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#Post#: 39--------------------------------------------------
RP Profile: Jacob Darkwolf
By: Zorbak the Ebil Moglin Date: January 21, 2019, 4:35 pm
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"Who's afraid of the big bad wolf?"
"Stop being so... optimistic... It's getting on my nerves." -
Jacob about his world's Nora's overly hyper and happy
personality
"I'm not breaking the rules. He said never to take a step
through his door... So I came in through the window."
"Don't piss me off... Or things are going to get ugly."
"Next time you want to hit me... Use a bat or a crowbar, okay?"
- Jacob after someone broke their hand punching him in the face.
Alix: So what's new with the group?
Jacob: Oh... Bunch of vampires trying to kill us... The usual.
When Jacob was saving a girl in his universe.
Girl: Looks up at Jacob. You're really beautiful...
Jacob: Jeez... How hard did you hit your head?
When Jacob first met the Kendrix and Kendra in his universe.
Kendrix: So you're a werewolf?
Jacob: Yeah, last time I checked...
Jacob: I'm like 108 degrees...
Lie Ren: Really? My hands are freezing. Must be nice never
getting cold.
Jacob: It's a wolf thing...
Lie Ren: No, it's a Jacob thing... You could be like your own
sun.
Name: Jacob Darkwolf (Alternate Dimension Version)
Age: Unknown
Species: Werewolf
Gender: Male
Hunter Group/Team: None Currently
Family:
- Father: King Sirion Darkwolf (Alternate Dimension Version)
(Location Unknown, Presumed Dead)
- Mother: Maria Blackwulf (Alternate Dimension Version)
(Location Unknown, Presumed Dead)
- Cousin: Kindron Darkfire (Alternate Dimension Version)
(Location Unknown, Presumed Dead)
- Cousin: Kierra Darkwolf (Alternate Dimension Vesion) (Location
Unknown, Presumed Dead)
Weapons:
- Magic Rune Knife: This knife is a special magic knife that
belonged to his father. This knife channels magic for alchemy
from the surrounding mana, and uses magic to interrupt
regeneration of those stabbed by it. This only works on
supernatural regeneration, and not tech or artificial
regeneration. This knife is small enough to be designed for
close range, but has attacks that it can use to fire magic
attacks at opponents from a distance. Jacob is highly skilled
with this knife, as it's his main attack weapon in a fight.
Werewolf Nature Magic Abilities:
- Werewolf Nature Magic: This is a very specific types of
werewolf (or other werecreature depending on the creature)
magic, in which werewolves with this type of magic are able to
interact with the world around them, even using the earth and
power of the world itself for attack and defense. This type of
magic requires a strong connection to the world, requiring
knowing how the world and it's flow of life works. This magic
uses the environment, such as using rocks as bullet projectiles,
or using leaves as razor sharp weapons, or even manipulating
plants to try and trap someone. And this includes not just
ability to use earth or sense earth, but being able to interact
with the water and the creatures in the water. Some might
consider this earth and water magic, but there's more to this
magic than just earth and water magic, as it focuses on knowing
nature itself, and knowing how to use the world itself to help
one in a battle or help repair damaged parts of the world
itself. This magic is very useful, and not holy or unholy in
it's nature, but more of a neutral magic. Though most of the
attack and defense skills have the same weaknesses as earth and
water magic depending on the technique, and most of the magic
skills can be dodged or blocked depending on the skill and it's
specific properties. The attack and defense skills are mostly
centered around earth and water magic, so defending oneself can
be done the same way as one would defend against other earth and
water abilities.
- Werewolf Nature Connection: Some 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. 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
this form of werewolf nature magic. 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.
- Life Force of the Planet: Sometimes also referred to as the
"life stream" or the realm of the spirits of the planet, this
power is a power that those with werewolf nature magic can use.
This life force is the main source of their power, which lets
the user use the life force of nature around them to power their
magic alongside the werewolf's mana. When combining the two, the
two energies power the werewolf nature magic, from attack magic,
to defense magic, to even healing magic. Of course, in order to
even use this, the user has to have a nature connection to be
able to sense the flow of energy in the planet so they can draw
it in and use it. Jacob's mother's werewolf clan specialized in
drawing in this power. Despite how it may sound, this doesn't
kill the planet to use, essentially being like how one would use
the body's energy until they run out of energy. Once the energy
is gone, this power simply disappears until the planet has had
time to recover, or the user goes to an area where they can find
more power. And contrary to what some might say, one cannot draw
power after the power has dried up in an area, as it doesn't
work like dark mana, and once the power is gone in an area,
there is no fuel for the werewolf's nature power.
- Nature and Spirit Connection/Interaction: Similar to others
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.
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. Werewolves that have this connection
understand the importantance 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. They are also able to percieve
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.
- Spirit Art Magic: Advanced nature magic users eventually learn
this once they gain the connection to spirits. This lets a
werewolf user use their own mana to feed a spirit and call forth
the spirit to attack someone, mostly in the form of earth and
water attacks. Because nature magic specializes in the
connection to nature, this mostly interacts with earth element
spirits and water element spirits as they are the most connected
to the world's life force. To the untrained eye, these arts just
seem like earth magic, as they can't process or see the spirits,
and often just see earth attacks and think it's earth magic.
Though opponents are partially right, and can dodge spirit arts
just like any earth magic, as it essentially is a more powerful
and advanced form of nature magic. Depending on the spirit and
magic, some spirits have their own skillsets, or some just use
the werewolf's special techniques and amp them with their power.
In order to use this, it requires the werewolf's mana, and
interaction with the spirit. Without either of those, this power
doesn't work. Which means that if one can manage to cancel mana
use, they can prevent this art from being used if mana can't be
used. And as stated, this can be dodged and blocked like most
earth magic, with the only real difference being that spirit art
magic is stronger and requires faster reflexes to block or dodge
since the werewolf channeling this doesn't require his own power
other than the mana used to feed the spirit attacking.
- Moon's Blessing: When reaching a high enough power as a
werewolf, a werewolf can essentially gain a powerup where they
are much stronger in the absence of sunlight. The werewolf gains
more power when in the moonlight, but when the sun is not
shining on them, they gain a slight boost to their physical
strength and speed. This technique is just a base powerup, which
werewolves gain at a certain level of power. Those with werewolf
nature connection are connected to the moon just as much as the
earth, and gain more power at night. The more full the moon, the
more powerful the werewolf is, with the full moon amping them to
their max. 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 magic far stronger, but
doesn't gain any other real abilities in terms of new abilities.
Though the werewolf can also gain special abilities during blue
moons or red moons (more on red moon and blue moon powers in a
bit). 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.
- Full Moon, Red Moon, and Blue Moon Enhanced Moonlight Power:
When in the red or blue moon, the nature connection and moon
blessing power 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 is able to use corrupted red
moon energy, which results in the werewolf gaining a corrupted
form which empowers them greatly during nights of the red moon.
This amps their abilities considerably, but also grants them
extreme ability to corrupt other energies around them, including
energy attacks by opponents, as well as being able to turn
almost any type of energy they can use on an opponent with
corruptive power. During the red moon, they utilize this power
to be able to damage almost any creature. During the blue moon,
the werewolf gains a purity with their nature connection that
surpasses their normal connection, and gain highly enhanced
ability to connect to nature. During this, the purity of their
connection lets them use their mana and planetary life energy at
a highly reduced cost, and can amp their special abilities
considerably. 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. And the
purity of their power is also able to damage almost anything due
to the neutral pure nature of their connection with the world.
However, these are rare occurances, and even if a werewolf can
store this energy, they can't use too much of this, specifically
red moon and blue moon, since both moon type energies could
cause permanent damage to their connection if they use it too
much. Some have corrupted themselves and become feral werewolves
with red moon energy, or used blue moon energy too much that
caused them to destroy their connection to nature because their
body couldn't handle the purity of the pure blue moon connection
for so long.
- Lunar Energy Manipulation: While werewolves are not able to
use sunlight for the most part, they are able to manipulate
lunar energy at night, making it the best time for them to fight
their opponents. When fighting at night, they can draw in
moonlight energy, which can grant them special attacks at night
rather than having to use their normal magic. This can be used a
few ways, from boosting their werewolf magic, to just using the
energy to attack opponents. This energy is fairly standard
moonlight energy, and aside from the special moons like red and
blue moons, this energy is pretty standard. Werewolves are able
to use this energy for a variety of purposes depending on their
abilities and preferences. Though most tend to use this as an
amplifier of their physical and magic abilities, and can amp
them in battle so that their special abilities cost less, and
they are able to keep their spirit power up for longer. This
energy is counterable by sunlight, and can still be countered by
other types of energy as well.
- Earth Healing/Purification, Healing Magic, and Plant/Animal
Restoration: Werewolves 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 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.
- Animal Communication and Interaction: For the most part,
werewolves with a nature connection are able to communicate with
life around them, which not only includes the plants, but also
the animals around them. Because of this connection, werewolves
are able to more easily communicate and interact with animals,
and being werewolves (or any other werecreature with this
power), most animals are easier to commune with. This power has
a few uses, such as being able to call to animals for help in
fights, or communicating with animals to help them more easily
work with their connection to the nature around them. This is
usually meant for communicating and guiding animals to help
further the growth of life in the world, but was also slightly
altered so that some animals could help in fights, such as
wolves and more dangerous birds being called to attack
opponents. Animals don't communicate in the same languages as
humans despite what most people might think, requiring the
werewolf to be able to commune with the animals mind through
thoughts and memories. Since animals are much more difficult to
interact with, werewolves with this ability have to be careful
with animals that they don't end up doing something too
complicated that confuses the animal, as sometimes confusing
animals can be dangerous to the user. And of course, the animals
can be killed just as easily as any other animal, which means
that most werewolves who do care about the balance of nature try
to avoid using this except in desperate situations.
- Rock, Stone and Dirt Manipulation: This is pretty standard
earth manipulation, being able to manipulate the rocks, dirt and
stone in battle, being able to do a variety of things with them.
Among certain werewolf nature techniques, werewolves with this
earth manipulation can change elements of the dirt, stone and
rock, changing the density and consistency of the earth around
them. This could be as simple as turning dirt into sand, or
turning pebbles into certain types of harder stones, or
condensing certain earth elements to make them hit harder. This
also lets them manipulate the earth to do things like create
earth constructs/weapons, manipulate elements, and in some
cases, help with other skills that require knowledge of
elements, like alchemy. This skill is just the most basic earth
manipulation, but can still be effective when used properly
which mostly depends on the ability and creativity of the
werewolf using their nature connection and magic. However, while
this is very useful with their connection to the earth, this
still amounts to being an earth manipulation, which can be
countered as such. Usually, the most direct counter to earth is
wind, but things like fire can also be used to counter earth.
- Metal, Crystal, and Carbon Manipulation: This part of a
werewolves nature magic lets them use metal, crystals and
carbon, allowing them to manipulate many forms of earth and
elements. These three can be made the toughest of the earth
elements depending on how they're used, as metal is naturally
hard to cut through, crystal is also a tough substance, and
carbon can be made to be almost like metal if one manipulates
how it's atoms are arranged. Users that know a lot about these
materials can even combine certain elements to create things
like diamond or other hard metals. Depending on the material
used and how it's manipulated, different materials can have
different effects, though for the most part, these metals are
more for defense and strength than for speed, since they are
usually heavier metals unless one is careful about density,
though not making them dense enough removes some of defense
ability. Contrary to what one might thing, materials like
diamond are actually very brittle, and can be broken with strong
enough force. For the most part, metal and carbon are the best
materials in this power set. For the most part, carbon and metal
are everywhere if one knows where to look in cities, with even
carbon and crystals being usable outside of cities. This type of
manipulation is usually used for defense, usually meant to
create armor or weapons to protect oneself. The biggest counter
for this is wind and fire, with certain sharpened wind abilities
being able to slice through this, and high enough temperatures
of fire can melt this. Acid is also a good way to break this
defense. Though another way is for another earth user to change
the material used to make it weak enough to easily break.
- Earth Shield: This uses earth to create a shield around the
werewolf, designed to be used as a protective shield using any
earth that can be called up to the werewolf. This is a pure
defensive technique, which also requires the user to know how to
use the earth and how to use it as a defense. usually, this
blocks energy techniques, as well as some elemental techniques.
Depending on how the user manifests this shield technique, they
could make this take the form of whatever is useful for what
they're doing, whether it be a wall, circular protective area,
or a sphere-like structure for a full 360 defense. Another
useful method is using this around opponents, trapping them in a
small enclosed space using earth to surround them and confine
them. When used this way, it's usually designed to be used right
after an opponent releases an attack, and trap them inside the
confined earth sphere with their attack, usually resulting in
their attack bouncing around and being used against the
opponent, though some opponents may be able to reabsorb their
own attacks, so this can be a risky move at times. This move is
also not as effective against certain elements, like certain
fire techniques being able to melt this defense, or wind attacks
being able to slice through if they're strong enough.
- Rock Bullet: Using a werewolf connection to nature, a user is
able to use rocks to throw at objects, which they can empower
with their magic. The rock then bounces off and usually used to
attack an opponent with a ricochet shot. The connection to
nature allows the rock to only damage what the user wants, and
as long as the rock hits, the rock can damage an opponent while
not breaking or breaking through anything else. If the attack
hits, the rock hits with the force of a bullet, essentially
doing the same damage as a gunshot. However, this technique is
useful since the user can throw and use the ricochet to confuse
opponents. And by manipulating the nature connection, the user
can affect how their bullet will ricochet, making it so they can
change it's trajectory once it bounces off a surface. This
technique can be dodged, and opponents can destroy the rock with
a well executed physical attack. Opponents with earth powers can
also take control of the rock, as it is not influenced by the
user in any way other than the physical force used to throw the
rock and the nature connection used to guide the rock as it
reflects off a surface.
- Golem Creation/Manipulation: Another technique of the earth,
where certain earth users are able to create earth golems to
help them in battle. This is a type of familiar style technique,
where those with this skill are able to create helpers in
battle. These golems are made of anything the user can draw in,
and when made with earth, the user can make the golem out of
almost any material, from wood, to stone, to crystals, metal and
even ice. Depending on the material used, the golem could have
different stats, such as metal golems having higher defense and
strength, or stone golems being faster and stronger than some
golems. This depends solely on the material used and the user
themselves and how they interact with that element. The golems
are always designed with a heart though, in which the user has
to put their power into a central point around a small amount of
the earth in the center to focus the earth around the golem. If
the "heart" is destroyed, the golem falls apart, and the user
must then again make another golem. This heart can be shifted
around, and not always in the same place if the user is smart,
though the user has to be careful it doesn't end up in a place
that is too easily attacked or is too easily separated from the
rest of the golem. However, golems specialize in durability and
strength, more so than speed usually, which opponents might be
able to use to their advantage.
- Wood/Leaf Manipulation: This power involves a werewolf's
ability to use trees and their elements to fight opponents.
Among the abilities a werewolf gains from interacting with trees
include being able to use the leaves for their attacks, use and
generate wood to use in attacks, or using the trees themselves,
using them or amping them using nature magic. Using leaves is
easy enough, not requiring too much magic, but isn't always the
strongest solution since leaves are small and aside from being
solidified with nature magic and turned into sharpened throwing
weapons or firing them in a wave to try and slash opponents with
the sharpened leaves, leaves aren't the most useful thing around
to use in battle. Though one can use them alongside wood
manipulation for added advantages, such as using wood constructs
to fire sharpened leaves at opponents. As far as wood
manipulation goes, this is also fairly standard, in which users
are able to generate or manipulate wood from trees. Usually,
wood wouldn't be too strong, as many supernaturals could break
wood and trees pretty easily, though nature magic users are able
to amp their wood and tree manipulation, which makes the wood
almost as strong as metal in nature. Though the main weaknesses
of this are often fire and wind, which act as counters to almost
all types of earth.
- Tree Generation/Control/Enhancement: The last power of
wood/leaf manipulation is tree manipulation, in which users are
able to amp trees or generate trees from seeds or leaves around
the battlefield by manipulating their nature connection and
their plant manipulation. When interacting with a tree, the user
can manipulate it, having it grab an opponent with it's
branches, or even having the tree get out of the ground and move
around. Though having a tree get out of the ground can be
dangerous unless the user has three root itself somewhere else
or go back to it's original spot quickly, as the tree can die if
it spends too much time out of the soil. Users can also grow new
trees from seeds or using leaves. Though users of this ability
can control trees, having them for different purposes. The
biggest use of this in battles is using trees to trap opponents,
or having trees fire their leaves as sharpened magical
projectiles, which works great when in forests or even jungles.
This manipulation is very useful in many ways, from the leaves
working as sharpened throwing weapons, to wood manipulation
creating more opportunities to attack opponents, or trees
themselves being able to trap opponents through things like
grabbing them with their branches or opening up and closing once
an oponent is forced inside the tree. Users can also amp trees
with nature magic, making them even harder to damage or destroy,
such as strengthening the wood, or sharpening the leaves to make
them harder to ruin or remove from a tree. However, this is
still earth manipulation and can be countered as such, with the
two most obvious counters being fire and wind. For the most part
though, this use is meant to be used for werewolves to care for
the trees and fix the trees as they grow older and start to die,
or use this to grow new trees if some do die.
- Plant Manipulation/Enhancement: This is another power among
those with nature connections where users can manipulate and
enhance plants around them. This can include things like using
plants as weapons, or growing plants much more quickly. This is
another technique not really meant for battle, but nature magic
users developed a way to use this in battle. Depending on the
plant, plants can be enhanced using this power as well,
manipulating their size and strength to an extent. One such
example would be using a rose as a projectile, using the thorns
to attack an opponent or turning the pedals into a sharpened
throwing blade. Depending on the user and how they use this
power, they can use it for many different purposes, being able
to come up with their own methods of generating enhanced plants.
Most usually have seeds of plants they can grow themselves, such
as having certain poison plants and attack plants they can grow
quickly in battle to help them fight opponents. These plants can
grow to quite large constructs, though often times, larger
constructs mean that while, powerful, they may not have as much
energy to survive and may not survive in the fight long enough,
or could be larger targets in some situations. Another
disadvantage is of course other counters to this, which include
fire and wind, which are natural counters to earth manipulation.
- Poison Plants and Attack Plants: Using their plant
manipulation, many werewolves with nature magic often use
poisonous plants and plants that can attack opponents in battle,
using them to attack and try to affect opponents. Depending on
how the plant is enhanced, and how the werewolf uses this power,
they can use this in many different ways. Most werewolves often
carry around seeds of helpful plants with them, such as venus
fly traps, which can be enhanced to try and devour opponents if
they are enhanced and grown to a certain size. Though many
werewolves often use plants like poison ivy or other poisonous
plants to affect their opponents, which helps their attack.
There are plenty of poisonous plants out there, and even
seemingly pointless plants can be used strategically in battle,
such as using a bamboo plant to grow out of the ground and try
to spear an opponent from under the ground, or making roses that
can be enhanced and grown so that they fire large thorns or
sharpened rose pedals. This depends mostly on the creativity and
how the werewolf uses their nature magic. However, users must be
careful, as certain poisonous plants can affect the user as
well, such as plants that release airborne toxins, or plants
that can poison the user if turned on them. This is a power that
must be used carefully when it comes to the poisonous plants,
because of how the poisonous plants might be made to effect the
user. And of course, wind and fire are the two best elements to
use to counter this as one might expect, though lightning also
works against most plants that aren't wood types.
- Vine and Thorn Creation/Manipulation: This is another part of
plant manipulation. Those who can use this power can use vines
and thorns in battle, depending on the plant used. This part of
plant manipulation is useful in creating vines that can be used
as weapons, such as creating a whip out of a thorned vine, or
creating a vine sword. Depending on how it's used, this can also
be used for a variety of purposes. Plant manipulation users know
how versatile some plants can be in how they can be empowered
and used in battle. This can also be used to trap opponents
using vine traps, and other vine abilities, such as spearing
with underground solid vines. The other part of this ability is
manipulating thorns of certain plants like vines and roses, in
which the thorns can be used and empowered to attack oponents,
such as using a thorn barrage to try and spear opponents, or
using thorns to create throwing weapons. Just like other nature
abilities, this depends on the user and how they interact with
nature, with this power being different for most users of this
ability. And just like all the other nature types, this is
counterable like other earth magic and can be more easily
countered by earth's natural counters of fire and wind. And like
other plant manipulation, lightning also works on plants, due to
living tissue being more easily able to conduct electricity.
- Vapor Manipulation and Water Creation/Manipulation: Alongside
their earth manipulations, werewolves with a nature connection
are also able to control moisture, vapor and water, with water
being a very important part of nature. This ability allows a
werewolf to control moisture in the air or ground around them,
also being able to use it to create new water to either use to
help grow nature around them, or use in battle. Those that have
a nature connection are able to use this in battle, being able
to use water to create attacks or use water in multiple ways.
There are a few different methods of using this, from being able
to turn moisture or water into ice or boiling water, or being
able to purify water, or even being able to use water to grow
plants and help heal damaged areas of the world. Since water is
necessary for all creatures and nature to survive, this is a
very important ability for those connected to nature, and is
just as important as their earth manipulation. This power, just
as it may sound, is just like normal water manipulation, meaning
it works much the same way as one might expect if they know how
water manipulation works. While earth is mostly counterable by
wind and fire, water is counterable more by lightning, but can
be countered by wind as well if one knows how to use wind to
dispel the elements of hydrogen and oxygen.
- Boiling Water/Ice Manipulation and Water Purification/Pure
Water Manipulation: For the most part, many are familiar with
how water can be made to boil to burn someone or turned into ice
to try and freeze someone. Depending on the situation, one or
the other might be useful, with boiling water being good to use
against ice users, or ice being useful against fire users
depending on who the user is fighting. Another part of this
power though is water purification. Since water is such an
important part of nature and growing nature, werewolves with
nature connections have to learn to purify water should
something happen to taint the water, or dirty it to the point
where it is unusuable. Purifying water can have a few effects
depending on how it's done, such as a werewolf using plant
manipulation to create summon plants that can actually use the
water for certain affects, such as some plants letting water
more easily grow plants. Though it is also possible to taint or
poison water with some poisonous plants, many werewolves with
nature connections don't do this since it negatively impacts the
nature around them, doing more harm than good.
Werewolf Alchemy Abilities:
- Werewolf Alchemy: This art is specific to this group of
werewolves who use magic-based alchemy, and is not an unholy
power, but simply a power based in neutral magic and soul power.
This art is powerful, and depending on the werewolf or hybrid
that is trained in this, they will specialize in different
abilities depending on the spellbook they gain, and how they
interact with elements. This art is just like people expect,
with alchemy skills being able to convert and change materials.
Most alchemy is set up in 3 stages: understanding the structure
of matter, deconstruction and reconstruction. Most alchemists
are able to use this to some extent, being able to use this to
change materials, usually doing so for battle purposes, such as
changing attacks or changing energy so that the alchemist can
create new attacks out of their opponents attacks. Of course,
the main focus of this alchemy usually ends up being the
spellbooks, which most werewolves of this alchemy magic end up
gaining, that are all different and focus specific skillsets 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 trasmutation, an art forbidden that tries to bing life to
humans who have died. There are other taboos among alchemists,
though none as great as trying to manipulate life. After
training with his father in his world, who he had trained with
since he was little, Jacob learned the art of a specific group
of werewolves that use a mix of magic and alchemy, which was
made even more effective after training with his mother in her
nature magic and taught him even more about earthly elements.
- Werewolf Alkahestry Magic: This is a unique type of alchemy
developed in Jacob's world, where his mother and father mixed
their magic skills together to create a new type of alchemy.
This particular alchemy is an advanced art, which they started
teaching to the werewolf alchemists, and is a much more advanced
power than normal nature magic or alchemic magic. The main
difference most will find in this magic is that it is able to be
used much farther away, and instead of being focused through
just magic, the werewolf alkahestry is focused also through the
flow of nature, using nature magic to focus a stronger type of
alchemy and using the life force of the planet to focus this
power alongside the werewolf's own power. This power lets a
werewolf use their alchemy in a different way, with this having
other uses as well. Alkahestry is more healing/medical based,
but has it's uses in it's fighting powers. This type of alchemy
is still able to convert materials and change matter as one
might expect, though the user has a bit more variety in what
they can do, such as using this power to grow plants and
animals, something that would normally be taboo among alchemists
to mess with living matter. However, with their nature magic
enhancement and their ability to generate and enhance the life
of the planet, this alchemy art can also do this since it mixes
the alchemy with nature magic. Though this power is different
from normal alchemy in some ways, for the most part, the only
real difference most people will notice in battle is the longer
range of the alchemy and the ability of this alchemy to manifest
and grow living plants and, to some extent, being able to use
this to enhance animals and living beings, something that is
normally a taboo among alchemists. However, they still don't
allow manipulating the life and souls of creatures, still
considering it a taboo.
- Deconstruction Alchemy Magic: This is a unique skill developed
by Sirion Darkwolf, partially inspired by his own black book
which is often called the "Black Hole" book by those who don't
understand how it's power works. Sirion developed this
deconstruction alchemy magic mostly through one simple method,
and that was removing a step from the main use of alchemy. While
most alchemists understand, deconstruct, and then reconstruct,
Sirion weaponized his alchemy to stop at step too, simply
deconstructing matter. This type of alchemy is very dangerous in
that it can be used to deconstruct many types of materials,
though unlike other techniques in alkahestry and alchemy, this
type of alchemy requires physical touch to accomplish, either
grabbing an attack, object or person to use. This has a few
uses, like deconstruction projectile attacks, deconstructing
items, or deconstructing opponent's bodies if the user manages
to grab their opponent or object they want to deconstruct.
However, this art isn't as easy as one might think, as
deconstructing matter and not reconstructing it takes more power
than one would think for an art designed solely around
deconstruction and reconstruction in sequence. This is very
useful in breaking down objects through physical touch, but
ultimately, costs a bit more power to use for those that don't
have destruction based alchemy books, with those like Jacob
being unable to use this as easily as someone like Sirion can.
Because Jacob is fully trained though, he can still use this,
just can't use it as much, and, like those trained in this,
cannot use it unless it's through physical touch.
- Magic Glyphs: This is a power that forms a basis for the
werewolf alchemy's power. These glyphs focus power into the
circle, which is then used by the user to focus normal alchemy
techniques. While they have unique alchemy techniques that don't
need this, this is more for general alchemy like changing
elements (IE Lead to gold). 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. 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 quite useful, and
depending on the werewolf, some use larger werewolves, or some
can use smaller ones. This simply depends on the werewolf and
how they use their power. This power is a fairly basic magic
ability, and although strong, can be countered just like other
people who use this ability. 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.
- Alchemy Elementals: Werewolf alchemists are able to manipulate
the elements in their base form. While they can't create special
elementals or combined elementals, they can utilize some
elements in their base form. Depending on the werewolf, 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. 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, but
more allows users to take control of elementals through
conversion. Most werewolves usually have to do this in close
proximity, as alchemy usually has a max distance that it can be
used. And while most werewolves are able to learn how most
elements work, werewolves 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.
- Nature/Earth and Water Alchemy: This is another type of unique
alchemy to Jacob's world, where his mother and father combined
his mother's nature magic with elemental alchemy to create a new
nature-based alchemy. This essentially ends up being an earth
and water type alchemy, being similar to the nature powers, but
focused through alchemy magic instead of nature magic. While
alkahestry is alchemy focused through nature magic, this type of
power is the opposite, being nature magic focused through
alchemy. This mostly results in users who are trained in this
being able to use earth and water alchemy, which is centered
around using earth and water to attack opponents. For the most
part, this works just like normal nature magic versions of this,
such as being able to control materials like rock, stone, metal
and crystals, but users are also able to convert these materials
much more easily with alchemy than with normal nature magic.
This also makes their plant manipulation more effective, as the
werewolves can use alchemy in conjunction with nature magic to
more easily enhance plants and animals in battle. Of course, as
one might expect though, this type of alchemy is counterable
just like any earth and water techniques would be, with wind and
fire being the most obvious counters to earth, or lightning
countering water. Though wind can be used to counter both
elements if one is prepared enough.
- Alchemic Matter Conversion: Werewolf alchemists are able to
convert matter, changing matter as they see fit. This can be as
simple as turning lead to gold, 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. This is the main ability of alchemy alongside
it's spellbooks. 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 (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. 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, and changing the form
changes the matter into something else. 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.
- Spellbook (Unique Powers): Every werewolf alchemist has their
own spellbook. The process for getting this book is easier than
it sounds, as all it takes is giving an enchanted blank book of
the werewolf alchemists to a potential alchemist. Once the
werewolf alchemist's essence is imprinted onto the book, it
becomes a unique book which grants it's user a unique set of
spells using alchemy based on the essence and the affinities.
Every book is different, and spells in it slowly unlock over
time. Every book starts out with one spell, but as they grow in
power and mind, the right balance of power, mind and spirit will
start unlocking spells. Spellbooks are unique to each person,
with even those in families who have similar spellsets having
different spells. These spells could be anything depending on
the essence the spellbook is given, with some people getting
elemental spellbooks, some getting physical enhancement
spellbooks, or some even getting specific alchemy types. Most
alchemists never know what they're going to get when they first
get their book, as it's never certain if a werewolf will inherit
similar powers from their family, or if they will gain
completely different powers. However, each spell requires a
different combination of mind, body, spirit and will, which
makes it hard to tell what one needs for each spell. Some spells
can be gained easily if the user is determined enough, or some
may require the user to get stronger physically. Usually, this
has something to do with the spell itself, as some spells may
require specific stats increased to use effectively, or just
needing to grow a werewolf in their abilities more. This is
another thing that is always unique among werewolves.
- 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. Though the user can't look at the book
to read spells while the spellbook is not manifested, and has to
manifest it in order to read new spells. However, 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, forcing them to start from
scratch in terms of gaining spells. Most werewolves keep their
spellbook stored away, only pulling it out now and then to check
for new spells. Should their book be manifested, the user will
often sense and notice the book shining when a new spell becomes
active/usuable, but cannot sense or notice this if the book is
stored away. Of course, this is still a very useful skill, since
most werewolves never want to risk their books being destroyed
and losing their set of spells. 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.
- Unique Spellbook: Variation Spellbook: This covers Jacob's
unique spellbook. And even among unique spellbooks, his
spellbook is quite unique. Jacob's variation spellbook changes
form and abilities, being able to change what type of book it
is. Instead of gaining new spells, Jacob has five spells for
each spell book type, but learns new spell-book types similar to
how most werewolf alchemists learn new spells. Because of this
spellbook, Jacob is able to use a more varied set of abilities
than most alchemists would be able to. Though he doesn't gain as
much in the way of massive numbers of spells, his varied arsenal
is quite unique among even the most unique alchemists skillsets.
This led to Jacob's specific spellbook being the only known
spellbook he knows of with this type of variation. However,
while effective, this often copies other types of alchemy, and
while Jacob gets five instant spells to use for each spellbook
type, he cannot gain anymore or less in any one type (such as
not being able to get an additional 5 spells in fire type since
he already has a fire type spellset). This limits his spellbook
ability to get spells, but still grants him more versatility in
the types of spells he can get rather than number. His spellbook
is set up uniquely, as each type changes his spell book's color
(such as his fire spells turning his book into it's red form, or
ice spells turning it blue). His spells are labeled as different
book types, such as his fire spells being labeled as "fire book
spells". Of course, all of his spells are usually dodgable or
blockable depending on the spell and for most opponents, it only
takes one use of each spell for most opponents to figure out how
to dodge or block the attack, such as a fireball technique being
dodgeable or blockable with an ice wall. And he can only really
use these elements with his spells, and can't use them on their
own aside from his nature magic use of ice.
- Fire Book Spell 1: Fureido: This is a simple fire spell which
shoots a fireball at an opponent. When the attack hits, it
bursts into flames rather than exploding, trying to envelop the
opponent in the flames of the attack. This technique is designed
to burn people alive as the flame tries to spread and consume
whatever the fireball hits. Those who are hit by it will find
that the flames in this attack don't need the usual materials to
consume but can keep going even burning things like rock and
things that normally wouldn't be flamable. This is because the
flames of this attack don't run on flamable fuels, but rather on
the magic power provided by the attack, which keeps it burning.
Those that want to avoid this attack simply need to avoid being
hit by the fire, as if hit, the fire will spread and try to
consume them. If someone is caught in the fire, then the best
thing to do is cut off the flow of magic to the attack, or use
counter elements to protect oneself. The only one that doesn't
work is cutting off the oxygen flow (using wind type abilities)
as the fire doesn't work the same way. Of course, one can freeze
the flames as well.
- Fire Book Spell 2: Rin Fureido: This spell shoots rings of
fire that explode on impact. The rings are about the size of
Jacob's hand, but can be amped to be larger rings if Jacob is
willing to put more power into the attack. The rings explode
when they hit something, exploding like a grenade when they hit
an object. Depending on the ring's size, the ring is designed to
explode around someone, trying to trap them in. If this is fired
right, the ring usually hits the opponent and explodes around
them, trying to trap them inside the explosion rather than
explode from a single point, making this harder to dodge. This
spell is a pretty standard explosive attack spell, which uses a
bit more of a better design for trapping opponents when firing
this. This spell can also be fired multiple times, or even in a
flurry attack, though each extra ring fired costs more power to
use. This spell is pretty easily dodgable if one is fast enough
to react and move out of the way of the explosion, or one can
use a shield or barrier to block if it can hold back the
explosion. This technique is also counterable by ice skills and
anything else that counters fire.
- Fire Book Spell 3: Emuru Akusu: This attack enhances Jacob's
physical attacks, enhancing his strength, speed and defense with
flames. The flames amp his body, also making him able to burn
people through physical touch while the amp is in effect. This
spell acts like an enhancement spell, and allows Jacob to damage
people through physical attacks. All of Jacob's attacks burn
with fire, and his physical combat enhances through this amp.
This doesn't really grant any supernatural amps, since Jacob
doesn't use fire on his own normally, though it can amp his fire
spells, using less power and doing more damage while this is in
effect. This spell is really good for when he needs fire spells,
but when he's in this form, he becomes more vulnerable to ice
spells, and opponents can still counter the fire element like
normal. This spell is good for physical attacks, but not so good
far away unless Jacob knows he can hit with his other fire
spells.
- Fire Book Spell 4: Dio Gadyusen: This spell rains large balls
of fire diagonal fashion, which rain down from above. This spell
is designed to bombard an area with fireballs, similar to a
meteor storm, and is designed to be used to take out groups, or
try to hit fast opponents by limiting their ability to dodge.
The fireballs also explode when they hit something, making their
explosions able to do damage as well. When using this spell,
Jacob has to be careful that he doesn't hit his allies, since
this spell hits an area and is not really designed for just
hitting one person. This spell is still counterable by strong
enough barriers and shields, as well as using cover to try and
avoid the fireballs. This spell is designed to be a strong
attack, and does take a toll on Jacob to use, as it's a spell
that costs a lot of power to use because of it's strength and
how many fireballs are generated.
- Fire Book Spell 5: Gigano Bireido: This is Jacob's strongest
fire spell, in which he fires a large beam of fire, similar to a
cero. This technique fires the flame wave in a purely
destructive fashion, designed to be blasted at an opponent and
engulf them. Once engulfed, weaker opponents are usually
incinerated by the flames if they are vulnerable to flames,
though stronger opponents may just take extreme fire damage if
they are caught in this attack. This technique is designed to be
fired at a single opponent, or engulf a group in close
proximity. This is his strongest spell, and while it doesn't
take as much power to use as his fourth fire spell, it does take
more energy than his first three fire spells. Opponents can
still dodge this, or block this with a strong enough defense,
though blocking usually isn't recommended as getting caught in
the fire wave can melt most objects that have a melting point,
like reducing metal to molten metal. It's recommended opponents
not get engulfed by this, unless they are immune to flames, in
which case they'd take no damage.
- Ice Book Spell 1: Gikor: This spell is a basic ice spell, in
which Jacob fires a collection of ice spears using cold wind.
His cold wind forms the spears and then fires them at an
opponent by drawing the moisture in around him and freezing it.
As there is always moisture in the air, this technique is always
usable as long as he has the energy. When used, the spears are
created and then fired at the opponents, being a pretty basic
ice attack spell. This can be altered to form bigger spears (and
less in number) or small spears (and making more in number)
depending on what Jacob wants to do, as this is a fairly
changable spell depending on how it's used. This spell is one
that can be dodged with quick enough reflexes or blocked with
shields or barriers. This spell is pretty basic, and while it
can be used multiple times, it isn't too strong compared to
higher level spells.
- Ice Book Spell 2: Freezudo: This spell uses cold wind to
freeze an opponent. This cold wind can come from jacob, or can
be fired from his weapons. This cold wind freezes whatever part
of the opponent it touches. This can not only freeze people, but
can also freeze whatever's around the person, specifically
freezing the ground. This attack is a fairly basic ice attack,
which is designed to freeze people and not only hurt them while
frozen, but also slow or stop their movement as well. This spell
can be used to not only freeze objects, but can also be used to
stop and freeze certain projectile attacks as well. Opponents
can dodge this attack simply by either using something to block
the wind, or simply not get hit by the wind. This is another
spell that isn't meant to finish off opponents, and designed to
be able to be used multiple times. This spell is mostly for
incapacitating opponents.
- Ice Book Spell 3: Scape Gishield: This spell brings up a large
barrier of pure ice. It creates a physical ice barrier to block
attacks, being able to either manifest as a wall or as a
spherical barrier around Jacob. While strong enough attacks can
still break it, this technique can temporarily encase around
Jacob, and protect him from all sides when used as a spherical
barrier or protect him from the front when used as a wall. Jacob
must be careful, as certain spells could break this barrier from
the inside. Though he can strengthen this with Freezudo spells
to make it stronger if it's about to break from being
overwhelmed. Jacob cannot stay too long in the spherical barrier
though, and has to release the barrier before his air supply
runs out, since this creates a vaccuum sealed barrier using cold
wind to protect from things in the air around him.
- Ice Book Spell 4: Gikor Garugo: This spell, instead of
creating ice spears to throw at an opponent, uses the spell to
summon ice pillars from the ground to come up. Opponents can be
frozen in these pillars if they don't move in time, as the
pillars freeze anything above them when they come out of the
ground. If the opponent isn't caught, the spell can be then
exploded to try and catch the opponent in a barrage of ice
spears from the pillar as a backup since this spell is meant to
be used as a way to do more damage to opponents. Those caught in
this have to use some sort of elemental power to get out, or
brute force their way out before they freeze. This spell is one
that is much stronger, and designed to trap opponents as they
freeze to death. This spell is avoidable if one just avoids the
magic glyph that appears on the ground where the ice shoots up,
which is the best way to avoid this attack, since being trapped
in the attack can require a lot of force to break out.
- Ice Book Spell 5: Lagikor Fang: This technique creates wolves
out of ice to attack opponents. This technique is similar in
nature to the Darkfire's elemental familiar technique, using ice
to create a familiar to attack opponents. Only difference is
that Jacob has no choice on the form, only able to summon it as
an ice wolf. The wolf can attack, and freeze people when it's
attacks connect, freezing parts of their body through contact.
The wolf can also explode and freeze an area if it sacrifices
itself. This spell is designed to create a group of ice wolves
to attack an opponent, usually designed to attack in a group and
attack until the person is frozen completely. The wolves have
claws and teeth they can use to attack, and they can fire the
first two ice spells on command from Jacob as well, being able
to use either the ice spear spell or the freezing wind spell.
These wolves are easy enough to destroy since they are ice, with
fire or lightning being best, though any counter to ice powers
works.
- Thunder Book Spell 1: Teozaker: This spell fires a powerful
thunderbolt from Jacob's hand, firing a stream of an amplified
Zaker spell that is a basic lightning spell. This one can be
fired longer, and covers more area. If hit, this electrocutes
people who are hit by it. As he uses it, he can move his hand to
make the lightning hit things around him, not being limited to
just one target. This spell fires a constant stream of lightning
as long as the spell is active, and can be used to attack
opponents with this stream. This spell is best used if Jacob can
grab an opponent, in which he can shock them while in contact
with him. However, Jacob can also use this to attack faster
opponents if he uses it properly, since this can be fired while
moving, and Jacob only has to aim the stream by moving his hand
towards who he's attacking. Of course, the longer this spell is
active, the more power it uses, and dodging this spell can be
done if the opponent is fast enough.
- Thunder Book Spell 2: Rashield: This spell is a shield spell
which creates a large wall made of lightning to block an attack.
This shield is designed to block attacks, but also to turn
attacks back on the user. When used, the spell can be used to
grab projectile attacks, to which the shield then charges the
projectile with lightning, and fires it back at the opponent. As
one might imagine, this is meant to be able to turn attacks back
on their users, as this attack can catch many forms of attacks.
However, the shield cannot handle higher level attacks, and
enough power can break through this shield. Jacob can strengthen
this shield though with a teozaker spell, and can blast certain
spells from the shield when he wants to, with his spell being a
bit more able to attack than other versions of this spell.
Though this spell would mostly fire teo zaker spells and zakerga
spells (the third lightning spell) from it at opponents.
Opponents can dodge this if they know what's coming or use
enough power to break the spell completely.
- Thunder Book Spell 3: Zakerga: This spell is a more powerful
piercing lightning beam, which is designed to pierce through
opponents or objects. This particular spell costs the same as
the teozaker spell, but is designed to be more powerful in how
it attacks opponents. The spell can be fired as a small
lightning beam for more speed and less power consumed, or as a
large beam to try and put more power behind it. This spell is
usually designed to break through armor and defenses, being a
spell that uses powerful concentrated lightning to try and
separate the molecules of an object with the electrical currrent
as the beam passes through the object or person. When used on a
person, this can pierce an opponent through armors and shields,
designed to be a powerful midlevel spell. Opponents can dodge
this attack if they are fast enough, and if they are careful,
they can block this if they are strong enough to handle the
piercing effect of the lightning.
- Thunder Book Spell 4: Jauro Zakerga: This spell is a spell
that shoots a ring of lightning, which releases a number of
smaller teozaker spells from the ring. The teozaker spells are
then fired at the opponent from the ring, which all home in and
try to the opponent from the sides and above and below. This
version fires a constant stream of lightning to which Jacob can
also move the ring by moving his hand, which moves the ring with
him. The ring can also electrocute opponents if they touch it.
This spell is a fairly powerful mid level spell, and one of the
better attacks since it costs less power to fire one of these
than 5 teozaker spells and is much harder to dodge.
- Thunder Book Spell 5: Bargido Zakerga: This spell shoots a
more powerful Teozaker attack from above the opponent, which
creates the lightning bolt far above the opponent. This works
more or less the same as Teozaker, except it starts above and
comes down to strike an opponent, as well as being a much larger
attack. This spell is meant to emulate a bolt of lightning
hitting down from the sky, except that this doesn't need a storm
in order to blast from above. This is meant to be a high level
lightning spell, which can be used to attack opponents. This
spell is dodgable the same as teozaker, except Jacob can control
where the lightning strikes, and move the stream of lightning by
manipulating his power rather than moving his hand, making this
a bit easier to track opponents. Of course, like teozaker, the
longer this spell is active, the more power it requires to keep
active.
- Wind Book Spell 1: Jikir: This is the first of Jacob's wind
spells which lets him fire a wind blast at opponents. This power
fires wind at opponents, which can be used in multiple forms to
attack opponents. This skill can fire wind blasts, or wind
slashes at opponents, and can also focus wind into concussive
blast waves to fire at opponents. This is a very basic wind
ability, which can be used multiple times as it is a basic spell
that doesn't require much power. As a general rule, the stronger
or larger the wave is made, the more power it takes to use. And
these wind blasts can be blocked or defended against as one
might expect.
- Wind Book Spell 2: Jikirga: This is a concentrated wind
attack, which is a more powerful version of the jikir spell.
When used, this creates a wind tornado that can be fired at
opponents, concentrated and doing more damage. In addition to
concussive damage, this can be concentrated further into a
piercing wave, in which it can be made to pierce an opponent
with more concentrated impact power. This is a fairly versatile
power, as depending on how the attack is formed, it can be used
in multiple ways. Of course, at the end of the day, this is more
just a small tornado form of the first spell which is more
powerful.
- Wind Book Spell 3: Wirudo: This spell summons a wind shield,
which uses a blast of wind to blast attacks away. Unlike the
lightning shield, this doesn't catch attacks, as it just blasts
them away using intense concussive force. When used, this can be
used to block attacks, being effective at blocking physical
attacks or projectile attacks. Though usually, it is best for
blocking physical attacks, since it blasts back an opponent in
addition to letting the user avoid the attack. This is a pretty
basic defense spell, not really designed to be fancy.
- Wind Book Spell 4: Yuruk: This is another basic wind spell,
one that physical amps the movement of the user. When used, the
move makes them light on their feet, using the air to reduce
friction and let them move far more quickly. When used, this can
be used similar to stepping methods like sonido and flashstep,
in which users can disappear from view if they are able to use
this effectively enough. Users, however, only gain enhanced
speed, and don't really gain much more strength through this.
This spell also makes the user able to be blasted back far more
than most other people, due to the lessened friction and
lightweight movement.
- Wind Book Spell 5: Gigano Jikirdo: This attack is the
strongest wind attack of the group, where the user is able to
create a giant pressurized wind bird that is able to attack
opponents. In a manner similar to the lightning spell Bao
Zakeruga, this spell creates a large wind bird that is designed
to attack opponents with immense strength. Concentrating it's
concussive force using wind, the bird is able to not only damage
opponents on impact, but explodes into slashing wind waves when
it hits, designed to do extra damage to an opponent when the
bird bursts in a wave of concussive wind. This is a very strong
spell, requiring a lot of power to use, so a user must be
careful when using it.
- Physical Book Spell 1: Bauren: This is a pretty basic strength
enhancement spell, allowing enhanced strength to do things like
throwing cars or breaking down brick or cement walls. When used,
this spell grants a strength boost, not boosting speed or
defense, and just amps the physical strength of the user. When
used, Jacob is able to use this to hit with intense force, and
with his strong body, this can be a devastating spell if he is
able to hit an opponent. However, while this increases his
strength, it doesn't increase anything else, making it hard to
use effectively against faster opponents.
- Physical Book Spell 2: Redoruk: This spell strengthens the
legs considerably, allowing the user of enhanced jumping and
much more powerful kicking abilities. When used, this can be
used to kick hard enough to fire concussive waves from the
kicks, and can be used similarly to the first spell, except this
focuses more into the legs rather than the upper body. When
used, this is designed to boost running speed and strength,
designed to make opponents harder to catch and make them able to
hit harder when they kick an opponent. Since kicks are usually
around 3 times stronger than punches typically, this makes kicks
used with this spell hit very hard.
- Physical Book Spell 3: Rofo Diboren: This enhances the
strength of the hands, and not just normal enhancement. This
spell creates tiger-like claws out of the hand, enhancing the
hands so that they can fight with highly enhanced strength. This
allows Jacob to use powerful claw slashes, which can slice
through even metal, and can punch his way through very tough
solid materials with this attack. This is stronger than his
werewolf claws, in which the spell amps the strength of the
hands when they take the claw form, and makes them highly
resistant to damage. However, this only affects the hands, and
not any other part of the body.
- Physical Book Spell 4: Baoruk: This enhances the whole body,
not just one part. This grants the user enhanced physical
strength, speed, and durability, upping all their stats equally.
In Jacob's case, he is able to use this to boost himself in a
fight, making him tougher, faster, and harder to damage
temporarily. While this does increase more stats, it doesn't
increase them as much as the first 3 spells, even though this is
a higher spell, since it increases more stats. As such, the
increases in this spell aren't quite as good as the first three,
so Jacob can't do anything too extreme with his increased stats
compared to the other spells. And if this spell is active too
long, Jacob can actually damage his body due to the power
output.
- Physical Book Spell 5: Dio Redoruk: This is similar to the
last spell, except that it is designed to enhance the body more,
and when the Jacob attacks, they release energy into the point
of attack to do more damage. As Jacob attacks with this, he
discharges the gathered energy in physical attacks, with each
hit discharging the energy used in this spell. As the energy is
discharged, Jacob's strength slowly goes back to normal, with
this spell being only useful as long as there is energy left to
discharge. When used, the strikes must be made effectively, as
hitting an object, even if it's not the target, can discharge
the energy. Opponents who want to avoid this simple just need to
get Jacob to hit other things instead of the opponent until he
runs out of power.
- Summoning Book Spell 1: Ragyuuru: This spell is the first of
the summoning spells, where it lets Jacob summon demon wings
which he can use to fire blades summoned by the energy flowing
through the wings. The blades are shaped like wheels, and are
extremely sharp enough to be able to cut through strong armors
and shields when used effectively. This attack also lets Jacob
fly using these wings, as he can use this to fly and attack from
the air when using this. However, Jacob can be grounded again if
the wings are destroyed, or the spell wears out and the wings
are desummoned.
- Summoning Book Spell 2: Aramu Basukado: This attack summons
scythe blades from the iron in the blood, creating scythe blades
that come out of the wrists. When used, this can create weapons
that Jacob can use in battle while the spell is active, and work
just like one would expect. The blades are able to attack
opponents, in which they can be used with punches to try and
slash opponents, not requiring too much combat change in how
Jacob uses them. This spell is a temporary spell that can only
operate using the blood, in which the blood's iron is used to
harden the scythes and create them. This means that if these
blades are broken, that blood that was used in them is lost to
Jacob, which could weaken him if he loses too much blood.
- Summoning Book Spell 3: Egdoris Neshiruga: This summons a
pyramid above Jacob which fires lazers at an opponent. Jacob
stays under the pyramid so he can keep opponents from getting
under it to the safe spot from the lasers that are fired from
the top. This move is designed to blast opponents with laser
attacks, in which the summoned pyramid keeps shooting laser
attacks until it either runs out of energy, or the spell wears
off and the pyramid is desummoned. If an opponent can get under
the pyramid, they can avoid the pyramid, or if they can break
the metal the pyramid is made of, they can destroy it
completely. Though usually if opponents get under it and force
Jacob out, Jacob usually just desummons this spell to save power
anywhere.
- Summoning Book Spell 4: Fanon Doron: This summons a lion beast
to attack an opponent, where Jacob can have this lion as a
temporary ally to help him fight opponents. Similar to a
Darkfire familiar, this is controlled by the spell and lets
Jacob control it, as well as sharing senses with the lion while
it's active. The lion is able to only do physical attacks
though, but is able to attack with the full strength and
abilities of a lion. Because lions can run up to 50 MPH and
being able to put immense force into their jaws to snap
opponents necks, their speed and their bites, as well as claw
slashes are the most dangerous things about the lion. When used,
this only summons one lion, and the lion can be destroyed if it
is destroyed with another energy, since it is made of magical
energy rather than flesh and blood.
- Summoning Book Spell 5: Goraio Diboren: This spell summons a
large white tiger with six tails. This tiger is far larger than
the lion, and is the ultimate spell of the summoning spells
Jacob possesses. When used, the tiger is summoned and each of
the tails can charge it's own energy ball to fire at opponents,
making this tiger's tails very dangerous and hard to keep track
of since the tiger has six tails. The tiger can also move around
and attack opponents, making it even harder to keep up with.
This spell is designed to attack while Jacob keeps the opponent
busy, as Jacob also shares his senses with this tiger when it is
summoned, and can move when the tiger attacks or fires blasts at
the opponent.
Werewolf Combat and Passive Abilities:
- Werewolf Fighting Spirit (Passive skill): This is a skill used
by certain types of werewolves who focus on fighting spirit.
Combat based werewolves can use this power to focus their
fighting spirit, which not only helps them in battles, but can
also help use a werewolves specific combat techniques they
developed by focusing this power. This power lets werewolves
focus their combat abilities, making them more effective, and is
the base of certain werewolf fighting styles. Depending on the
werewolf, some are stronger than others in this fighting spirit.
This usually is dependant on two things: will to fight and
experience. Over time, more experienced fighters gain more
fighting spirit, and one's will to fight can also increase this.
Jacob is no exception, and he uses this in conjunction with his
combat styles.
- Werewolf Alchemist Combat Style Expert: While not a master of
his race's styles, he is still an expert in his combat training,
and can combat using werewolf fighting styles very effectively.
Being one of the werewolves with a more human fighting style, he
has adapted to using either form in fights, with this mostly
being useful in his werewolf form. This fighting style is a
basic fighting style for werewolves, which the werewolf
alchemists use. This is a highly adaptable fighting style, in
which specific users can focus on what they want to focus on.
For the most part, Jacob focuses on his attacks, and focuses on
striking vital points with his attacks to take down his
opponents in as few moves as possible. When in his human form,
he's able to focus more easily on vitals, since he's not as
strong as his wolf form.
- Darkwolf Combat Instinct Style Training (Not Mastered): This
is a style that his father, Sirion teaches. However, almost no
one is able to master this without more experience than most
fighters could possess. This is a style that focuses on reacting
rather than defending, in which the body focuses it's defense
and offense on it's and not requiring thought from the user.
However, due to it being impossible to clear one's mind
completely during a fight, this is very difficult to master, and
even those with higher level combat natural talents cannot
master this completely. Most usually are able to use this to up
their defense, but mostly rely on that, since the offensive part
of this is too difficult to master unless one is an elder user
of this style. Sirion is one of the only known masters of this
style, and even Jacob hasn't mastered it. Jacob can use this
style to boost his defense, allowing him to react to attacks
sooner than most, but cannot use this offensively. Overall, this
makes him harder to hit, but doesn't do as much since Jacob has
yet to be experienced enough to be able to have his body react
for him. As such, Jacob can use this slightly, but not at the
level his father can and likely won't be able to for a very long
time.
- Rage Impact: Using their anger, werewolves can use a werewolf
technique to empower themselves when they reach a high enough
anger level. Once used, this technique powers him up immensely
temporarily. When in this form, the werewolf's attack speed and
strength are enhanced, making them even more dangerous. In their
rage impact state, they can blast through most opponents,
hitting with the incredible force and usually brute-forcing
their way through attacks. And they are 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. Since
most rage reactions are not unlimited, most minds cannot handle
channeling the rage needed for this for too long. For Jacob, he
tends to not be an angry person, so he doesn't use this much.
- Werewolf Crash: This technique lets a werewolf 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. This technique requires immense
speed and strength, and when used, the werewolf 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 similar to rage impact, but doesn't use anger
amplification, just being a standard crash attack that is
designed to power through some opponents and defenses. Though
stronger opponents may not be as affected or may even be able to
stop the user.
- Werewolf Claws/Claw Slash Wave: Werewolves can use their claws
in combat, usually in creative ways to attack opponents. For the
most part, most werewolves are able to work their claws into
their combat style, and able to retract and summon their claws
at will when they are in a fight. In addition to using their
basic claws, werewolves also have specific physical claw waves
they can use to attack opponents, in which some werewolves can
actually firing slashing waves from their physical claw attacks
at opponents to try and attack them from a distance. The waves
are concussive slashing waves, able to slash opponents if they
hit. And since these waves are invisible physical waves, they
are very difficult to see coming unless one is familiar with the
techniques. Some can even combine this with other magic and
special abilities for stronger claw strikes as well.
- Werewolf Cling/Animal Agility: Most werewolves, in fights, can
use their claws to cling to surfaces like walls, ceilings and
things like trees. In addition, they also gain enhanced agility
as part of their werewolf combat abilities. This lets werewolves
with their fighting spirit abilities attack in more agile and
unpredictable ways, also working for those that favor stealth
over all out attack. This particular skill is best known for
wolves that like to hide in forests, as they can often jump from
tree to tree and move around far more easily. Thanks to this,
fighting werewolves in enclosed spaces can be very tricky if
they possess this kind of skill and adaptability for fighting in
these spaces.
- Wolf Roar: This attack uses a werewolf's howl to blast a
concussive wave at an opponent. As part of a combat technique,
the werewolf can weaponize their roars and howls, which can be
used as concussive waves to hit opponents and do physical damage
to them. This is a werewolf move that can be used in a 360
fashion with a roar, which anyone close by is blasted back, or
be used in a howl in a forward blast wave that can hit
opponents. And due to it being a concussive wave, it is
invisible, so unless the opponent knows how this technique
works, it is somewhat difficult to predict and therefore dodge
or block. However, this is one of those tricks that really only
works once, since the second time, opponents usually know how to
avoid it.
- Wolf Warrior Spirit: This power is a special technique that
use werewolf fighting spirit. In the case of werewolf's fighting
spirit, this also acts as sixth sense, allowing one to sense the
presence of others, similar to a normal sixth sense. This not
only lets the person sense the person, but sense how strong they
are, as well as what they are. This ability works slightly
different from a normal sixth sense, as it is actually designed
for another purpose. The main focus of wolf's fighting spirit is
the power to allow one to predict the attacks of the person they
are fighting. This demon art lets one predict the movements by
reading their opponent's fighting spirit, and gives them
additional time to react to an attack. This technique however,
only works as long as the opponent is thinking about their
actions, and the easy way around this is if the opponent doesn't
think about what they're doing or has a way of manipulating
their spirit so that they don't give off what they're going to
do, which those who can use this art are able to do. This
bypasses psychic immunities as it is not a psychic power, but
the connection to one's spirit reading another spirit
- Wolf Armor Spirit (Defensive Power): This power amps up the
body or part of the body, which can either amp defense or
offense depending on how it's used. The user can use this for
defense to help defend against an attack, taking highly reduced
damage from the attack as this technique can increase the user's
defense immensely. If the opponent is using a power to amp their
attack, this technique can be broken (Such as using mana,
demon/holy power, or other energies) by those who use more
energy. This technique is great for defense, and a pretty good
werewolf defense technique. This can also be transferred to
weapons in order to increase their defense, making it so attacks
that might normally break the weapon do not damage it. Though
the same weakness applies the same way as similar techniques in
that stronger energies or strong enough attacks can still
overpower the spirit protection. Those who use this are easy to
see what they're protecting, as the parts of their body
protected by this turn black in color. The more area one wants
to defend, the more power they must use to defend, making this
technique hard to use to harden the whole body, as it's designed
only to defend against small attacks. This power is completely
useless against aura breaker weapons though or those with
techniques that can do the same as aura breaker weapons.
- Wolf Armor Spirit Form Negation (Offensive Power): Those that
use the defensive power know how to use wolf armor spirit for
offense can use this skill which makes their attacks (Those that
are fused with his demon spirit) damage those who are able to
shift their body into other forms, negating their form and
hitting the opponent as if they were still in their normal form.
This power is able to hit people who are able to do things like
turn into elements, or turn intangible. This form negation works
on any opponent, but the attack has to hit them while the user
is using this armor spirit and the user's has to be more
powerful than the opponent's, expecially if the opponent uses a
similar technique. The attack only works as if the opponent were
normal, so it doesn't do more damage than a normal attack, but
this does work well at throwing off opponents who are unfamiliar
with the offensive capabilities of this kind of technique. Those
who can use this or similar techniques though can defend against
this form negation, even defending against similar form negation
powers. In order to use this power, the attack does have to
learn the defensive power too, and in order to break some people
who can infuse their forms with energy, the user must use enough
to break the form's energy protection.
- Werewolf Regeneration: Most werewolves are able to regenerate
all wounds excluding their heart, internal organs and brain.
This is a very basic werewolf regeneration, designed for
werewolves to be able to recover quickly from injuries. This is
a passive skill, and is a basic form of regeneration that has no
special regenerative powers other than just basic healing. This
helps a werewolf recover from wounds and is not meant to heal
fatal injuries. This regeneration is basic in nature, and can be
interrupted by things like varanium or regeneration negation
abilities. Werewolves are also vulnerable to mercury and silver,
which also makes it difficult for them to regenerate as well.
- Hardened Combat Body: Part of Jacob's unique training in the
werewolf alchemists made him like a brick wall, in which he was
trained to be able to take hits without even flinching. Through
his combat training, Jacob has gained a body that is extremely
tough. Like his father, Jacob is a very tough werewolf, and has
enhanced muscles and skin that make him hard to kill. Those who
attack him do highly reduced damage, in which Jacob is even able
to resist some kinds of bullets used on him unless they are
higher caliber weapons. Because of this, it takes more power to
hurt Jacob. Jacob often jokes about this, often saying people
should get metal bats to hit him when they try to punch him and
hurt themselves. Most of the time, simple physical attacks
barely make him flinch.
- High Body Temperature/Resistant to Fire: This is a unique
aspect of Jacob's physiology. No one has any idea why this is,
but Jacob's internal body temparture, at it's normal level, is
108 degrees. No one knows why, but Jacob operates at a much
warmer temperature. It's suspected to be a werewolf trait among
certain werewolves who use this to be able to fight longer,
usually common among those with enhanced combat talent as the
body is designed to operate at higher temperatures so fights
don't make them tired as easily. This also gives Jacob a high
resistance to fire, since his body doesn't really feel heat the
same way as most people. In order to burn Jacob, one must use
higher level flames like dark flames or hellfire that burn much
hotter than normal flames.
- Darkwolf Combat Talent: Just like his father, Jacob has a
natural talent for combat. This natural talent makes fighting
styles easier to learn, and makes his fighting styles easier to
adapt to new opponents. This makes Jacob able to grow in
abilities more quickly than most other fighters, and is a pretty
basic ability. Jacob has a knack for combat growth, and is very
highly adaptable. Jacob is able to learn instinctively from
almost any battle he's in, and is able to grow as he learns from
his fights. For the most part, this is a talent that Jacob
trains heavily, as he is also one that typically believes in
training talent rather than relying solely on it.
- Werewolf Flesh Devouring: This technique absorbs life and
recover stamina by either drinking blood or eating flesh by
draining their opponent's life. Even if the werewolf doesn't
kill them, they gain the life energy from the flesh they devour
from. This can rejuvenate them during battle if they are able to
bite their enemy, and only requires a bite, not killing the
opponent. This technique is how werewolves in Jacob's class of
werewolf survive, feeding on other living creatures and
devouring their flesh. Of course, this is only effective if
bitten, and bites still work like they normally would. Unlike
what one might think, this doesn't really weaken people who
suffer these bites except for the fact they will have a chunk of
flesh missing, and those with regeneration can easily regenerate
the damage.
- Werewolf Ability Gain: Just like vampires, werewolves are able
to gain new abilities through devouring flesh, unlike how
vampires draw power from blood. Certain types of werewolves are
able to gain new abilities through this method, gaining new
power from supernaturals they devour the flesh of. Like vampires
drawing power from blood, werewolves with this ability gain are
able to gain new abilities if they devour enough flesh of an
opponent. They are able to gain this temporarily, or permanently
if they devour enough of the flesh of a supernatural. Depending
on the power, some powers may require a slight physiology
change, and while the user gains new abilities, they may also
gain new weaknesses depending on the powers.
- Attach Items to Self/Weapon Telekinesis: This is a fairly
basic supernatural ability that transfers over to a werewolf's
passive ability training. Werewolves are able to connect weapons
to their soul, allowing them to summon their weapons from
anywhere, even being able to store them in their soul. This
power lets them have a special connection with their weapons,
also making their weapons a part of them. In doing so, not only
can a werewolf summon their connected weapons from anywhere, but
they can also control these weapons on the battlefield, such as
calling a weapon back to them, or using it telekinetically
through concentration to attack opponents. This power lets a
werewolf interact with their weapons far more than some other
supernaturals would. Depending on the werewolf, some werewolves
have different arts for this, but many use this type of
connection in some form for their weapons. Jacob only has one
weapon, which is his father's knife that he keeps close to him.
- Enhanced Senses: Like vampires and other supernaturals,
werewolves gain enhanced senses. For the most part, their senses
are all enhanced with certain senses being enhanced more than
others. One thing most werewolves are known for is their sense
of smell, which lets a werewolf map an area using whatever they
can smell around them. They can also see far better, being able
to see even in pitch black thanks to their enhanced vision,
making them an ultimate night-time predator. In addition, they
also gain other enhanced senses like enhanced hearing as well.
However, while they have great senses of smell, this is an
ability that can be used against them as well, since enhanced
smell can be overwhelmed easier than normal smells. This can
also be true with their sense of sight to a degree, such as
using intense light to blind them.
- Supernatural Sixth Sense: Much like vampires, werewolves can
sense the presence of other beings, and sensing who and what
they are. This can sense not only one's presence, but their
levels of energy and how tough they are, allowing the user to
gauge how they stand against them, as well as often being able
to tell what they are by their presence if the user recognizes
what kind of presence it is. However, this can be deceived by
skilled opponents, sometimes not appearing correctly if the user
can't sense the opponent's full power or use powers that fool
this sense. There are also skills that hide one's presence so
those with this sense can't sense them, or some opponents can
suppress their presence so they're not fully able to be sensed.
- Werewolf Telepathy: Most werewolves, like other supernaturals,
have some form of advanced telepathy. This lets them communicate
with others through this telepathy, letting them speak to any
mind they can connect to. This lets them communicate with other
people without having to speak, with them being able to share
thoughts directly with others. However, usually the user has to
know where the person is to use this. However, this doesn't
apply to those who establish permanent connections assuming it's
a type of telepathy that allows permanent connections, such as
connecting to other family members. This lets werewolves 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. Those who
are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
- Disciplined Mind: This is the Darkfire's art of controlling
their mind completely. 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 users
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 user can't process pain.
- Fool Senses: Darkfire members (And others trained in
Disciplined Mind) have a special ability which lets them lie to
people and control the fact they are lying thanks to their
disciplined mind 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. This
power comes from advanced users of disciplined mind 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 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 having certain tells.
This requires not just training in disciplined mind, but also
requires the user to know their own self enough to know what
they do when they lie to suppress it.
- Combat and Werewolf Enhanced Physical Stats: Thanks to his
combat training and werewolf heritage, Jacob is a very tough
werewolf to fight, with his stats all being enhanced in fights.
Like many werewolves, Jacob is flexible, agile and speedy in
fights, being able to move around battles with incredible
efficiency. In addition, Jacob is also strong, but physically
and in durability, as he is able to take hits that most
opponents would not be able to and is very strong for a mortal
being. In strength, he is able to match stronger supernaturals,
and able to hit opponents very hard. In addition, his hard body
makes him harder to damage. As a result, those who want to fight
him up close had best be prepared, and be strong enough to
damage him if they want to beat him.
Transformations:
- Full Werewolf/Rage Beast: This is Jacob's full werewolf form.
Unlike most other humanoid werewolves, Jacob is more wolf-like
in his wolf form, being more of a big wolf than an actual
werewolf. Most mistake him for a grizzly bear, due to how he
looks in wolf form. In this form, Jacob gains enhanced physical
and supernatural stats, which lets him fight at a higher level
than normal, with this being able to keep up with
transformations. While in this form, he can also focus his rage
and go into a rage beast mode, where his fur turns red and his
anger is focused into power temporarily. However, the rage beast
power is only temporary, and only works as long as Jacob can
maintain his anger.
Weaknesses:
- Jacob still has typical werewolf weaknesses, where he is able
to be taken down by a mercury or silver weapon. As one might
expect, Jacob can still be killed, and while tough, mercury and
silver still do more damage to him. In addition, he cannot
regenerate his heart, organs or brain, which makes him able to
be killed with a fatal blow if one can get one in on him. Silver
and mercury can interrupt his regeneration quite effectively if
used on him. Of course, opponents have to be able to damage him
before these become effective.
- Nature magic is weaker to fire and lightning, due to nature
being more about water and thinks like plant-life and animal
life. Since fire and lightning are destructive forces, and are
able to counter most of the nature magic's abilities, fire and
lightning are among the best things to use. Death force
manipulation also works really well against nature magic, due to
the death force being a direct conflict to a nature user's ties
to life force. As such, any of these work well against nature
magic, and even simple magic resistance or immunity work as
well. Most of the werewolf nature abilities are similar in
nature to earth and water abilities, and can be countered the
same way. Of course, magic negation can also be used to just
completely negate this magic.
- Alchemy abilities are limited to what the user knows about
elements and how they're built. For most alchemists, they know
about how matter can be converted and knows how to convert it,
but they also know for the most part what things cannot be
converted. Such as trying to bring life to something not alive,
or using alchemy to try and bring someone back to life, or just
some materials that are too troublesome to convert into certain
elements. Most alchemy abilities can be countered and/or blocked
depending on the ability, with most being able to be dodged and
most can be blocked unless it's a defense piercing technique.
Also, certain materials cannot be converted to other materials,
as some materials aren't meant to be changed in certain ways. IE
fire cannot be converted over to metal, but can be frozen.
- If an alchemist's spell book is destroyed, they would lose
access to all the spells they have, having to get another book
and likely start over when it comes to learning spells. Because
of this, this has made a good way to sometimes try a new type of
spell book as some can change spellbook styles when getting a
new book depending on what they've learned and how they've grown
since the first book. However, without a book, the spells aren't
possible and if one gets a second spellbook, all the old spells
are no longer usable. However, this doesn't apply to normal
alchemy, and only applies to the unique spellbooks. Also, if the
spell book does get damaged enough, it will burst into flames
and burn away. Once this happens, there is no saving the book,
as it will not stop burning until the book is fully consumed.
- Jacob has a variety of spells, but each of them are blockable
or dodgeable, having their own strengths and weaknesses. For
example, his fire attacks are counterable like other fire
attacks, and his ice attacks can be countered like other ice
attacks. For the most part, he has the main abilities he can
gain, and despite being around other werewolf alchemists, he
hasn't been able to gain new book types. Jacob cannot control
when he gains new book types, with it mostly just requiring him
to be around other werewolf alchemists and hoping to get the
right balance of power to awaken new spells. There are plenty of
spells that Jacob wants to gain, but has no control over. This
is a pretty random ability, and often is harder to gain new
spells than most alchemists.
Personality: Jacob is a pretty decent person, always protecting
friends and family, even helping others when needed. However, he
is a bit of a smartass to people, and isn't afraid to piss
people off. He will rarely be serious about much of anything,
and even in fights, tends to joke around with people. However,
there is a line that, when crossed, he will take a fight
seriously, which is usually if someone he cares about is hurt or
worse. In battle, Jacob is a pretty simple fighter, usually
trying to power through opponents. He is smart enough to
strategize, but enjoys a straight-foward fight when he can, so
he tries to always first fight normally just to see how his
power compares to opponents. His stances on werewolves and
vampires feeding on humans seems a bit strange to a degree to
some, as Jacob has no problem with werewolves and vampires who
eat humans. However, he isn't afraid to protect humans from
supernaturals, and will step in when he has to. For the most
part, he prefers to eat animal meat, so that he doesn't have to
eat humans, which essentially lets him survive, but on an
altered diet. He can eat humans, but choses not to.
Bio: Jacob comes from the same universe as the alternate Alix
Rynn. In his world, his father, Sirion was king of the werewolf
alchemists much like the London universe, but unlike this world,
Maria Blackwulf was not a vampire, but a werewolf. When Maria
was close with her family, she eventually fell in love with a
vampire named Nero Redwood. However, rivalry between vampires
and werewolves ended up straining their relationship, since
Maria's family wanted her to marry a noble werewolf family. As a
result, relations strained with the families until an all out
war broke out between the two. During the battle, Nero was
killed, and Maria was seriously injured, being forced to flee
from her own family's anger at the Redwoods.
During her travels trying to find refuge, she accidentally
stumbled onto the werewolf alchemists, and eventually lost
consciousness before being found by werewolf alchemists. When
she came to, Sirion's people looked after her, helping her
recover. Though they didn't really like visitors that much,
Sirion didn't turn down a werewolf in need of help. As Maria got
better, Sirion helped her recover, and the two started talking
about what brought her to their territory. As they talked,
Sirion found out about Nero's death and the Redwood vs Blackwulf
family conflict. Having lived through almost the same thing when
his sister tried to marry Qrow Darkfire not too long before, he
sympathized with her.
As she fully recovered, having nowhere to go, Sirion offered her
a place with the werewolf alchemists, and she ended up staying
so she could hide out from her family. While she was there, she
used her nature magic on the area, enhancing the area with her
power, and teaching the werewolf alchemists how to use magic
more effectively, becoming a magic teacher to teach basic magic,
even teaching nature magic to those who wanted to learn it. Over
time, she worked her way into Sirion's elite warriors, known as
the Elite Alchemists. As she did, she started spending more time
with Sirion, and the two became close over time.
At one point, Maria's family found her, and confronted the
werewolf alchemists. However, this time, it was not about
fighting, but about trying to take back Maria so she could be
made to marry a werewolf nobel. The argument heated up, and it
looked like things were going to result in a battle since the
werewolf alchemists were not willing to give up someone they now
considered one of their own. However, Sirion's quick thinking
gave him an idea that he could try to use to make everyone
happy.
Instead of taking Maria, Sirion offered to marry Maria, being
the king of the werewolf alchemists. Since he too had a lot of
pressure to marry a noble werewolf, since he had no queen, his
family too had pressured him over the years. However, Sirion and
Maria talked it over, and decided to go through with the
marriage in order to try and reduce tension. Both sides accepted
the idea, since Sirion was a king of werewolves. As such, Sirion
and Maria found themselves married soon after, with the
Blackwulf family eventually joining the werewolf alchemists and
the two groups eventually sharing their magic together so
everyone could get stronger.
After a few years in their marriage, Jacob Darkwolf was born.
Jacob grew up with his family, and trained in both his mother's
and father's skillsets, learning both nature magic and werewolf
alchemy magic. Jacob eventually became a powerful werewolf of
his own, where he eventually decided he wanted to travel the
world on a training journey. While not usual for werewolf
alchemists, Sirion and Maria allowed him to do so. Jacob then
traveled the world, training with other werewolf packs and
living among humans in secret.
Over time, Jacob spent a lot of time with humans, and eventually
met his cousins, Kindron and Kierra. After they met, the three
became friends, and Jacob eventually got involved in the events
of London. Since London was pretty peaceful, Jacob mostly spent
time training with Kindron and Kierran, as well as training with
Nightbane, who hadn't turned evil in this universe. Jacob spent
years training with Kindron, even learning some of his
techniques. Jacob found his own place in London with another
werewolf pack, and stayed with them for years.
However, as those who know their world know, the Wraith appeared
and started to harvest humans and supernaturals alike. When it
happened, Jacob tried to help evacuate people from the cities,
and watched as Kindron and Kierra tried to fight off the Order's
ground soldiers. Jacob helped as much as he could before Kindron
ordered him to leave. When Jacob refused, Kindron blasted him
through the portal and closed it behind him. Jacob eventually
made it through, and joined the others who had escaped from
their world.
Jacob was pretty close to Hei's family, and close friends with
Alix Rynn before the attack. When Alix Rynn came to help out
this world, Jacob originally stayed behind to help the people
who were there. Because the world was overpopulated heavily,
Alix eventually set up to get much of her group over to London's
universe, since the people who were with her group weren't more
than a 400 humans and supernaturals. Not much of a big deal for
the London universe, but the other universe they tried to make a
home in was populated by over 20 billion people. Due to this,
there wasn't much room for the group when they arrived.
Thankfully, Alix was able to negotiate a new home for a majority
of their people, and Jacob helped transfer as many of their
people over here that they needed to send. After doing so, Jacob
stayed in the other universe, as he was staying with the
Hellsing there unless he was called for, as Alix, Protoman and
Bass were supposed to eventually return. Though with all the
conflicts going on in London, Alix called Jacob to help out,
since Jacob couldn't really do much in the world he was in due
to the overpopulation. Now Jacob has come over to London to help
out with the events in London.
Theme: Haikyo (
HTML https://www.youtube.com/watch?v=UGP7LCDjcBU
)
Pics:
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#Post#: 40--------------------------------------------------
Re: RP Profile: Jacob Darkwolf
By: Coolcat207 Date: January 21, 2019, 9:09 pm
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I love how the post censor curse words X3
#Post#: 41--------------------------------------------------
Re: RP Profile: Jacob Darkwolf
By: Zorbak the Ebil Moglin Date: January 31, 2019, 12:42 am
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[quote author=Coolcat207 link=topic=28.msg40#msg40
date=1548126558]
I love how the post censor curse words X3
[/quote]
I did not notice that. I imagine I could probably turn that off.
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