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#Post#: 5168--------------------------------------------------
Lea "Axel" Hazeldine
By: Coolcat207 Date: June 29, 2020, 11:00 pm
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"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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