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       #Post#: 5168--------------------------------------------------
       Lea "Axel" Hazeldine
       By: Coolcat207 Date: June 29, 2020, 11:00 pm
       ---------------------------------------------------------
       "My show now, pal! Who am I? Oh, my name's Axel. Got it
       memorized?"
       "I want everybody I meet to remember me. Inside people's
       memories, I can live forever."
       "Why do I always get stuck with the icky jobs?"
       "You mean laughter? Sometimes people with hearts do that even
       when it doesn't make any sense. It's probably a human thing
       since they're pretty weird."
       "Okay, I understand the confusion so I'm gonna say this once: My
       pops was a werefox. Not a were WOLF. A were FOX. It doesn't have
       to be a werewolf and a vampire falling in love. It can be any
       werebeasty. Got it memorized?"
       "NOW you can tell me I don't respect my elders."
       ~Axel to an elder vampire after taking it's head and setting it
       ablaze
       Starts flying for the first time "I can fly... I can fly?!"
       "Promises to keep. I'll always be there to get my friends back.
       What, bad timing? You had your perfect little script, but you
       kinda forgot to write the sequel. Now, let's find out what
       happens!"
       ~Axel taunting a enemy vampire.
       "No, I told you my name's— Agh, whatever, Axel, fine. Now
       let's get outta here!"
       "Hey, I'm proud of what I am! I'm not gonna let some stick up
       the ass loser tell me otherwise!"
       "Dude, for the last time I am NOT part kitsune! They're yokai, a
       damn fox spirit from Japan! Werefoxes don't have nine tails and
       junk. We only have one. Though I gotta admit, they're pretty
       cool. Even learned a thing or two from them."
       Axel: Hey, us half breeds gotta stick together, right?
       Nyanda: Right... Thanks, Lea.
       Axel: I mean, my name got changed to Axel but I'm happy that you
       got it memorized.
       Nyanda: I know that it's not your thing to go after souls in
       general but has Ansem told you about going after dark spirits?
       Axel: Yeah. And the twins are also cool with it so no fuss
       there. Can't knock it 'til I try it.
       Ninoka: Yeah! Demons or not, we mainly feed on natural and
       magical energy. But actually eating dark and evil spirits does
       sound nice.
       Natsuko: We also like sweets! Axel here got us hooked on that
       sea salt ice cream you guys had yesterday.
       "I... had nowhere to go. I lost most of my memory. But then this
       strange old guy found me and helped me out along with some
       nephilim girl. I didn't trust them at first of course. Learned
       that the hard way. But... they proved themselves and I stuck
       around. Plus, they're pretty cool. Strange but cool. That's why
       I swore to protect them with my life. They're all I got and I'll
       even fight both Heaven and Hell to protect them."
       Name:
       Lea "Axel" Hazeldine
       Hazeldine Title:
       The Flurry of Dancing Flames
       Age:
       Unknown (Same age as Roxas)
       Physical Age:
       Late Teens, Early 20s
       Gender:
       Male
       Species:
       Fox Born Werepire
       Family:
       Father: Zhivago (Deceased)
       Mother: Kiri Hazeldine (Deceased)
       Foster Father/Mentor: Ansem Van Helsing
       Close Friend/Sister Figure: Nyanda Eketone
       Close Friend/Sister Figure: Ryuko Matoi
       Friends:
       Isa (@Caterina Sfonza; Believed to be dead but is alive and is
       called Saix)
       Xion (MIA)
       Roxas (@Raven Wolf; MIA)
       Organization:
       None; Aligned with Ansem
       Vampire Birth Clan:
       Hazeldine
       Werebeast Tribe:
       None
       Powers:
       Werepire Physiology:
       ~User of this power either is or can transform into a Werepire,
       a hybrid of a vampire and any type of werebeast which is capable
       of using all the powers of both parent species and (in most
       cases) using them to enhance each other. These hybrids often
       have an immunity to several weaknesses that their parent species
       have, such as: silver, gold, sunlight, but something that
       affects both parent species may still affect them
       (decapitation).
       Axel is a werepire of a werefox and a Hazeldine vampire.
       Hazeldine Abilities:
       Demonic Contract and Abilities:
       Ritual Bindings:
       ~All members of the Hazeldine family use ritual bindings to bond
       themselves to a demon through a contract. Each contract is
       dependent on the demon and the vampire, and the demon summoned
       through this contract is unique. These demons have the ability
       to grow stronger with training, and is the basis of the
       Hazeldine's abilities. The Hazeldine and their demon both have
       to sync their power and grow stronger together in order to
       become effective warriors. Each demon has unique abilities
       dependent on the demon and what they can do, and their bonds
       with the Hazeldine can also create new powers over time as the
       two grow together. Most demons usually start as very
       disobedient, but over time usually gain respect and work with
       the Hazeldine as they strengthen their bonds in battle. Stronger
       demons maybe be more stronger, but are harder to control. It is
       actually possible for some Hazeldines to have more than one
       demon, however, this is very difficult to manage as it requires
       more time and effort to sync with more than one demon, as it
       requires more souls and power to grow the demons. But some
       stronger Hazeldines have managed to pull it off.
       Bonded Demons: Ninoka and Natsuko:
       ~Axel is one of the few Hazeldines to have two demons, Ninoka
       and Natsuko who he also nicknamed them as Nino and Natsu.
       Although they get slightly annoyed, they put up with it as long
       as it's just him and those close to him like Nyanda and Ansem.
       Ninoka and Natsuko are both kitsune demons who are mischievous.
       These twin demons are both bonded to Axel's soul, and the main
       inspiration of his ability of fire. In terms of abilities, the
       twins are fire yokai demons, which explains Axel's fire
       abilities and how he learned how to control fox fire thanks to
       them. In addition, Axel also learned how to be mischievous and
       to get into his inner fox like nature such as using magic and
       fooling people. However, while having two demons grants him more
       powers, it also means they require twice as much maintenance in
       terms of growing their powers. In order to keep balanced, Axel
       has to make sure the three of them grow in power equally.
       Channeled Fusion Power:
       ~Unlike the Olympus universe where the demon works through a
       weapon form, the London universe Hazeldines work through the
       demon's power fusing with the Hazeldine, allowing the Hazeldine
       to use the demonic abilities, acting like a conduit. This allows
       the Hazeldine to fuse with their demon in battle, which focuses
       demonic power through the Hazeldine. All of the demon's
       abilities become usable through the Hazeldine, and they are able
       to use the abilities, even though they're not directly possessed
       by the demon. This involves using any of the powers the demons
       have, which not only includes the demons unique abilities, but
       things like demonic teleportation, demonic summoning and demonic
       regeneration. This is the main draw of the vampire/demon
       contracts, and is the main focus of the Hazeldine's abilities.
       Even though the Hazeldines develop their own abilities through
       magic, the demonic abilities have to be channeled through the
       demon. Of course, all demonic powers used still have the same
       weaknesses they normally would, like demonic energy being weak
       to holy energy, or teleportation requiring the user to know
       where they're going.
       Wicked Aura:
       ~Hazeldines have a unique aura thanks to their vampire energy
       melding with their demon's energy. This becomes a variation of
       vampire and demonic energy, creating an evil corrupted energy
       which most simply called wicked aura. This works similar to
       demon aura, but instead of being demon energy combined with
       aura, it is demonic power and vampire energy mixed together to
       create a corrupted energy which can damage holy and unholy
       opponents alike when used as a weapon, as wicked aura can be
       used and manifested to create attacks similar to other energies
       like chi or mana. However, this energy, while it can be blocked
       and dodged, is a corrupted energy, and is able to damage good
       and evil as well as holy and unholy alike. Despite it's name and
       nature, it is actually a neutral type power that simply runs on
       evil since it is a mix of demon and vampire power. This is a
       simple energy, and can be countered as such, with other energies
       like mana and chi being able to counter it and/or block it.
       Demonic Energy:
       ~While most Hazeldines can usually get their job done with their
       wicked aura, they can also use demonic energy to attack
       opponents when synced properly to their demon. When the demon
       funnels their power to the Hazeldine, they are able to draw on
       the demon's demonic energy, using it in battle to fight
       opponents. This is basic demonic energy, which has no special
       additions unlike higher level demonic energies. However, it is
       possible for elders of the clan and those with much higher level
       demons to learn to use higher level demonic energies like demon
       aura or other high level unholy energies. Though whether basic
       or advanced demonic energy, this energy can still be countered
       by holy power.
       Blood Manipulation:
       ~All of the Hazeldines can manipulate blood, whether it's from
       themselves or from blood spilled around them. While their own
       blood is easier and is stronger, they can still use blood
       spilled on the battlefield. This lets the Hazeldines use blood
       to attack, creating attacks out of blood. The Hazeldines are
       also able to control the acidity of the blood under their
       control, turning it more or less acidic depending on what they
       want to do. Usually they turn it acidic, so that they can
       essentially make the blood more damaging to opponents. They can
       also use this with their combat blood arts. Some have specific
       abilities, in which they manipulate blood in certain ways unique
       to them, such as one Hazeldine having a technique that generates
       blood scythe blades out of his arms. Of course, blood can only
       be used for so long, even with regeneration, as a Hazeldine has
       to be careful not to bleed themselves dry. And this blood can be
       countered just like any liquid, or solid object (if the blood is
       solidified). Usually water abilities or lightning is the best
       thing to use against blood manipulation.
       Shadow Control:
       ~With the Hazeldines being so steeped in darkness in their
       abilities, they possess a natural ability to use the shadows,
       and create attacks using shadows. This is just basic shadow
       control, in which they can attack others using shadows. The most
       useful is their shadow trap where they grab someone using
       shadows that wrap around someone, or using shadow spears to try
       and stop someone in their tracks. The Hazeldines can draw
       darkness to them, with elders being able to even mix their own
       wicked aura into the darkness to boost it's power. This is
       simple shadow control, and unless it has wicked aura mixed in,
       is not holy or unholy. However, some demon-trained Hazeldines do
       eventually learn demonic shadows or unholy shadows with training
       or if they have special shadows as one of their unique
       abilities. Just as one would expect, the natural counter to
       darkness is light, and this power can be countered just like any
       darkness. It's also possible to use other elements to counter
       shadows, depending on how creative the elemental user is, such
       as using shadows to burn away solid shadows, or using lightning
       to flashbang and temporarily dispel shadows.
       Black Magic:
       ~Thanks to the clan's natural talent for darkness, they also
       found a talent for black magic, also known as dark magic. Each
       Hazeldine has a talent for something, and usually Hazeldines
       talents fall into one of three categories that they will then
       study for: dark buff/healing magic, dark attack/shadow magic, or
       dark elemental magic. Each Hazeldine's black magic abilities are
       different and some can even develop new black magic abilities as
       they practice dark magic. For the most part, the clan is trained
       in black magic, and while higher level spells are draining, the
       clan doesn't suffer physical injury from using black magic like
       some races do when they use it. However, these spells, while
       powerful, are also more draining than normal magic and still
       counterable by holy magic. Most Hazeldines specialize in one of
       the three main categories, though some have developed their own
       dark magic, Most usually stick with the family's dark art
       spell-books. Some rare cases of Hazeldines are able to learn
       neutral magic instead of dark magic depending on their
       affinities, though most of the time neutral magic usually falls
       into elemental magic or buff/healing/support magic as
       shadow/attack magic is solely dark magic. Dark magic is usually
       the main focus of Hazeldines outside of using demon powers, in
       which the Hazeldine vampires are naturally skilled with dark
       magic. (For the sake of length of this profile and not making
       this unnecessarily longer with spell lists already seen in
       Olympus, all dark magic attacks that are copy and pastable are
       available in the Olympus community, or one can talk to me
       directly and I'll be happy to give you the spell list.)
       Demonic Regeneration:
       ~Thanks to the demons bonded to the Hazeldines, the Hazeldines
       have their own form of demonic regeneration. This lets them heal
       from injuries, being able to regenerate even if all that's left
       of them is a pool of blood. As long as there is something left
       of them and their demon has the energy to do so, the Hazeldine
       can be regenerated. However, the less there is of the Hazeldine,
       the longer the regeneration takes, and the more power it takes.
       Once the demon runs out of power, the Hazeldine may not be able
       to be brought back by the demon, and can die. This regeneration
       is also vulnerable to varanium and regeneration negation
       abilities. Even though the regeneration comes from the demon and
       not the Hazeldine, the regeneration is still funneled through
       the Hazeldine. And since this power is demonic in nature, this
       regeneration is stoppable temporarily with things that stop
       demonic regeneration, such as demon killing knives and angel
       blades.
       Demonic Teleport:
       ~The Hazeldines are all able to use demonic teleportation, using
       this to teleport around. They are able to move from area to area
       instantly, much like a demon. The leave no sign of their
       teleportation, just simply vanishing. This lets the Hazeldines
       go anywhere they want to do, granted the area isn't
       teleportation restricted and they know where it is they want to
       go. Most Hazeldines can go anywhere in the world, again assuming
       they know where they're going. This teleportation is fairly
       simply, and doesn't use any special power to use. The only
       requirement to using this is that the Hazeldine and/or demon
       (whoever is navigating the teleportation) knows where they're
       going. However, because this is demonic, demon wards can also
       keep Hazeldines from going somewhere.
       Demon Summoning:
       ~The Hazeldines are able to summon lesser demons and call them
       to help them in battle. These demons are summoned from hell, and
       are made to serve the Hazeldine. The demons that show up are
       dependent on what the Hazeldines want, as they can summon fire
       demons, darkness demons, and even a few ice demons. Depending on
       the demon summoned, the demons will all have unique abilities
       and their own stats in combat. Though the one thing almost all
       demons have in common is that since they are demons, they can be
       killed by holy power or anything that kills demons. The
       Hazeldines also cannot summon demons stronger than their own
       demon, who is the one that controls the demons. This means the
       Hazeldines are limited to only summoning demons at their demon's
       level or below. And stronger demons summoned can resist their
       influence and turn against the Hazeldine if the Hazeldine and
       demon aren't strong enough to control them.
       Demon Healing and Power Replenishment:
       ~All of the Hazeldines are able to replenish the power of their
       demon and help their demon recover by letting the demon weapon
       absorb negative emotions. For the most part, this involves fear,
       anger, hatred and bloodlust from those around them. When they
       absorb this, they are able to replenish the power of their demon
       and heal them if they have taken damage. This is the main way to
       quickly heal their demon and help them recover from battles if
       they have to recover in a hurry. This works on anyone who has
       negative emotions. Most Hazeldines, when they need to do this,
       often go to prisons where bloodlust, anger and hatred are
       usually pretty high from the inmates, making prisons a resource
       for the Hazeldines. This doesn't hurt those this power is
       absorbed from, as it only absorbs what is released from people
       and not any energy from within their bodies. This is separate
       from the souls that are required to feed the demon.
       Demon Abilities:
       Twins Unique Abilities: Fox Fire:
       ~The twins are able to control and manipulate fox fire at will.
       Due to their demonic heritage, the twins can use the fox fire in
       it's demonic nature if they or Axel have any negative emotions.
       Since the young demon twins like Axel, they taught the kid how
       to wield it.
       Twins Unique Abilities: Fire Wall:
       ~User can create walls of fire from nothing or by shaping the
       existing fire, they can shape the wall to any shape they want,
       but afterwards the walls are unchanging and immobile. The twins
       and Axel can use normal flames, demonic flames and even fox fire
       for this fire wall.
       Twins Unique Abilities: Flaming Surface:
       ~The user can cause surfaces (often floor) to emit flames,
       causing fire-damage on anything in contact with them or the
       flames.
       Twins Unique Abilities: Demonic Burning Touch:
       ~This ability applies to anything touched by Axel while using
       the twins' power, where the fire is able to use the burning
       touch ability, similar to a Darkfire's elemental touch, being
       able to burn through things using immense demonic flame heat.
       When used, this concentrates the girls' demonic flames through
       Axel's body, letting Axel slice through or burn anything not
       immune to heat, being designed to cut through armors and
       shields. This ability also lets Axel's chakrams slice through
       some projectile attacks as well, specifically attacks vulnerable
       to fire. This only works on anything that the blade of the
       chakrams touches, as the power is concentrated through touch and
       focused into the blade of the flame chakram. This can also burn
       people, adding demonic flame damage as it cuts opponents. Of
       course, ice opponents can counter this, and those who can
       account for the heat can still battle normally.
       Twins Unique Abilities: Flammable Blood:
       ~The user's blood is flaming hot, igniting in contact with air.
       The user of this power can use their blood as a weapon by
       heating it to the point where it is as hot as fire.
       Black Magic Elemental Magic Abilities:
       Specific Dark Elemental Manipulation:
       ~Aside from usual dark magic spells, dark elemental magic users
       can use magic to manipulate up to three elements. The
       Hazeldine's first step is using magic to create simple control,
       controlling their chosen dark element. The element used is fused
       with darkness, resulting in a darkness fused elemental. They are
       then able to control the element as they see fit. However, they
       can only do this using existing elements, and if they don't have
       the element to control, they must create it using their dark
       alchemy. As an example, ice users have to use dark alchemy to
       reduce the temperature of something to freeze it, then
       manipulate the ice and turn it into dark ice. This can be a bit
       tedious at times for Hazeldines who use elements not as easily
       accessible, as they're not as skilled in elemental powers as
       vampire clans like the Darkfires. However, this can be gotten
       around if the user has a Hazeldine with support dark magic use
       their item charge to charge up an item with a dark magic created
       dark element, essentially making it far less tedious for them as
       they can just use the item and summon the dark element to
       manipulate. However, this requires preparation time. Since most
       support Hazeldines use spellbooks to charge spells to pages,
       they can hand pages over to those who want to use this. Any
       element used can still be countered as normal elements, and can
       be countered by holy energy. Axel only use fire. While his
       demons can generate fire when needed, Axel was born with fire
       abilities.
       Dark Touch:
       ~Those who are skilled in this dark magic spell can affect
       people with darkness elements through physical contact. Fire
       users can burn things or people through touch, using fire to
       melt objects or burn people the longer they are in contact with
       them. Wind users can slash opponents when they grab an opponent,
       with their hands being able to create a slicing wave on contact.
       Users don't have to have the elemental for using this, as they
       can channel it through their bodies using the dark magic. Other
       elemental users can counter this if they have something to
       counter, such as ice users being able to counter fire users, or
       earth and wind users being able to counter each other.
       Dark Element Bolt:
       ~The Hazeldine dark bolt spells essentially are charged like
       bolts of elemental power, which are concentrated then fired at
       opponents using an element. The firebolt spell fires a condensed
       fire spear which is fired for knockback more than anything,
       designed to impact hard even through armor. More charges can be
       combined to make this hit harder. The wind bolt are made solely
       for piercing opponents, as they are intensely vibrating wind
       bolt waves fired through opponents. This is the only bolt spell
       that blocking is not a good idea for, and this technique more
       dangerous also because it can't be seen normally since it uses
       the air.
       Dark Element Bolt Fusion:
       ~Advanced users of the Bolt spell can combine different bolt
       spells together for a special bolt of elemental energy by
       charging a different bolt spell in each hand. For example, an
       earth and fire bolt could create a lava bolt which melts objects
       it passes through, or another lava bolt could be used to create
       a heated metal bullet attack designed to pierce, or a fire and
       ice bolt could create a fast firing knockback/piercing attack.
       Each Hazeldine usually can combine them in special ways
       depending on the ones they have an affinity for. Since the bolt
       spells is one of the simplest of the dark magic spells the
       Hazeldines have for elementals, the bolt fusion is meant to add
       depth and more ways to use the bolt spells so Hazeldines don't
       always have to rely on higher level spells. Advanced users of
       this bolt fusion can even use this to blast through higher level
       elemental attacks, such as a fire/ice bolt firing right through
       a lightning blast if the attack is strong enough. Of course,
       this requires the Hazeldine to understand how to combine the
       bolts and elements together, essentially making this dependent
       on their knowledge of the elements they use and how they combine
       the bolts.
       Dark Element Blast:
       ~These are blast dark magic spells designed to blast opponents,
       doing damage to an area or group depending on the element and
       spell used. The fireball spell charges a fireball, when can then
       be thrown at an area, and explode, damaging everyone nearby and
       doing knockback damage in addition to fire damage. The wind
       blade spell fires a blast of wind slashes, firing the waves with
       high vibration wind waves to slash opponents and pierce through
       armor and shields.
       Dark Element Spear:
       ~The spear spells are designed to be advanced versions of the
       bolt spell, in which they create lances of dark magic and are
       then fired at opponents. Each lance has a different effect when
       thrown, and when they hit opponent each has a unique effect.
       Each lance is condensed heavily, not only being able to be
       thrown, but can be used as a weapon in battle should the
       Hazeldine need to use it that way. The flame spear technique
       explodes when it pierces an opponent, often meant to blow up an
       opponent and anything nearby. The wind spear is purely for
       piercing as one would expect, and when used as a combat weapon,
       can pierce most weapons, armors and shields, being intensely
       strong vibrating wind waves in spear form.
       Elemental Combat Styles:
       Combat Style: Nine Rings of Fire Style:
       ~This style is based around fire, in which the opponent uses the
       heat from their bodies to enhance their physical strength and
       ability. Users become powerhouses, with this style being based
       around strength. While users can learn to attack quickly, this
       style is meant to be strong and defensive. Not only are users
       enhanced by this power tough to damage, but advanced users of
       this become hot to the touch, being able to burn opponents
       through physical contact with this style. This style's weakness
       is speed, as fast enough opponents won't be able to be hit by
       this style unless the user is sufficiently skilled to fight with
       speed as well as strength. Those who use this style are often
       seen as leaving burning rings of fire when they hit an opponent,
       which got it's name due to some Hazeldines attacking all nine
       vitals and leaving nine rings of fire on all nine vitals.
       Stepping Method: Flamestep:
       ~The flame step technique creates a generated heat at the feet
       through intense friction, which increases their kicking power
       and up their movement speed. This puts immense power to the
       legs, and can be used not only for enhanced strength kicks, but
       also can be used to jump immense distance, with some even being
       able to do power special jump kick moves to hit an opponent
       extremely hard. This stepping method is easy enough for fast
       opponents to keep track of, but they must be careful of the
       amped leg speed due to the friction enhancement of their leg
       strength. More advanced users of this often leave rings of fire
       on the ground when they step, often melting the ground where
       they step if they're not careful.
       Combat Blood Arts:
       Blood Art #1 Dark Blood Wave:
       ~This is a combat ability in which the Hazeldine harnesses their
       dark spirit energy in order to fire a blast of slashing waves of
       dark energy at an opponent. They first cut into their wrist or
       part of their body with their weapon, then slash while
       harnessing their dark spirit power. This ability can be avoided,
       or blocked assuming the opponent has the power to counter the
       number of slashing waves. This can be strengthed by now much
       blood is on the sword. So a weaker attack means the attack can
       be used more often while stronger attacks can't be used as it
       takes more blood.
       Blood Art #2 Power Strike:
       ~This uses the blood of the user to enhance their weapon's
       striking capability in order to cut through armor and shields.
       With enough blood, the weapon can pierce almost anything it
       slashes, with the elders of the clan being able to cut through
       Adamantium if they put enough power into it. This only increases
       the power though, and not the speed or defense. This doesn't
       reduce any stats either, and the strength increase is
       proportional to the amount of blood used in the technique.
       Blood Art #3 Blinding Slash:
       ~This power boosts the speed of the user for one combat round,
       in which they release a slash so fast, that the light from the
       weapon actually causes more damage if the wound connects. Most
       opponents only see a flash of light when this attack happens.
       However, this can only be used once, and the power sacrificed
       for this strike means this is a speed move, not a power move so
       it can't cut an opponent's armor or do severe damage. This
       technique is useful for attacking with speed and strength, but
       is difficult to master, especially with the light being
       dangerous to a Hazeldine, making this technique slightly
       dangerous for users who don't have strong enough darkness
       protection.
       Blood Art #4 Aura Breaker:
       ~This lets the attacker negate energy attacks with their weapon
       for two rounds. This move is designed for cutting through energy
       attacks to get close to an opponent so the attacker can close a
       gap or negate special techniques. This technique can be extended
       with more blood used, and can be used to negate almost any
       energy type attack, whether elemental, or any of the body's
       energy attacks or armor created by energy while this is in
       effect. Though while this is useful for breaking defenses, this
       technique can still be blocked by physical attacks all the same.
       Blood Art # 5 Super Sonic Slash:
       ~This lets the attacker fire waves of high frequency waves at an
       opponent. This is a single slash attack which can disorient a
       person if they are too close to it. This is designed more to
       scramble sound waves. The best way to avoid the affects is to
       counter with another element wave to cancel the wave. Dodging
       this attack actually makes the effect on the one attacked worse,
       often knocking them down on the ground if they dodge in the
       wrong way. Often the best way is to be at the start of the
       technique, which is where the effect is minimal. Though some
       opponents can still avoid it if they get far enough away from
       the area of effect.
       Blood Art #6 Soul Body:
       ~This ability creates a solid dark red clone which attacks the
       opponent according to the wielder's movements. This lets the
       attacker strike at the opponent with the clone, but if the
       opponent slashes the clone, the attacker takes no damage. This
       lasts two combat rounds. The attacker can still take damage, but
       the opponent must get around the Soul Body clone. This technique
       can be manipulated even when damaged or cut, as the blood clone
       can just reform while it's in effect. However, those who can use
       water or ice can negate this technique entirely, either freezing
       the clone or removing the water from the blood to harden the
       clone so it can't move.
       Blood Art #7 Blood Mist Prison:
       ~This ability requires the attacker to take a fatal injury,
       while their weapon is coated in blood. When the opponent hits
       with the attack, the attacker does a replacement power where
       they disappear and leave behind a blood clone of themselves. The
       blood explodes from the body and then solidifies in the area
       with the opponent. The blood solidifies in spikes, which can
       cause damage at almost point blank range where they strike the
       target. However, this is a one time use power because of how
       much blood it takes and is only recommended to avoid a fatal
       slash. Most consider this a last resort.
       Blood Art #8: Dark Blood Familiar: Locked:
       ~This art lets the user create a blood familiar from their
       weapon made of their blood. This can be as small as a rat, or as
       big as a tiger. The amount of blood to make this is proportional
       to it's size, so larger and more powerful familiars require more
       blood. However, when this is created, it will attack the
       opponent, and when close, it will explode into blood spikes to
       injure the opponent before it dispels. This technique is similar
       to elemental familiars used by the Darkfires, but this simply
       requires blood. Beating these are as simple as water users
       removing the water from the blood to harden them, or freezing
       them. Some can even dispel them with the right powers that can
       dispel blood.
       Blood Art #9 Blood Lock:
       ~This lets the attacker lock their position and harden
       themselves until they can't be hurt anymore. However, this
       requires completely standing still, and while the skill is
       active, the attacker cannot move as all the blood in the body
       hardens while this is in use. The user can use this to lock in
       place and avoid being damaged by an attack. However, the user
       can't stay in this for long, or they may leave themselves open
       when they come out of it, and won't be able to breath as none of
       their organs will work while it's in effect, including their
       lungs. Usually this can't be used for more than two combat
       rounds.
       Blood Art #10 Poisoned Blood:
       ~This attack poisons their blade with their blood, and if they
       are able to land the slash on their opponent, the blood on the
       blade enters the opponent's system and poisons them from the
       inside. This is a dangerous power that poisons the opponent for
       a short time until the blood of the opponent manages to get the
       blood to counter it with white blood cells. This can weaken or
       stop opponents for one to two combat rounds depending on their
       resistance to the technique. Opponents can avoid this simply by
       not getting hit by the attack, or if they are hit, they can
       purify the blood out of their system or bleed it out manually
       through cutting a vein so it can be removed.
       Werefox Abilities:
       Compass Sense:
       ~The user can sense directions like a compass, knowing where a
       specific direction is.
       Environmental Adaptation:
       ~User is able to survive and adapt to any environment and/or
       condition, being able to tolerate a wide range of temperatures
       and levels of moisture, any amount/quality of sustenance,
       breathable medium, etc. with little or no discomfort.
       Temperature Regulation:
       ~The user can maintain different levels of their own body
       temperature for extended periods of time, if not, indefinitely.
       Some users may even be able to manipulate their own body
       temperatures at will.
       Decoy Creation:
       ~The user can create a device or use any powers at their
       disposal to distract their enemies. This power can be useful
       when it buys enough time for the user to find a weak spot on the
       enemy. More advanced users can even trick enemies with
       Clairvoyance by causing their powers to detect the decoy instead
       of the user. Axel can create fire clones of himself as decoys,
       taking attacks for him. He can also use them to be at more
       places than once or just to mess with people.
       Fox Fire Manipulation:
       ~User can create, shape and manipulate fox-fire which usually
       manifests as fire, electricity and/or light. Kitsune who are the
       main users of this power usually expel it from their mouth or
       tails.
       Certain users may be able to use fox-fire for additional
       purposes, including hypnosis, draining life-force or even souls
       or as a form of travel, either by riding the fox-fire or
       changing into/becoming it. Although not a kitsune, Axel's fox
       fire is a mixture of fire and light along with it being hot
       enough to incinerate bone. He learned this from his demons due
       to his elemental power being fire.
       Werepire Abilities:
       Werepyre Vampire Dark Nature:
       ~Werewolves and vampires are creatures of the night by nature,
       and have dark natures by default. Werepyres share a mix of the
       werewolf's enhanced strength during the night when the moon is
       out, and the vampire's own ability to be at their strongest
       during the night. Due to this, this mixes a werewolf and
       vampire's natures to create a unique dark nature that mixes the
       two. Not only does a werepyre gain a werewolf's connection to
       the moon, but they also gain the vampire's connection to the
       dark. This often grants werepyre highly enhanced affinities for
       the dark arts, as well as for dark magic. Because of this,
       werepyres are able to learn both combat ability and magic
       (usually in the form of dark magic) due to their combined
       nature. And depending on the werewolf and vampire, they may also
       gain special abilities from their dark natures, such as a
       Lasombra born werepyre will be able to manipulate darkness and
       have an affinity for any abilities that let them manipulate
       darkness. Because of this nature, most werepyres have affinity
       for dark powers, and not as much affinity for neutral or holy
       abilities (usually they have no affinity for holy abilities). As
       such, this affinity does make them weaker to holy abilities, and
       those with holy abilities will be more easily able to kill a
       werepyre. Axel is a Hazeldine werepire, giving him access to
       Hazeldine abilities like dark and blood powers.
       Werepyre Shapeshifting/Trait Suppression:
       ~Just like other races, werepyres have the ability to shapeshift
       their bodies. Usually, they do this to take human form
       temporarily so they can hide among humans, but most use this to
       suppress certain bothersome traits. Typically, most werepyres
       will restrain their wings and their tail, and to a smaller
       extent, shorten their claws a little. In doing so, this grants a
       werepyre much more mobility, and allows them to save their
       suppressed traits for when they need them, such as only
       summoning their wings when they need to use them to fly.
       However, some werepyres learn to take advantage of this, even
       using a vampire's transformation abilities to change into other
       creatures. Some werepyres might take the form of a bat, or even
       take a rat form to avoid suspicion and get into human cities
       more easily. There are a number of things that can be done with
       this, and with both the werewolf and vampire power, werepyres
       have a lot of variety in what they can do compared to each race
       separately. This shapeshifting is usually limited though, and
       does require a werepyre's energy to use. As such, even going
       into a human form is usually only temporary unless the werepyre
       opts for a permanent human form through some means, which some
       will just to not stand out. Most werepyres can learn special
       transformation abilities, like changing into certain beasts, but
       this usually depends on the werepyre's heritage and what they
       are capable of learning to do with this power. Since Axel is
       half werefox, Axel has a natural talent when it comes to this
       ability, especially suppressing his true self to the point where
       he is as good as the former FBI agent, Eric.
       Werepyre Nightly and Moonlight Empowerment:
       ~Unlike vampires who gain enhancement during the night, and
       werewolves who gain enhancements depending on the moonlight,
       werepyres gain both enhancements. While werewolves would be
       stronger during the more bright phases of the moon, and vampires
       would be more powerful on the darker phases of the moon,
       werepyres are at the same strength every night, and are usually
       far more enhanced than werewolves or vampires due to having both
       enhancements. Werepyres gain passive enhancements and
       supernatural enhancements from how much moonlight is present,
       with the full moon representing a full power-up to their
       abilities. However, unlike werewolves, werepyres are also just
       as strong during the lesser phases of the moon, including being
       as powerful during a new moon with no moonlight due to the
       vampire's night time empowerment. Because of how these two
       powers work in combination, a werepyre is at their strongest
       enhancement every night, and operate every night even stronger
       than vampires or werewolves would be at their strongest due to
       the werepyres gaining power from both moonlight and lack
       thereof. This makes werepyres far more dangerous than normal
       werewolves or vampires, due to them always having an edge no
       matter how strong werewolf or vampire opponents would normally
       get. Just like both powerups, this is a passive enhancement, but
       also increases their werewolf and vampire abilities considerably
       when these empowerments are used. The only thing that takes away
       these empowerments is being out during the day, or opponents
       that use sunlight to prevent this power from being used at all.
       Though typically, killing a werepyre is usually best done during
       daylight. While many werepyres have resistance to the usual
       vampire's weakness to light, werepyres still lose this powerup
       during the day. Axel doesn't have moonlight empowerment due to
       him being half fox but he still gets empowered by the night
       which he will use to his advantage if he has to.
       Werepyre Connection to the Dark:
       ~Just as werewolves have a connection to nature, vampires have a
       connection to the dark that werepyres are able to take advantage
       of thanks to the vampire side. In this connection, a werepyre
       gains a powerful connection to the dark. It isn't just clans
       like the Lasombra that gain this connection, but the Lasombra
       are the ones that take the best advantage of this connection.
       For werepyres, they are able to use this connection to sense the
       world through the darkness, and even gain a special connection
       to the shadow realm if they have a strong enough sense of
       darkness. This sense allows them to not only sense the world
       around them, but sense how they can make the darkness stronger,
       and help a werepyre draw on it in order to gain new dark
       abilities. Because werepyres often learn to twist vampire and
       werewolf powers into something that benefits them, werepyres
       were able to do this with the connection to the dark as well,
       and learned to use this for a few different purposes. The first
       is that they are able to sense everything around them through
       the shadows, having a connection to see how much power darkness
       has over the world, similar to how werewolves see spirits and
       their influence on the world. By strengthening the darkness,
       werepyres twist and strengthen their own dark natures, enough
       that they are able to use this to make their own dark abilities
       stronger just as they use their nature connection to twist the
       dark to their advantage, with some stronger werepyres even being
       able to control dark spirits.
       Werepyre Nature Connection:
       ~Just as vampires have their connection to the darkness, the
       werewolves would have their connection to nature. However,
       unlike werewolves, werepyres use this nature connection to bend
       it to their will. They are connected to the world in the same
       way that the werewolves are, and are able to sense the flow of
       nature around them. This has a few different uses, with
       werepyres being able to do things like sensing people who
       disrupt nature even if it's something as simple as stepping on
       the grass nearby, or they are able to sense all the plants and
       animals around them and interact with them. As mentioned,
       werepyres tend to favor this connection not for trying to
       maintain nature like werewolves would, but werepyres are more
       interested in twisting nature to their own devices. This is the
       basis of a werepyre's abilities alongside their darkness
       connection, and allows them to use this to effectively connect
       with nature. When the connection is strong enough, werepyres are
       even able to sense spirits and their influence on nature, with
       werepyres often seeking to enslave spirits to do their bidding.
       This helps werepyres greatly, and allows them to use certain
       special abilities that are unique to werepyres. Some werepyres
       even develop special abilities using vampire and werewolf
       combinations of this power depending on what the affinities for
       the werepyre would be. Of course, since werepyres twist nature
       to their will rather than focus on maintaining it, they tend to
       make themselves enemies of most werewolf tribes pretty easily,
       and hunters tend to have more trouble with werepyres that can
       use this. Since Axel is half werefox, he still can use this
       ability but how he does it is more mischievous since he prefers
       to trick spirits into helping them instead of enslaving them,
       which is not much better. But he only use it as a last resort if
       he can't get answers the nice way.
       Werepyre Group Connection/Empowerment:
       ~Just like werewolves, werepyres are able to gain empowerment if
       they are able to be part of a tribe or pack, which is partly why
       werewolves often travel in packs as they gain power through
       their connection to each other. For werepyres, they are often
       solitary, but they have learned to modify this ability thanks to
       their vampire dark natures that let them twist their natures to
       their advantage. In the case of werewpyres, they are able to
       gain power when they are parts of a group or if they are working
       alongside other werepyres. This allows a werepyre to gain both
       physical and supernatural amplification when they are part of a
       group, whether they're a true member or not. Many werepyres will
       often try to fit into other groups to take advantage of this,
       partly to find people to fight alongside, or find groups to take
       advantage of. This usually depends on the group, but some groups
       might grant special effects, like if a werepyre groups with a
       Lasombra clan, they might gain enhanced darkness abilities, or
       working alongside certain werewolf tribes might grant them the
       benefits of the tribe (such as some might have a stronger
       connection to spirits and the tribe empowerment might allow the
       werepyre to use that connection). Some werepyres will even try
       to blend into human supernatural groups to try and gain certain
       benefits. Typically, the enhancements one gains depend on the
       group, and only get stronger if the werepyre is able to forge
       bonds with the group. The stronger the bonds, the stronger their
       empowerment gets. This means that while they can use this to
       join a group and gain a small enhancement, it is usually better
       for the werepyre to find a group that they can work their way
       into and forge bonds in the group, so that they can gain greater
       connection empowerment. This works on any group, though the
       effects are different for each group, and while they do have
       strengthening, they may weaken other aspects, such as being part
       of a vampire clan might make the werepyre more vulnerable to
       vampire weaknesses of the clan. Normally, this doesn't work well
       for those who are half foxes since they tend to live in
       solitude. Though Axel manage to make this ability work due to
       him being with Ansem, the twins (he treat his demons more like
       family) and Nyanda.
       Werepyre Nature's Sleep:
       ~This is an extension of a werepyre's connection to nature and a
       vampire's ability to gain power from sleeping in darker places.
       When a werepyre sleeps out in nature, they are able to recover
       from exhaustion and injuries far more easily, and are able to go
       into sleeps that can save their lives if they are near death.
       This is somewhat similar to a regenerative sleep that a dragon
       can go into, except the werepyre uses their vampire sleep
       recovery and their werewolf connection to nature in order to
       initiate this power. This allows werepyres to sleep anywhere in
       nature, whether it's in a tree, a werewolf tribe land, or even
       in a cave. When the werepyre sleeps, their injuries are able to
       heal through enhanced regeneration, and their exhaustion can be
       removed fairly quickly. Most werepyres only have to sleep about
       4 hours a day due to their advanced regeneration and recovery,
       but this is more for the times when a werepyre is hurt from
       battle or near death, and the werepyre can sleep until they've
       fully recovered. Most werepyres will find caves to hide out in,
       or secluded homes in the forest where they won't be bothered.
       Typically, the werepyre must go into sleep in order to do this,
       and while they don't sleep as deeply as dragons would, werepyres
       do sleep deeply enough that they can be vulnerable during this
       sleep. Most werepyres can be woken up from this fairly easily,
       so they usually don't have to risk dying in their sleep if
       someone comes across them, but this does slow down their
       recovery a bit if they aren't able to sleep for long periods of
       time to recover.
       Werepyre Bite: Cursed Bite:
       ~This is the ability that allows a werepyre to bite someone with
       their vampire-like fangs. When they bite someone, they can
       choose whether not to leave this cursed bite mark behind.
       Usually, werepyres will bite with their fangs when they want to
       drink blood, but they can also bite to put a curse on someone.
       If they are able to be changed into a supernatural, this curse
       will change someone into a werepyre as a result. This combines
       the vampire's ability to turn someone into their servant with
       the werewolf's mark that marks someone as belonging to the
       werewolf. By combining these, the werepyre is able to create
       servants out of this method, and bond to them at the same time.
       As a result, the person turned will be bonded as the servant,
       and the werepyre will become the master. Unlike vampire servants
       who can go crazy without the bond between the master and
       servant, werepyre bonds can only be broken if the werepyre that
       cast it is killed. And like vampires, the werepyre master will
       always be connected and know what the werepyre servant is
       thinking or doing at any given time due to their connection they
       have The person can be cured of this cursed bite, however, this
       can only be cured if a special formula is administered before
       the new werepyre eats flesh or drinks blood, as once they do,
       their curse will often corrupt them at this point and it will
       make the change permanent. If the werepyre that casts this is
       killed, the person affected will be free from being a servant,
       but they may be permanently changed if the person has devoured
       flesh or drank blood while being a werepyre. While some people
       immune to mind manipulation can avoid the personality change to
       a degree, they can be affected by the next part of the werepyre
       cursed bite ability.
       Werepyre Cursed Bite: Control Servant Curse:
       ~Just like vampires who make servants out of those they convert
       to their kind, werepyres are able to control their servants
       curse. Werepyres are able to use this curse as a connection to
       their servants, in which the werepyre can act depending on what
       they want to do. For example, when their servants need
       punishment, werepyres are able to torture their servants through
       this curse if they desire to, as the curse can be used to cause
       pain to the servants. And depending on what the werepyre wants
       to do, the werepyre is also able to do positive things for their
       servants as well, such as giving them new power through the
       connection, or the werepyre can use the curse to give the
       servant healing through transferring life force. Many werepyres
       can use this to control their servants, and the variations of
       what can be done usually depend on what the werepyre wants to
       do. Usually, this control is used to control the servant, and
       force them to do what the werepyre wants, though some werepyres
       also use it to build special bonds with servants if they are
       people precious to them. While this lets a werepyre exercise
       control over a servant, this cannot be used to kill a servant,
       no matter how much pain they are put in, as the pain is only
       administered through the curse and doesn't actually hurt someone
       physically. It is also worth noting that this doesn't actually
       mind control servants, but rather is used more for reinforcement
       of their servants. And as one might guess, this only works on
       those that the werepyre makes their servants, as this power is
       only used through those converted by the werepyre. Since
       werepyres also tend to be very secretive and hunted down for the
       danger they present to vampire, werewolf and human-kind, they
       typically prefer servants willing to do their bidding, rather
       than trying to force people into submission like most think.
       This curse can also be removed entirely if the werepyre desires,
       as the werepyre can take back the curse and remove the power the
       servant has if the servant proves to be too troublesome. Axel
       will not use this ability unless he has to such as saving
       someone's life. Though it is the person's choice if they want to
       be a werepire.
       Werepyre Acid Bite:
       ~Werepyres have a mix of vampire and werewolf physiology, but
       also have a unique aspect to their physiology. Their saliva/spit
       is acidic, which helps them digest what they eat. When a
       werepyre eats someone or something, they typically don't leave
       anything behind, and this power helps them quickly digest both
       blood and flesh. Many werepyres will even eat the bones of their
       victims, with this acid even helping digest bones when devoured.
       This is designed to help werepyres so they don't have to eat for
       so long, as werepyres typically eat more than vampires and
       werewolves due to needing both blood and flesh to survive. Most
       werepyres can even use this in battles, in which they can use
       their saliva when biting someone to do their acid bite. While
       werepyre teeth are still as strong as a werewolf's teeth and
       their fangs are as sharp as a vampire's, the werepyre can still
       devour someone pretty easily even without this bite. This bite
       is more a tool to help with digestion, rather than being used in
       battle, and the acidic effect of the saliva isn't quite as
       powerful as some more powerful acids. Typically, this is only
       done through bites, and while this can be dangerous to people
       bit by a werepyre, usually it's not life threatening unless the
       werepyre bites into a vital point. This acidic saliva is strong,
       but usually only works when the saliva comes into contact with,
       so avoiding getting bit is usually the best way to avoid the
       effects of this bite.
       Werepyre Superior Claws:
       ~Werepyres have claws similar to werewolves, but because of
       their vampire side, werepyre claws are longer and more powerful
       thanks to vampires being able to have longer nails that are used
       similarly to claws (most vampires have this in some form).
       Because of this, werepyres see themselves as having superior
       claws, which can slice through more than a werewolf's claws can,
       due to the werepyre having longer claws. These claws are strong
       enough to usually be able to tear through metal objects, and
       werepyres are able to slash opponents with these claws. This is
       part of a werepyre's physiology, one that is often used to tear
       apart their victims more easily, but also something they can use
       in battle to more easily pierce through opponents. Some stronger
       werepyres have the enhanced strength to spear through armor and
       shields with their claws, making their claws far more dangerous
       than werewolves and vampires. This applies not only to the claws
       on their hands, but also the claws on their feet as well.
       Werepyres also are able to regrow their claws if their claws are
       severed or even removed, due to their ability to regenerate.
       These claws are naturally sharper than werewolf or vampire
       claws, and are typically quite dangerous. Usually, werepyres
       have to be careful with their claws, and usually have to
       maintain them by trimming them, or else the claws will continue
       to grow. Typically, it's usually best to dodge a werepyre's
       claws, rather than try to block it, due to a werepyre's stronger
       claws and (usually) stronger physique they put into their claw
       slashes even without using werepyre skills.
       Werepyre Claws of the Beast:
       ~This is a power that allows a werepyre to use their vampire
       side to empower their claws, and allows a werepyre to use their
       vampire power to be used to allow the werepyre to create new
       techniques. For example, the most common way werepyres take
       advantage of this is by fusing darkness energy into their claws,
       so that their claw slash waves release waves of powerful
       darkness that is controlled by the werepyre. This can be used a
       variety of ways, depending on the werepyre and how creative they
       get with this power. Some are able to use this to fire claw
       slash waves of darkness, or some might even use this to spear
       people from a distance by using their darkness in their claws
       like a claw extension to try and extend their reach. This power
       can use a variety of vampire abilities, with some werepyres even
       having other unique abilities, such as some having shapeshifting
       abilities, or others having certain strength increase abilities.
       This power can amplify the cutting power of a werepyre's claws,
       and is used to allow a werepyre to cut through stronger armors
       and defensive abilities, with some werepyres being strong enough
       to use their darkness to pierce through energy defenses or
       barriers. Of course, as one might expect, using holy power can
       counter this to a degree if one can account for the increased
       power of the slash, but the best way to avoid this is to dodge
       the claw slash rather than trying to block it.
       Werepyre Invigorating Slash:
       ~By using their ability to absorb life energy, a werepyre is
       also able to absorb life energy through using their claw
       slashes, in which their claws are able to absorb life energy as
       easily as their fangs/bite is able to. When slashing enemies, a
       werepyre is able to absorb a small portion of life energy if the
       claws make contact with someone, depending on how deeply the
       opponent is cut by the claws. This power is designed to help
       when a werepyre takes down someone who is their prey, as
       absorbing their life energy is part of the feeding process that
       the werepyre takes advantage of so they can get more from their
       victims. This is specifically dangerous with certain other
       powers, such as if the werepyre has Bolshevik vampire powers
       that can set up feeding connections by touch. This power can
       even be used with other werewolf and vampire powers that absorb
       life energy, depending on what the werepyre's capabilities are,
       or how they apply their abilities to absorb life energy. When
       absorbing life energy, this can be used to replenish the
       werepyre's power if used properly in battle, and werepyres are
       able to use this to weaken opponents in battle. However, unlike
       one might expect, this is actually a conscious ability, as it
       requires concentration to use this power. This means that it is
       not particularly useful if the werepyre is too injured to
       concentrate, and isn't useful unless the werepyre wants to take
       the life energy of someone they slash. The best way to avoid
       this is to not let oneself get slashed by this attack, and given
       the werepyre's strength and claw slash power, it's usually best
       to dodge this attack rather than try to use defenses the
       werepyre might be able to pierce through. This also cannot be
       combined with other werepyre abilities like the Claws of the
       Beast, due to this requiring concentration to use and other claw
       slash powers usually also requiring concentration.
       Werepyre Vampire Discipline Learning:
       ~Depending on werepyre, and their training, werepyres are able
       to learn the vampire disciplines of any vampire clan that they
       have an affinity for. Every vampire clan has their own set of
       abilities and disciplines, which werepyres can learn if they are
       trained, or they have a strong enough affinity that they can
       learn these skills. For example, a werepyre born of the Lasombra
       clan would be strong in shadows, or certain other clan born
       werepyres might be stronger in other abilities. There are a
       variety of vampire disciplines, from physical combat, to
       transformation abilities, to even alchemic abilities. This
       depends on the werepyre, and what training they can obtain. Most
       werepyres usually learn vampire disciplines in order to find
       ways to enhance their power further, in which many will combine
       these with werewolf gifts to create special werepyre abilities.
       All of these often work similar to how they are used by
       vampires, and aside from certain modified disciplines, most
       still have the same strengths and weaknesses. What disciplines a
       werepyre can learn is dependent on their vampire heritage and
       their training, and unless they have an affinity for the
       discipline, they may not be able to learn it. For example,
       physical combat based disciplines usually work well for
       werepyres, but those without certain magic affinities that are
       required for alchemy won't be able to learn any thaumaturgy
       skills. And since vampires typically see werepyres as freaks and
       reject them from their society, most werepyres will have
       difficulty finding teachers who are willing to teach them,
       especially with werepyre's who twist natures to their advantage
       like many do in order to twist vampire and werewolf powers for
       themselves. Axel's mentor Ansem manage to find a powerful
       Hazeldine name Takeo to teach the kid Hazeldine so this wasn't a
       problem for the young werepire.
       Werepyre Werewolf Skill Learning:
       ~Werepyres are able to learn werewolf gifts, which are skills
       used by werewolves in a manner similar to how vampires use their
       disciplines. Each tribe has their own set of skills, many of
       which are taught by spirits. Typically, learning gifts can be a
       bit easier for werepyres, since werepyres have the ability to
       twist and enslave spirits, whereas vampire disciplines usually
       have to be learned by vampires of a certain clan. Werepyres are
       able to learn any werewolf gift or power that they have an
       affinity for, and can learn these skills as long as they are
       able to find a way to learn them. Since many of these gifts are
       taught by spirits, a werepyre usually only needs to find a
       spirit they can either convince to teach them, or twist/enslave
       to teach them. Just like disciplines, werewolf gifts are usually
       determined by affinities and tribe. Just like how werepyres use
       disciplines, werepyres also use werewolf gifts just like
       werewolves would use them, and can use them just as effectively
       as any werewolf. Depending on what tribe the werepyre is born
       from, they may be able to learn certain abilities, and many
       werepyres usually learn these to combine with vampire
       disciplines to create their own werepyre skills. As one might
       expect, any werewolf gift or skills used have the same strengths
       and weaknesses (unless they are modified by the werepyre), and
       can be fougth against the same way. And as one might expect, one
       still needs to have an affinity to learn a skill. For example, a
       physical combat based werepyre (which is common), will be able
       to use physical combat gifts, but ones that require affinities
       they don't have might not be able to be learned (such as magic
       based gifts cannot be used unless the werepyre has an affinity
       for the magic used in the power). Since Axel is a werefox, Axel
       does talk to some trickster spirits such as the fox or coyote
       spirits for assistance or tips on how to mess with someone,
       which they normally do either willingly or after Axel beats them
       in a task (battle of wits, a riddle, etc).
       Werepire Battle Skills:
       Werepyre Passive Skill: Deadly Predator Spirit:
       ~Werepyres, similar to werewolves, have their own way of
       utilizing their fighting styles. Where werewolves have their
       lunar spirit fighting abilities, or vampires that use things
       like clan abilities, werepyres developed their own power that
       uses their twisted darkness and nature abilities. This lets a
       werepyre focus their dark natures, and mix it with their combat
       in order to use certain supernatural and combat based werepyre
       skills that are powered by their dark nature and their will to
       fight. This is the most basic aspect of the werepyre's base
       combat, and powers most of the werepyre battle skills. This
       takes a werepyre's dark nature and uses it in combat for
       different effects. There are typically two major skill types,
       passive skills and combat skills. Passive skills are usually
       just passive upgrades to a werepyre that grant specific effects,
       while battle skills are conscious attack skills that the
       werepyre can use in a fight. Many of these skills combine
       vampire and werewolf abilities, or some may be created by
       werepyres specifically to combat opponents. Typically, there are
       a number of skills werepyres can learn, but most also develop
       their own specific skills, as there are those that opt for
       combining their own abilities uniquely. Since each werepyre is
       usually born of different heritages and has different potential,
       it is hard to categorize what werepyres have affinities for what
       skills, since different werepyres will have different abilities.
       Most of these abilities are combat or supernatural power based,
       using a werepyre's combat ability, and can be countered by other
       combat abilities or supernatural abilities depending on the
       skills.
       Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
       ~This is the second part of learning werepyre skills, in which a
       werepyre has to learn to manipulate the dark nature they are
       born with. Some are able to do this better than others, but most
       werepyres are born with dark natures that let them draw out this
       dark nature, in the form of using their werepyre energy to mix
       their darkness power from their vampire side with their cursed
       nature of their werewolf side to create a unique energy which
       they call cursed darkness. This is somewhat similar to corrupted
       darkness, except that the werepyres use this naturally, rather
       than having to create it. When using this, they can use this
       like any normal darkness abilities, with the exception that this
       darkness can be used to even fight other darkness users similar
       to corrupted darkness thanks to the cursed nature of this
       energy. This is the base power of their combat skills alongside
       their deadly predator spirit. This darkness powers most of their
       battle skills, while their deadly predator spirit usually powers
       more of the passive abilities. As a werepyre gets more
       experienced, they may learn to do more advanced darkness
       abilities, and may even make their battle skills more powerful
       if this skill becomes stronger since it's the base power of most
       of the battle skills. Typically, the way to counter this is holy
       energy, though the best is probably holy light which counters
       both the cursed nature and the darkness power. However, normal
       light can be used if it is concentrated enough to overpower the
       darkness, assuming the werepyre doesn't have any other enhanced
       darkness abilities.
       Werepyre Passive Skill: Arcane Terror:
       ~This is a passive skill that is generated by werepyres. Most
       werepyres learn this as part of their basic training where they
       are able to enhance their natures to terrifying levels. Similar
       to vampires who use disciplines that weaponize their very
       presence, werepyres also use this as a passive way to intimidate
       others using a fearless nature. Those not immune to fear
       manipulation will find themselves filled with fear when faced
       with the werepyre, as this is a passive skill that is always in
       effect. Depending on the presence of the werepyre, most use this
       in some fashion to strike fear into their opponents, usually as
       a tactic to scare off hunters and other opponents who might be a
       threat to them. This skill also gets stronger when the werepyre
       becomes angry or hateful, in which their negative emotions can
       fuel this and make this power stronger to generate more fear in
       others. Typically, this skill means that it takes someone with
       strong willpower to not be overcome with fear. Some werepyres
       who use this can weaponize it in a way to attack the mind, but
       usually only advanced werepyres will use it in this way. Those
       that are immune to fear manipulation or the effects of emotional
       influence would be able to resist this though, as will people
       with strong wills that can overcome their fear. This skill also
       only works as long as the werepyre is fearless, and if they
       become afraid, then this skill will stop working completely as
       long as the werepyre is afraid.
       Werepyre Passive Skill: Unstoppable Will:
       ~Similar to how some vampires and werewolves have certain
       training to avoid certain emotional changes (like the Darkfire
       Disciplined Mind), werepyres have their own special training
       where they passively focus their willpower into their darkness
       power. This grants them a passive skill that strengthens their
       willpower considerably, and can instantly free them from certain
       negative status effects. Using this, werepyres are able to break
       out of certain negative conditions like fear manipulation,
       psychic paralysis and stun abilities, and other body
       manipulation abilities. By using their immense willpower, their
       dark natures break them out of most psychic holds or
       manipulations that try to attack the mind or body, which is
       usually overpowered by the werepyre's own will. This power is a
       passive skill that is designed to be similar to skills like
       Disciplined Mind, and designed to help the werepyre focus their
       minds in battle. As one might imagine, this is a necessary skill
       to have in battle, so that werepyres can keep focused when they
       are in battle. Typically, this power uses a werepyre's willpower
       with their dark natures, so this skill only amplifies the mind
       as much as the willpower and dark nature of the werepyre will
       allow. While some have stronger willpower or dark natures than
       others, the combination usually determines how strong this will
       be. If a psychic power can overpower the werepyre's willpower,
       then it is possible to overpower this skill and affect a
       werepyre on a psychic level.
       Werepyre Passive Skill: Shadows of the Dawn:
       ~While most werewolves and vampires wouldn't be able to fight
       effectively during the day, werepyres have developed a skill
       that lets them fight during the day just as effectively as they
       do at night. By using the shadows of an area they are in, they
       are able to utilize amplification during the day, which
       amplifies them as much as the night would. By absorbing the
       shadows, the werepyre isn't affected by daylight, and can get
       around just as easily in the day. For most werepyres, they will
       find light unpleasant (Unless they are a type of werepyre that
       is not restricted by night, aka if they have daywalker power in
       them), but they will not be hindered by the light as long as
       they have shadows around them. Typically, the darker the place
       they find, the more amplification they will find, though they
       can fight effectively enough even with little shadow. While they
       may not gain amplification during the day from the night or the
       moon, they can use this skill to at least fight at their normal
       level even if they would normally be hindered during the day. Of
       course, while this skill does allow a werepyre to fight during
       the day, that doesn't mean they don't still have vulnerability
       to holy or light based abilities due to their strong darkness
       nature. And if an opponent takes away their shadows during the
       day, they will lose their darkness amplification they gain from
       this ability and might be weakened depending on the werepyre.
       Werepyre Passive Skill: Terror of the Night:
       ~Werepyres who train their combat usually train both vampire
       disciplines and werewolf gifts, in which they  combine the two.
       In combat, this usually results in them combining combat
       abilities of werewolves and vampires. For example, werewolves
       will use certain vampire abilities like celerity training or
       potence training that enhances physical combat, and also use
       certain werewolf gift training like lightning reflexes and pain
       resistance. Every werepyre has different balances of abilities
       depending on what they can do, but most werepyres use this skill
       to combine werewolf and vampire combat abilities in order to
       combine the best of both races combat skills. This makes
       werepyres extremely dangerous in physical combat, especially
       ones that focus on physical combat, since this skill allows them
       to utilize two different races combat abilities in ways that
       surpass the original powers of clans and prides. Werepyres,
       depending on their training and affinities, can combine their
       combat training in a number of ways, with some even combining
       certain other combat techniques with their werewolf and vampire
       powers (such as martial arts styles and weapon styles).
       Typically, this makes each werepyre different, and amplifies
       their combat abilities depending on their abilities. Because of
       the number of combination options werepyres have, all werepyres
       have unique combat abilities. However, while this is an
       impressive ability, most werepyres are limited by what physical
       affinities they have. For example, a werepyre that is more bulky
       may have more strength and defense, but may not gain as much
       speed, or a werepyre that is smaller in stature might be faster,
       but lack the physical strength. This also depends on the
       training of the werepyre and what skills they can learn that
       boost their physical combat, as the physical combat makes this
       power what it is. Axel's father was a lone werefox so he is
       unable to use gifts like his werewolf/ wolf born werepire
       cousins. Though he does make up for it by using trickery when
       brute force is out of the picture.
       Werepyre Combat Skill: Dark Rage Impact:
       ~This skill is a combat power that lets a werepyre enter a
       temporary beserker state. This state uses anger and negative
       emotions to strengthen the werepyre's dark nature, amplifying
       their darkness and physical abilities temporarily. When in
       affect, the anger and hatred of the werepyre makes the darkness
       power strong enough to overpower many other stronger forms of
       darkness and light, and allows a werepyre to use their darkness
       in far stronger capacity than they normally would be able to. In
       addition, a werepyre also gains highly enhanced combat abilities
       in this state, including making them move faster and increasing
       their strength immensely. By combining certain abilities like
       the werewolf gift desperate strength and the lunar werewolf
       fighting spirit ability rage impact and the vampire celerity and
       presence abilities, the werepyre is able to use this to
       dangerous effect, amplifying their abilities beyond vampire and
       werewolf amplifications of similar abilities. While this is a
       strong technique though, this is only a temporary increase in
       power, and a werepyre that uses this may lose control of their
       emotions depending on how strong their control of their anger
       is. Because this uses anger and hatred to power this skill,
       stronger uses of this skill result in far less control, but
       grant far more power in amplification. Meanwhile, weaker uses of
       this mean not as much amplification, but the werepyre will be
       able to keep themselves in control of themselves. This power
       also only works for a small amount of time (up to 2 combat
       rounds), as this power is only meant to temporarily increase
       one's power. Any werepyre that uses this for more than 2 rounds
       will take physical damage as their amplification will damage the
       werepyre's body as they try to continue to fight using this
       amplification.
       Werepyre Combat Skill: Dark Shield:
       ~When a werepyre is in danger of attack, they are able to create
       a barrier of darkness around themselves. This helps them defend
       against attacks, in which they use this as a defensive move to
       prevent themselves from taking damage from attacks. When used, a
       werepyre uses the cursed darkness from their bodies to create a
       barrier, in which the darkness locks the werepyre in place,
       allowing them to use the darkness to defend against attacks when
       in effect. When used, the darkness uses intense power to protect
       the werepyre, and can defend most normal attacks and plenty of
       projectile attacks. When used, this locks the werepyre in place,
       making the defense stronger than most other barrier skills by
       using the emission of darkness from the werepyre's body to
       strengthen their defense. Because of how this skill works, they
       cannot move while this barrier is in effect, and this requires
       darkness energy to keep the barrier going. This barrier is very
       difficult to break, but certain strong enough piercing abilities
       can break through this shield ability, as difficult as it might
       seem. Usually, besides aura breaker abilities/weapons,
       concentrated light and piercing lightning abilities are usually
       the best ways to break through this, if the opponent can gather
       the power needed to break the werepyre. And because this
       requires the werepyre's own darkness, this barrier technique is
       only as strong as the werepyre's own darkness, as this skill is
       powered by the darkness emitted from the body. Certain strong
       enough holy abilities can also more easily break this power as
       well depending on the holy skills used.
       Werepyre Combat Skill: Dark Beast Crash:
       ~This technique uses the darkness emitted from the werepyre,
       usually when the werepyre is in movement. When moving, the
       werepyre is able to use their darkness emitted from their body
       to enhance their physical and supernatural power when in motion,
       and is designed to be used during a dash or jump attack to
       amplify the werewolf's impact power. This was based on
       werewolves who jump around and use this to try and hit opponents
       with the force of their bodies, to which werepyres learned to
       utilize their dark natures to do something similar. Werepyres
       are able to use this while in motion, whether they are in the
       air, or using a dash, they can amplify themselves with this
       darkness to try and break through an opponent's defenses.
       Typically, this is best used against barriers and energy
       defenses, where the werepyre will use this to try and break
       through the opponent's defenses. This can also be used to boost
       movement speed when in motion, where a werepyre is able to use
       this in motion to boost their speed as much as their power
       (usually as a means to avoid an attack that they don't have the
       speed to avoid normally). Typically, avoiding this attack simply
       requires dodging the attack, and the werepyre usually moves in
       straight line when using this, unless they use an object to stop
       and change direction. Usually, trying to change direction is
       difficult with this technique, and when the werepyre comes out
       of this technique, they may be vulnerable once their dark
       amplification is no longer in effect since the werepyre will not
       be using the darkness to amplify their physical movement and
       abilities. This is another technique that is also only as strong
       as the werepyre's own dark nature, so natures would only be able
       to overcome defenses similar or slightly above their level of
       power.
       Combat and Passive Skills:
       Enhanced Chakram Skill:
       ~User displays aptitude for the way of the chakram and weapons
       of similar shape. The user possess great proficiency in agility,
       range, and accuracy and can find effective uses in both
       mid-range combat and close-quarter combat. Axel is a master of
       this weaponry skill to the point that he can use his abilities
       with little to no problem.
       Hazeldine Jujitsu Base Combat:
       ~The Hazeldines developed their own style of Jujitsu, a style
       based around empty handed combat or with small weapon and
       specializes in throws, locks, chokes and submission holds. This
       combat style is designed to defeat the strengths of armor which
       made striking ineffective in physical combat. Aside from their
       elemental combat styles, this is also a style in which all
       Hazeldines are trained before learning their elemental combat
       styles as this helps them take on opponents in armor, and is the
       base hand to hand combat taught. Some Hazeldines are also able
       to learn other styles based on this style, learning similar
       styles fairly easily once they master this style. Just like many
       Darkfires prefer things like Chinese or Japanese Kenpo, the
       Hazeldines specialize in Jujitsu.
       Celerity Art: Dark Sonic Step:
       ~This is a variation for Sonido, which Dovelthain developed as a
       modified version of the Darkfire art and the celerity art of
       stutter step, that was adapted to teach other celerity users as
       a supplement. This is a high speed stepping method, where the
       user disappears from view with extremely fast foot movement,
       requiring very fast footwork as well as strong legs. While in
       motion, the user is usually invisible except by faster opponents
       or users of similar stepping methods, and when they slow down,
       they become visible again. Advanced users of this art are even
       able to use the very air as stepping stones, being able to walk
       on air with powerful enough steps. Though this takes highly
       advanced users. The Hazeldine version is varied slightly, and
       when used, the Hazeldine's feet light up with a slight green
       light.
       Demonic Intangibility/Spiritual Plane:
       ~All Hazeldine demons exist on a separate plane from the living
       world. Normally, the Hazeldine demons are invisible and can't be
       interacted with except among other Hazeldine demons. Even the
       Hazeldines can still see the demons, but can't interact with
       them beyond speaking to them telepathically. This means that
       unless the demon is being channeled in a fusion, it can't be
       attacked, except by those who can first see the demon, and
       second have some sort of dimension cutter attack that can attack
       something on another plane. Though seeing the Hazeldine demons
       requires training, usually requiring another Hazeldine since
       their eyes are tuned to being able to see the plane the demons
       exist on. Though the Hazeldines, the demons can tune someone to
       see them specifically should they choose to. Usually, the demons
       aren't really there to attack directly, as they're mostly
       focused on being channeled through the Hazeldine and growing as
       they're fed souls.
       Demonic Reflection:
       ~While the Hazeldine demons are usually invisible to the naked
       eye, the Hazeldine demons are able to be seen by anyone when
       they are reflected from a mirror. Through mirrors or reflective
       surfaces, the Hazeldine demons can be seen by anyone who is
       looking at their reflection. This doesn't do anything for
       attacking them, but does allow some who would want to see the
       demons to see them without having to be trained by the
       Hazeldines. This does come with danger if they meet a hostile
       force, which usually results in Hazeldines avoiding places with
       lots of mirrors or glass if they are trying to stay hidden
       against opponents who might be able to attack their demons.
       Demonic Communication/Telepathy:
       ~Each of the Hazeldine demons have unique communication methods
       with outside world when they want to talk to people. This
       usually involves an item which the demon can channel their
       telepathy through, or some can use their mirror reflection to
       communicate with the outside world. Though the Hazeldine demons
       also have telepathy, in which they are able to communicate with
       those around them should they desire to. Of course, this is more
       for the talkative demons, as not all Hazeldine demons are that
       talkative. Each demon has their own means of communication,
       which is specific to the demon and how they want to interact
       with the world around them.
       Supernatural Strengths and Weakneses Expert:
       ~Since the werepyres have to fight other supernaturals just to
       survive, most learn everything they can about other races and
       become experts in almost every kind of creature, and while they
       specialize in werewolves, vampires and hunters, most werepyres
       can learn to fight many other types of creatures as well.
       Depending on their training, most werepyres have to learn how to
       fight all types of creatures whether they want to or not.
       Depending on the werepyre, some werepyres try to blend into
       crowds so they can search libraries on all manners of
       supernatural lore and creatures, and they know the strengths and
       weaknesses of almost every race, including spells, exorcisms and
       traps used against almost all manners of supernaturals.
       Depending on the age and experience of the werepyre, most learn
       as much about killing supernaturals as they can, as the more
       they know about fighting supernaturals, the higher their chance
       of survival in a world that constantly hunts them. Of course,
       werepyres typically use this opportunity to learn what they can,
       but most typically are only limited by the information they can
       find. Since most are outcasts from society, most have to learn
       through experience, or infiltrating human civilizations to find
       written information they can use.
       Supernatural Hunting and Tracking:
       ~Though not supernatural hunters themselves (usually), werepyres
       learn a lot of the tricks supernatural hunters use through
       research into supernatural hunting techniques, and picked up a
       lot of tricks to track people down partially through experience
       of hunting down supernatural threats, but also through the
       supernatural abilities the werepyres have like werewolf senses
       of smell. This has left them with not only a great sense for
       hunting down opponents they need to hunt down, but also left
       them with an innate ability to track opponents. Werepyres are
       able to learn to do very subtle things, like tell whether a foot
       print is his target or not by things like the shape of the boot
       and how deep the boot-print is, as well as also being able to
       tell where their opponents go thanks to circumstances like
       walking on plants, and animals that are unusually silent being
       signs of predators in an area. They usually have a sense of when
       opponents are near, as well as usually knowing which way an
       opponent is going. And thanks to supernatural senses as well as
       enhanced normal senses, almost all werepyres have a great sense
       of where things are around them. While most werepyres don't hunt
       supernaturals, they do have to learn how to track hunters and
       other creatures, due to needing to stay ahead of supernatural
       hunters and other creatures that might try to hunt them down.
       Supernatural Hunter Training:
       ~Exorcism, Weakness and Trap Knowledge: Most werepyres are
       trained or learn how to use exorcisms and traps for a multitude
       of creatures and mythologies, due to exorcisms and traps being
       very useful in their own survival. Werepyres typically use
       exorcisms and traps in order to take advantage of other races
       weaknesses, and typically use this on other creatures that are
       vulnerable to exorcisms and traps. For example, some werepyres
       know that holy oil works well for trapping angels, and even know
       demonic exorcisms to exorcise angels back to Heaven due to the
       occassional angel or demon who might try to recruit or hunt them
       depending on their intentions. For the most part, they also know
       how most supernaturals operate, in case they should find
       themselves up against other supernaturals. Most werepyres seek
       as many ways to exorcise and trap beings as possible,
       specifically for finding ways to trap stronger enemies they may
       have to run away from. As such, many werepyres that have been
       alive a long time have had the time to build up their knowledge.
       While many of them are vulnerable to holy power traps, they also
       use knowledge of these things to avoid their weaknesses thanks
       to so being smart enough to learn how these traps work. Most
       werepyres learn this in order to survive, and learn as much as
       they can with what they have. Typically, things like exorcisms
       and traps can easily save a werepyre's life in dangerous
       situations, and some werepyres have learned a lot about these
       not just through books, but by watching other supernatural
       hunters.
       Supernatural Hunter Extermination Experts:
       ~The other reason why most werepyres become experts in
       supernatural hunting techniques, besides just using them to
       fight other supernaturals, is so that the werepyres can learn
       how to fight against other creatures that hunt them. Most
       werepyres will learn how supernatural hunters operate, whether
       the hunters are human, werewolf, vampire or even demon or angel.
       In order to survive, werepyres learn everything they can about
       how supernatural hunters operate, and how to avoid most
       supernatural hunter traps. This is another aspect that makes
       werepyres especially dangerous, as their mix of werewolf and
       vampire abilities and senses give them what they need to avoid
       most normal supernatural hunter tricks and traps. Because
       werepyres encounter a lot of hunters of all types, they will
       often not only learn through books and training, but most end up
       having to fight to survive against all manners of creatures.
       Usually, hunters will hunt down werepyres immediately, and even
       vampires and werewolves may hunt down werepyres to remove them
       as threats. Because of this, werepyres learn quickly about how
       to avoid, counter and kill almost any manner of supernatural
       hunters. Most supernatural hunters have to be very creative
       about how they lure out werepyres, because of the fact that
       werepyres specifically stay on guard against supernatural hunter
       strategies and traps.
       Presence Suppression/Crowd Blending:
       ~Most werepyres learn how to suppress their presence using their
       shapeshifting skills, and learn how to blend into crowds. Some
       will take human form to hide among humans, though more advanced
       werepyres can walk through crowds wearing just a cloak and mask,
       and they never draw any attention from the people around them.
       Many werepyres will do this when they need to find people to
       devour, but also so that they can hide in plain sight among
       human populations. Because most human cities have masses of
       people that get around constantly, most werepyres utilize this
       to make themselves hard to track, usually making it where their
       presence is overshadowed by everyone else. Even werewolves who
       track werepyres may have trouble finding werepyres who are good
       enough at using this trick, as some use the masses of crowds to
       disguise their scent from anyone who is trying to track them.
       They also keep their presences suppressed so vampires cannot
       sense them easily, since many vampires have a strong third eye
       that can sense their presence if they're not careful. Most
       werepyres can even use this to hide out in nature, assuming they
       aren't hiding in werewolf or vampire territory, where they use
       this to keep their presence in the world as suppressed as
       possible.
       Assassination/Interrogation Training:
       ~Most wouldn't think werepyres would be experts in assassination
       and interrogation, but one would be surprised how often
       werepyres interrogate hunters and other vampires/werewolves that
       come after them. Many werepyres could become assassins if they
       desired, as some have even had to kill people hunting them. Most
       werepyres learn how to kill as silently, and learn how to
       interrogate people as needed. Most werepyres have their own ways
       of handling situations that require assassination or
       interrogation, though most develop some methods of doing so, as
       some may use weapons to kill their targets or may use their
       supernatural abilities to attack opponents. In addition to
       learning assassination techniques, most werepyres will also
       often learn interrogation techniques for those situations where
       they need to learn something from an enemy. Some werepyres will
       interrogate others through pain, though some more skilled
       werepyres interrogate by infiltrating a group to get close to
       their target by gaining their trust. For werepyres, this depends
       on the werepyres and their methods, as every werepyre will often
       have different methods for doing the job. The one thing that is
       common is that most werepyres have methods to assassinate and
       interrogate, which is something many werepyres have no trouble
       doing since they are constantly hunted down.
       Murderous Intent Sense:
       ~This lets those with this sense when an attack is coming. This
       is a skill warriors get by fighting constantly for many years,
       learning how to sense someone's murderous intent usually through
       encountering it first-hand. This lets the user read their
       environment as well as the spirits of people around them in
       order to see what attacks might be coming their way by reading
       an opponent's body language and the "sense" of people around
       them. This gives them a passive sense of reading people who
       might try to hurt them, as they can sense when someone is ready
       to attack. Some can sense this literally, but most sense it in
       an instinctive way once their instincts have been developed
       through constant fighting and battles. This gives the user time
       to dodge or avoid an attack, and to some extent, helps the
       person predict what opponents will do in a fight. For example,
       by reading an opponent's body language, such as how they move or
       how tense they might be, a user of this can read opponents.
       However, this sense is not perfect, and some opponents can't be
       read if they have similar skills or can disguise their murderous
       intent or they learn skills that can trick people with this
       sense. This sense is usually pretty reliable unless one can
       suppress their murderous intent, and is usually instinctive
       among people who have seen a lot of battle and those that have
       fought for their lives multiple times. The only real way to
       develop this is experience, as no amount of training can truly
       grasp how this sense truly works.
       Werepyre Bat-like Wings:
       ~Depending on the werepyre, some werepyres may gain specific
       vampire wings, but the standard wings of a werepyre are usually
       bat-like in nature that reflects the vampire side of their
       natures. Using these wings, werepyres are able to fly just like
       one would expect. Most werepyres who have these wings are able
       to use them like most vampires do, and can usually use their
       shapeshifting skills to suppress them when not needed. Some
       werepyres may have special abilities using their wings,
       depending on their heritage and abilities. However, one thing
       many basic werepyres have learned to do is focus their cursed
       darkness into their wings in order to use them like shields, due
       to the wings being fairly easy to regenerate, and their wings
       typically being strong enough to counter certain types of
       attacks. Some werepyres may or may not be able to keep their
       wings suppressed consistently, as some can only suppress them
       temporarily using their shapeshifting abilities, while some may
       be able to suppress them easily. However, no matter how one uses
       them, mostly all werepyres have vampire-like wings in some way.
       In battle, if these wings are damaged, then the werepyre won't
       be able to fly, and werepyres with special techniques using
       their wings usually have to have the energy to use their attacks
       (if it's a supernatural power). Due to being half Hazeldine,
       Axel's wings are demonic by nature when revealed.
       Werepyre Regeneration:
       ~Werepyres, like werewolves and vampires, have supernatural
       regeneration that can be used to heal themselves when they have
       taken damage. Werepyres have strong regeneration, and can
       regenerate from far more than many vampires and werewolves.
       Werepyres can usually regenerate anything as long as their heart
       or brain isn't destroyed. Werepyres also regenerate faster than
       most other vampires and werewolves, due to werepyres having two
       natures that grant them regeneration. Of course, some clans even
       have special regeneration techniques, so some werepyres may even
       gain special regeneration techniques of they are available to
       them. This is a passive skill that heals werepyres, and this
       power is sustained by their devouring of flesh and blood of
       either animals or humans, depending on what the werepyre wants
       to eat to sustain their power. Werepyres can be very hard to
       kill if one is not prepared properly, so it is always important
       for anyone who hunts werepyres to be prepared. For fighting
       werepyres, silver is usually the best thing one can have, since
       silver can be used to kill a werepyre just like werewolves.
       Silver is often essentially when trying to kill a werepyre, and
       usually certain holy powers can also help kill werepyres more
       easily. Certain things like death scythes and other regeneration
       negation weapons/abilities can also be used on werepyres, just
       like vampires and werewolves. Unless they have special
       regeneration like demonic regeneration, most werepyres are able
       to be killed by either beheading, or destroying the heart or
       brain of the werepyre.
       Werepyre Heavy Stander:
       ~Because of the werepyre's body structure, most werepyres are
       extremely hard to knock back. Due to their strong and bulky
       muscles, werepyres are able to take many attacks without
       flinching, and most are heavy enough they are barely knocked
       back with impact damage. While werepyres still take damage, they
       are much harder to knock back, and much harder to stun through
       physical damage unless they are taking an attack that's stronger
       than they are. Typically, most werepyres are able to shake off
       normal damage thanks to their regeneration and their body
       structures, and require very strong attacks to knock them off
       their guard. Thanks to this, most werepyres are difficult to
       stun or disable using physical force, usually only being
       vulnerable to other creatures as bulky and powerful as they
       typically are (though some that stay in human form may not have
       this bulk and therefore won't have this passive ability). Most
       werepyres with this take highly reduced damage from physical
       attacks, and are much harder to fight than many other types of
       opponents. However, while they are harder to damage and harder
       to knock back, this means that things that do hurt them and
       overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werepyre more easily due to them not
       moving back, or certain attacks that break their defense may do
       more damage due to knockback often helping disperse physical
       force a bit on impact.
       Affinity for the Darkness/Dark Arts Power:
       ~Because of the werepyre's dark natures, werepyres have a nature
       steeped in darkness. Typically, darkness is something most
       werepyres can specialize in very easily, and some can even learn
       powerful darkness abilities, including dark arts and dark magic
       (if they have magic ability). Many werepyres can learn a variety
       of darkness abilities through their werepyre skills, though many
       don't stop at werepyre skills, and some move on to things like
       dark arts in order to advance their power further. Most
       werepyres learn how best to utilize their dark natures with
       experience, and many learn different abilities that will help
       them utilize their dark natures to their fullest. Depending on
       the werepyre, some have different ways of taking advantage of
       this, such as the Lasombra using shadow control vampire
       disciplines. Typically, the only werepyres that don't have dark
       natures are werepyres that are the spawns of things like holy
       vampires/werewolves, or purified vampires/werewolves. As such,
       most werepyres are fairly predictable in how they will have dark
       natures. However, while they have an affinity for darkness, this
       means that they have a major weakness to holy power, just like
       vampires and some werewolves do. Most werepyres can utilize this
       affinity, but as they gain stronger darkness abilities, their
       weakness to holy power goes up alongside their strength in
       darkness abilities.
       Werepyre Fangs Blood Drain and Flesh Devouring:
       ~Similar to how vampires have fangs that are designed to draw
       the blood of those they bite, werepyres also have this feature.
       While they have vampire fangs, they also have werewolf teeth
       designed for devouring the flesh of victims. Because of this,
       werepyres are specifically built to devour both blood and flesh
       of their victims. By devouring flesh and blood, a werepyre
       sustains both their vampire and werewolf sides, usually using
       their feeding to eat their victims. It is rare for werepyres to
       leave anything behind when their done, as their acid bite allows
       them to even eat the bones of their prey. Due to being part
       werewolf and vampire, werepyres have to eat more to sustain
       themselves, so they have to learn how to not waste any prey they
       get. This means that when werepyres eat their victims, whether
       they be animal or human (as they can survive on either one
       depending on their preference), werepyres can't afford to waste
       their food. Typically, werepyre teeth are very strong, and even
       their fangs are usually strong enough to chew through bones when
       paired with their acid bite. Without flesh and blood of either
       animals or humans, a werepyre cannot sustain themselves and will
       eventually starve themselves if they don't eat. Usually if they
       get hungry enough, the werepyre will become feral, and lose
       their sense of self until they eat, or some werepyres may lose
       their mind and devour themselves if they are hungry enough.
       Depending on the werepyre, some may have to eat more than
       others, depending on what it takes to sustain their power.
       Usually, humans or animals are the two major things that sustain
       a werepyre's power, with rare exceptions of those that eat
       vampires or werewolves.
       Werepyre Monster's Stomach:
       ~Werepyres are a somewhat unique creature, due to the fact that
       they have a unique digestive system. They are able to eat almost
       anything, due to their stomachs being extremely strong and many
       even being able to eat monsters with poisoned blood. However,
       the main thing to note about werepyres is that werepyres are
       able to absorb properties and abilities from supernaturals and
       monsters they eat, and can use this to gain new abilities. This
       is similar to vampire and werewolf abilities to gain power from
       eating supernaturals, except that werepyres specifically use
       this to get stronger, as their bodies will change and adapt
       slightly as they eat monsters and supernatural creatures in
       order to allow them to use certain abilities. When eating a new
       type of monster or supernatural creature, the werepyre may gain
       special physiological changes as a result. For example, if they
       were to eat a ghoul (a type of creature that eats corpses), then
       their physiology might change to allow the werepyre to eat
       corpses as well, or they may gain special abilities the ghoul
       had. This is usually dependent on how the werepyre reacts to the
       creature's physiology upon devouring them. Some werepyres may
       only gain resistances to certain things, or some might gain new
       supernatural abilities. It isn't known what causes this with any
       consistency, but werepyres are certain of one thing: This is a
       very useful way for a werepyre to gain new abilities and
       resistances. However, typically, this usually only happens when
       a werepyre eats a new type of creature. While the werepyre can
       gain powers through vampire and werewolf power gains, this
       ability is somewhat unique in that it makes subtle changes to
       make the werepyre more versatile without giving them the race
       weaknesses (each power gained still has it's normal weaknesses),
       and doesn't change the physiology of a werepyre too much
       compared to normal power gain abilities that might change the
       physiology drastically.
       Werepyre Supernatural Life Span:
       ~Thanks in part to their regeneration, and the fact that no one
       really knows of any werepyres that aren't hunted and killed
       rather than dying of old age, no one knows the life span of a
       werepyre. While a werepyre can still be killed in battle, or
       killed in a few different ways, it is unlikely they'd die of old
       age for a very long time. Typically, vampires and werewolves
       have regeneration that breaks down over time, which results in
       them not being able to regenerate as much and their age starting
       to show. However, this process usually takes thousands of years,
       and there are vampires and werewolves that have lived for tens
       of thousands of years, and some that have even been around since
       the heaven/hell wars. Because of this, no one is completely
       certain how long a werepyre lives for, but if their lives are as
       long as werewolves and vampires, a werepyre will not get old
       unless their regeneration starts to break down as they get
       older, which means that it's possible that werepyres could live
       for an undefined amount of time. While this doesn't mean that
       werepyres cannot be killed, it does mean that it is very rare
       for them to die of natural means, and even if it were possible,
       a werepyre's ability to come back from death using the werepyre
       skill Return from Hades may even save them (no one knows for
       sure). Because werepyres are hunted and killed long before they
       have a chance to get old, usually werepyres have to worry more
       about being killed by hunters and other enemies that will hunt
       them down to kill them than how long they'll live before they
       die of old age.
       Supernatural Telepathy:
       ~This ability lets a werepyre communicate telepathically with
       anyone they can connect to, similar to werewolves and vampires.
       Typically this power lets them reach out with their mind, in
       which they use it to tune to a person if they know where they
       are in order to communicate with them. This lets them
       communicate with other people without having to speak, with them
       being able to share thoughts directly with others whom they can
       connect to. However, the user has to know where the person is to
       use this since they have to know where to send their thoughts.
       However, this doesn't apply to those who establish permanent
       connections, such as connecting to other family members or
       allies that can be done through special connections. This lets
       them 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
       (only those with permanent connections). Those who are set up
       with permanent connections have to accept the connection, and
       even then, they can sever it if they choose to. This is
       typically not something that is used in combat, since it's just
       for communication.
       Werepyre Environmental Adaption:
       ~Because of a werepyre's body structure, werepyres are very good
       at adapting to the environments they stay in, partially thanks
       to their connections to nature and darkness, and their ability
       to twist those natures. As such, werepyres are very adaptable to
       most natural conditions, and they are able to adapt to these
       conditions even among those without elemental abilities. The
       most common adaption that werepyres have is their resistance to
       extreme temperatures. Werepyres are able to handle the extreme
       cold of the artic, or they are able to handle the hottest of
       desert heat. Usually, werepyres are adaptable enough that they
       can shake off freezing water, and they can even shake off lava
       without being too affected. This means that most temperature
       changes are not going to have much effect. However, this also
       applies to werepyres who go to other altitudes, such as higher
       altitudes that have less oxygen. Most people would have trouble
       adapting to higher elevations, but werepyres are able to adapt
       fairly easily even in these situations. Werepyres are able to
       adapt to almost any condition nature could throw at them. To
       werepyres, they are not usually bothered by these conditions.
       For werepyres, many often see extreme cold or heat as just a
       slight bother rather than something that might put them in
       extreme conditions. However, this only goes so far, and
       werepyres don't completely change physiology in order to adapt.
       While werepyres can become resistant to temperature changes and
       oxygen changes, they cannot change their physiology to do things
       like breathing underwater or surviving in the vacuum of space
       unless they were to eat certain supernatural creatures who could
       and gain their physiology in order to use their abilities.
       Werepyre Reduced Sleep Requirement:
       ~Because werepyres have powerful regeneration, and their
       connections to darkness and nature that they gain power from,
       werepyres sleep far less than most other creatures. While many
       creatures would have to sleep at least 8 hours, werepyres only
       sleep four hours a night, and are very light sleepers compared
       to other beings. Part of this is because werepyres learn to live
       with being hunted all the time, and most develop their sleep to
       be light so they wake up at signs of trouble. Unless they are
       injured or going into special sleep, werepyres don't need much
       sleep. Through four hours, werepyres get enough sleep that they
       are able to operate just fine without needing to sleep any more.
       While some may still nap during the day just to pass the time,
       werepyres don't have to sleep more than four hours, even if some
       do. Typically, this mostly applies to those that stay in their
       werepyre form constantly, as many human form werepyres often
       sleep more like humans than they do like full werepyres. This is
       a fairly simple physiology trait, which is standard for
       werepyres. And when injured, they have their Nature's Sleep
       ability that lets them recover from being injured or near death.
       Werepyre Senses and Enhanced Reflexes:
       ~Werepyres, like vampires and werewolves, have highly enhanced
       senses. Werepyres have a werewolf's sense of smell, and they
       also have vampire and werewolf enhanced vision, hearing and
       touch. While werepyre's ratio of enhanced senses vary from
       werepyre to werepyre, most have a mix of werepyre and vampire
       senses, which give them more range than most other creatures. In
       addition, though, werepyres also have highly enhanced reflexes,
       in which they can react far more quickly than most other
       creatures thanks to their enhanced senses. Werepyres are able to
       use this to their advantage, such as using their senses to hunt
       down their prey, or using their reflexes in battle to avoid
       enemies more easily. However, while werepyre have impressive
       senses, the stronger the werepyres senses, usually the easier it
       is to overwhelm them. Specifically, werepyres most vulnerable
       sense is their sense of smell, which can be overwhelmed much
       more easily than any other sense they have due to them having a
       werewolf sense of smell. These senses are fairly basic, and are
       common among supernaturals. Every werepyre has a different
       balance of senses, and some might have stronger senses than
       others.
       Werepyre Thermal Sense and Darkvision:
       ~Thanks to their unique natures, werepyres have to extra senses
       that they can use as well. The first is a type of thermal sense,
       in which werepyres can see something depending on how much heat
       is generated. This is not necessarily a standard thermal vision,
       but more that werepyres are able to sense and see objects based
       on the heat they give off. This helps werepyres see things they
       might miss, and can let them see heat in a unique way by
       combining their werewolf senses with their vampire supernatural
       sense. The other sense is darkvision, which combines a werewolf
       ability to sense what happens when little light is present with
       a vampire's dark nature to create a darkvision ability that lets
       werepyres see no matter how much light is present. Werepyres are
       able to see in pure blackness just as easily as they would
       during the day. Due to this, werepyres see just as easily with
       no light. Most werepyres prefer night enough that they consider
       light more of a bother to their vision than a help. It's not
       certain if these could be called senses or just variations of
       their sense of vision, but either way, this gives werepyres
       special abilities that help them out immensely more than many
       other werewolves or vampires. This ability is typically not
       easily overwhelmed, though flashbangs and other intense light
       sources can affect a werepyre more than a normal being depending
       on the werepyre.
       Werepyre Third Eye/Presence Sense:
       ~Werepyres, like vampires, have a special ability many refer to
       as a third eye. Using a werewolf's supernatural senses and a
       vampire's senses, werepyres are able to use these senses just as
       effectively, and are able to use their third eye like many
       vampires. In addition to seeing things beyond the physical,
       werepyres are able to perceive the presences of others through
       this sense, and and able to use this in combination with their
       supernatural power of being able to sense others. Werepyres are
       able to use their third eye to do a variety of things, like
       seeing through things like illusion powers, or using their
       werewolf power to sense spirits using their third eye. When used
       to sense the presences of others, werepyres are able to use this
       to sense not only other people, but they are able to sense what
       the person is, as well as how powerful they are as long as the
       werepyre can tell what presence they're sensing. However, this
       can be deceived by skilled opponents, sometimes things might not
       appear 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. While this isn't always the best
       judge of someone's abilities, it can provide a slight insight to
       help the user as to what they face or what's around them.
       Werepyre Meditation and Mind Protection:
       ~Through meditation and physical training, werepyres are able to
       block out outside influences, designed to be a meditation method
       to help ki users focus their ki and train their mind. This helps
       werepyres center their concentration, and helps the werepyre
       grow in their ability to use their supernatural abilities as
       they learn the right meditation methods. This also makes
       werepyres immune to mind manipulation, as this meditation
       creates a protection around the user's mind and allows the user
       to learn to block out specific influences, and works similarly
       to powers like disciplined mind or iron will. Unlike some who
       can still enter someone's mind even if they're forced out, it
       isn't possible to enter a werepyre's mind or affect their mind
       at all when this protection is active, as some werepyres use
       their cursed darkness to create a specific protection of dark
       energy around their mind. This uses the body's cursed darkness
       to protect the mind, even if that's not the actual purpose of
       this meditative training. This also lets the user manipulate
       their own mind, concentrating and influencing their own emotions
       using their darkness in their mind, usually to help them enter
       the right emotional states to use their abilities. Though they
       can't enter their own mind's inner world like some mind
       manipulation users can, as this is not designed to enter the
       mind's inner world, just control the mind in a basic way. Some
       werepyres may have specific training of other ways to do this as
       well.
       Escape Artistry:
       ~The user can escape all manner of bonds. The user mind
       deductively analyzes knots, fetters, bonds, etc.
       Werepyre and Combat Trained Enhanced Physical Stats:
       ~Werepyres, as one might guess, have highly enhanced physical
       stats, which they not only have from their werepyre heritage,
       but through any combat training that they might go through in
       order to learn to fight opponents. Because werepyres have to
       fight vampires, werewolves and hunters, werepyres have to
       develop their combat abilities or risk being killed. Many
       werepyres are known for their mix of vampire combat disciplines
       and their werewolf gifts, in which many werepyres have highly
       powerful physical stats that make them among some of the more
       powerful creatures. While human form werepyres are rare, human
       form werepyres usually have enhanced strength and speed, being
       able to outclass many types of supernaturals when used with
       their vampire and werewolf combat abilities. Those that don't
       have human form normally are often known for defense and
       strength, with most werepyres being large, bulky and very
       difficult to overpower or take down. However, the stats are
       usually dependent on the werepyre, as every werepyre will have
       different combinations of physical stats depending on their
       heritage, abilities and training. Because of this, it's hard to
       specify exactly how to fight each werepyre, though just like
       most fighters, most werepyres still have the same weaknesses as
       other fighters, specifically that most fighters that specialize
       in one or two stats usually have one stat that suffers.
       Werepyres are known for having the best of both werewolves and
       vampires, which means that strength, speed, defense, durability,
       agility, and even stamina are highly enhanced. As such,
       typically werepyres are known for being tough combatants.
       Transformation(s):
       Human/Werepyre Form Shapeshift:
       ~For most werepyres, werepyres either stay in their normal
       werepyre form, or they use a human form. Depending on the
       werepyre, most use one or the other, and save the other as a
       backup form they can use. For example, many werepyres may use
       their werepyre form normally, but may switch to human form when
       they need more speed and agility rather than defense and
       strength. Typically, this depends on the werepyre and what forms
       they stay in normally, as their backup forms are usually
       temporary forms they take. While physical abilities may change
       between forms though, a werepyres supernatural abilities usually
       stay the same whether they're in human or werepyre form. Most
       werepyres have had plenty of time to forge both their human and
       werepyre form into powerful combatants, and many tougher
       werepyres have learned to use their human and werepyre forms in
       different ways to give them more versatility in battle. However,
       it is only their physical abilities that change, and their
       supernatural powers stay the same (unless they have some sort of
       special exception like a special transformation or something
       that utilizes their form in a unique way). Usually, these forms
       are best combated depending on the form's stats, and opponents
       that switch forms, usually do so to change their physical stats.
       So if an opponent keeps that in mind, they might be able to
       counter this change which is just a simple change that only
       changes the battle slightly compared to what one would think.
       Axel is comfortable in his human form more than his werepire
       form to the point that he has beaten full grown werebeasts in
       his human form. Though if needed, he will use his werepire to
       battle stronger opponents, which doesn't bother him at all.
       Advanced Demonic Werepire Form:
       ~Once the bond between demon and vampire has reached a strong
       enough stage, a Hazeldine is able to use an advanced fusion,
       where the Hazeldine and the demon fuse their powers together.
       This grants them an enhanced demonic vampire form similar to a
       demonic vampire release where they gain enhanced dark magic and
       demonic powers, with all of their vampire and demonic powers
       being enhanced in this form. When in this form, the Hazeldine
       often takes characteristics from their demon, such as gaining
       birdlike features from birdlike demons, or gaining wolf-like
       features from wolf-like demons. Some advanced forms also combine
       the vampire's dark magic with the demon's unique demonic
       abilities, depending on the vampire and demon and if they can
       sync their powers correctly. This is a highly enhanced form,
       though the Hazeldine has to be careful in this form, as this
       form is temporary, as it takes stamina to maintain.
       Since Axel is a werepire, his form is a demonic version of a
       werepire engulfed in flames, though he does look like a kitsune
       with wings minus the multiple tails. In this form, Axel gains
       highly enhanced speed, strength and durability.
       Become the Beast:
       ~While werepyres usually use werepyre or human form depending on
       their abilities and this doesn't change much, this
       transformation is quite a bit different. This power channels the
       inner power of a werepyre, and brings out their monsterous side
       in the form of a highly enhanced werepyre form. When used, this
       makes a werepyre more beastly, such as increasing certain
       werepyre features like longer ears, or making the werepyre's
       claws longer, usually to give the werepyre enhanced features
       that make them far more dangerous. For example, longer claws
       mean that their claws are more powerful, or something simple
       like their ears being longer could be improving their hearing.
       These changes also apply to amplifying a werepyre's abilities,
       where they gain highly enhanced dark nature, and all of their
       abilities gain a passive amp. Some werepyres even gain special
       abilities when in their beast form, such as some might gain
       specific darkness abilities. Some are able to combine their own
       vampire or werewolf clan or tribe releases or transformations
       with this form to create a more powerful form. When used, this
       form is more powerful, but typically werepyres are more
       vulnerable to holy powers when in this form (unless they are a
       holy or purified werepyre, in which case they gain a different
       transformation usually since this is a dark nature
       transformation). This form is usually more vulnerable to silver,
       or other werepyre weaknesses, as the amplification of power does
       also make them more vulnerable to weaknesses.
       In this werepire form, Axel looks like a feral fox demon
       engulfed in flames and wings (if they are revealed). He also
       have a smile that almost resembles the Joker. This form almost
       looks like if his demons possessed him but if he goes too far,
       they will either try to pull him out if anyone else isn't around
       to help him or couldn't do it, or they will be forced to possess
       his soul and take over, trying to calm him down and tell the
       person who made him this way off (like a child telling a bully
       to leave them alone). Axel really hates using this form since it
       makes him feel like a monster, especially since every time he
       gets into this form, someone he cares about gets hurt. So he
       will only use this form if he's alone/in a safe distance from
       his allies and friends, in a critical condition or if he's
       severely enraged (friend is killed, etc).
       Weaknesses:
       While having the powers of a vampire and werewolf may sound
       great, this also means that werepyres have twice as many
       weaknesses due to having two races powers. Just as the werepyre
       power comes with great ability, so too does it come with
       weaknesses. The most common one is silver, as both most vampires
       and werewolves are vulnerable to silver. Usually, werepyres are
       also vulnerable to holy power as well, due to their dark natures
       and their usually corrupted natures. Another power that works
       well is light abilities. While werepyres aren't too bothered by
       light usually, light abilities can still do damage to them due
       to their dark natures, with holy light working especially well
       on werepyres (usually). Typically, any power that kills a
       werewolf or vampire will work on a werepyre, though silver is
       usually the best thing to use if one doesn't have holy power.
       While killing werepyres is difficult, it is possible to kill
       them, usually if one is prepared enough. Most werepyres have
       dark natures, and those that don't usually just have holy
       natures that change their weaknesses from silver and holy power
       to gold and unholy powers. Werepyres are strong creatures, but
       they are still just as vulnerable as werewolves or vampires even
       if their bodies are stronger. Axel is half werefox, which means
       that he is vulnerable to silver like most of his werebeast
       buddies are. Although he's not as strong as wolf born werepires,
       he's still pretty dangerous due to his trickery and wits. Though
       he is still vulnerable to holy powers due to him being half
       Hazeldine vampire.
       Werepyres typically have the weakness of whatever training they
       have. Specifically, if they are trained in a vampire clan or a
       werewolf tribe, they will have both the strengths and weaknesses
       of the clan or tribe. For example, a werepyre who is trained in
       a specific clan will have the same weaknesses as other clan
       members, such as the Lasombra who are more vulnerable to light
       abilities due to their darkness manipulation. This depends on
       the werepyre, and typically this applies to any clan or tribe
       they have the powers of. This means that while they are able to
       gain more abilities and training, they also gain more weaknesses
       to go with those strengths. For example, a Lasombra and Get of
       Fenris werepyre would have the weaknesses of both the Lasombra
       vampire clan and the Get of Fenris werewolf tribes. Every clan
       and tribe weakness cannot be listed due to the long list, and
       most werepyres aren't always limited to vampire clans and
       werewolf tribes, as some may have heritages in other aspects as
       well. For example, a werepyre that has magic will have the
       weaknesses of a magic user. This just depends on the werepyre,
       and their abilities/training, since each werepyre is unique.
       However, some werepyres may lose certain weaknesses depending on
       how their powers combine, such as certain vampires immunity to
       silver might make a werepyre immune to silver and vulnerable to
       something else instead. Typically, this is rare though, and
       depends on the combination for powers the werepyre has. Although
       he doesn't have much disciplines or any gifts due to his
       physiology, he still have Hazeldine weaknesses that can still
       affect him.
       No one knows how werepyres became so hated, whether it was a
       werepyre's ability to twist dark nature and nature connections
       that drove fear into vampires and werewolves or the werewolf and
       vampire's rejection of werepyres that drove them to twist their
       natures to survive against both vampires and werewolves. However
       regardless of what came first, werepyres are typically rejected
       by anyone who knows about them, whether it's a human, vampire or
       werewolf. Vampires often hunt werepyres down because of how
       werepyres often pose a threat to the vampires superiority in
       dark natures, werewolves often hunt werepyres down because of
       how werepyres twist their nature connections and use their
       ability to absorb the life energy of the world itself when they
       desire to, and humans often hunt werepyres because werepyres
       typically are threats to humans since werepyres are seen as
       human eaters just like vampires and werewolves even if they
       don't eat humans. Because of this, there is usually no place for
       werepyres in the world, and most have to become solitary in
       order to survive. Ones that find places in groups or
       organizations are usually quite lucky, but working solo is
       usually a very difficult thing to do, especial when being hunted
       by groups of vampires, werewolves and even humans. As such,
       werepyres are typically very untrusting of people who try to
       befriend them, and they usually don't work well with others
       despite their group empowerment ability that lets them gain
       power from being part of groups. Since Axel is a fox born
       werepire, he doesn't get along well with other wolf or dog like
       creatures, especially with wolf or dog born werepires. Axel is
       one of the lucky few werepires to find people who actually does
       like and cares about him, though this can be used against him.
       Hazeldines have to be careful of their demons, as some demons
       will take any chance they have to take over the Hazeldine's
       body. Should the Hazeldine not be strong enough to handle the
       demon, the demon can take over temporarily, possessing the
       Hazeldine. If the possession lasts long enough, the demon will
       slowly replace the Hazeldine's mind with their own, resulting in
       the Hazeldine no longer being themselves, but eventually can
       become permanently possessed by the demon. Once this happens,
       there is no recovery of the Hazeldine as their mind is gone
       forever. This means all Hazeldines have to be careful. Over
       time, this isn't as much of an issue as the demon and Hazeldine
       forge their bonds together through meditation and battle, and
       more experienced Hazeldines and demons will work together
       instead of fight for control during hard times. Should a
       Hazeldine be taken over, they are often hunted down and killed
       by the clan, and the demons will then serve its own purposes,
       assuming they are still in control of themselves, as some demons
       can also lose control if they aren't careful. And if this
       happens, sometimes even the Hazeldine's soul is absorbed by the
       demon as they permanently fuse together. Axel gets no special
       treatment for this weakness, despite him and his demons getting
       along well. One false move and he will lose himself if his body
       fails him or if the twins possess him for way too long since
       they're also pretty young.
       For the most part, Hazeldine demons grow through soul devouring.
       This means that if a Hazeldine is unwilling to let the demon
       devour souls easily, their demon cannot grow. The soul devour
       ability is not just for growing a demon's power, but also for
       sustaining it's power. Just as the Hazeldines need human blood
       to survive, the Hazeldines need the energy from souls to sustain
       and grow their demon's power. If the demon doesn't grow enough,
       or the growth isn't proportionate to the growth of the
       Hazeldine, it can create a lopsided bond between the two and can
       lead to the demon turning on the Hazeldine if the Hazeldine
       doesn't do what it can to give the demon what it needs. This
       also hurts the bond between the Hazeldine and their demon, as
       they two have to remain in sync in order to fight effectively,
       and a lopsided power bond can cause a lot of problems in a
       fight, such as the demon not having the strength to support the
       Hazeldine, or if the demon is too strong, the demon can take
       over entirely.
       Every one of the combat styles of the Hazeldines can be
       countered by other fighting styles, and the elemental combat
       styles can be negated by opposing elements if one uses them
       properly, such as canceling out the nine rings of fire's effects
       with ice. While most Hazeldines can still boost their combat,
       this doesn't mean they can always beat an opponent with their
       combat abilities. And their blood arts require blood to use, and
       most skills power are proportionate to how much blood is used.
       Even the experienced fighters in the styles of the Hazeldines
       can lose to more powerful and/or experienced combatants if they
       have a better fighting style or are smart enough to figure out
       how to counter their fighting style.
       Despite his raw abilities and potential, Axel is still young in
       werepire years and is still learning how to balance his
       werebeast and vampire side, especially since he doesn't know
       much about his father. The same goes for his demons due to them
       being young despite them training to becoming stronger and
       feeding on the souls and spiritual energy given by Axel. Still
       more experienced beings, especially werepires can find ways to
       overpower him, forcing Axel to use his wily tricks to save his
       tail.
       Weapon(s):
       Eternal Flames:
       ~Axel's main and signature weapons. Each Chakram is circular and
       red, with silver spikes and circles around the edges, and two
       black handles shaped in a cross in the middle. Axel is very
       adept in the use of his weapon; he can throw them, use them as
       shields, or use them as melee weapons. He performs some unique
       attacks, including juggling them against an opponent, or
       throwing one across the entire battlefield continuously.
       He also uses them in conjunction with his elemental fire
       abilities, setting the tips or the whole on fire before throwing
       them. He can set his Chakrams on fire from afar, acting as a
       remote detonator. The flames are immensely hot, especially when
       using fox fire which is his signature flames despite him not
       being a kitsune.
       Personality:
       Axel: Axel acts as cocky as he was before he lost his memory. He
       retains his competitive streak, which he does when playing games
       or training with his friends Nyanda and Ryuko. Although he is
       called Axel by his vampire clan and is stuck with the name, he
       likes to be called Lea at times by those close to him.
       Eventually, he grew to like both names.
       Despite his fox like attitude at times, Axel cares very deeply
       for his friends, as shown in his determination to help Nyanda
       feel comfortable since her previous world was destroyed by the
       Order. He has a fear of his friends disappearing, after what
       happened to those like Isa, Roxas, and Xion (he believed that
       all three of them were killed or worse). Axel has a close
       relationship with Nyanda and Ryuko to the point that he sees
       them as his little sister and is reminded of his old friend
       Xion, which sometimes makes him a little emotional, no matter
       how good he hides it. His relationship with the hybrid girls
       drive Lea to fight to protect them and their teacher, even if
       he's wounded or inadequately armed.
       Ninoka and Natsuko: Despite them being fox demons, the twins are
       jolly girls who are often seen together. However cute they may
       be, they are certainly not soft. They are very mischievous and
       uses mean-spirited language for their age; language that they
       inherited from mainly Nyanda even though she insists her
       attitude is nowhere near as bad as the twins. Although their
       actions sometimes don't matter their intentions or actions, such
       as insisting that Axel is bothering spirits when they insisted
       on making a spirit cough up important information. Despite their
       harsh words, the twins are close to Axel. Like their kind, the
       twins shows enjoyment in fighting people, especially if they
       think the opponent is a bad person. Other than that, the twins
       knows each other well and they get along very well; to the
       extent that impostors can't trick them and they never normally
       fight. The twins also shows an overwhelming love of desserts and
       sweet things.
       Bio:
       ((Will do later. Have to work on a bio with Cat and Raven since
       it involves their OCs))
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