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#Post#: 3792--------------------------------------------------
Profile: Ilona Hamilton
By: Coolcat207 Date: April 1, 2020, 11:51 pm
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"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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