       ~This training is similar to martial arts, where a user is
       trained in pure defense. By training the defense style of the
       werecreature, a werecreature learns to concentrate their
       fighting spirit in order to defend themselves against certain
       kinds of opponents. Like martial artists, this requires a number
       of training aspects. The first is being able to concentrate
       physical force into the werecreature's defense, in which a
       werecreature has to learn to utilize certain blocking and
       dodging maneuvers in order to strengthen their base defense and
       allow them to block or dodge attacks. The second aspect of this
       is that a werecreature focuses on not only training their
       muscles to withstand stronger impacts, but also learns how to
       tense the muscles in response to an attack, so that the tensed
       muscles can lessen the impact and absorb more of the kinetic
       force. Some advanced users are even able to stop bladed weapons
       to a degree, and some can even use this to stop certain kinds of
       projectile attacks with enough training and defense
       concentration. While somewhat difficult to master, this is a
       very useful defensive power that werewolves can learn. Masters
       of this style can even strengthen their muscles to the point
       that their muscles are almost like steel when using. However,
       this technique is not perfect, as certain attacks can break
       through defenses, and this also may leave a werecreature
       vulnerable as opponents can wait for a werecreature to untense
       their muscles before attacking, attacking when the werecreature
       is in a more vulnerable state, rather than trying to break the
       defense. Breaking through this defense is more about patience
       and waiting for the moment to attack, rather than just trying to
       break this style, as it's designed to be defensive and block
       even some stronger combatants. The strength of this usually
       depends on the werecreature, and how skilled a fighter they are.
       Werecreature Combat Spirit: Form Negation:
       ~Just like anyone else, werecreautres know that attacking
       carelessly can be dangerous, especially against supernaturals.
       This training technique was developed as part of the attack
       focus training, in which werecreatures developed this particular
       training to attack someone who is either intangible or in some
       sort of energy or elemental form. This uses the combat spirit
       ability, along with the combat trained instincts and senses to
       focus the users attack to the opponent's real body, rather than
       the form they are in. Many might considering this a
       "supernatural" feat, but this is purely a combat feat that
       requires focus and concentration that werecreatures learn to
       hone through their training as they get to an advanced level.
       For example, someone in an energy form could be attacked, but
       instead of attacking the energy form, the werecreature focuses
       on attacking the body of the opponent rather than carelessly
       attacking the energy form. When done properly, the attack will
       hit the person even though they are in energy form. At first,
       this often requires concentration and honing a werecreature's
       combat senses, but over time, advanced users will learn to use
       this subconsciously. This works on almost any intangible, energy
       or elemental form opponents can take, as long as the user
       concentrates properly. Since each form is different and each
       person requires a different focus, each person has to be
       attacked different when used, making this something that has to
       be tuned to each opponent individually. Opponents can counter
       this by displacing their form, specifically to prevent their
       actual body from being hit, essentially dodging this technique.
       Because this uses attack force focus, simply dodging the attack
       in an intangible form isn't how one avoids this, as they have to
       know where the user is focusing their attack, which opponents
       who know how this training works can figure out where the user
       is going to attack.
       Werecreature Combat Spirit: Energy Negation:
       ~Just like how werecreatures learned to fight supernaturals in
       energy form, they also learned how to use their attack focus to
       focus their attack force to develop their own answer to
       opponents who use energy attacks. When using this, werecreatures
       learn to focus their attack force to energy itself, where they
       used their martial arts honed senses and instincts to learn how
       to focus their attack to dispel energy attacks. When used, a
       user focuses the force of their attack on the energy itself, and
       by doing so they can attack the bonds that hold the energy
       together using their attack focus. When used properly, this will
       dispel the energy at the point of the attack and dispel the
       energy of projectile type attacks or other energy techniques
       that the werecreature focuses on. This technique is difficult to
       master, but is a very useful technique for any werecreature, as
       this gives many werecreatures something they can use to fight
       tough supernaturals with strong supernatural abilities. This
       only works on energy type attacks and defenses, and doesn't work
       on solid objects or living beings, as this is meant for energy
       rather than solid objects (solid objects is what the normal
       attack focus training is for). While they can use this to negate
       energy, they cannot use this to simply kill someone in energy
       form, as an energy form (like an elemental form) works
       differently (and requires different attack focuses) and must be
       attacked using form negation rather than energy negation. The
       most this can do to someone in elemental form is negate some of
       the energy used to keep their body in it's elemental or energy
       form. Opponents who want to counter this can counter this by
       changing the position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       Werecreature Skill: Rock Bullet:
       ~Since most werecreatures didn't have a lot of projectile
       attacks without supernatural abilities, this technique was
       developed solely for that reason. When used, a werecreature
       grabs a simple rock, and concentrates the force of their throw
       to throw the rock with incredible power. If done properly, a
       simple pebble can become a deadly weapon, which can hit almost
       like a bullet. Some werecreatures develop special arts around
       this, with some even using certain abilities they might have to
       empower what they throw or throw more dangerous items depending
       on the werecreature. This only requires the werecreature to have
       the strength and the focus to throw an object, and doesn't
       really matter what the object is as long as the werecreature can
       throw it with some force. Stronger werecreatures have been able
       to throw this hard enough to blast through some opponents, and
       some have practiced this enough that they can even throw these
       attacks from a larger distance, with some even trying to hit
       opponents while hiding from them, as a means to attack while
       using stealth. Advanced users can even focus the throw so that
       the rock will ricochet off a surface, using it in places where
       the object can bounce off surfaces and attempt to hit the
       opponent multiple times if the user misses. Some supernaturals
       can focus things like magic and other amplifications into this
       as well, allowing for customization of this attack. Typically,
       this attack is best dodged depending on the werecreature.
       Depending on the user, some have better arts for this than
       others, and those with projectile amplifications usually get
       more out of this than normal werewolves. Typically, this can be
       blocked if one can handle the force of impact, and earth users
       can also take advatange of this and control the projectile if
       they are skilled enough.
       Werecreature Skill: Impact Strike:
       ~This is a basic combat ability, in which a werecreature focuses
       their power into their attack. At the point of impact, the
       werecreature focuses their power into the point of their impact,
       and reverberates the force through the point of impact based on
       the werecreature's combat attack. When done successfully, the
       attack will reverberate when it hits something, doing more
       damage to the area around the attack. This can be used on people
       or objects, and only requires the werecreature to focus their
       point of impact and focus their attack to vibrate on the moment
       of impact to create a reverberation. Depending on the item or
       person attacked, this does varying degrees of damage, with
       stronger uses of this being able to shatter even concrete if
       used properly. Depending on the attack and how the werecreature
       reverberates this attack, this determines the attack's damage,
       as certain reverberations can do more damage to objects if used
       properly. As some might now, there are frequencies of waves that
       can do damage to objects or people when used, which is what this
       technique tries to do. While this isn't really a supernatural
       power, it is designed to do more damage to stronger opponents if
       the attack hits, and if used at it's strongest, this might even
       break an opponent's guard. Tuning to the right frequency and
       reverberation of attack is something that is very difficult
       though, and even masters of this may not always get the best
       result. Things like movement, attack and defense can influence
       this, and opponents can even dodge this entirely to avoid the
       effects. Typically, this doesn't disorient others as people
       might think, but instead just does more damage when using
       physical attacks.
       Werecreature Skill: Claw Slash Wave:
       ~This is a basic attack where a werecreature attacks with their
       claws, except that they focus their claw slash in order to hit
       the air so strongly that it creates a wave of physical force.
       Instead of just relying on a claw slash, this was designed to
       create immense physical force that can attack opponents. When
       used, this creates a powerful wave of compressed physical force
       that can slash an opponent even if they aren't in range of the
       actual claws. When used, this extends the attack using the wave
       up to 4 feet in front of the opponent. Supernatural
       werecreatures can actually fuse this power using other air
       abilities due to how surprisingly customizable this technique
       is, in which they can create certain other attacks with this,
       such as some who use cold wind can create a freezing claw slash
       wave. Once advanced enough, users can even learn to fire these
       claw slashes at opponents in a wave attack, in which they learn
       to fire the slashing waves upon creating them to try and hit
       opponents farther away. Typically, the waves created by this are
       invisible unless fused with some sort of supernatural power, so
       they are impossible to see. Typically, opponents who want to
       dodge this need to react as the werecreature uses the attack, as
       usually they won't know a wave is coming till it's too late, due
       to this being mostly just a manipulation of physical force in
       the air. However, those familiar with this attack style can
       usually figure it out fairly quickly if they know how
       supernatural fighting styles work as there are plenty of
       supernatural fighting styles that use shockwave style attacks.
       Werecreature Skill: Sonic Howl:
       ~This technique turns a werecreature's howl into a weapon, in
       which a werecreature will be able to focus the force of their
       howl into a powerful wave that acts as a projectile attack.
       There are two versions of this attack. The first is one that
       simply is focused on blasting opponents in front of the user,
       where the user simply fires it like a concussive wave to do
       damage to an opponent when the wave is released. This technique
       is designed to be released and fired at opponents as a type of
       projectile wave attack. The second is where the user releases a
       larger wave that is released in a 360 wave around the user, and
       blasts away anyone who is close to the user. This cannot be
       fired at opponents like the first version, but instead attacks
       anyone within a 6 foot radius around the user. Advanced users
       who can learn to howl at certain sound vibrations can even learn
       to use these waves to disorient people who hear their howls,
       allowing an extra layer of attack to this technique. Typically,
       this is just a wave attack that is useful for a number of attack
       options, but is still quite useful in battle when used
       creatively. Some users learn to combine this with other
       abilities, such as some who combine this with other wind
       manipulation to create certain wind attacks out of the howling
       wave. Typically, dodging the projectile attack normally just
       requires moving out of the way, as the wave being released is
       usually obvious by where the werecreature's face is pointed, and
       a werecreature always has to lean forward to use this. The
       second version instead focuses on the werecreature using this
       upward, and will lean up to release a screeching howl. When this
       happens, an opponent can usually avoid the attack by getting
       away from the user before the attack is released, as long as the
       opponent can get out of the radius of this attack.
       Werecreature Skill: Counter Wave:
       ~This is a purely defensive technique that werecreatures
       developed to be used against physically stronger supernaturals.
       When used, this allows a werecreature to focus a sideways
       movement to attack an opponent's own attack. When used, this
       requires a werecreature to focus the physical force from their
       arms into either a sideways, upward, or downward motion, and
       concentrates the force of the air displaced by the movement to
       increase the force of the attack. This attack is purely
       defensive, designed to attack an opponent's attack in order to
       deflect it. For example, if an opponent is throwing a punch, the
       proper use of this technique would be attacking the wrist to
       deflect the attack in a specific direction, depending on the
       best direction the werecreature can deflect it. Usually the
       standard move is to deflect an attack to the side, which is
       designed to open up an opponent to attack them. This is designed
       as a way to not only deflect, but allow for an attack after the
       opponent's move has been deflected. Advanced users of this are
       able to not only attack with an arm movement, but some are able
       to also attack with the elbow or knee, depending on the combat
       style of the werecreature, which can allow for stronger counters
       if done properly (But this takes practice and experience to
       learn how to modify the technique in this way). Opponents can of
       course dodge this wave, though this is usually meant to be used
       while on the defensive, so opponents should keep an eye out for
       this. Typically, this is hard to avoid if the opponent is caught
       off guard, but some opponents might be able to move away and
       cancel their attack if they see the werecreature about to
       deflect their attack, but the opponent should be careful that
       they don't leave themselves vulnerable during this.
       Werecreature Skill: Shield Breaker:
       ~This technique was designed by werecreatures to break through
       defenses. When an opponent blocks, this technique is used on the
       opponent, usually designed to break through more defensive
       fighting styles. This is done simply by attacking an opponent
       with what appears to be a normal open palm attack, but instead,
       the user focuses their physical force into the attack in order
       to power through the block. By focusing all of the attack
       forward into the defense, a werecreature with this skill can
       break many strong defense techniques. If used properly, the
       attack will not only hit the defensive technique, but also allow
       the user to hit the opponent if they successfully break through
       the opponent's defenses. Advanced users of this can even learn
       to focus their attacks to attack their way through energy
       defenses, with some being able to use this to power through
       barriers and energy defenses with enough force. This was
       designed specifically for opponents who main their defense, as
       werecreatures wanted a way to attack opponents who had good
       defense who would normally block all their techniques and
       attacks. When used, this is difficult to master, as it requires
       martial arts knowledge as well as normal combat focus, as the
       creators of this technique created it based on certain martial
       arts techniques. As this is designed solely to break defenses,
       dodging is usually the best means to avoid this attack due to
       it's defense breaking ability. However, there are certain
       defensive or counter attacks that can counter this, such as
       opponents who use defense techniques that deflect an opponent's
       attack to the side, or other counter techniques that dodge and
       then attack an opponent.
       Werecreature Skill: Claw Spear:
       ~This is a combat technique that was designed to use a
       werecreature's claws to attack an opponent and utilize the
       piercing force that could be generated around the werecreature's
       claws. When using this, a werecreature's focuses their combat
       ability around the point of impact, and does an open hand attack
       to the opponent. By focusing the attack force around the hand
       and at the fingertips, the attack is designed to allow the claws
       to spear into the opponent. This uses the same concept as a
       stabbing motion, except that it uses the hand of the
       werecreature to stab an opponent. Concentrating the force into
       the point of impact, users of this can even pierce through armor
       with enough force, as this was designed to attack stronger
       enemies, including armored foes. Some advanced users have even
       been able to use this to break through opponent's defenses, even
       spearing through an opponent's arm when the opponent tries to
       block the attack. Depending on the skill and power of the
       werecreature, this can be very effective in battle, even though
       the motion may seem simple. Many werecreatures will attest that
       this may be easy to do on weaker opponents, but harder opponents
       will provide far more resistance than one might think, requiring
       a werecreature to have to learn to focus a lot of force into
       this attack. As one might imagine, this is a thrust attack that
       is designed to spear an opponent, so opponents can usually dodge
       the attack, or some can deflect the attack away from them using
       certain defense techniques.
       Werecreature Skill: Windmill of Slicing Wind:
       ~This attack is designed to attack groups of enemies, with this
       being designed to repel opponents. This uses the claw slash
       wave, but instead of a normal attack, the werecreature focuses
       their claw slash wave by spinning in a circle, allowing a user
       to create a whirling circle of force around them generated from
       the spinning of their claw slash. Instead of moving vertically,
       the claw slash waves move horizontally, and as the user spins,
       they are able to generate more physical force using their
       concentration of force into their claws. When used properly,
       this attack uses a spin that can not only create a circular
       force, but anyone close by or who tries to get through this will
       be repelled by the physical force of the wave of the spin.
       Advanced users of this, or some supernatural power uses can even
       use this to repel energy projectiles and other supernatural
       abilities. Depending on the werecreature, this is able to be
       used as long as the werecreature is able to keep spinning, and
       the wave is maintained by the attack wave generated from the
       spinning done by the werecreature. Typically, this is good for a
       quick defense, though prolonged use of this can create dizziness
       and disorientation if maintained too long, as spinning at the
       speeds the werecreature has to spin at can be taxing even for
       most tougher werecreatures. Opponents who want to avoid this can
       attack from move away when the user attacks, if they know the
       attack is coming, and opponents that want to attack can do so
       from either above or blow where the defense has no force (as the
       force is concentrated in a horizontal fashion).
       Werecreature Skill: Vacuum Wave:
       ~By focusing the force in their hand into more of a wave,
       werecreatures are able to create force wave attacks by pushing
       their hands forward with enough strength to force the air into
       an wave that is fired at the opponents. This attack is designed
       to essentially be an open palmed attack that pushes the air
       towards the opponent in a martial arts style move, which can hit
       an opponent with incredible force. Some users of this have used
       these waves to shatter concrete (usually at master levels), and
       users of this are able to hit opponents from a slight distance.
       Unlike the claw slash wave, this attack is designed to push a
       shockwave of force at opponents in it's base form. However, this
       is only the beginner version of this technique. Advanced users
       learn how to do this, but instead of firing it as is, advanced
       users twist their hand during the technique, not only still
       concentrating more force to bring into the attack by using the
       rotation to draw in the air, but the wave fired uses a whirlwind
       when done correctly. If done correctly, the user twists their
       hand when pushing the air into a wave, and this creates the
       whirlwind that is fired at opponents. However, in addition to
       doing more damage, this also has another effect, which the
       masters of the style originally designed this technique to do.
       When used properly, the whirlwind sucks the air into the
       whirlwind and creates a vacuum inside the whirlwind. When
       inside, the air becomes extremely still, and the air is
       completely removed. This not only temporarily leaves no
       breathable air in the wave, but also is designed to put out fire
       and lightning attacks, which cannot be used in the vacuum
       attack. Since fire cannot burn oxygen in a vacuum and lightning
       needs static, this attack removes both of those things needed.
       As such, this was designed mostly against fire and lightning
       users, but works against wind users to interrupt certain wind
       abilities due to the whirlwind. As one might guess, this is a
       dangerous technique, and requires immense martial arts mastery
       to even attempt the true form of this technique. Of course,
       opponents can block or dodge this, assuming they can handle the
       wave. Typically, the air returns to normal after the wave is
       gone, which is usually not long enough to suffocate someone or
       do any real serious damage.
       Werecreature Skill: Ground Wave:
       ~This is a very complicated attack that releases a wave through
       the ground. Depending on how it's used, there are usually two
       main ways this is used. Both attacks are executed the same way,
       where the user punches the ground with a concentrated attack,
       and both attacks are released in a 360 fashion. The first is
       designed to focus the force more downward, where the earth is
       dislodged and launched at opponents with immense force.
       Essentially, this version of the attack is designed to release a
       wave that breaks apart the earth and launch the pieces of earth
       at the opponent. Proper uses of this essentially turn the earth
       into small bullet-like projectiles when launched that can do
       severe impact damage. The second is where the user punches the
       ground and reverberates the shockwave outward rather than
       downward, and releases the shockwave to dislodge the earth under
       the feet of everyone around them. Proper use of this version of
       the technique can be used to knock the earth out from people's
       feet within a 10 foot radius, which can knock most opponents off
       their feet. Typically, this attack is a very advanced ability
       that requires not only heavy training, but for some it may
       require specific supernatural training on certain surfaces (IE
       concrete might not always be usable for this if the werecreature
       isn't strong enough to break concrete). Opponents that want to
       avoid this should attempt to move away from the user. The first
       version can be avoided by using cover to hide from the smaller
       earth projectiles, while the second one can simply be dodged by
       moving far enough away to avoid the wave of the attack. Another
       method of dodging this is to move into the air, where certain
       airborne enemies might be able to avoid both versions of this
       attack.
       Werecreature Skill: Rage Impact:
       ~Using their anger, werecreatures can use a werecreature
       technique to empower themselves when they reach a high enough
       anger level by focusing on their anger and bringing it out into
       their physical reactions. Once used, this technique amplifies
       all of a user's physical stats temporarily as long as they
       maintain their anger. Typically, the biggest increase goes to
       strength and speed, in which the werecreatures use their anger
       to motivate stronger attacks. When in this form, the
       werecreature's attack speed and strength are enhanced, making
       them even more dangerous, with some advanced users even
       generating immense heat from their bodies. In their rage impact
       state, they can do severe damage to most opponents, hitting with
       the incredible force and usually brute-forcing their way through
       attacks in their anger. Werecreatures with this are also fast
       enough that they are hard to keep track of, being able to
       disappear from view with their incredible speed. However, this
       doesn't last long, and must be used to channel rage in order to
       activate. Typically, the average rage reaction is about 8-10
       seconds with some being shorter or longer depending on the
       werecreature. Since most rage reactions are not unlimited, most
       minds cannot handle channeling the rage needed for this for too
       long, and only those with constant rage issues would be able to
       use this (and even then constant rage can shorten one's life).
       This can be just as dangerous to a user as the opponent due to
       it's risks.
       Werecreature Skill: Werewolf Crash:
       ~This technique lets a werecreature use their power to charge at
       opponents in a wave, allowing them to basically charge an
       opponent with immense force to do heavy impact damage to an
       opponent when it hits in a dash attack that the werecreature
       uses on opponents. This technique requires immense speed and
       strength focused by the werecreature, and when used, the
       werecreature is able to attack with incredible force. This can
       be done a variety of ways, such as a shoulder charge, a dash
       that turns into a kick or punch, and even just dashing into an
       opponent head-on. This attack is a strong attack type, and some
       users are able to use this to break through defenses if they can
       generate enough force for this attack. When using this, the
       werecreature has to be able to close a gap fast enough to hit an
       opponent before the opponent can react, but can't use it too
       close or the attack won't gain enough momentum. This technique
       also locks the user in one direction, and the user cannot change
       direction easily, having to stop and restart the attack if they
       miss. This technique is a standard crash attack that is designed
       to power through some opponents and defenses, so it can break
       defenses, although stronger opponents may not be as affected or
       may even be able to stop the user depending on the opponent.
       Typically, dodging is the best way to avoid this, and users may
       be vulnerable once they stop moving, as they usually have to
       switch stances after coming out of this attack.
       Werewolf Gifts:
       Rank 1 Gift: Falling Touch:
       ~This technique uses the air around a user to reduce the affects
       of resistance to the opponent. By attacking an opponent, the
       user is able to hit them with far more force than they put into
       their attack, and allow a werecreature to attack using this to
       do more damage then they should. Users of this are able to send
       opponents flying with very little force, and can allow even
       small attacks to do a lot of damage when this skill is in
       effect. When used, this may not seem like much, but users of
       this can use this very effectively. Users can use this a variety
       of ways, such as deflecting a physical attack with ease, or
       attacking an opponent to send them flying (usually relying on
       impact damage if they hit something while being sent flying).
       This is a simple gift to learn, but a user has to be able to
       effectively account for the varying forces around them, and the
       forces of air acting on the person they want to affect.
       Opponents are usually best dodging this attack rather than
       blocking, due to it being a very dangerous technique to use in
       combat. Some stronger and heavier opponents may not be as
       effected, such as those with concentrated mass, or those that
       have stronger bodies that can absorb far more impact.
       Rank 1 Gift: Trick Shot:
       ~This allows a werecreature to perform what might seem like
       impossible feats of marksmanship using guns. Users of this are
       able to fire their guns in unique ways, as some have been known
       to shoot the weapons out of the hands of their opponents, and
       some more advanced users have even been able to fire a bullet
       down the barrel of an enemy's gun. This allows a user to perform
       shots that most would think impossible, as it grants a great
       concentration of focus when aiming a gun. Some masters of this
       skill have even been able to reflect bullets off multiple
       surfaces. Once used for the first time, this becomes a permanent
       enhancement of focus that takes effect anytime the werecreature
       is using a gun. A werecreature is able to make incredible shots
       with immense accuracy, thanks to the focus of this skill. This
       skill is taught by an air spirit. However, just because they can
       fire with insane accuracy doesn't always mean that they will hit
       their opponents, as opponents can still dodge the gun shots
       (especially those fast enough to dodge bullets). This only means
       that the werecreature will always shoot where they aim, even if
       the opponent is no longer in that when the bullet hits. It is
       also worth noting that this is only usable with guns, and cannot
       be used with things like arrows or other projectiles.
       Rank 1 Gift: Razor Claws:
       ~This gift allows a werecreature to sharpen their claws using
       stone, steel or another hard surface. By doing this, the
       werecreature is able to focus their claws into deadly weapons,
       and many can use the razor sharpness to slice through more than
       just slicing through flesh. Users of this art sharpen their
       claws to deadly perfection, and in this state, the claws are
       enhanced with this gift to the point that many werecreatures
       using this can attack with much more concentrated force using
       their sharpened claws, as the sharpening of the claws condenses
       the attack and focuses it more into a smaller area. Users of
       this gift can slice through crystal, stone, and some can even
       slice through metal objects with this gift. Typically, this is
       taught by a bear or cat spirit, who teach the werecreature the
       right way to sharpen their claws without reducing their range
       and shortening their claws. Users of this can use their claws to
       counter bladed weapons and other slicing attacks. Typically,
       this isn't too different from normal attacks, and blocking is
       usually difficult, but not impossible. Opponents can usually
       figure out quickly how strong the claws are, and can avoid them
       usually just like normal claw slashes. And just like normal claw
       slashes, the claws can only damage on people or objects the user
       connects with in attacks, so dodging is usually a good way to
       avoid this gift altogether.
       Rank 1 Gift: Mercy:
       ~This is used among werecreatures who prefer non-violence,
       usually taught in more peaceful clans like the Children of Gaia.
       When used, this allows a werecreature to utilize weapons and
       even their claws and teeth without fear of killing an opponent.
       When used, attacks are all non-lethal, even if the user is using
       lethal force. This also makes any bladed attacks, claw attacks
       or piercing attacks into blunt damage, essentially allowing a
       werecreature to not kill an opponent, even if they go into a
       frenzy or lose control of their abilities. While opponents are
       still hurt, damage done to them is done through blunt force,
       rather than piercing or slashing force. This requires
       concentration of physical force, and allows a user to utilize
       this passively. This skill is taught by a dove spirit. Since
       this is a non-violent power, this means that users cannot kill
       opponents, and even the most powerful slash attack will just
       become blunt force damage and not kill an opponent. The main
       danger of this is that opponents can usually fight longer, since
       they won't be as easily taken down since many opponents might be
       able to handle the blunt force better than slashing force, and
       opponents don't usually take as much damage from this.
       Rank 2 Gift: I Got a Rock:
       ~This skill allows a werecreature to throwing an object or a
       projectile with far greater accuracy and ability than most other
       techniques and attacks. Throwing something as simple as a rock
       can become a useful attack, in which users of this can throw any
       object they can pick up like a projectile. Typically, this is
       best used on smaller projectiles, in which a user can throw
       smaller projectiles like bullets at opponents. By throwing the
       object with great concentration and ability, users can throw
       small objects with enough speed and power that they can act like
       bullets, piercing opponents and doing heavy impact damage if
       they hit the opponent. This can be used on other objects, with
       advanced users being able to throw boulders and throw things
       like motorcycles like baseballs. This is taught by an air
       spirit. While useful, the speed and power of the projectile
       depend on how much damage or what kind of damage the projectile
       does. For example, a rock would be able to be used like a
       bullet, doing severe impact damage (though the damage area would
       be much smaller due to how small the item is) and moves very
       fast making it harder to dodge. Larger objects may hit with more
       power, but are slower and easier to dodge. The type of items
       that the user can use with this depend on the the user's
       abilities and their strengths, as some objects that are too
       heavy cannot be picked up (like a user couldn't throw a
       skyscraper with this).
       Rank 2 Gift: Steel Fur:
       ~Using this, a werecreature is able to wrap their spirit with
       steel, and with it turn their fur into hardened metal. This can
       increase defense, but can also be used to stab opponents with
       the fur if the fur is used properly to attack. The fur increases
       defense heavily, in which things like bullets and swords can be
       blocked using the metal fur. If in a human form, the
       werecreature can use the metal to harden their body hair
       (Depending on how much they have), so a user can still use this
       in human form. Advanced users can combine this with other
       supernatural abilities, as some have even been able to pluck
       their metal fur out (which is usually painful to do) to use as
       weapons (with each hair acting like a needle that a user can
       throw at opponents). This is taught by an earth or metal spirit.
       Users of this may be granted more defense, but opponents that
       can cut through metal can still cut through the user, and
       certain abilities might have greater effect on the user in this
       form. For example, a metal furred werecreature will be far more
       vulnerable to lightning, able to conduct lightning more easily
       and takes more damage from lightning skills. Anything that can
       counter metal can still counter this, and certain wind abilities
       can even slice through this defense more easily with proper
       concentration.
       Rank 2 Gift: Storm Winds Slash:
       ~This allows a werecreature to attack opponents from a distance.
       By utilizing the concentrated force of an attack, a werecreature
       can learn to strike an opponent as far away as 50 yards, and can
       focus their strikes and attacks to travel through the air as
       waves of concussive force. This is normally an ability that is
       used with a weapon, but can also be used with physical combat.
       This can also be enhanced by those that can use certain
       impact-based shockwave abilities as well. This can be used a few
       ways, with the two main ones being transferring the attack force
       of a weapon, or a physical combat strike across a certain
       distance. This is taught by a metal or a wind spirit. The
       strength and distance that these attacks can travel depends on
       the skill and ability of the werecreature, as some can use
       certain combat training to attack from farther away than others
       could with just this skill alone. The users attack force will
       also start losing physical force after a certain distance, as
       the friction and wind resistance will prevent the force from
       being traveled beyond a certain point depending on the attack
       and the force that's used. Opponents can also still dodge this,
       or even block if they are able to handle the physical force of
       this attack.
       Rank 3 Gift: Wind Claws:
       ~This allows a werecreature to focus the air around their
       attacks, in which their claw slashes become much stronger. By
       focusing the air like razor sharp blades around their claws, a
       werecreature is able to use this to slice through defenses, and
       can even slice through armors and shields when used properly.
       This skill appears at first to just empower a werecreature's
       claws, but is actually an ability that focuses the air around
       them to a more deadly effect. Advanced users of this skill can
       even use this in combination with claw slash wave techniques to
       create powerful claw slash waves, and some advanced users may
       even be able to fire these slashing waves at opponents by
       combining this with other special wave generation abilities.
       Some more advanced users may even be able to use this in
       combination with other elemental abilities to create certain
       other claw slash attacks This is taught by an air elemental
       spirit. Typically, while this allows more easily piercing
       defenses, users should know that some stronger materials might
       be harder to pierce, and certain things like stronger metals or
       certain supernatural items might be able to resist this
       technique. Opponents can also take advantage of certain wind
       abilities to use certain other abilities to affect the wind, or
       use certain abilities to absorb the impact of the claw slash,
       such as using water's impact absorption properties.
       Rank 3 Gift: Terrain Shift:
       ~This is used by those werecreatures with a strong enough
       connection to nature that nature will see the werecreature as an
       ally, and allows a werecreature to essentially have the earth
       move to create paths for the werecreature to safely travel. This
       could be as simple as tunnels to allow a werecreature safe
       passage to a location, or footholds appearing on surfaces for
       werecreatures to climb. Among other instances of this, foliage
       could gather behind the user, helping cover their tracks, or
       rivers may part and create dry spots for the werecreature to
       pass safely. This essentially allows a werecreature to allow
       nature itself to help the user. This gift is taught by a glade
       child or an earth elemental. When used, nature doesn't attack an
       enemy, so this cannot be used to attack, but it can be used to
       allow shifts in the earth that will help the user get to safety.
       The areas affected are localized though, so this can also only
       be used at a certain distance from the werecreature. This means
       the werecreature couldn't do something like create a bridge
       across a gorge, or create a tunnel spanning miles instantly.
       Typically, this can only be used among those with strong
       connections to nature, and to those that nature would see as an
       ally. As such, those that aren't allies of nature won't be able
       to use this. The worst this does to enemies is cover up the
       tracks of a user at times, which can be annoying, but nothing
       harmful ever comes of this.
       Rank 3 Gift: Ley Lines:
       ~This allows a werecreature to use the ley lines, an energy web
       that spans the whole planet, to manipulate the earth that a user
       has gone through. When used, this allows a user to essentially
       cover their tracks, in which they can do things like using dirt
       to erase their tracks in the dirt, erasing effects of the user's
       presence, or some advanced users can even create false trails.
       This is designed to fool hunters and supernatural trackers, in
       which users can essentially send hunters and trackers on wild
       goose chases which makes this great for avoiding enemies that
       might be chasing the user. This can be used a variety of ways,
       usually designed to allow options that will help the user avoid
       being tracked. Advanced users can even make their trails
       undetectable to even other werecreatures and other supernatural
       creatures that could track people, depending on how it's used.
       This gift is taught by an earth spirit. While this is great for
       getting away from enemies and those that might be tracking the
       user, this cannot be used to attack opponents, and this cannot
       be used to affect opponents since this is not designed to be
       able to attack. The most that users can do is cover their
       tracks. It is also worth noting that by making their trail
       untraceable, this will also make it untraceable by allies as
       well, so users should be careful when using this.
       Rank 4 Gift: Black Mamba Strike:
       ~This is similar to certain vampire celerity training called
       Blink (not to be confused with the werewolf gift Blink which is
       something else entirely), in which this was designed for
       fighters who cannot seem to get close enough to their opponents.
       This gift increases a werecreature's speed temporarily, like a
       snake moving to strike their opponent. When used, a user can
       move temporarily at extremely fast speeds, with users being able
       to cross extreme distances using this technique in a very short
       time. This technique is designed to allow a werecreature to
       close a gap, usually so that they can get close enough to attack
       at close range. This gift is taught by a snake spirit. Those
       that use this are able to move fast, but only in short bursts,
       as this was designed to enhance one's speed but only
       temporarily. Because the body cannot handle the speeds this
       skill uses for long, the user cannot stay in this state for very
       long. Opponents can still dodge attacks made, or block attacks
       when the user gets close like normal, if they can account for
       the increased speeds. This can also be countered with other
       enhanced speed skills, like the vampire celerity training of
       Blink, or high speed movement options if one can use them.
       Rank 4 Gift: Strike the Air:
       ~By concentrating on the air around the user, the user is able
       to use the air itself to throw off a user's blows. This is
       designed to be a defense skill to avoid enemies, where the user
       is able to throw off attacks by enemies in order to try and have
       them wear themselves out. By playing defense and using this, a
       user can essentially avoid being hit by attacks, and can even be
       used against multiple opponents (as long as the user can account
       for each opponent's attacks), even knocking opponent's attacks
       into each other if used properly by advanced users. This gift is
       taught by a mongoose spirit. This is a purely defensive skill,
       and is not designed to be used offensively. If the user attacks,
       then this gift will stop entirely, as the user will have to
       focus on the attack. As such, this means that while using this,
       a user cannot attack opponents, and are stuck playing defense
       for as long as this skill is active. While this is a great
       defensive skill, there are stronger enemies that might still be
       able to hit opponents that use this, if they are able to hit
       with a stronger force than the air that is used to redirect the
       blow. Redirecting blows is far easier than stopping blows, so
       this is best used for redirecting attacks rather than stopping
       them entirely. The user also has to be able to focus on how they
       want to use this, so this does require some level of
       concentration in order to use which opponents can take advantage
       of.
       Rank 5 Gift: Shared Strength:
       ~No matter how strong a werecreature is, they cannot be
       everywhere at once. This high level gift is designed to allow a
       werecreature with this gift to donate their abilities in combat
       to an ally (usually a pack or tribe ally) temporarily, imbuing
       the ally with the strength, speed and skills of the user. This
       is usually used to allow weaker tribe members to fight using
       enhanced abilities of higher level tribe members, or can be used
       to help an ally fight a battle that may require the combined
       power of other werecreatures. This is designed to transfer
       physical stats, but advanced users may be able to transfer
       supernatural abilities as well temporarily. This gift is taught
       by a wolf spirit. While this is great for the ally, the user of
       this loses all strength and ability to move while this is in
       effect, essentially like granting all of their power to their
       ally. While in effect, the ally is able to fight with the
       combined power of their own and the user, but the user will not
       be able to fight or use any abilities while this is in effect.
       While this may be great to fight stronger opponents, stronger
       opponents can end this earlier by attacking the user of this
       art, since the user will usually be vulnerable, and enough
       damage will end this technique early. Once the ally has used
       enough power, or the user wants to end the technique, they can
       do so and the user will only be able to move once the technique
       has been ended. It is worth noting that some abilities might be
       incompatible with certain other abilities (such as a pure holy
       power user couldn't use their power in conjunction with a pure
       dark natured ally).
       Werewolf Basic Race Abilities:
       Werecreature Physiology:
       ~Many are familiar with werecreatures, and know what they are.
       When it comes to these creatures, there are many types of
       werecreature, just as there are many types of vampires.
       Typically, most werecreatures are similar at the base level,
       which is usually discussed before their specific abilities. Most
       know werecreatures possess claws, tail, even sharp teeth, and
       usually are human-like with animalistic bodies (some may stand
       on two feet, but some might stand on all fours depending on the
       creature). Most werecreatures have a very similar base, even if
       most have different ways of manifesting the supernatural
       abilities of that base among different werecreatures (like some
       have different connections to nature than other werecreatures).
       Almost all werecreatures have this base physiology, no matter
       what they are, enough that even other types of werecreatures
       still act somewhat similarly. Most werecreatures are either born
       into a pack or tribe, or turned into supernatural creatures
       through a werecreature bite (usually a bite, some may have other
       ways to turn people). Werecreatures started out as a type of
       cursed beast that put a curse on man, but that curse ended up
       creating a race of supernatural creatures many see as the
       counter to vampires, and have developed a strong connection to
       nature. Of course, there are many types of werecreatures, from
       werewolves (the most known), were-cats, were-jaguars,
       were-tigers, to even were-rats and even other rare variations.
       However, most of these cursed creatures do often share a
       weakness, in that most are vulnerable to silver and mercury
       (though some creatures might have other weaknesses, as some
       creatures might be vulnerable to other things instead of
       silver). Most of the alchemists are werewolves, but there are
       clans of other werecreatures, since the werewolf alchemists
       started out as a group of outcasts from other tribes and packs.
       Werewolf Nature Connection:
       ~Most werewolves has a powerful connection to nature, which lets
       them sense the condition of the nature around them. This lets
       them not only sense people close to them who do things like step
       on the grass, but also lets them do things like tell when plants
       are dying, or letting them communicate with animals depending on
       the tribe/pack and their affinities. For the most part, this
       isn't too much of a skill that's useful in a fight, as it's just
       the basis of a werewolf's abilities. However, it also does give
       them a sense where they can sense all nature around them, even
       without seeing it directly. This helps greatly for them to see
       the flow of nature's energy and learn how the power of nature is
       channeled. They are also able to use this connection to heal
       plants and animals with the life force of the world around them.
       This not only gives the user basic connection to the earth
       though, as it also gives them a connection to things like the
       water, which is also of the earth. This means werewolves with
       this connection can also even use their purification and
       interaction with water and creatures of the water. Typically,
       many werewolf tribes focus on their connection to nature in
       different ways, and many will often figure out how to utilize
       this in their tribe, though this is still a basic of werewolves
       on their own that they can learn. This power is not a battle
       ability, so it doesn't really grant them much in battle. The
       only real advantage it can give is if the werewolf knows the
       area they are in due to being close to the nature there, and can
       gain an advantage when fighting opponents in familiar territory.
       Werewolf Spiritual Tuning:
       ~Similar to other creatures like moglins who have a connection
       to the world, werewolves with this specific nature connection
       have a special connection to the spirits that make up the earth
       and the elements of the earth, and are far more tuned to the
       spiritual realm than most creatures would be. These spirits are
       normally invisible and not able to be interacted with by most
       people, even most who think they know all the spirits often find
       they don't know how the spirit realm dictates the very world's
       elements. This may seem simple, but this lets werewolves connect
       to the world much more than most who connect to nature, as they
       aren't just connected to nature, but are able to also interact
       with those spirits for another way to interact with nature.
       Depending on the tribe, some tribes have specific ways to use
       this, and some can even develop their own ways to use this to
       their advantage depending on their affinities. Werewolves 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 of the
       world itself. They are also able to perceive the world's flow of
       life and death as a result of this power. For the most part,
       this just lets werewolves have a closer connection with the
       world around them, not really being too useful until one learns
       to use spirit art magic. For werewolves with this ability, their
       main enemy is dark spirits, as dark spirits are the type of
       creature that will go after anyone that "sees" or "senses" them.
       Once a creature has seen or can perceive dark spirits, it opens
       up a new realm of knowledge, but also means they're more likely
       to be attacked by dark spirits.
       Werewolf Tribe Connection/Empowerment:
       ~Almost all werewolves gain empowerment by being part of a tribe
       or pack, which is why many will travel together. Not only does
       traveling together allow them to cover each other in battle and
       allow them to fight together, but a connection to a pack or
       tribe can empower members of the tribe or pack. The more of the
       pack that are together means a stronger boost in abilities. This
       amplifies both physical and supernatural abilities when
       together, and may even grant other special effects based on the
       tribe, such as werewolf alchemists having a stronger ability to
       sense magic when working together, or another wolf tribe that
       might gain enhanced spiritual connection when working together.
       This depends on the tribe or pack, and this power is a natural
       encouragement for werewolves to work together rather than being
       alone. Most werewolves would see strength in unity, and weakness
       in being the lone wolf (no pun intended). This power is designed
       to unite tribes and packs together, and sometimes when packs
       join other packs, their abilities can blend together, such as
       two different tribes that join together could passively gain
       some of each other's abilities if they become truly unified.
       However, this requires that the werewolf submit to the pack, and
       those that are not a part of the pack are usually cast out of
       the pack otherwise those that interrupt this connection, and see
       those that "work alone" as infections to their connection to
       each other. Of course, one without a tribe or pack doesn't lose
       power by not having a tribe or pack, but just that those that do
       will gain power and focus as they work with others. The
       alchemists typically gain enhanced magic when working together,
       and certain alchemists may even gain special combination
       abilities (for example a fire alchemist and lightning alchemist
       might gain an ability to combine their magics into one powerful
       magic through this connection).
       Werewolf Lunar Empowerment:
       ~When reaching a high enough power as a werewolf, a werewolf can
       essentially gain a powerup where they gain power and ability
       through lunar light. While werewolves can still fight at their
       full power during the day, most werewolves are at their best
       when in moon light, and many werewolves are able to fight using
       enhanced physical and supernatural stats. This technique is just
       a base powerup, which werewolves gain at a certain level of
       power and training to harness the full nature of their nightly
       nature. Those with werewolf nature connection are connected to
       the moon just as much as the earth, and this power symbolizes
       their embrace of their nightly nature. The more full the moon,
       the more powerful the werewolf becomes, with the full moon
       amping them to their max capabilities (aside from special moons
       like blue moons or red moons). Depending on the type of moon,
       usually determines the powerup. In the full moon, a werewolf is
       at their strongest, with their nature power and their magic
       gaining a large amp. This makes the werewolf's physical and
       supernatural abilities far stronger, but doesn't gain any other
       real abilities in terms of new abilities unless they are of a
       special tribe that does gain abilities in full moons. However,
       the werewolf can gain special abilities during blue moons or red
       moons (more on red moon and blue moon powers next) depending on
       the werewolf and what tribe they are a part of. This power is a
       passive ability, which is something the werewolf doesn't really
       have control over, as it's simply part of their nature
       connection. Typically, those that can create sunlight in
       nighttime can slightly interrupt this power, and can return a
       werewolf to normal power if the werewolf is hit with it enough
       times, since lunar power can only operate in the absence of the
       sun light.
       Red Moon Enhanced Moonlight Power:
       ~When in the red or blue moon, the nature connection and lunar
       empowerment abilities give the werewolf special enhanced modes,
       where they are able to draw the unique moonlight into their
       power. When in the red moon, the werewolf gains a corrupted mode
       where their abilities all become more powerful and they gain a
       massive powerup from the red moon. Most werewolves gain more
       power with the red moon than they do with the blue moon, but
       this comes with a price. Typically, when in the red moon, most
       werewolves become much more ferocious and they seek to kill
       their enemies as brutally as they can. While most werewolves
       learn to control this with time and training, werewolves still
       have to be careful on these nights, and many werewolves who do
       lose control often hide from the moon light when this night
       comes around due to the dangerous of who they might hurt, as
       some have even killed their friends and family during this kind
       of night due to the nature they gain. This also makes all of
       their abilities corrupted power equivalents during these nights,
       where all of their supernatural abilities and werewolf abilities
       become corrupted and are able to hurt almost any creature due to
       the corruptive energies they generate in the presence of a red
       moon. Only the most ferocious of werewolves typically carry red
       moon energy outside of red moon nights, and many try to avoid
       the power altogether due to what they become. However, those
       that do try to utilize this outside of nights of the red moon
       must be careful, or else they could eventually lose their sense
       of self and become feral werewolves, as the unnatural red moon
       light can eventually overwhelm the rational mind and eventually
       destroy a werewolf's ability to think rationally. Of course, a
       counter to this ability is sun light manipulation, due to sun
       light being able to counter lunar light manipulation, and some
       sun light manipulators are able to completely negate the powerup
       of the red moon if they use it on a werewolf enough, though
       keeping them from regaining the amp requires usually getting
       them out of the moon light.
       Blue Moon Enhanced Moonlight Power:
       ~Just as the werewolves gain abilities during the red moon, they
       also gain special abilities during the blue moon. During the
       blue moon, the werewolf gains a purity with their nature
       connection that surpasses their normal connection, and gains
       highly enhanced ability to connect to nature during this time.
       During this, the purity of their connection lets them use their
       supernatural abilities at a highly reduced cost, and can amp
       their special abilities considerably. To an extent, depending on
       the werewolf, some can even gain unique abilities only usable
       during this time, such as some with magic being able to use
       special spirit magic that purifies corruption and gives the
       werewolf a pure neutral nature. This lets them more easily
       influence the world around them, for better or worse depending
       on the werewolf, and allows them to use enhanced power at
       reduced cost. While in this mode, the purity of their power is
       also able to damage almost anything due to the neutral pure
       nature of their connection with the world. When in this mode,
       werewolves also gain a calm focus, and lose much of their
       natural ferocity in favor of concentration and purity of mind
       (For better or worse). However, while it is possible to store
       the energy of a blue moon up for later use, it is hard to use
       when not in a blue moon, and werewolves cannot usually handle
       too much of this energy outside of nights of the blue moon. Due
       to how unnatural stored blue moon energy is, it can overwhelm a
       werewolf's natural connection, and temporarily damage a
       werewolf's nature to the point that they could lose part of
       their werewolf connections to nature and the moon. Typically,
       sun light manipulation (if it can be created in the presence of
       this moon light) can counter this power, and do more damage to
       werewolves who use this since sunlight typically counters lunar
       light manipulation.
       Werecreature Trait Suppression/Shapeshift:
       ~Werecreatures have an ability where they are able to change
       forms. Typically, this depends on the werecreature, but most
       werecreatures will either take a werecreature form as their
       base, or a human-like form as their base depending on their
       heritage, and certain other factors. Depending on their base
       form, they are able to shapeshift between their human form and
       werecreature form, with the base form being the natural form and
       the other form being a form they can use using shapeshifting.
       Werecreatures who take their werecreature forms naturally can
       shapeshift and suppress their werecreature traits, in which they
       are able to pass as human by using this power. A werecreature is
       able to suppress all of their traits to the point that they come
       across as human, and even feel human to those with supernatural
       presence sense abilities. Those that take human form typically
       use this to release their full werecreature form, in which they
       can typically use their werewolf form like an enhanced form that
       is stronger than their normal mortal form. There are other
       werecreatures who have other ways to use this, but these are the
       main two aspects. Typically, it does take energy and stamina to
       transform or suppress one's traits depending on which is the
       base form and which is the form the werecreature has to
       shapeshift into. As such, werecreatures cannot stay in their
       other form indefinitely, as they will eventually run out of
       energy or stamina to maintain this. Typically, this is used to
       allow a werecreature to pass as human for those that need to use
       this to take human form, or used among human form werecreatures
       to take a battle form when fighting, so this is usually only
       meant to be used temporarily anyway. However, once they do run
       out of energy or stamina, they can no longer use this to
       transform, and will revert to their normal base form (whichever
       form that their base form is).
       Werecreature Cursed Bite:
       ~This is the ability that allows a werecreature to bite someone
       with their werecreature fangs. When they bite someone, they can
       choose whether not to leave this cursed bite mark behind. This
       is used not to kill someone, but is designed to turn those with
       this cursed bite into werecreatures like the werecreature who
       uses this. When changed into a werecreature, the werecreature
       becomes a werecreature the same as the original werecreature who
       bit them, such as a werewolf would turn someone into a werewolf
       upon biting them. While the user might have unique abilities
       that might manifest depending on the tribe and training they are
       a part of, the werecreature will usually be more or less like
       the one that cursed them initially. The person can be cured of
       this cursed bite within a certain amount of time, however, this
       can only be cured if a special formula (which is fairly known by
       supernatural hunters and most know how to make this formula) is
       administered before the new werecreature eats the flesh of a
       human or animal, as once they do, their curse will often corrupt
       their natures after feeding and it will make the change
       permanent. If the werecreature that casts this is killed, the
       person affected can be changed back, but they may be permanently
       changed if the person has devoured flesh while being a
       werecreature. However, if they haven't done so, then they can be
       returned to human when the original werecreature dies if they
       don't have access to the formula to turn them back to normal. It
       is also worth noting that those that are immune to being changed
       into supernaturals won't be affected by this, as there are some
       creatures and even some humans that have ways of making sure
       they cannot be changed by supernaturals, depending on the
       creature and what they have access to.
       Werecreature Claws:
       ~Just like one might expect from their animalistic appearance,
       almost all werecreatures have claws of some kind that extend
       from their fingernails. Most werecreatures have ways of keeping
       their claws maintained, and most werecreatures can leave their
       claws long, or some will keep them trimmed so they're not so
       bothersome in day to day activities. Typically, their claws are
       one of their biggest weapons in combat, in which most
       werecreatures use their claws to slash opponents, with many even
       having claw slash techniques they can use in battle depending on
       their abilities. While claws are naturally sharp, werecreatures
       can actually sharpen their claws like they would a sword,
       usually sharpening them with a strong substance to the point
       that they can become razor sharp. Depending on the werecreature,
       some claws may be different sizes, or some might have slightly
       different capabilities, but there are plenty of ways for a
       werecreature to use their claws in battle. Most werecreatures
       are very dangerous and can easily rip people to pieces with
       their claws depending on their skill level. For the most part,
       avoiding the claws just requires the opponent to avoid the
       strikes of the user when the user is using their claws in
       battle, as their claws are a type of short-range close combat
       move. Most long distance claw slash attacks can also be dodged
       or blocked (Depending on the werecreature and their abilities if
       the opponent can account for the user's enhanced strength, and
       their abilities), though opponents should be careful of
       werecreatures who have claws that are able to cut through metal,
       as some werecreatures do have much stronger claws that can claw
       through metal objects.
       Werecreature Bite/Teeth:
       ~As one might expect from seeing a werecreature, almost all
       werecreatures have some sort of sharp teeth. Typically, most
       werecreatures teeth are designed for tearing apart flesh of
       either animals or humans (depending on the werecreature and what
       they survive on). Due to this, many werecreatures will use their
       teeth to bite opponents in battle, and are usually strong enough
       that most werecreatures are even able to bite through limbs with
       their bite (depending on the werecreature and their strength.
       Different werecreatures may have different teeth, but overall,
       werecreatures are able to use their teeth to some degree, with
       some werecreatures even having certain abilities to enhance
       their bite. There are some werecreatures that are able to absorb
       life energy through a bite attack, in which some werecreatures
       have the ability to take life energy through biting others
       depending on the creature. Some werecreatures are known to have
       enhanced bites, like werepyres (werecreature/vampire hybrids)
       having an acid bite, or some might have special techniques that
       utilize their bite in unique ways. This mostly depends on the
       werecreature and their abilities, as each werecreature is
       different. Typically, avoiding a bite in battle is as simple as
       maintaining one's distance from an opponent, as this can usually
       only be done at short range unless the user has a special bite
       attack that can be used from a distance, which is usually rare.
       For the most part, these teeth aren't really made for battle,
       but more are specifically for eating. Werecreatures can use them
       in battle, but there is a lot of risk in doing so since
       werecreatures might take hits that might knock their teeth out
       just like any other creature.
       Werecreature Fur:
       ~Werecreatures, as one might expect, generate fur in their
       werecreature forms. Depending on the creature, the fur will
       typically be different depending on the werecreature, but
       usually almost all werecreatures have this to an extent. This is
       usually not noticeable on a human form, since a human form
       suppresses most werewolf traits, but in werecreature form,
       almost all werecreatures have fur, which has a few functions.
       The first is that, like other creatures with fur, this helps
       them stay warm in harsh temperatures, and depending on the
       creature, they may even have summer fur that helps keep them
       cool in hot temperatures. However, there are certain
       werecreature that can use their fur as a weapon. For example,
       there is a werewolf gift that turns a werecreature's fur into
       something akin to steel armor, or some werecreatures can fire
       their fur at opponents like firing needles with certain
       techniques. Overall, this depends on the werecreatures and their
       abilities, as most werecreatures are different in nature and
       different werecreatures usually have different ways to utilize
       this. Typically, the fur is more defensive than offensive, so
       it's not really useful to attack unless a werecreature has a
       means to attack with their fur (though some can learn skills
       that will allow them to attack with their fur). Aside from
       special techniques though, fur is more for environmental
       adaption more than to be used in battle, so this is more just a
       part of their physiology that helps them survive rather than
       helping them fight. It is also worth noting that fur is also
       more vulnerable to fire, as fur can be flammable under the right
       conditions.
       Werecreature Anger Amplification:
       ~Typically, werecreatures are far more emotional than vampires
       are. As a result, werecreatures gain power from their intense
       emotions, specifically their anger when they are feeling
       strongly. Many werecreatures are empowered by anger, and are
       able to gain boosts through their anger while it's in effect.
       The most common method of using anger is a rage frenzy, where a
       werecreature will temporarily lose control of themselves and act
       in pure rage towards whatever is causing them anger. Depending
       on the werecreature, this may happen under different
       circumstances (like some werecreatures might react to other
       stimuli like certain kinds of light), or some werecreatures even
       have specific arts for using this, like utilizing their anger in
       special techniques that empower their rage frenzy with different
       abilities (depending on the werecreature, tribe and abilities).
       This is an ability that most werecreatures have to deal with and
       is more of a hindrance to their daily lives, since many
       werecreatures might have short tempers, but most advanced
       werecreatures have learned to control this, and only really use
       it when they want to rather than letting their emotions control
       them. Overall, the arts used depend on the creature, but most
       have to control this at some point, as this can lead to
       werecreatures attacking allies when they are in their frenzied
       states, and werecreatures may not be able to control who they
       attack (as they might go after someone other than the intended
       target) depending on the situation. Overall, the main use of
       this is for those with techniques to utilize this in combat,
       which all usually only work temporarily while the user is in a
       rage state. And even if they don't have any special techniques,
       the rage state is only temporarily, lasting as long as the
       stimulus persists that drove them into it, or a certain amount
       of time passes after going into the frenzy.
       Werecreature Agility and Werewolf Cling:
       ~Werewolves have a natural agility, in which they are able to
       move very effectively in battle. Part of this is speed and
       flexibility, where they are able to move around and attack based
       on the type of werecreature they are. Even werecreatures that
       are larger than normal beings have a strange agility that they
       are able to use that lets them move effectively, usually letting
       a creature jump around, or even use their agility to move
       silently across an area. In addition to this, werecreatures also
       have a natural ability to use their claws to cling to surfaces,
       where they are able to dig their claws into a surface and then
       stick to that surface. Most werecreatures use this on trees,
       where they are able to stick to a tree, or use their momentum
       and use their claws to change their trajectory in a fight. Some
       werecreatures have certain abilities in doing this, such as some
       that will hide in the trees and steathfully strike (like those
       with panther powers) or some might use their claws and agility
       to make their way up trees and drop down on their opponents, or
       some might just jump off surfaces to attack opponents. This
       usually depends on the werecreature, as different werecreatures
       have different hunting styles depending on what kind of creature
       they are and what abilities they possess. Typically, it is very
       important to keep track of werecreatures in battle, as their
       agility may be hard to keep track of, and some will use stealth
       if the user loses track of them to stay hidden until they're
       ready to attack. Opponents can usually dodge a werecreature as
       agile as they are, as long as they are able to keep track of
       them and can react to what they do. Those that know
       werecreatures often know just how agile and dangerous
       werecreatures can be, especially ones that utilize this in
       combination with stealth.
       Werecreature Hardened Body:
       ~Werecreatures typically have much stronger bodies than humans
       do, as their muscles, bones and even their skin is thicker than
       a human's. While not as strong in human form (as they typically
       will be the normal level of a human when in human form), their
       werecreature forms are much stronger and are able to take
       reduced damage from attacks due to how strong their bodies are.
       Werecreatures are usually natural fighters, and usually have
       ways to utilize this, such as some might learn certain heavy
       stander abilities that resist knockback and stun to a degree.
       Werecreatures are able to use their bodies hardened muscles in a
       variety of ways, as werecreatures can even use their stronger
       muscles for stronger attacks depending on the training the
       werecreature has. Typically, this partially depends on the
       training of the werecreature, and partially on the werecreature
       themselves depending on what type of werecreature they are. For
       example, certain werecreatures may have stronger bodies than
       others, with certain werecreature types might have a strong
       body, while others might have specifically stronger bodies. Of
       course, just like with most of their physiology, werecreatures
       also have certain abilities and arts that might enhance their
       defense, with some even training their durability so that they
       can become more resistant to damage. Some more trained
       werewolves have even been known to block swords to a degree,
       though whether or not they can do this depends on the strength
       of the opponent. Typically, opponents can more easily pierce
       opponents with silver, or certain stronger attacks can also do
       damage. While stronger, they do still take damage from attacks,
       even if it's just reduced. Many werecreatures are also
       vulnerable to fire to a degree as well, though some
       werecreatures might be resistant to fire if they possess the
       ability to use it.
       Werecreature Regeneration:
       ~Werecreatures, like vampires, have supernatural regeneration
       that can be used to heal themselves when they have taken damage.
       Werecreatures have strong regeneration, and can regenerate from
       most damage. Werecreatures can usually regenerate anything as
       long as their heart or brain isn't destroyed. Werecreatures also
       regenerate faster than most other vampires, due to werecreature
       regeneration being slightly different than vampire regeneration.
       Of course, some tribes even have special regeneration
       techniques, so some werecreatures may even gain special
       regeneration techniques of they are available to them. This is a
       passive skill that heals werecreatures, and this power is
       sustained by their devouring of flesh of either animals or
       humans, depending on what the werecreature wants to eat to
       sustain their power (which may or may not depend on the tribe
       they're born into). Werecreatures, unlike vampires, cannot
       regenerate limbs, but they do regenerate any damage to their
       bodies, and can regenerate even fatal wounds that might kill a
       vampire (typically, vampires regenerate more parts of their
       body, but werecreatures regenerate faster and more easily).
       Werecreatures usually are able to regenerate almost anything
       save for decapitation unless silver is used on them. For most
       werecreatures, silver is usually the best thing opponents can
       have, since silver can be used to interrupt most werecreature's
       regeneration (though some werecreatures may be vulnerable to
       other elements like gold depending on the creature). Certain
       holy powers can also help kill werecreatures more easily due to
       their cursed natures. Certain things like death scythes and
       other regeneration negation weapons/abilities can also be used
       on werecreatures, just like vampires. However, decapitation or a
       silver bullet to the heart is usually the easiest way to kill a
       werecreature (though decapitation works on almost any
       werecreature where silver might fail depending on the creature).
       Werecreature Body Temperature Regulation:
       ~Similar to how certain supernaturals are able to adapt to
       environments around them, werecreatures are able to adapt to
       environments around them thanks to their supernatural
       physiology. For the most part, a werecreature's body usually has
       ways of regulating their body temperature, whether it's in
       battle or outside of battle. Most werecreatures will be able to
       adapt to hot or cold environments depending on the creature.
       Usually, this is most present during different seasons, when a
       werecreature often has different coats of fur to handle each
       season (depending on the werecreature). In addition, each
       werecreature is able to regulate their body temperature through
       their body's own methods as well, which have the same abilities
       as humans to try and regulate their temperatures. However,
       werecreatures are much more easily able to adapt to extreme
       temperatures thanks to this, and they are able to survive in
       almost any environment, from the hottest of deserts to the
       coldest of icy weather. Most werecreatures can adapt for certain
       environments specifically, depending on where they live, as most
       werecreatures usually specifically adapt to wherever they tend
       to stay. Some even adapt by other methods, like certain
       werecreatures might have a higher body temperature than normal
       because of their werecreature nature. The last advantage is that
       this helps them against people who use heat and cold as weapons,
       which allows the werecreature to handle extreme heat and extreme
       cold (granted they aren't being burned with fire, or frozen with
       ice). However, while they adapt to temperature easily, they
       cannot adapt to being burned by fire, or frozen with ice, and
       while they can adapt to the heat generated by fire or the cold
       generated by ice, they can still be hurt by fire and ice
       abilities (depending on the werecreature, as some might have
       certain resistances and immunities). This also doesn't apply to
       things like vacuum environments and being underwater, since this
       only really applies to adapting to temperature and not certain
       other environmental factors.
       Werecreature Animalistic Senses:
       ~Werecreatures all have animalistic senses, which allows them to
       sense far more than what humans can. While they still have human
       senses as well (sight, smell, taste, touch and hearing), they
       also have other senses depending on the werecreature. Animals
       are often known for being able to senses changes in the earth
       that humans cannot, and this sense is just one of the senses
       that werecreatures have. One such example are how some creatures
       have an electromagnetic sense to sense the flow of ions in the
       earth's atmosphere, and they are able to use this to not only
       sense changes in the earth itself, but they can also use it to
       navigate far more easily than humans can. Most werecreatures
       have much higher tuned senses, and this doesn't just apply to
       their normal senses. Most werecreatures are also able to do
       things like seeing in the dark, or many have a specific ability
       to sense the presence of others with a sort of sixth sense of
       the environment around them and can use it to focus on anything
       living. The specific senses depend on the werecreature, as all
       werecreatures typically have different senses depending on the
       type of werecreature they are and what animalistic traits the
       werecreature possesses. Typically, this isn't too useful in
       battle, though some werecreatures can use these senses to sense
       when danger is nearby, as werecreatures can learn to hone their
       senses to a point where they can even sense when someone is
       trying to sneak up on them or is going to attack them. While
       useful though, these senses are not always accurate, and certain
       natural phenomena might also be able to affect a werecreature
       due to these senses if an enemy has a way to take advantage of
       these senses.
       Werecreature Earth Communication:
       ~As part of a werecreature's connection to the world and the
       spirits, they are able to communicate with the earth, including
       the life on earth. While they may not have connections to
       certain life forces depending on who they are, all
       werecreatures, in some form, have some sort of communication
       they can use. For example, many werecreatures can communicate
       with animals and some can even communicate with plant-life if
       they have a strong enough connection to the force of the Green
       (a life force connecting all plant life). Usually, this
       communication allows them to not only befriend the entities of
       the world, but this also allows them to call on allies during
       battle, such as some who can call on animals or plants to fight
       for them depending on the werecreature and what creatures or
       organisms will listen to them. Typically, animals and plants can
       be called to help the werecreature, with some even having unique
       training depending on the tribe, as some tribes have specific
       gifts designed to call on animals or plants to help the
       werecreature. This isn't really a battle power so much as more
       of a communication power, as most werecreatures usually use this
       to keep animals and plants from certain battles they might face,
       or they may make friends with certain animals or entities due to
       their strong connections to the earth. This usually depends on
       the werecreature, and some werecreatures speak to specific
       aspects of the earth whereas others may have a more general
       communication with the life in the world. This depends mostly on
       the individual, but mostly, the only way this is used in battle
       is to call animals or plants to fight or help out in some way,
       and the animals or plants can still be destroyed as normal, with
       them still being able to be killed in battle (though some
       werecreatures may have gifts that strengthen animals and plants,
       so that should also be taken into account if one needs to fight
       a werecreature with this ability).
       Werecreature Gift Affinity:
       ~Werecreatures developed gift training depending on the tribe
       specifically for werecreatures in the same manner that vampires
       developed their discipline training. This allows werecreatures
       different training to gain different abilities, which are
       usually taught by certain spirits. Unlike vampire disciplines
       taught by clans, werewolf gifts are not just taught by tribes,
       but also by individual spirits that might know of them. Once a
       werewolf has their affinities, and someone to train them, the
       werewolf is able to learn werewolf gifts based on the tribe they
       are in, or what spirits will teach them. Overall, most werewolf
       gifts are dependent on the tribe, as each tribe has its own set
       of abilities to learn. This could be as simple as combat
       enhancement skills, or learning to call on spirits in battle, or
       some like the Glass Walkers even have unique gifts involving
       manipulating technology. As one might expect, each set of gifts
       is different in nature, so naming them all is nearly impossible,
       let alone naming their strengths and weaknesses, but all
       werecreatures are usually able to learn these in some capacity,
       with some advanced users of certain gifts being able to combine
       gifts depending on what they can do. Overall, each gift works
       different, and has it's own strengths and weaknesses, but each
       gift does have it's own strengths and weaknesses, due to each
       gift having limits of what it can do. For example, combat based
       abilities are limited to combat and may not include supernatural
       powers (though there are some that enhance supernatural
       abilities as well), or some that might have consequences (such
       as some used too long might take a toll on the werecreature's
       body). This depends on the gifts learned, and the gifts learned
       depend solely on the tribe the werecreature belongs to or the
       spirits teaching them gifts. It is also worth noting that most
       werewolves gain gifts solely based on the tribe they belong to,
       and no werewolf gains random gifts unless they are part of no
       specific tribe and are just taught by spirits in general since
       those with no tribe have no specific ties to any one tribe. This
       also may not cover certain things like werepyres who have
       combination abilities with vampire disciplines, or other
       werecreatures with power from things like demons or angels that
       might be able to combine gifts with angel or demon arts
       depending on their natures.
       Combat Abilities:
       Tai Chi:
       ~Tai Chi is often seen as a "gentle" martial arts style because
       many seniors use its slow movements in order to improve their
       health & balance and to reduce stress. Nevertheless, Tai Chi
       also has "harder" sub-styles and variations that include
       vigorous self-defense techniques. As a water alchemist, Ilona
       use this martial art when using her water abilities or in self
       defense. Although many people underestimate this ability, Ilona
       has proven many times how deadly she can be with this kind of
       skill.
       Bartitsu:
       ~Bartitsu is an English martial arts style that combines styles
       such as English bare knuckle boxing, Savate (French kickboxing),
       Vigny cane fighting and Japanese jujutsu. It was seen as a
       "gentleman's" martial arts to use against street thugs.
       HEMA:
       ~HEMA (Historical European Martial Arts) refers to mainly
       sword-based martial arts based on techniques used in Europe from
       around the 1300s to the 1800s. Many of these martial arts have
       been recreated based on ancient artwork and books (i.e. fencing
       manuals). A number of these martial arts styles also practice
       with daggers, pole-weapons, bucklers, armor, etc.
       HEMA differs from modern fencing because it uses classical
       weapons versus modern hybridized fencing swords. HEMA is also
       generally focused on practicing historic combat techniques
       versus the sports aspect of modern fencing.
       Quicksword Technique:
       ~Ilona's elite trademark technique is a sword-swinging ability
       so fast that it is impossible to follow with the unaided eye.
       This is done by channeling all of her physical energy such as
       her speed and strength into one arm while preventing the rest of
       the body from doing so. This requires extreme concentration at
       all times to pull this off while fighting. Ilona's calm and
       composed personality is key in her success; she can perform this
       technique so well that she never showed any signs of fatigue or
       bodily strain, and so quickly that enemies wouldn't even see her
       draw her sword.
       Wind Cutter Technique:
       ~The Windcutter is a lightning-fast slashing attack, similar to
       the Quicksword, that involves drawing, swinging, and resheathing
       the sword in the blink of an eye. It is shown to be very
       accurate and fundamentally does not require any supernatural
       energy such as magic to execute; however, the user can augment
       the speed and power of the technique by using supernatural
       energy if intended.
       Water Surface Slash:
       ~The swordsman generates enough momentum to create a powerful
       single concentrated slash.
       Water Wheel
       ~The user leaps and vertically spins forward in the air while
       releasing a flowing attack in a circular motion.
       Lateral Water Wheel (An alternate variation of Second Form):
       ~Water Wheel that uses a horizontal spin.
       Third Form: Flowing Dance:
       ~Ilona use her strikes and claws at the opponent in a way that
       mimics the movement of waves on the surface of water.
       Fourth Form: Striking Tide:
       ~The swordsman makes multiple consecutive slashes while twisting
       their body in a flowing fashion similar to a harsh tide.
       Fifth Form: Blessed Rain After the Drought:
       ~A "trike of kindness" that kills the target with little to no
       pain. Used when the enemy surrenders.
       Sixth Form: Whirlpool:
       ~Ilona fiercely twists her upper and lower body, creating a
       whirlpool that cuts anything caught in it.
       Seventh Form: Drop Ripple Thrust Curve:
       ~A fast and accurate stab. The fastest Breath of Water
       technique.
       Eighth Form: Waterfall Basin:
       ~The user cuts the target vertically.
       Ninth Form: Splashing Water Flow:
       ~Minimizes the landing time and surface needed when landing,
       allowing the user to move without limits. Ideal when fighting in
       a place with no solid foothold.
       Tenth Form: Constant Flux:
       ~A continuous attack that increases in power with each rotation,
       creating a strong slash. This form takes the shape of a dragon.
       Eleventh Form: Dead Calm:
       ~Ilona ceases any body movements and enters a state of complete
       defense, deflecting and blocking any incoming attacks with
       imperceptible speed. However, its effectiveness is limited as
       fast and numerous attacks can break through.
       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.
       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).
       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:
       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.
       Werecreature Heavy Stander:
       ~Because of the werecreature's body structure, most
       werecreatures are extremely hard to knock back. Due to their
       strong and bulky muscles, werecreatures are able to take many
       attacks without flinching, and most are heavy enough they are
       barely knocked back with impact damage. While werecreatures
       still take damage, they are much harder to knock back, and much
       harder to stun through physical damage unless they are taking an
       attack that's stronger than they are. Typically, most
       werecreatures are able to shake off normal damage thanks to
       their regeneration and their body structures, and require very
       strong attacks to knock them off their guard. Thanks to this,
       most werecreatures are difficult to stun or disable using
       physical force, usually only being vulnerable to other creatures
       as bulky and powerful as they typically are (though some that
       stay in human form may not have this bulk and therefore won't
       have this passive ability in their human forms). Most
       werecreatures with this take highly reduced damage from physical
       attacks, and are much harder to fight than many other types of
       opponents. However, while they are harder to damage and harder
       to knock back, this means that things that do hurt them and
       overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werecreature more easily due to them
       not moving back, or certain attacks that break their defense may
       do more damage due to knockback often helping disperse physical
       force a bit on impact. Most werecreatures also might have
       varying levels of this, as some werecreatures have stronger
       bodies than others, and those in human form won't have this
       defense at all, since this only takes effect in full
       werecreature form.
       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.
       Werecreature Flesh Devouring: Sustenance:
       ~Most werecreatures are able to devour flesh from either animals
       or even humans, being very similar in nature to a vampire that
       needs human blood to maintain their power. This is the major use
       for flesh, and, like others, werecreatures use this to sustain
       their power. A werecreature is able to eat flesh just like other
       animals in the wild, as almost all werecreatures usually eat
       flesh in some form (aside from a few rare werecreatures that
       might survive on vegetables and fruit). Typically, there is no
       real special purpose for this, other than sustaining the
       werecreature. Eating flesh is purely for sustenance and survival
       for werecreatures, where they must feed in the same way a human
       would eat food. If they don't eat flesh, werecreatures will
       eventually get weaker as supernaturals, and eventually go feral
       from hunger with some cases even having the werecreature eating
       their own flesh. While a werecreature can eat normal food, it
       doesn't really help them since they don't sustain themselves on
       human food (unless it is meat, as animal meat is something that
       werecreatures can survive on). Typically, werecreatures have a
       choice of surviving on animal flesh, or surviving on human
       flesh. Depending on the werecreature, some prefer one or the
       other, with some tribes focusing on eating humans, while others
       typically focus on eating animals. Depending on the tribe and
       the werecreature, each typically has their own way to sustain
       themselves, though most werecreatures focus on flesh/meat
       devouring as their primary source of sustenance. For the
       alchemists, they specifically eat animals, as they don't like
       eating humans since they don't find humans as nutritious to them
       as animals do, as they have studied the nutrition of animals vs
       humans and found that animals typically are better nutrition
       than humans are. Of course, they also don't want to eat humans
       because they don't want to find themselves on the wrong end of
       supernatural hunters and feel that eating humans contradicts
       their overall job of protecting humanity.
       Werecreature Flesh Devouring: Ability Gain:
       ~This is the second use for a werecreature's flesh devouring,
       with a werecreature being able to absorb supernatural blood to
       gain new powers from those they take blood from. The
       werecreature can gain these powers temporarily, or if they eat
       enough flesh, they can gain powers permanently. A werecreature's
       ability to devour the flesh of supernaturals and gain new powers
       is similar to that of a vampire, where it works the same way as
       a vampire would gain new abilities by drinking blood (for the
       most part). While eating supernaturals is not always the easiest
       thing to do depending on the supernatural (as werecreatures will
       mention how creatures like demons taste purely awful due to the
       sulfur smell of their demon natures), but werecreatures seeking
       new powers can usually gain ones from those they devour flesh
       from. For example, if a werecreature devoured the flesh of a
       fire user, they may gain certain fire abilities depending on the
       werecreature's affinities. Depending on the werecreature's
       affinities and powers, some flesh may grant them one or multiple
       abilities, depending on the being they devour. However, they can
       also choose not to gain power from these beings, as a
       werecreature often has to weigh a power's strengths vs its
       weaknesses when determining whether or not they want a specific
       power. As one might guess, this power gain has the same
       drawbacks as other power gain abilities, in that the user gains
       the weaknesses of the powers they gain as well as the strengths.
       For example, devouring dragons may grant a werecreature the
       powers of a draco-werecreature, but as a result they would gain
       the weaknesses of dragons like being weak to dragon hunter
       powers and weapons. Typically, most werecreatures only gain
       powers if they choose to, and some powers may alter their
       physiology (like eating a dragon would grant them new physiology
       that changes them into a draco-werecreature that is different
       from a normal werecreature) for better or worse (usually there
       are advantages and drawbacks, so users should consider
       carefully).
       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.
       Werecreature Supernatural Life Span:
       ~Depending on the werecreature, most werecreatures with their
       regeneration can live up to thousands of years, with some
       werecreatures even being able to live up to tens of thousands of
       years depending on the werecreature. It isn't really consistent
       how long a werecreature can live as there are many werecreatures
       who live beyond normal stated limits, and a werecreatures
       regenerative abilities make their ages hard to predict, but it
       is certain that werewolves can live for a very long time, with
       certain werecreatures having lived for thousands of years. Just
       like vampires who have supernatural life spans, werewolves can
       live just as long, and are just as hard to predict as there are
       werecreatures and vampires that are hundreds of years old that
       look like kids, and then there are hundred year old
       werecreatures and vampires that are fully adult. Since each is
       different, their life spans and growth rates are difficult to
       quantify, but it is certain that werecreatures can live for an
       extremely long time before their regenerative abilities start to
       eventually break down. Many wonder how werecreatures and
       vampires age with such strong regeneration, but it's because the
       regenerative abilities eventually break down, just as human
       bodies don't heal as effectively as they get older. As
       werecreatures get older, they also have this problem, and after
       a few thousand years (usually), a werecreature will often find
       their regeneration doesn't keep up as well, and older
       werecreatures may age as a result of this. It isn't certain at
       what point a werecreature dies of natural aging, since they
       typically have regeneration until they die, but there have been
       some that have died of old age that it is known that
       werecreatures eventually do die naturally (even if their life
       spans are much longer than humans). However, this doesn't mean
       werecreatures still can't be killed by normal means, as
       werecreatures usually can die by normal means in battle. This
       mostly only applies to their natural aging, not being killed in
       battle or dying as result of some sort of accident.
       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).
       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.
       Werecreature Enhanced Intelligence, Memory and Reflexes:
       ~Depending on the werecreature, most werecreatures have enhanced
       minds thanks to their supernatural power. The first thing that
       is enhanced is their intelligence, in which some werecreatures
       gain certain intelligence boosts depending on what kind of
       creature they are and what supernatural power they possess. This
       has a few uses, such as allowing a werecreature to more easily
       learn information, or might help werecreatures develop
       strategies for certain situations. Depending on the
       werecreature, some might gain stronger intelligence than others,
       and depending on the tribe, they may have ways to utilize this.
       The second enhancement is to the werecreature's memory, where
       werecreatures typically have very good memory thanks to their
       supernatural enhancement of the brain. Most werecreatures have a
       hard time forgetting things, and some smarter werewolves may
       even have a photographic memory depending on the werecreature.
       The last enhancement that werecreatures gain is the enhancement
       of their reflexes, which allows them to react much faster than
       most creatures can due to many werecreatures often having a
       major talent and end up training specifically for combat.
       Depending on the werecreature and the training some
       werecreatures are able to utilize their enhanced reflexes to
       react far more quickly, with older and more experienced
       werecreatures sometimes even learning to train their reflexes to
       allow them to dodge attacks without thinking, a highly advanced
       combat skill among supernaturals and even martial artists.
       Typically, all of these enhancements work in unison, and
       depending on the werecreature, the balance of enhancements may
       be different depending on the specific werecreature, and their
       natural abilities (such as smarter werecreatures might gain
       better intelligence, but more combat-based werecreatures could
       gain stronger reflexes). Typically, most werecreatures are
       either balanced with a slight increase to all their enhanced
       mind stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory).
       Werecreature Darkvision and Enhanced Senses:
       ~Werecreatures have highly enhanced vision, and gain highly
       enhanced ability to see in the dark. Most werecreatures are able
       to see in the dark as though it were light out, and are able to
       operate even in complete darkness thanks to their supernatural
       vision. Some werecreatures may have varying degrees of this
       power, with some having stronger vision than others in the
       darkness, but most werecreatures have this to some degree. In
       addition to this though, werecreatures also have highly enhanced
       senses depending on the werecreature. Many know creatures like
       werewolves for their incredible sense of smell, or might know
       certain bird-like werecreatures for their sense of hearing and
       sight. However, each werecreature has highly enhanced senses,
       with each werecreature usually having a different balance of
       senses. This depends mostly on the werecreature, and partially
       on how they train their senses. However, while most
       werecreatures do have highly enhanced senses, werecreatures
       enhanced senses can be overwhelmed by certain things, such as
       enhanced sight could be overwhelmed by a flashbang, or a strong
       sense of smell could be overwhelmed with a strong enough smell.
       This depends on the werecreature and their senses, but most
       werecreatures can be overwhelmed in their senses in some way.
       Some that are more balanced in their senses may not be as easy
       to overwhelm, but they may not be able to keep up with certain
       enhanced senses. Depending on the werecreature, some may even
       gain special senses that are unique to the type of creature they
       are, such as certain werecreatures use certain senses unique to
       certain creatures.
       Werecreature Ultralight Sense:
       ~Werecreatures have a somewhat unique sense that lets them focus
       their senses far more than most mortal beings would be able to.
       Different werecreatures have different ways of utilizing this,
       but ultimately, this sense focuses more around sensing the
       presence of others in some form. For creatures like werewolves
       and certain other werecreatures, this sight allows them to focus
       on living beings, in which they are able to "see" life and focus
       to the point that living things light up to the werecreature,
       allowing them to focus on living beings. This can be used a few
       different ways depending on the werecreatures. The first is that
       this allows one to sense presences, and sense what those
       presences are (unless the person is somehow concealing
       themselves using shapeshifting or other abilities that fool this
       kind of sense). The second is that werecreatures can focus this
       sense to track certain kinds of beings nearby, such as using the
       focus to light up humans who might be nearby to allow the
       werecreature to more easily track certain kinds of creatures.
       The last is that this can be used similarly to certain senses
       like the vampire's third eye, that allows a werecreature to do
       things like see through certain kinds of illusions and use this
       sense to sense presences left by others (like demonic presences
       that are left behind by demons in the form of demonic sulfur).
       This sense is something that most werecreatures have, though
       some may utilize this differently depending on the werecreature.
       While this is a good sixth sense type power, it does have the
       same weaknesses in that there are those that can suppress what
       can be sensed, so this sense can be fooled by those that
       suppress their presence, or some who have the ability to hide
       their presence completely.
       Disciplined Mind:
       ~This is the Darkfire's art of controlling their mind
       completely, which the alchemists learned during the time Qrow
       was staying with the Darkwolf Clan in exchange for Qrow being
       trained in his wife's (then) lightning abilities. Afterward,
       Sirion taught this to the other alchemists as a standard mind
       training to help them. This lets the user take complete control
       of the world in their mind, shaping it to their own devices and
       letting the user control their 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).
       Due to the title she was given, it's no surprise that Ilona is
       like the wind, in which she is able to move at immense speeds.
       Through her combat training, Ilona has gained a body that is
       extremely agile and light. Like her mother before she died,
       Ilona is a very fast werewolf, and has enhanced muscles that
       make her hard to keep up with. Those who attack her can hardly
       catch her unless it's someone who is as fast as her (like a
       Darkfire vampire, a Nubian vampire or a werecheetah) or has a
       weapon that can hit speedsters. She can even perform this feat
       underwater thanks to her training. Because of this, it takes
       precise accuracy and speed to catch and harm Ilona. Those like
       her own elite comrades and even the young ones in the tribe
       often joke about this such as comparing her speed to Sonic the
       Hedgehog. Although she is fast, this doesn't mean that she lacks
       any other physical abilities thanks to her training on land and
       sea. Ilona is strong and tough enough to keep up with stronger
       supernaturals despite her appearance. With or without her blade,
       Ilona is one of the best speedster fighters in the tribe.
       Transformation(s):
       Werecreature/Human Form Change:
       ~Werecreatures usually are able to shift between human and
       werecreature form, depending on the werecreature. Most
       werecreatures usually have one base form, whether it's their
       human form or their werecreature form. There are usually two
       ways werecreatures use this shift. The first is human form
       werecreatures, who will shift into werecreature form as their
       battle form, and only change when they want to fight in a more
       enhanced capacity. This has the advantage in that the human form
       can train and gain a bigger amplification while in werecreature
       form, but might lack certain natural higher stats of
       werecreatures who stay in werecreature form on as their base.
       The second option is for a werecreature to use their normal
       werecreature form as their base form, and only shift to human
       form when hiding among humans since the human form may be
       weaker. Werecreatures who use their werecreature form are
       usually much more adept at using their werecreature form, and
       may possess stronger attributes than their human form
       counterparts, such as a werecreature might have more strength
       and speed as a natural werecreature than as a human form
       werecreature. However, when going into human form, some
       werecreatures may not be able to stay in the form for long, but
       they can usually fight with certain combat enhanced skill since
       most werecreatures are natural fighters, such as certain human
       forms may gain enhanced speed due to the human form's muscles
       not being as bulky. Usually, the option depends on the heritage
       of the werecreature, and typically what is natural to them, so
       they usually don't chose the options as it's more that the
       options choose them. Once a specific option is chosen though for
       their base form, that option doesn't change at all, as the
       option is usually dependent on the werecreature and no one
       really knows what specifically determines which option is used
       for each werecreature.
       Although Ilona prefers to be in her human form, she is one of
       the many werewolves who can change into her wolf and werewolf
       form at will. She can even partially shape shift if she wants
       to.
       Spirit Purification Form: The Clear:
       ~This is Ilona's own unique transformation, in which she
       combines his alchemic spirit purification mode with her
       connection with the Clear to create a more powerful form that
       utilizes both. Ilona is able to utilize the powers of the spirit
       purification mode, such as enhanced alchemy, which her element
       being water which she can either use her spells or use any
       ability that is connected to the sea and more. When in this
       form, her spells and her water alchemy are both enhanced, as
       well as amplified by the moisture of the air that Ilona can pull
       by using her fingertips. This mode not only increases her magic
       power, but also amplifying her physical abilities. Ilona can
       even use her Quicksword technique and her elite abilities 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 Ilona, and spirit
       destruction powers can also do heavy damage to Ilona in this
       form. In this form, Ilona is also vulnerable to anything that
       can counter the Clear such as fire and lightning, along with the
       Rot. As such, while this grants enhanced power by combining two
       enhanced modes, it does mean it also has the same weaknesses.
       Weaknesses:
       Most werecreatures have two major weaknesses. The first is
       silver, in which silver can interrupt their regenerative
       abilities. If one is to take down a werecreature, it is
       important to have silver on hand as taking down a werecreature
       without it is very difficult. However, depending on the
       werecreature, some werecreatures might not be vulnerable to
       silver, as some might be vulnerable to other things like mercury
       or gold or other materials depending on the werecreature.
       However the second option proves dependable against almost any
       werecreature, no matter what their first weakness is. The second
       option is cutting off the head of the werecreature, in which
       they do die if their head is taken off. Werecreatures cannot
       regenerate limbs or their bodies, so cutting off pieces of their
       body means that part of the body won't grow back. While they can
       reattach limbs, they cannot regrow limbs from nothing, and if
       their head is removed, they cannot survive without the body,
       just like any other creature. As one hunter put it: "Cut off the
       head, and the animal is dead." While silver may not always work
       on a werecreature, cutting their heads off always will, and
       cutting off limbs can seriously hinder a werecreature.
       Werecreatures, unlike most vampires, cannot regrow certain body
       parts (basically, they cannot regrow anything a human cannot
       regrow), but they can regenerate more easily from wounds that
       they can regenerate, such as slashes and stabs will usually not
       kill a werecreature even if in the heart, unless the
       werecreature's regenerate is interrupted by something like
       silver (or other metal weaknesses that must be stated).
       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).
       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.
       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.
       Those alchemists that do become Dawnguard and learn the elite
       abilities are closely monitored by clan heads and by Siron and
       Kain for proper use of the elite skills. Because of the fact
       that elites are often using powers that would normally be taboo
       (but are accepted due to the alchemists needing powerful skills
       to fight the vampire ninja elite teams that the Dawnguard often
       faces in battle), the heads of the clans are constantly watching
       them to make sure that they are using their skills effectively.
       Sirion and Kain, the two people who usually recommend and
       approve people for the Dawnguard, usually rule out anyone they
       feel might be opting for the elite skills, as many alchemists
       have opted for them in hopes they could figure out a way to make
       them no longer taboo. If someone does have ill intent and wants
       the elite skills for their own gain, Sirion and Kain will
       outright refuse to let them become Dawnguard, as even Kain has
       prevented his own daughter from becoming a Dawnguard because her
       only goal is to gain the power of the elites to surpass everyone
       else. And those that don't use the elite powers properly are
       typically cast out of the Dawnguard, and might even be
       imprisoned if they are willingly breaking taboos. As such, using
       the elite skills comes with a lot of risk, as the heads of the
       clans and both Sirion and Kain will always be watching and call
       out any time the powers are not used properly. There is some
       forgiveness in this for fighting groups like the vampire ninjas
       and dark spirits, however, there are certain situations where
       using the powers is not acceptable, though Sirion and Kain
       always make these instances clear to the elite when they are
       trained. Overall, the elite skills may be great alchemy skills,
       but overall, elites cannot use them whenever they desire, and
       they usually can only use them in specific circumstances (Like
       spirit destruction is only allowed against vampire ninja's to
       counter their spirit destruction or against dark spirits that
       cannot be beaten with spirit purification).
       The Parliament powers may not be taboo, the forces that control
       them are very strict with how they are used. This is another
       instance of the user is limited in what circumstances they can
       use this. Users of Parliament powers are expected to act on
       behalf of the force they represent, and sometimes the forces may
       require a user to go against allies and friends depending on
       certain situations if the allies and friends go against a
       certain force. For example, the Red has disliked werecreatures
       in the past for eating animals despite the fact that
       werecreatures can eat humans instead and sometimes had their
       werecreature avatars going against fellow allies and friends
       among werecreatures. Among the alchemists, this is usually
       easily forgivable for one simple reason: The Parliaments often
       expect loyalty to their force first over their loyalty to the
       alchemists, and the alchemists know that these forces see a
       scope of balance beyond what the alchemists themselves can see.
       For the most part, the alchemists have settled most of their
       disagreements with the Parliaments though, so going against the
       alchemists is not really necessary, especially after Sirion
       became an emissary of the Gray, a force that connects all life
       and now acts as the intermediary between the alchemists and the
       Parliaments since the Gray is like a governing body of all the
       other Parliament forces. However, the Parliaments are very
       strict with avatars of their powers, and the Parliaments will
       only allow their powers to be used in certain ways to maintain
       balance. Users that break that balance or that utilize their
       power for their own gain are not just cast out of the
       Parliaments, but they are ordered killed as the Parliaments have
       no patience for those that break their rules. As such, becoming
       a member of the Parliaments becomes its own risk, since most
       avatars never live to die of old age as they eventually break
       the rules at least once or twice and then are no longer
       acknowledged as avatars. As such, accepting becoming an avatar
       is usually a risk unto itself, and most users have to weigh
       whether or not they want immense responsibility on them.
       Weapon(s):
       Rapier:
       ~This is Ilona's main and only weapon. This sword is like many
       alchemic weapon, being a spirit purification weapon that
       channels magic for her water alchemy or water energy from a
       close water source or from the moisture of the air, using it
       along with nature magic to interrupt regeneration of those
       stabbed by it. This only works on supernatural regeneration, and
       not tech or artificial regeneration. This sword was forged and
       designed for accuracy and speed though it is also capable of
       dealing great damage that other swords such as claymores and
       katanas can do like hacking a limb off or cutting someone into
       pieces. Ilona is highly skilled and dangerous with this weapon,
       thus earning the warrior nickname "Quicksword Ilona". She can
       also use her alchemy skills with her sword, especially her water
       powers she is well skilled in.
       Personality:
       Ilona is a calm, calculating, and intelligent werewolf who is a
       excellent strategist. This is perfect for one who wields the
       quicksword technique, which requires the user to have absolute
       control over his/her emotions and to suppress them to the point
       of non-existence. As a result, Ilona seem cold and emotionless,
       but only outwardly, as she is known to care about her pack and
       seem to be someone to look up to by young werewolves. She does
       show some brief of emotions such as annoyance or light teasing.
       Despite her fear of death, she is not afraid to put others
       before herself, especially those she cares about, even as going
       as far as sacrificing herself to protect the ones she cares
       about.
       Bio:
       ((Will do later))
       Videos:
       Quicksword: (Start at 1:32
  HTML https://www.youtube.com/watch?v=VJMC361_kgQ)
       Windcutter at 0:10 (
  HTML https://www.youtube.com/watch?v=CIK5BJUAOuI)
  HTML https://www.youtube.com/watch?v=0flw0hx8BMA
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