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       #Post#: 5244--------------------------------------------------
       RP Profile: Milos Sojikov
       By: Zorbak the Ebil Moglin Date: July 8, 2020, 10:52 pm
       ---------------------------------------------------------
       "I’m not sentimental. I am Russian." Milos "Blank" Sojikov
       "Bratva have saying: 'The shark that doesn't swim, drowns.' You
       must learn to let go of past."
       "You play... What's the American term... 'douche' very well." -
       Milos to Malcolm Merlyn
       "We don't pay for our sins. The people closest to you will
       always pay the most for your sins. So who will pay for yours?" -
       Milos to Hei Darkfire when they met
       "Bratva means 'brotherhood'. You die for them, they die for you.
       You must trust each other. Bratva are your brothers. Your old
       family, gone. The Bratva are your only family now." - Milos
       introducing a new person into the Bratva.
       "Yes... I've been hunted my whole life. And I don't care. I'm a
       very dangerous creature. I kill anyone in my path who threatens
       my existence. That is life of a werepyre. I don't need pity or
       people trying to 'save' my soul. I've found a path that utilizes
       my skills and that's the best I'm going to get." - Milos about
       being a werepyre
       "Such a burden... Always being right." - Milos joking about how
       often he's right in arguments
       "Chinese Mafia... League of Assassins... And criminal
       syndicates of United States. You sure are getting much
       influence, Mr. Reaper." - Milos to Hei
       After Milos found one of his people dead, and he puts a bottle
       of Russian vodka in the arms of his dead comrade during his days
       of training alongside Kindron.
       Kindron: What are you doing?
       Milos: It's for journey to afterlife. It makes good gift in
       Heaven but even better bribe for Satan.
       When Milos met Malcolm Merlyn.
       Malcolm: Malcolm Merlyn. Second in command of the League of
       Assassins. He says, introducing himself.
       Milos: Milos Sojikov. Gangster. He says, introducing himself to
       Malcolm Merlyn.
       "He's known as 'Blank' in the police files because they haven't
       found enough on him to give him a codename yet so his codename
       is blank. No one knows how many jobs he's associated with for
       sure, because the only thing they find in his crimes is that
       there's nothing to find. And that's the ones that he hasn't
       pinned on someone else because he's that good. Intelligence
       communities are starting to think he's a myth and the crimes
       he's accused of are just done by different people good at
       covering their tracks... That's how good he is. Makes us look
       like a couple of amateur assassins." - Malcolm Merlyn to Hei
       while studying Milos Sojikov
       Name: Milos Sojikov
       Alias: Blank (Known for being a ghost to authorities)
       Other Known Nicknames: The Ghost, Non-Existent, Invisible Man
       Age: Unknown
       Species: Werepyre
       Gender: Male
       Hunter Group/Team:
       - Bratva (Russian Mafia Organization): Leader
       - Ghosts of Legion: High Level Member
       Weapons:
       - Modified Silenced 9mm Makarov Pistol: This is Milos's own
       weapon, which is a standard military issue Makarov pistol. This
       pistol was modified by Black Sun, and the gun was enchanted with
       a few different modifications. The first is that the bullets
       fired are enhanced with speed magic, allowing them to not only
       be fired faster, but also hit like an anti-tank rival round.
       This allows Milos's gun to be able to fire with intense power
       and speed compared to normal guns. The other aspect of Milos's
       gun is the optional silencer part of the gun that is enchanted
       to completely remove sound completely, making it a true
       silencer. Most people aren't aware that silencers don't work at
       all like they do in the movies, as they typically only reduce
       the sound, not silence it completely. This allows Milos's to use
       his gun on assassination missions, which he can use to silently
       shoot someone. He also has another enchantment, in which the gun
       has a special enchantment to block metal manipulators and
       magnetic manipulators from affecting his gun or the bullets
       fired from it, due to the increase in people with elemental
       abilities as of late. The last aspect is that Milos's bullets
       are usually special bullets, with him having varanium bullets,
       holy silver bullets, and even demon/angel power seal sigil
       bullets.
       Werepyre Race 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 affinites 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.
       - 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.
       - 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.
       - Red Moon Enhanced Moonlight Power: When in the red or blue
       moon, the nature connection and lunar empowerment abilities give
       the werepyre special enhanced modes just like werewolves, where
       they are able to draw the unique moonlight into their power.
       When in the red moon, the werepyre gains a corrupted mode where
       their abilities all become more powerful and they gain a massive
       powerup from the red moon. Most werepyres gain more power with
       the red moon than they do with the blue moon, but this comes
       with a price. Typically, when in the red moon, most werepyres
       become much more ferocious and they seek to kill their enemies
       as brutally as they can. While most werepyres learn to control
       this with time and training, werepyres still have to be careful
       on these nights, and many werepyres who do lose control often
       hide from the moon light when this night comes around due to the
       dangers of who they might hurt, as most werepyres often try to
       avoid killing unnecessarily so they can avoid supernatural
       hunters. This also makes all of their abilities corrupted power
       equivalents during these nights, where all of their supernatural
       abilities and werepyre abilities become corrupted and are able
       to hurt almost any creature due to the corruptive energies they
       generate in the presence of a red moon. Only the most ferocious
       of werepyres typically carry red moon energy outside of red moon
       nights, and many try to avoid the power altogether due to what
       they become. However, those that do try to utilize this outside
       of nights of the red moon must be careful, or else they could
       eventually lose their sense of self and become feral werepyres,
       as the unnatural red moon light can eventually overwhelm the
       rational mind and eventually destroy a werepyre's ability to
       think rationally just as easily as it can a werewolves. Of
       course, a counter to this ability is sun light manipulation, due
       to sun light being able to counter lunar light manipulation, and
       some sun light manipulators are able to completely negate the
       powerup of the red moon if they use it on a werepyre enough,
       though keeping them from regaining the amp requires usually
       getting them out of the moon light.
       - Blue Moon Enhanced Moolight Power: Just as the werewolves gain
       abilities during the red moon, they also gain special abilities
       during the blue moon. During the blue moon, the werewolf gains a
       purity with their nature connection that surpasses their normal
       connection, and gains highly enhanced ability to connect to
       nature during this time. During this, the purity of their
       connection lets them use their supernatural abilities at a
       highly reduced cost, and can amp their special abilities
       considerably. To an extent, depending on the werewolf, some can
       even gain unique abilities only usable during this time, such as
       some with magic being able to use special spirit magic that
       purifies corruption and gives the werewolf a pure neutral
       nature. This lets them more easily influence the world around
       them, for better or worse depending on the werewolf, and allows
       them to use enhanced power at reduced cost. While in this mode,
       the purity of their power is also able to damage almost anything
       due to the neutral pure nature of their connection with the
       world. When in this mode, werewolves also gain a calm focus, and
       lose much of their natural ferocity in favor of concentration
       and purity of mind (For better or worse). However, while it is
       possible to store the energy of a blue moon up for later use, it
       is hard to use when not in a blue moon, and werewolves cannot
       usually handle too much of this energy outside of nights of the
       blue moon. Due to how unnatural stored blue moon energy is, it
       can overwhelm a werewolf's natural connection, and temporarly
       damage a werewolf's nature to the point that they could lose
       part of their werewolf connections to nature and the moon.
       Typically, sun light manipulation (if it can be created in the
       presence of this moon light) can counter this power, and do more
       damage to werewolves who use this since sunlight typically
       counters lunar light manipulation.
       - Werepyre Werewolf Spiritual Tuning: Similar to werewolves who
       connect with nature and vampires who use spirits, werepyres with
       this specific nature connection have a special connection to the
       spirits that make up the earth and the elements of the earth,
       and are far more tuned to the spiritual realm than most
       creatures would be. These spirits are normally invisible and not
       able to be interacted with by most people, even most who think
       they know all the spirits often find they don't know how the
       spirit realm dictates the very world's elements. This may seem
       simple, but this lets werepyres connect to the world much more
       than most who connect to nature, as they aren't just connected
       to nature, but are able to also interact with those spirits for
       another way to interact with nature. Depending on the skills of
       the werepyre, some werepyres have specific ways to use this, and
       some can even develop their own ways to use this to their
       advantage depending on their affinities. Unlike werewolves who
       usually seek balance with nature, werepyres seek to bend nature
       to their will using their dark power, possible as a result of
       their vampire desire to control. Werepyres are also able to
       percieve the world's flow of life and death as a result of this
       power. For the most part, this just lets werepyres have a closer
       connection with the world around them, not really being too
       useful until one learns to use certain spirit based magic or
       spirit arts. For werepyres with this ability, they focus more on
       usually finding ways to absorb nature's power, rather than try
       to preserve nature like most werecreatures which could lead to
       some werepyres who learn dark arts, or even use dark spirits to
       their advantage as a result.
       - 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
       mantaining 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.
       - Werepyre Dark Hypnosis: Many are familiar with some vampire's
       who have the ability to hypnotize their human victims. For
       werepyres, they are also able to do this, in which they can use
       different kinds of arts to put people under a hypnosis. The most
       common is using their werewolf connections to nature to connect
       to animals, in which they can hypnotize animals to fight for
       them. However, some also use this on humans to get them to do
       what they want, specifically if they want to manipulate a human
       into doing something for them. This art is usually done through
       eye contact, in which werepyres, similar to vampires, will
       usually use some sort of visual hypnosis to put their victims
       under this power. This power is a fairly basic vampire power,
       but can be far more dangerous when used by werepyres, in which
       they can use this for different abilities as well. Werepyres
       typically don't focus on this unless they have to, as this power
       is usually just used to lure their prey to them, and werepyres
       usually just overpower most of their prey. Those with strong
       wills are able to resist this power, and those with immunity to
       hypnosis abilities would, of course, be immune to this. This
       power usually only works with simple commands, depending on the
       hypnosis art (as some vampires have special ways to use this),
       and typically, stronger commands will result in tougher
       resistance. Usually, the best way to use this is to make simple
       commands that are easy to follow, as some more complicated ones
       will meet heavy resistance. For example, even a werepyre (who
       are stronger than vampires) cannot make someone kill themselves
       with this usually, due to the command being a command that will
       be heavily resisted against in the subconscious, while a command
       like making someone give the werepyre an object in their
       possession is usually easier to obey. Typically, the more risk
       to the victim, the stronger their minds will be able to fight
       against the hypnosis. It is also worth noting that this
       typically only lasts a certain amount of time depending on the
       hypnosis, as some special arts will use this longer than others.
       - 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 teh 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. As the head of the Bratva, Milos
       gains highly enhanced assassin and combat abilities, due to the
       Bratva being a mafia group, and them killing people who break
       the laws in Russia (even killing supernaturals who kill humans).
       With these enhanced assassin abilities, Milos is great at hiding
       from people, and great at covering his tracks to the point that
       police don't even really know much about him and what he's been
       involved in.
       - Werepyre Earth and Plant/Animal Manipulation: Just as
       werepyres are able to sense the flow of nature, so too are
       werepyres able to manipulate that connection with their dark
       natures. This ability uses the werepyre's dark natures to twist
       nature around them, usually to their advantage. The main use of
       this is that werepyres are able to make the earth attack
       opponents, such as having a spike of rocks come up out of the
       ground to spear an opponent, or manipulating nature to create a
       mud or quicksand pit in order to trap opponents. On top of
       manipulating the earth around them to a degree, werepyres are
       also able to use their connection and dark natures to make
       plants and animals attack opponents, using this power to use any
       means the nature around them has to attack opponents. This could
       be having plants trying to trap opponents, or having animals try
       to kill opponents that wouldn't normally be violent. This
       usually depends on the werepyre and what they want to do, as
       some werepyres have better abilities to control nature than
       others. Typically, werepyres aren't able to manipulate the earth
       as well as earth manipulators do, and usually cannot manipulate
       plants as easily as some plant manipulators, but werepyres are
       still very dangerous when one fights them in their own element.
       This is usually best countered by luring the werepyre out of
       forests and nature areas, as fighting them in places like cities
       or other areas without much nature for them to manipulate will
       usually keep them from being able to use this power too much.
       - Werepyre Spirit/Dark Spirit Enslavement: Unlike werewolves who
       often work alongside spirits or vampires who work alongside
       darker spirits, werepyres focuse more on bending spirits to
       their will rather than trying to live alongside the spirits.
       Because of the natures of werepyres, usually spirits and dark
       spirits both avoid dealing with werepyres, so werepyres had to
       come up with a way to use the spirits to their advantage or else
       they would lose their advantage over some vampires and
       werewolves. This power is designed to allow werepyres to enslave
       spirits and dark spirits alike, usually depending on the spirits
       that the werepyre wants to use, and depending on how powerful
       they are. Once enslaved, the spirits are manipulated by the
       werepyre, and are forced to serve the werepyre as long as the
       werepyre is able to maintain their hold on the spirits they
       enslave. Typically, spirits and dark spirits can be used to do
       different things, but many werepyres use them to give themselves
       advantages, such as using spirit arts to fight opponents, or
       calling on spirits in fights to fight opponents. Spirits can be
       useful for many things besides battle though, as werepyres can
       also tie spirits to objects or other things, or even seal away
       spirits that bother them. Typically, this enslavement only works
       on spirits or dark spirits that are at the same level or weaker
       than the werepyre in power, as some stronger spirits are
       typically able to resist this or may even be immune to this
       power if they are powerful enough. The spirits enslaved are also
       more vulnerable to spirit killing weapons, or certain spirit
       purification abilities.
       - Werepyre Life Force/Soul Manipulation/Absorption (Optional):
       Because werepyres feed on the lives of others just like vampires
       and werewolves, werepyres have developed arts to drain the life
       force and souls of victims. Typically, life force manipulation
       allows a werepyre to absorb or manipulate life force they've
       absorbed through feeding, which is usually done through certain
       werepyre arts or through feeding (usually through a bite).
       Depending on the werepyre, they can take life force or soul
       energy, or some more powerful ones might take both. This came as
       a way for werepyres to get more out of their food, since they
       try not to waste anything that can be devoured. When absorbed,
       soul energy can be used for soul arts or soul powers, be used to
       make familiars out of the soul or soul power can be used to
       simply revitalize the werepyre. Life force can be absorbed and
       used to replenish the life of the werepyre, usually keeping them
       young and giving them a supply of life force to use for
       different things. Among this, they are also able to absorb and
       give their life energy to others, usually doing it to empower
       people close to them, or this life force can be used to heal and
       replenish allies of the werepyre. Of course, this energy can
       only be absorbed during feeding, unless the werepyre has
       specific energy absorption arts to allow it to be done through
       touch, and this is usually just to make use of feeding so that
       werepyres don't have to feed as often since they absorb more
       from their victims than werewolves or vampires do. Depending on
       the werepyre and their abilities through their werewolf or
       vampire powers, most werepyres can do take this energy in some
       form, with some having more advanced arts if their vampire or
       werewolf heritage have specific arts to use that they can learn.
       - 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 transfering 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.
       - 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.
       - Werepyre Werewolf Skill Learning: Werepyres are able to learn
       werewolf gifts, which are skills used by werewolves in a manner
       simliar 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).
       Werepyre 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.
       - Unique Passive Werepyre Art: Dark Chaos Drive: This is a skill
       that Wolfwing developed himself that Milos was able to learn
       from him. This passive skill absorbs chaos energy and fuses it
       to Milos's darkness energy to create a chaotic amplification of
       Wolfwing's supernatural and physical abilities. This
       amplification is strong, but it's main advantage is that it
       amplifies Wolfwing at a chaotic nature, which constantly changes
       how much the user is amplified by this power. The amplification
       the user uses allows them to fight passively in a constant
       amplified state, constantly changing the amplification. This may
       seem like it would hinder most warriors, but with proper
       adaptiveness, Milos is able to use his natural combat ability to
       compensate for the changes in this skill's chaotic nature. This
       skill is designed for unpredictability, in order to make the
       amplification chaotic enough that even the user cannot predict
       how his amplification will change from moment to moment. By
       adapting and changing as his amplification changes, Milos uses
       this to keep his movements as unpredictable as possible, as he's
       constantly having to adapt and change his combat in order to
       adapt to his skill's changes, which makes him nearly impossible
       to predict even by those that know Wolfwing's and Milos's combat
       style, because of the fact that even Wolfwing himself doesn't
       fully know how this amplification will change. By taking
       advantage of this, Milos is able to keep his physical stats from
       being read by his opponents, due to them constantly changing.
       Typically, this is a constant state of amplification, though
       this really doesn't make Milos too strong, as his amplification
       is constantly moving up and down on the amplification spectrum,
       making it sometimes where he's at lower amplification. While he
       is in constant amplification with this, opponents are usually
       best to attack at times when he's in low amplification modes, as
       he will be more vulnerable than when in higher amplification
       modes.
       - 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.
       - Werepyre Combat Skill: Dark Howl: This skill is based on
       certain werewolf howls that utilize a werewolf's power. Among
       known gifts of werewolves are the Lupus gift of shattering howl,
       or the Get of Fenris gift scream of Gaia. Depending on the howl
       used, a werepyre is able to use their dark nature to combine
       with this howl to create a powerful sound wave which is designed
       to inspire fear into others. This emits a powerful shockwave
       which can knock opponents off their feet and disorient them
       using physical force. In addition, most werepyres can also
       paralyze opponents when they use this, using the dark nature
       stun an opponent if they are caught in the soundwave of the
       howl. Depending on the powers used, this can be further
       enhanced, such as werewolf gifts that empower one's howl, or
       vampire disciplines that amplify a vampire's voice somehow. This
       power can be useful, as the wave is strong enough to shatter
       stone when the sound wave hits, making it a good combat tactic,
       even if the opponent isn't affected by the paralysis or the fear
       manipulation. As such, this skill can have many uses, and some
       werepyres can even emit frequencies that might knock people out
       if they are able tune their howl to certain frequencies. This
       power is a pretty basic skill, and it mostly uses the voice of
       the werepyre to utilize it as a weapon. Because of how this
       power works, the sound waves become the major weapon, and if an
       opponent knows this, they can usually find ways to counter it,
       such as using water to dull the sound waves, or using something
       to block the sound waves completely. This also requires the
       werepyre's voice, so a good punch to the throat could interrupt
       this ability completely if an opponent catches the werepyre
       getting ready to use this skill, or using some sort of power to
       prevent the werepyre from howling.
       - 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: Life of Gaia: Werewolves are familiar
       with how nature connection to the world works, and the
       connection to the earth, while vampires are familiar with how to
       steal life energy (at least many are in some form). By combining
       these two aspects, a werepyre is able to absorb and manipualte
       the life energy of the world around them, whether they use it to
       attack, or they even absorb it to make themselves more powerful.
       Because werepyres twist the world to their advantage, this power
       is no different, in which werepyres usually use this in order to
       twist the world's energies to their own benefit. Most werewolves
       would normally use a power like this to redistribute life energy
       more evenly among creatures of the world to balance life, but
       werepyres often will use this more for themselves rather than
       the world around them. Most werepyres use this to absorb it to
       heal themselves, or they may use it to attack opponents with if
       they are vulnerable to it. This is similar to certain sage
       abilities of some other races (IE absorbing energy from the
       environment), and this power is more or less like absorbing life
       from the world's energy. Some werepyres can even use this to
       heal others, or some more advanced werepyres might even be able
       to manipulate certain creatures without conscious thinking minds
       (like plants and animals) more easily due to their ability to
       twist life energy to their advantages. Just like any life energy
       though, a werepyre must be careful with this, as they cannot
       absorb too much life energy or they might disrupt their own
       balance of life and death energy, and they must also make sure
       they don't overwhelm themselves with this energy as too much
       energy will physically damage them. Typically, only a certain
       amount of life energy can be absorbed from certain areas, as the
       plants and animals will often die when this is used (unless the
       werepyre is simply redistributing it to heal plants or animals,
       or using it to heal someone), and once gone this energy cannot
       be absorbed any longer unless the werepyre moves to a different
       area that has life energy. This also requires the werepyre to
       know how to read the life force of the planet, which may require
       special training.
       - Werepyre Combat Skill: Poison Claw: By utilizing a werewolf
       gift called spur claw that allows a werewolf to learn how to
       poison their claws, werepyres replicated this ability and
       created a werepyre ability that allows them to secret poison
       from their claws. When used, this poison is administered through
       claw slashes when the claw makes contact with an opponent, and
       the poison is spread into the body when the claw pierces the
       skin. Normal claw slashes become poisonous to opponents, and
       depending on the werepyre, they are able to generate poison
       depending on how they use this. The most common poison generated
       is a neurotoxin which paralyzes opponents when administered into
       bodies. If the poison spreads through the body, the opponent
       will have reduced ability to move, and if enough poison is
       adminstered, the neurotoxin could even paralyze the heart, which
       could kill the opponent if they are vulnerable to death if their
       heart stops. Most werewolves will use their training to create
       new poisons every so often, as every poison user knows to
       account for the body's ability to eventually create immunities
       to a poison. Among other poisons used by werepyres include
       certain acidic poisons that do more damage in the wound, or
       hallucinagenic poisons that cause hallucinations and impaired
       judgement. This skill does require physical contact with the
       werepyre's claw though, and cannot be administered to an
       opponent through a claw slash wave (as the claw itself has to
       make contact and pierce the skin to work). Because of this,
       dodging the claws is the best way to avoid this attack, or
       people with resistances or immunity to poisons might have a
       reduced effect when it comes to being poisoned by this.
       - Werepyre Combat Skill: Shadow Lurk: This ability allows a
       werepyre to use the shadows to hide. When used, this skill lets
       a werepyre stand in the shadows, and even without melding into
       the shadows, the werepyre is able to use their darkness to blend
       into the shadow. Usually, this works best if the werepyre
       suppresses their presence so that their presence cannot be
       sensed. When used, werepyres can hide from most creatures, even
       hiding from other werewolves and vampires depending on what they
       want to do. Typically, more advanced werepyres can eventually
       even learn to travel through shadows through shadow melding,
       depending on their affinity for melding into darkness (usually
       best used through shadow lord werewolf tribes or Lasombra
       vampire clans). Werepyres originally developed this to hide from
       supernatural hunters, and to hide from other dark creatures that
       might try to hunt them down. Of course, many werepyres these
       days consider it cowardice to hide from their opponents, so they
       mostly learn this as a way to learn how to use shadow lurk to
       travel through shadows or to meld into shadows, so that they
       have a better way to use this, and a way to get around. However,
       just like other creatures, werepyres have to be careful where
       they shadow meld, because the shadow realm can be a dangerous
       place if they use shadows to travel, especially if they
       accidentally travel to the wrong part of the shadow realm (like
       Xeles's domain). When used, this isn't really a combat skill, as
       a werepyre mostly use this to get around or to just hide if they
       need to, so there's no damage done with this skill. Usually, the
       only way to sense a werepyre who is using this is by sensing
       their presence some other way, such as hearing or smell that
       might detect traces the darkness cannot cover up, since this
       only covers up a werepyre to the sense of sight and the other
       presence senses. While this is useful, it is also noteworthy
       that maintaining this stealth for long periods of time can be
       draining as it requires energy to maintain this stealth due to
       it requiring the werepyre's darkness.
       - 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.
       - Werepyre Combat Skill: Shadow Mist Form: This skill combines
       the fog on the moor ghost form of a werewolf (similar to
       intangibility) with the mist form that some vampires can take.
       Using a werepyre's dark nature, they take the form of a shadow
       mist that is intangible when used. This form is another power
       designed to avoid attacks, allowing a werepyre to use this to
       let attacks pass through them. When in this form, the werepyre
       is mostly intangible and immune to attack. Some more advanced
       werepyres can even change this form depending on their darkness
       control, such as changing the temperature of the mist form they
       take (either heating it up to burn anyone who gets caught in the
       mist, or freezing anyone caught in the mist by reducing the
       temperature), or some werepyres can adjust the acidity of their
       dark mist to make it able to corrode anything caught in the mist
       form. This power can be very useful, though when in this form,
       the werepyre is more vulnerable to wind attacks, which can blow
       away the werepyre's mist form. To an extent, lightning powers
       can also affect mist powers (though it takes a very high voltage
       due to the higher resistance mist and air have to conducting
       electricity). Werepyres can also only stay in this form for a
       limited time, and have to return to their normal forms. One way
       to attack werepyres in this form, besides using certain spirit
       defense powers like Haki or Pai Zhua training, is to use silver.
       Because of the power this was modified from, the werepyre cannot
       maintain their shadow mist form when in the presence of silver,
       and the silver will force them back into normal form due to the
       power interrupting the werewolf fog on the moor power this was
       adapted from. Even the best werepyres are still vulnerable to
       silver when in this form (unless they are holy natured, in which
       case gold acts in place of silver). This means that silver
       bullets and weapons can not only force a werepyre into normal
       form, but they can also damage a werepyre if the bullet or
       weapon is in the mist when the werepyre reforms.
       - Werepyre Combat Skill: Dark Railgun: This skill combines a
       werewolf's gifts that increase strength with a vampire's
       celerity training to create a powerful bullet technique. By
       creating darkness and then flicking the darkness at opponents
       with their enhanced strength, the darkness is fired with the
       speed of the projectile vampire discipline which speeds up the
       vampire's projectile attacks immensely. When used, this creates
       a dark bullet that is able to blast through concrete and even
       certain metals with the force of an anti-tank rifle, thanks to
       combining the strength and speed at which it's launched with the
       vampire discipline that increases it's speed. As one might
       imagine, this skill blasts the darkness at an opponent with
       immense force and speed, making it very damaging if it hits an
       opponent. The force of impact is usually enough to blast through
       most opponents, armor and all. And when using this, the darkness
       used is small enough that werepyres can fire these in quick
       succession. Because of how this power works, this is a very
       dangerous ability, as the werepyre can use this to usually break
       through defenses, and with the projectile enhancement, this
       technique is also very hard to dodge as a result. This may seem
       like a simple attack, but the sheer power of the attack makes it
       a great power for werepyres, as it only requires a small amount
       of darkness. Werepyres are also able to do this with smaller
       objects as well if they don't want to use their darkness (which
       some don't want to waste their dark energy), and may choose to
       use objects that they flick at opponents like rocks or small
       pieces of metal. Typically, anything the size of a bullet can be
       fired at an opponent, with even pebbles being devastating when
       hitting opponents. Of course, as one might imagine, blocking is
       not ideal when it comes to this technique, and opponents should
       dodge rather than block. Depending on the strength put into it,
       the speed and strength can be adjusted, but increasing the speed
       will decrease the impact force, and increasing the strength will
       decrease the speed. Typically, while this does generate immense
       physical force, if one can dispel the darkness used in the
       bullet before it hits, then this won't do any damage.
       - Werepyre Combat Skill: Wolfbat Swarm: When using this
       technique, this creates a group of darkness familiars in the
       forms of bats that possess wolflike features. Typically, the
       wolfbats have sharp claws and strong teeth, and enhanced smell,
       sight and hearing. These wolfbats are designed to swarm
       opponents and attack them, usually opening them up to other
       attacks if the wolfbats are able to distract the opponent. When
       the wolfbats bite an opponent, they are able to drain life
       energy from the opponent and then give it to the werepyre, or
       they can suck out the blood of the person they bite similar to a
       vampire's bite. The wolfbats can also use their claws to tear
       through defenses using their darkness to try and pierce
       defenses. Depending on the power of the werepyre's darkness,
       this power can do dangerous damage to opponents, and can weaken
       them when used properly. This power uses the werepyre's darkness
       to create these, and when used, the werepyre can even share
       their senses with the wolfbats due to them controlling the
       darkness that makes up the wolfbats. These wolfbats are usually
       designed to attack in a group, which is designed to overwhelm an
       opponent if the group of wolfbats attacks them. Typically, the
       best way to avoid these is to destroy them with light or holy
       attack abilities, which can destroy them if the attacks are able
       to overpower the darkness of the werepyre. These wolfbats can be
       also be destroyed by certain other abilities, such as strong
       enough energy, or other elemental abilities like lightning or
       flames. The wolfbats are typically not too hard to destroy,
       though werepyres with stronger darkness abilities will have
       stronger wolfbats using this power. This is similar to any other
       familiar power, and these familiars are basically like most
       other shadow familiars in nature.
       - Werepyre Combat Skill: Horde of the Beast: This is similar to
       the wolfbat power, except that this uses the familiar power to
       create manifested familiars instead of shadow familiars. When
       manifested, the werepyre uses some of their darkness like a
       summoning, and they summon wolves that are created from the
       werepyre's own power. These wolves are like spawns of the
       werepyre, where the werepyre combines the familiar power of a
       vampire, and mixes in a wolf nature to create what appears to be
       a pack of wolves. As such, these wolves are able to attack as a
       group, and are usually called to attack opponents and swarm them
       similar to the wolfbat skill. When used, the wolves act
       according to the werepyre's will, and can use their enhanced
       features to attack opponents. Among their attacks, they also
       have certain skills like the dark howl, the poison claw, and the
       dark beast crash skills. When used, the wolves are able to use
       their own darkness enhanced by what the werepyre gave them upon
       creating them. Since most werepyres don't have a pack or clan to
       help them in battle, werepyres created this technique to allow
       them their own group to help fight beside them. Some more
       advanced familiar techniques can even attribute life energy or
       souls to these wolves if they have strong enough familiar
       techniques, and create unique powers for the wolves. However,
       the standard usually just gives them darkness techniques, unless
       the werepyre empowers them with something else. Typically, these
       wolves are weak to anything that can destroy familiars, and
       enough damage will eventually dispel them and return the
       familiars to the werepyre. Depending on the werepyre, some
       werepyres can use certain familiar arts if they have access to
       them, though unless otherwise stated, the werepyre's familiars
       can be taken out like any other familiar. If one wants to dispel
       the wolves, the best way is to attack the werepyre, since the
       familiars cannot stay manifested if the werepyre can't
       concentrate on keeping them manifested.
       - Werepyre Combat Skill: Fenrir's Wrath: This technique was
       inspired by Norse mythology, in which werepyres were inspired by
       the myth of how the wolf Fenrir was retrained with special
       chains. By practicing with their cursed darkness, eventually
       Wolfwing VI managed to create this skill that he taught to other
       werepyres long ago. After training in this skill, werepyres were
       able to generate chains made of their cursed darkness. When
       used, the chains use the cursed darkness to restrain opponents,
       and use their darkness to form special runes which can restrain
       anything that the chains come into contact with. By using these
       chains, werepyres focused on restraining werewolves and
       vampires, but eventually found that they were able to restrain
       almost any creature, as evidenced when Wolfwing VIII managed to
       use this to restrain Beelzebub before Beelzebub used his insects
       to attack Wolfwing VIII. This skill is commonly used to restrain
       opponents in battle, temporarily weakening them if they are
       ensnared by the chains. These chains are very strong, and cannot
       usually be broken easily as long as they are manifested. When
       used, the werepyre usually has to concentrate to keep an
       opponent restrained, though some werepyres can usually set up
       another attack if they are able to keep the opponent restrained
       while preparing the attack. When used, usually it is difficult
       to break out of these chains, though the best way is an aura
       breaker power or weapon, or some sort of power negation.
       However, the best way to avoid this is to not get caught by the
       chains, which are generated from shadows. If one can avoid the
       shadows and avoid the chains that come out of the shadows, then
       they can avoid this technique altogether.
       - Werepyre Combat Skill: Dark Forest Summoning: This attack was
       a signature of Wolfwing IX, who developed this technique using
       his nature connection and the werepyre plant manipulation. By
       using the darkness of the werepyre, the werepyre is able to
       spread their darkness over an area like seeds that summon trees
       of darkness using their nature connection, and are able to
       create these trees almost anywhere (though summoning these trees
       in enclosed spaces is not recommended due to possibility of
       collapsing structures). When used, this summons a mass of dark
       trees which attack opponents when they get close. This is best
       used in the forests, where the werepyre can have their dark
       trees appear among other trees to disguise which trees are the
       werepyre's dark trees. The trees are able to attack opponents
       when the opponent is nearby, using their branches to attack up
       close, devour them by opening up and eating an opponent, or by
       firing their leaves like throwing stars that can slice through
       opponents when fired at them. This is usually summoned over an
       area, and usually summons enough trees to limit an opponent's
       mobility since they have to avoid the trees attacks, and the
       werepyre at the same time. However, the trees can be destroyed
       with holy or light powers, and a flashbang can actually
       completely destroy this technique since the trees are made of
       darkness. This also takes a lot of energy to create, so this
       isn't something that should be used too often. Aside from a few
       more powerful users, most users cannot use this multiple times.
       If one does enough damage to the werepyre, they can also dispel
       this technique since the werepyre has to use their power to
       maintain this ability.
       - Werepyre Combat Skill: Return from Hades: This was developed
       by Wolfwing III, who managed to develop this skill in his 3
       deaths (it took 3 deaths before hunters realized the secret to
       this technique). This skill combined the Fianna gift, sleep of
       the hero, with a vampire's ability to go into a healing sleep
       (usually by sleeping in a coffin). This skill essentially lets a
       werepyre come back from death, in which they use this to go into
       a death-like sleep. By using their connection to nature and
       darkness, they absorb the power of nature and darkness, and
       eventually, the werepyre is able to come back to life as though
       they never died. This is the ultimate skill of the werepyre, and
       makes it so many werepyres cannot be killed by just killing them
       and leaving their bodies behind. If a hunter kills a werepyre
       and doesn't properly dispose of the body, then the werepyre
       could eventually come back, making werepyres with this skill
       very hard to permanently dispose of. Most werepyres never know
       if they've perfected this until they actually die, due to the
       nature of the condition required to use this technique (actually
       dying), so it's not always certain if they are able to be
       prepared for this. When a werepyre is killed, those that kill
       the werepyre must burn the remains, mixing salt and silver into
       the remains in order to make sure the remains are properly not
       able to return. If salt is not used, then the body can still be
       destroyed with silver and fire, but the werepyre might become a
       vengeful spirit as a result. Without silver, the burning of the
       remains just means that the werepyre is asleep longer than the
       werepyre would be if their body wasn't burned. While this skill
       seems intimidating, many werepyres are never properly prepared
       for this, and most do die properly, but if one manages to pull
       this off properly when killed, then they are able to use this
       consistently again and again if their remains are not properly
       disposed of. If not used properly, then the werepyre dies as
       normal and cannot come back. The secret to this is the
       connection to nature and darkness that is achieved before death,
       and only with a proper connection to the energies of life and
       death can a werepyre use this effectively to absorb nature and
       darkness energy after death.
       Shingetsu Martial Arts Abilities:
       - Shingetsu Martial Arts Style: Many are familiar with the
       Shingetsu style through people who use the sword style, but very
       few have ever seen the martial arts style version of the
       Shingetsu style. This martial arts style focuses on two aspects:
       Nadeshiko (Armor Piercer), and Junbi (Ready Stance). The
       Nadeshiko aspect is fairly self explanatory (With it's name of
       armor piercer), but the Junbi aspect is a bit more difficult.
       Junbi converts their movement from their ready stance into pure
       combat power, which is designed to break through defensive
       styles. The martial arts style of the Shingetsu style is a power
       based combat, and is designed to dominate a fight by keeping the
       user on the offensive. With the Nadeshiko allowing the user to
       concentrate their physical kinetic force into slicing attacks,
       combining it with Junbi makes a combat style that is designed to
       break most defense styles and designed to overpower even the
       stronger enemies due to how the two aspects combine in the
       style. When used properly, advanced users of this style will be
       able to slice through opponents with a punch even if they block
       the attack, making this a very dangerous and potentially deadly
       style when used properly. While this style isn't taught in
       martial arts any longer, there are still users who use this
       style. Typically, those that have successfully fought against
       this style have done so through dodging and counter attacks, due
       to defense techniques usually not working well in this style.
       For Wolfwing, he is one of the few known masters of this style,
       and known for being a very deadly fighter. Wolfwing has been
       known to defeat many people with this style in just one hit, due
       to his physical strength being enough to punch through someone,
       so few are brave enough to fight him when he's using his full
       strength.
       - Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
       first substyle of the Shingetsu style that applies to both the
       martial arts version and sword style version of the Shingetsu
       style, which is the Nadeshiko technique, or also known as the
       Armor Piercer technique. This substyle is a main focus of the
       style, in which the user is able to concentrate physical force
       into a single point to split an object at the point of impact.
       When focusing the style, users have to focus on the point they
       want to attack, and then use their force to create a line that
       splits the object through concentration. If done properly, their
       attack will not hit as a normal physical attack, but will simply
       slice something cleanly in half. This is an aspect in both the
       martial arts style and the sword style version of the Shingetsu
       style, and can be done using a simple physical combat attack
       like a punch or kick can cut into an opponent, or a sword slash
       to concentrate the sword slash's affect. Masters of the style
       that are skilled enough have also been able to slice through
       things with the sheath of their weapons, or some people can even
       slice through armor with a simple kick or punch. This style was
       originally designed, as one might guess from the name, to slice
       through armor and tougher materials during early wars when
       swordsman needed ways to get through armored oppoennts, whether
       it was through physical combat or through the sword style. This
       technique requires focus at first, but masters of the style can
       usually do this subconsciously with enough practice. Countering
       this is usually best done through dodging, since this is
       designed to slice through even metal armors and shields. Since
       this is a concentration technique, another way to prevent this
       from working is to interrupt the user's concentration, or
       interrupt the impact force which will usually make this
       technique not work properly.
       - Shingetsu Junbi (Ready Stance Substyle): This is the second
       substyle of the Shingetsu style, which is specific to the
       martial arts version of the style. Unlike the Battojutsu of the
       sword style, this style is focused around the ready stance, and
       focusing kinetic energy in the ready stance to push their
       physical force when they get ready to move. While Battojutsu is
       about speed, Junbi is about power. While speed is a big
       component in mastering the movement in this substyle, and agile
       movement is necessary for this style as a whole, the focused
       power is the main focus of this substyle. When used, a user
       focuses their physical strength using the ready stance like a
       conduit for their body's force, and then uses their movement to
       push that force depending on where they move. When used
       properly, this substyle is designed to allow one to push the
       focused physical force of their ready stance into their combat.
       There are two ways to use this stance effectively. The first is
       what this style is known for, which is pushing this force into
       an attack in order to attack an opponent from the ready stance.
       This is a fairly basic use, and a purely offensive use of this
       substyle. The second is to use this to push the user in a
       certain direction, usually in combination with a stepping method
       that will let them move fast. This is a defensive technique,
       usually used for dodging attacks and countering when moving away
       from attacks. Usually, these techniques are best used in
       conjunction, where users will dodge an attack and then attack
       the opponent as a counter attack. This style is hard to master
       due to the focus it requires, but once mastered, advanced users
       will be able to focus this substyle subconsciously, and be able
       to move almost instantly from their ready stance into a dodge or
       an attack. When combined with the Nadeshiko, this makes the
       combination of the styles extremely powerful, and very useful in
       combat.
       - Shingetsu Slidestep (Stepping Method): Any swordsman and
       martial artist can attest that any sword style requires precise
       footing, and each combat style needs a way to regulate their
       movement whether it's weapon-based or martial arts-based. There
       are usually certain stepping rules that one needs to avoid, such
       as not moving their leg in front of their sword, so they don't
       risk chopping off their leg when using sword styles, or using
       movement styles in martial arts as a basis for dodging and
       counter attacking. No matter what style one uses, a proper
       stepping method is often the basis of good movement, and most
       users of any style will never advanced without mastering a good
       stepping method. This stepping method style acknowledges those
       concerns, but also acts as a high level stepping method that
       allows a user to use a special stepping method that is designed
       to use sliding to the advantage of the user. Normally, sliding
       around is a danger, but this stepping method uses it to the
       advantage, in which the user can move and use the slide step to
       transfer the momentum into their attack. Of course, as one might
       expect, this can be difficult to master, but advanced users can
       get good enough at it that they are even able to use this to
       create after-images when they move fast enough. The major danger
       to this is using slide and accounting for the friction, due to
       sliding around requiring a user to know how friction will slow
       them and account for it when moving.
       - Martial Arts Attack Focus: Similar to swordsman, martial
       artists developed their own answer to a swordsman's wavelength
       manipulation. Instead of focusing on wavelengths, martial
       artists hone their fighting senses and their fighting spirit to
       focus their attacks using their martial arts honed instincts and
       senses, which allows them to sense things similar to the
       wavelengths of swordsmans. When used, this allows a martial
       artist to concentrate the force of their attack how they desire,
       such as a martial artist who can appear to attack someone and
       the force only damages the person behind them. Unlike swordsman
       who tune to the wavelength of what they're trying to cut,
       martial artists focus more on their attacks and what their
       attacks are going to do. Typically, by focusing on their
       attacks, they can condense and focus only on what they want to
       attack, which allows them to focus on other objects that
       normally people wouldn't be able to punch through. One such
       example is how martial artists chop wooden blocks. Amatuer
       martial artists learn to focus and attack the block, snapping it
       in two when they learn to properly focus. However, advanced
       users are able to do things like punching through concrete
       blocks, by focusing their attack power more effectively. When
       used by advanced users, some can even attack and break down
       energy defenses and barriers with this art, once they've
       advanced enough to learn how to utilize their attack focus
       properly. This technique can be countered however, by simply
       forcing the user to change the attack focus of the object or
       person being attacked, such as moving the objects or people
       being attacked to confuse the user. While the attack would do
       damage, the user might not be able to refocus their attack in
       time if done at the right time.
       - Martial Arts Attack Focus: Projectile Ricochet: Thanks to the
       training martial artists use to focus their attacks, some that
       have learned this have learned to use their attack focus to
       reflect projectile attacks using their martial arts abilities.
       Usually, this looks like a normal martial arts parry, except
       that users focus their attack on the kinetic energy of the
       object using their combat trained instincts and senses. If done
       properly, a user can deflect a projectile, usually deflecting it
       to the side, or in another direction using defensive parry
       techniques. This only requires the martial artist to be able to
       react in time, as they need only focus their attack force in
       order to use this. At first, this requires concentration as it's
       nowhere near as easy as it sounds, but advanced martial artists
       eventually learn to do this pretty easily. Masters of this skill
       are even able to even use this to catch projectiles, or even
       turn them back on users (this only works depending on the
       projectile as some cannot be turned back). Some masters of this
       art have even been known to catch arrows or even bullets, and
       some can grab and throw certain projectile attacks back at a
       user. This is a very advanced art, requiring a lot of skill to
       learn and master. Depending on the skill level of the user,
       users do have to be able to react fast enough to be able to
       focus their attack. While experienced users can do this
       subconsciously and have more time to react, even faster users of
       this may not be able to reflect certain projectiles if they
       don't have the time to focus on the projectile. Things like
       bullets and faster moving projectiles are very difficult to
       deflect or catch, so opponents can usually take advantage of
       this in battle if they have faster projectiles they can use.
       - Martial Arts Defense Focus: When it comes to martial arts,
       attacking is not the only part to being an advanced martial
       artist. In order to defend oneself against stronger attacks, a
       martial artist cannot always rely on armor or shields, so they
       substituted this combat training to allow a martial artist to
       more easily defend attacks. This combines a few different facts
       and training. The first is the defensive styles of the combat
       style, which is different for every style. Some may focus on
       counters, some on blocking, or some on fast stepping methods,
       but the methods all involve incorporating some portion of that
       into defense in some way. Combined with this, martial artists
       also learn to concentrate on their physical strength, tensing up
       their muscles in order to strengthen them in response to an
       attack. By doing so, they can more easily block, and the tensed
       muscles can more easily absorb the impact of the attack. Simpler
       uses of this just require blocking an attack using this, but
       some advanced users have even been known to even block sword
       blades without getting hurt (though this typically takes
       advanced martial artists). Users simply have to concentrate on
       their defense and their muscles, using their focus instead to
       focus on defense instead of attack, and they can usually learn
       to do this. Some styles have specific techniques to use this,
       and some just use this focus on it's own. Even though this is a
       basic skill, it can still be effective when used properly, and
       martial artists usually learn this to block supernatural or
       other attacks they wouldn't normally block, as some have even
       managed to block energy attacks with this. Of course, as one
       might imagine, this combat focus is purely defensive, and
       designed to either block or redirect attacks depending on the
       combat style. However, the power the martial artist can muster
       using this technique is not always able to stop attacks, and
       most have to settle for redirecting attacks rather than just
       blocking attacks (like redirecting an attack to the side rather
       than trying to stop the attack in its tracks). This is a hard
       skill to master, and typically requires special physical
       training to use properly.
       - Martial Arts Attack Focus: Form Negation: Martial artists know
       that attacking carelessly can be dangerous, especially against
       supernaturals. This training technique was developed as part of
       the attack focus training, in which martial artists developed
       this particular training to attack someone who is either
       intangible or in some sort of energy or elemental form. This
       uses the attack focus ability, along with the martial arts
       trained instincts and senses to focus the users attack to the
       opponent's real body, rather than the form they are in. Many
       might considering this a "supernatural" feat, but this is purely
       a combat feat that requires focus and concentration that martial
       artists learn to hone through their training as they get to an
       advanced level. For example, someone in an energy form could be
       attacked, but instead of attacking the energy form, the martial
       artists focuses on attacking the body of the opponent rather
       than carelessly attacking the energy form. When done properly,
       the attack will hit the person even though they are in energy
       form. At first, this often requires concentration and honing a
       martial artists combat senses, but over time, advanced users
       will learn to use this subconsciously. This works on almost any
       intangible, energy or elemental form opponents can take, as long
       as the user concentrates properly. Since each form is different
       and each person requires a different focus, each person has to
       be attacked different when used, making this something that has
       to be tuned to each opponent individually. Opponents can counter
       this by displacing their form, specifically to prevent their
       actual body from being hit, essentially dodging this technique.
       Because this uses attack force focus, simply dodging the attack
       in an intangible form isn't how one avoids this, as they have to
       know where the user is focusing their attack, which opponents
       who know how this training works can figure out where the user
       is going to attack.
       - Martial Arts Defense Focus: Energy Negation: Just like how
       martial artists learned to fight supernaturals in energy form,
       they also learned how to use their attack focus to focus their
       attack force to develop their own answer to opponents who use
       energy attacks. When using this, martial artists learn to focus
       their attack force to energy itself, where they used their
       martial arts honed senses and instincts to learn how to focus
       their attack to dispel energy attacks. When used, a user focuses
       the force of their attack on the energy itself, and by doing so
       they can attack the bonds that hold the energy together using
       their attack focus. When used properly, this will dispel the
       energy at the point of the attack and dispel the energy of
       projectile type attacks or other energy techniques that the
       martial artist focuses on. This technique is difficult to
       master, but is a very useful technique for martial artists with
       no supernatural abilities, as this gives many martial artists
       something they can use to fight supernaturals. This only works
       on energy type attacks and defenses, and doesn't work on solid
       objects or living beings, as this is meant for energy rather
       than solid objects (solid objects is what the normal attack
       focus training is for). While they can use this to negate
       energy, they cannot use this to simply kill someone in energy
       form, as an energy form (like an elemental form) works
       differently (and requires different attack focuses) and must be
       attacked using form negation rather than energy negation. The
       most this can do to someone in elemental form is negate some of
       the energy used to keep their body in it's elemental or energy
       form. Opponents who want to counter this can counter this by
       changing the position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       - Double Fist: This martial arts move uses a seemingly normal
       junpi stance move which uses a powerful attack from the junpi
       stance to launch a strong and speedy attack, but the difference
       is that in addition to the punch that is thrown, the user also
       uses their other fist for a second punch in quick succession,
       striking with the power of the momentum of their first attack to
       carry them into the second to the point that the attacks happen
       almost simultaneously. This attack is meant to fool opponents
       into focusing on the first punch, but not on the second punch
       coming from the other side, which usually is set to hit someone
       in the chest or at a pressure point since the second attack
       normally wouldn't do too much damage since all the power goes
       into the first attack. This attack can be combined with the
       Nadeshiko or the martial arts focus when used by advanced users,
       and can make the attacks slash opponents if the attack hits. If
       an opponent is hit by this, they will often find that the force
       of this attack is usually able to break someone's ribs, since
       the chest is usually the target of the second attack. While the
       first attack is usually stronger and the second is strongly
       attacking a vital, it is usually the combination of attacks that
       makes this so dangerous. Since there are two attacks, usually
       focusing on one will make the other easier to hit with, and most
       opponents wouldn't even see the second attack unless they have
       special martial arts training. While this may seem like a great
       technique of deception though, this usually only works once,
       since the opponent usually catches on to the style's use of this
       technique if used enough times.
       - Punching Slash Wave: This technique is a modification of the
       Nadeshiko style, where the user doesn't focus into a point of
       attack, but rather, focuses their power into a slashing wave by
       focusing their attack force. This has the same effect on an
       opponent as the normal attack, except that the attack hits from
       a wave instead of a normal punch or kick (this can be used as a
       punch or a kick depending on what the user wants to do). This
       was designed to send the force of a Nadeshiko punch to fight
       opponents who fight from further away, since not all martial
       artists can fight at mid-range (as most martial artists cannot
       attack beyond close range). This attack can either be focused
       into one large attack wave for more damage, or advanced users
       can focus this wave into a collection of smaller attack waves
       for more chances to hit an opponent depending on how the user
       uses this technique. This technique is a fairly basic shockwave
       style attack that is designed to transfer the force of an attack
       across an area, which is normally invisible to users. However,
       some users can still tell when this attack is used, usually
       those with highly honed combat instincts or those that know how
       these kinds of techniques work. This is another attack that can
       decieve opponents the first time it's used, since most aren't
       able to tell there's a shockwave style attack that comes from
       the punch or kick that fires this attack. Though after the first
       attack, usually opponents figure out how this technique works
       and learn to avoid it.
       - Cherry Blossom Blast Wave: This attack is another attack of
       the Nadeshiko part of the Shingetsu martial arts style, that
       uses powerful attack focus shockwaves in a more advanced
       technique. These waves are focused and powerful enough to bend
       the light around them, which causes certain effects on the light
       affected. The body has to move swiftly and very fast so the
       attack focus waves nearly overlap. The technique creates the
       optical illusion of what looks like cherry blossom pedals around
       the user and the waves generated by their attack, but is merely
       an optical illusion which ended up becoming the name for this
       attack as the cherry blossom pedal optical illusion became
       associated with this technique. The attack still works like a
       Nadeshiko slashing wave using a martial arts style attack,
       except the waves move far faster and do more damage, and are
       more visible due to the optical illusion that looks like cherry
       blossom pedals as the light is bent around the waves. Typically,
       the force of this attack is stronger than a normal attack wave,
       and the attack focus waves are meant to hit in quick succession
       to make this harder to dodge. However, it is possible to dodge
       these attacks, but requires precise movement and very fast
       reflexes to dodge these waves. Depending on how the attack is
       launched, the attack could be one large wave, or a collection of
       smaller waves depending on how advanced the user of this attack
       is. This is hard to tell though since the wave itself is not
       usually visible since it's usually hidden by the bent light
       around it, though one can tell by the cherry blossom pedal
       illusion where the general wave is or how the wave is generated.
       It is also noteworthy that the light bent by the waves of the
       attack is not quite as impressive as it sounds, as it is more
       just an affect on the air around the attack rather than being
       some space-bending feat like most think.
       - Cresent Kick: This is a combination of the Nadeshiko and the
       Junpi substyles, where users are able to use this if they have
       mastered both styles. When using this technique, the user does a
       Junpi style kick, bringing their kick forward into an upward
       kick. However, the difference is that this technique creates a
       wave from the Junpi kick using the Nadeshiko style that creates
       a slashing wave to attack opponents from farther away. This is a
       good move to use when the opponent is not expecting a slightly
       more distanced attack, as the user can use this and attack from
       farther away, catching the opponent off-guard since most of the
       shockwave attacks are not able to be seen typically.
       Essentially, the user wants everything to be in one swift
       movement, where they use the Junpi kick straight into a
       Nadeshiko attack focus wave in one swift motion. Unlike the
       normal wave, which is fired, this wave stays for a short time up
       to two feet in front of the sword's blade where it was used, and
       can be used to essentially extend the range of a normal kick
       attack in a crescent looking motion. This requires the use of
       both Nadeshiko and Junpi, which means users must know both
       substyles to use this technique, and be able to combine the two
       naturally. This attack is usually great for opponents just
       outside the range of normal attack range with a kick, but this
       is another technique that typically only works once, and
       opponents usually have to still be within a certain range for
       this attack to work properly, as this wave cannot be fired at
       opponents like most think. This can also be used in an uppercut
       punch if using a shorter range, but most users prefer kicks due
       to kicks usually being stronger as punches are in fights and
       kicks have longer range.
       - Two Sided Smash: This move is a special Junpi style technique,
       where the user starts with a short charge to the opponent. When
       the user gets close, the user attacks with a punch to the front
       of the opponent, then as they get behind the opponent (by moving
       beside them when they move to block the attack) they user their
       momentum to spin and do another elbow attack to their back while
       they're stopped from the first attack. This attack is a two
       stage attack, designed to hit from both the front and back in
       quick succession if the attack is done properly. This requires
       careful movement, and predicting where the opponent will move to
       if they try to dodge the attack, since this technique is
       designed to hit twice. If the user misses the first attack, it
       is possible to adjust their stance to make the second attack
       easier to hit, but requires fast reaction and being able to move
       effectively so they don't lose any momentum of their attack.
       When done properly, this should all be in one solid flow of
       movement where the user does the first attack and then moves
       immediately into the second attack. This technique is designed
       to be done with great speed, and if done correctly, both attacks
       should hit close to the same time. If an opponent wants to dodge
       this technique, the best way is to just get out of the way of
       it, and if the opponent knows that the second attack is coming,
       they can still dodge the attack. If an opponent does fall for
       this, it usually only works once as opponents usually figure out
       how this works if used more than once.
       - Wave Breaker: This technique is another powerful move that
       uses the Nadeshiko style. This style fires a martial arts focus
       attack wave similar to the normal attack wave, except that this
       attack is fired using higher power and physical force. Instead
       of just hitting an opponent with a piercing attack wave, the
       attack focus wave bursts into multiple attack piercing/slash
       waves when it hits something, allowing the larger attack wave to
       do far more damage by splitting into smaller waves that can
       slash anything the smaller waves hit with piercing attacks. This
       technique is a very powerful attack wave which can do severe
       damage to an opponent if they are hit by it, which can easily
       have the technique burst in up to 10 smaller attack waves
       depending on how the technique is used. This can be great for
       attacking groups, or hitting an opponent multiple times with one
       technique. While it may not seem like a strong technique, this
       can easily put multiple attacks on an opponent at once, which is
       usually very confusing for opponents who mistake this for one
       attack doing the damage of multiple strikes. This technique
       requires a lot of physical power to use though, far more than a
       normal attack due to how much power has to be put into it for
       the wave to have the kind of stopping power it has to have, but
       also the physical force has to be concentrated properly using
       Nadeshiko or else the technique's waves won't have the desired
       effect. Opponents can also probably figure out how this works
       after it's been used, as some smarter opponents might figure it
       out after seeing it being used. This can be dodged by opponents,
       as an opponent needs only dodge the larger single wave, and they
       can probably avoid the smaller waves that do the actual damage.
       - Dragon Hammer Smash: Based on another style's technique, this
       style uses a powerful attack from above an opponent using the
       Junpi substyle. During this move, the user has to get above the
       opponent, and then attack while they're on their way downward,
       striking an opponent from above. This can be done using either a
       kick or a punch depending on what the user wants to do. When
       moving downward, the user uses their momentum to strike at an
       opponent, and attack from above, in which the momentum of the
       attack, and the momentum of the move downward make a very strong
       attack designed to damage an opponent from the top down by using
       gravity to amplify the force of the attack. This is best used
       when an opponent is unaware of the coming attack, usually if the
       opponent has lost track of the user who can then attack from
       above while the opponent is trying to figure out where they are.
       If an opponent blocks this, a user's force may propel him
       downward enough that the force of the attack clash could force
       the opponent's own arm back onto the opponent's shoulder or face
       depending on how strong the force of impact is. Advanced users
       can also combine this with Nadeshiko to make the attack a
       slicing style attack that can slice an opponent in addition to
       the attack usually breaking one's defense. Typically, the best
       way to use this is to attack the back of the neck or the back,
       as this was designed to be used from a jump and used when coming
       down on the opponent. Typically, this can be a very dangerous
       attack, as users usually use this when opponents are trying to
       track them. If an opponent knows the attack is coming, the
       attack can be blocked if the opponent doesn't have time to
       dodge, as long as the opponent accounts for the increased
       physical force of the attack.
       - Dragon Soar Flash: This technique is the opposite of the
       dragon hammer smash, and is instead focused on attacking from
       below an opponent while moving upward. This technique uses a
       Junpi attack to hit an opponent from below, usually meant to hit
       the opponent's chin. There are two modes of this attack. The
       first is an uppercut where the user can hit the opponent's chin
       with a Junpi uppercut, usually knocking the opponent back and
       disorienting them, which is good for users not looking to do
       serious damage to their opponents, and proper strikes can be
       used to knock out opponents when used properly. The second is a
       lethal style attack that uses a kick to attack the opponent at
       the neck, which can break their neck when done properly. If for
       some reason the attack is blocked though, the user can put more
       power by using their other hand and pushing on their elbow so
       that the extra momentum carries the uppercut upward (this only
       works on the uppercut and not the lethal version. This can also
       be used to knock back attacks that are coming from above, and
       using the punch to the dull side of the blade to knock the
       opponent back when the attacks clash. There are a number of ways
       to use this attack, depending on where the user attacks, though
       usually this is meant to attack the chin or the neck. Users can
       even use Nadeshiko in combination with this on stronger
       opponents to make the attack a slicing attack. Opponents can
       block, or dodge the attack depending on the strength put into
       the attack, and there are no special techniques that make this
       technique more than what it is, which is mostly just an upward
       uppercut strike or an upward kick designed to break the neck of
       the opponent.
       - Earth Wave Smash: This move is another Junpi technique, one
       where the user uses a body movement to kick into the ground in
       order to dislodge the earth using immense speed and force in
       their physical attack. Instead of attacking the opponent, this
       technique is designed to attack the earth and dislodge the earth
       into attacks that are fired at the opponent from the attack,
       usually meant to be used on hard surfaces like rock or concrete
       so that the debris of the attack does as much damage as
       possible. This attack is designed to be used as a means to use
       the earth like projectiles, usually in the form of an attack
       wave generated from the force of the attack, and the earth used
       as projectiles from the force of the attack. This technique is
       very useful for doing damage to opponents, due to the attack
       being able to hit them with strong debris and not really
       requiring as much raw power from the user as one might think.
       This is a simple Junpi technique, but requires a good strong
       kick into the ground to use, and usually has to fire the attack
       directly in front of where the user is attacking. This makes the
       attack useful, but the opponent can dodge if they move beside
       the user or even manage to get behind the user. This is also
       best used at midrange, as too close and the debris won't hit as
       hard due to not having enough momentum. This is one of the few
       techniques that cannot be combined with Nadeshiko, due to the
       Nadeshiko often messing up this attack, and the Nadeshiko will
       usually slice through the earth rather than dislodge it to fire
       at the opponent.
       - Screaming Clap: This is stranger version of the technique
       Crying Wave but instead of a normal Junpi attack, the user uses
       goes from an attack straight into their ready stance. Upon doing
       so, the opponent moves and claps their hands together, the force
       of the clap's enhanced Junpi style movement fires a shockwave at
       opponents, creating a small sonic boom upon clapping their hands
       together when going back into their ready stance. Due to the
       enhanced sound of the wave, the wave has an amplified sound
       which can affect those with enhanced hearing, but can also still
       impact opponents with concussive force and push them back. This
       is a fairly simple attack that is designed to catch opponents
       off guard, as the attack isn't the wave, but instead it is the
       sound that is generated that is the true attack. The enhanced
       sound can cause pain in the hearing of those with enhanced
       hearing, even to the point of knocking them out, with the wave
       being able to disorient those with strong enough hearing. Those
       with enhanced hearing or those with sensitive hearing have the
       hardest time with this technique, and are the ones this
       technique was made to be used against. While the wave can attack
       people as an impact wave up to a certain distance, it is not
       supposed to be the focus of the attack. As a result, this is
       another technique that is great for deception, but only works
       once as most opponents figure out how to counter it if used more
       than once. Opponents that want to avoid the effects of this need
       only come up with some way to drown out the sound, in which they
       can avoid the sound by making sure the sound doesn't reach them,
       usually with some sort of ear coverings that can drown out the
       sound. The attack wave is not usually too strong, usually just
       being strong enough to knock opponents back, and not enough to
       do any serious damage to opponents with the wave impact alone.
       - Slicing Uppercut Dance: This is a very advanced Junpi and
       Nadeshiko technique, one of the most difficult to do in the
       Shingetsu style. This attack is done when going from the ready
       stance into an uppercut, but instead of using a normal Junpi,
       the user simply stops the attack before completely finishing the
       uppercut. The thing that makes this difficult though is not the
       uppercut of itself, but how the uppercut has to be done. Most
       people wouldn't think that this technique is a Junpi style
       technique, since the attack doesn't seem to generate much force.
       However, when used, the user has to use their attack to create a
       force that is amplified and ricocheted off the air itself. When
       used properly, this displaces the light around someone and can
       be fired at the opponent in the attack wave which takes a
       mastery of concentrating one's force, and of mastering both
       substyle aspects of the Shingetsu style. Most mistake this for
       reflected light when the force appears fired from the attack,
       but the force creates a powerful wave that is fired from the
       attack at opponents. Instead of moving the attack upward from
       below, the user does the attack and focuses it in front of them,
       and then uses the attack going forward instead of upward, in
       which the attack wave reflecting the light has to be facing the
       direction the user wants to attack from. For the most part, this
       technique is very difficult to get just right, since it requires
       conflicting force to use the uppercut in a way that the force
       reflects off the air itself, and even more difficult to get that
       force to reflect and amplify on the attack wave till it fires
       this attack as a wave. This technique moves extremely fast,
       being difficult to dodge, and is one of the top level skills of
       the Shingetsu style for good reason. However, opponents that can
       move fast enough can dodge this, and some can block this if they
       have proper defenses strong enough to handle the wave. Unlike
       other shockwave attacks, this one is fully visible due to the
       reflected light.
       - Nine Head Dragon Smash: This is perhaps the strongest and most
       dangerous of the Shingetsu style's Nadeshiko substyle, and
       requires immense speed to pull off. This technique, when done
       correctly, attacks 9 different vital points in such quick
       succession that it seems the attacks happen simultaneously.
       This, as one might imagine, is very difficult to do, requiring
       immense speed to even attempt. When this technque is executed,
       the user simply must do a quick charge towards the opponent, and
       use the momentum to carry them into this attack. When used, this
       attack allows a user to attack 9 different vitals almost
       simultaneously, and does heavy slicing damage thanks to the
       Nadeshiko being used in this attack. This technique was
       originally designed to train for the final attack of the Hiten
       Mitsurugi style, but was refocused into it's own attack for the
       Shingetsu style, and then repurposed in the martial arts version
       of the Shingetsu style. This attack requires immense speed and
       strength in order to be able to do this, since this requires
       attacking 9 points almost at the same time. The main idea behind
       this attack is that opponents would have a hard time dodging 9
       simultaneous attacks, with the best way to dodge being to land
       an attack on the user before this technique has a chance to
       fully get into effect. This was originally designed to teach the
       speed necessary for the final attack of the Hiten Mitsurugi
       Style, so it's designed to be extremely fast as the Hiten
       Mitsurugu style is about speed. Though faster opponents might
       still be able to dodge if they account for all 9 attacks, though
       the best way is still to hit before this attack hits which stops
       this attack, or move away from all nine attacks by dodging to
       the side rather than trying to go above or below the attacks.
       This attack was designed to be very difficult to dodge or block,
       but experienced enough users can find ways to if they know how
       the attack works.
       - Soaring Dragon Slash: This is a Junpi style technique that is
       one of the strongest techniques this style can release that was
       based on the Hiten Mitsurugi style. This appears to be a normal
       Junpi uppercut to most, however, the things that set this apart
       is the extra step and the powerful vortex of the air around the
       user that is created from the attack. When this move is used,
       normally 3 steps are made and the Junpi attack is made normally
       in order to avoid the fourth step and putting the leg in path of
       the attack that could result in a user hitting their leg.
       However, with this move, there is a fourth step, which is
       usually not made because of the danger mentioned earlier of the
       leg being in the path of the attack. However, this extra step is
       vital, and when done, it boosts the speed and power of the
       strike to the point of almost being invisible. Countering this
       move requires knowing when the attack will be used and attacking
       before the move is executed to stop the uppercut before it
       reaches a certain point. This uppercut Junpi attack can break
       through weapons and armor using Nadeshiko, and, when the move is
       executed or even when blocked, can create a vortex of wind which
       draws the opponent towards the user or anything close by, which
       can then lead to the user using other moves if they fail to hit
       with this attack while the user is trying to pulled into the
       vortex of wind. The best way to avoid this is to not be within
       range of the vortex, either teleporting away, or if fast enough,
       getting behind the opponent where the vortex doesn't affect the
       opponent, or getting somewhere the vortex of air can't reach the
       opponent. Opponents who do know how this technique works will
       know that this technique is difficult to dodge and almost
       impossible to block because of the force of this attack, but the
       only real way to stop the attack is to stop it before the user
       draws the blade, in which the opponent has 4 steps to stop the
       user before the attack is made and the vortex is created.
       Combat Abilities:
       - Russian Fist Fighting Master: This is one of Milos's two main
       combat styles, in which he learned this style as one of his
       styles. This style is something akin to bare knuckle boxing, and
       is a very useful fighting style for just smashing through
       enemies. This style is designed to combine defense and offense,
       where the user isn't designed to move, and just blocks with
       their arms while they attack in a manner similar to bare knuckle
       boxing. Unlike traditional boxing, this style isn't really based
       in moving around, though Milos has learned to use this style
       while being mobile, as he can use this to dodge. Mostly, he uses
       this to mostly just bash through opponents, with this being more
       of a power style than a speed style for him. And with his
       defense, he became a very difficult opponent to take down
       because no one could get through his defense when he used this
       and would hit opponents like a canon. However, this style is not
       just based in strength, but is extremely fast as well, due to
       Milos fighting in human form rather than in werepyre form. This
       style was what he learned in the Bratva, and became one of his
       main combat styles before he learned the Shingetsu martial arts
       style.
       - Combat Sambo Master: This is Milos's second combat style he
       learned in the Bratva. Combat Sambo is a Russian military and
       combat sport, which is designed with roots in Japanese judo,
       internation wrestling and a few other styles, designed to be
       like a Russian mixed martial arts. Combat Sambo is a much more
       complex style than one would think, focusing on strikes and
       grapples. This style is very effective among the Russian
       military, and teaches self defense against things like swords,
       knives, and guns without having to use a weapon, usually for
       disarming opponents. The Bratva has a much more brutal version
       of this though, in which users can snap people's limbs, usually
       at the joints as they developed their grapple techniques to kill
       their opponents. The only time Milos doesn't use this is when
       he's sparring, and usually holds back from snapping people's
       limbs when he's sparring with friends or family, though he won't
       hesitate to snap opponents in two when the situation requires
       it. This fighting style is more a mix of defense, speed and
       strength, being a fair balance. Usually, Milos only uses this
       one against tougher opponents he can't beat with his Shingetsu
       style martial arts.
       - Russian Martial Arts Stepping Method: Square Step: This is a
       stepping method used in Russian martial arts, where the user
       moves around an opponent in a square-like motion. This is
       designed to do what other stepping methods do, and get the user
       around an attack while moving simultaneously through the
       opponent's defense. This is a high speed stepping method when
       used properly, allowing quick dodging and movement when used
       properly after some modification by Russian supernatural users
       of Russian martial arts. This style moves the foot and uses the
       toes rather than keeping the heels flat, as moving using their
       toes creates less friction and less speed reduction. And when
       used properly, the user can move around opponents attacks in a
       square-like fashion. Similar to other stepping methods, this is
       used in conjunction with other Russian combat arts, as any
       martial arts will emphasize the importants of footwork and leg
       strength, since it builds a foundation for martial arts skills
       and movement. For Viktor, he is a master of this stepping
       method, easily sidestepping most opponents, and often catching
       them off guard with how quickly he can move despite how large he
       is. He can actually use his after image technique in combination
       with this to try and get around his opponent while they attack
       his afterimage.
       - Russian Military CQC Weapon Combat Expert: Another style
       taught in the Bratva, Milos is an expert in Russian military
       close quarters combat (CQC), having trained in it for a long
       time. This style is based around weapon combat and his training
       around disarming opponents of their weapons. This mostly covers
       the Bratva's weapon training, where they are able to fight using
       weapons like guns, swords and other weapons. Though Milos
       doesn't like using weapons, he can still effectively fight using
       one should he need to take one in a fight. While he mostly uses
       a gun when killing people with a weapon, he does also have
       training with weapons like sword-type weapons, different
       projectile weapons, and even blunt weapons. Milos doesn't prefer
       melee weapons, since he utilizes Wolfwing's principles of making
       himself the weapon, but he does use weapons if the situation is
       bad enough that he needs an extra boost to beat his opponent.
       And not only does this style focus on fighting with weapons, but
       also teaches Milos how to disarm opponents, something that is
       amped by his Russian Combat Sambo training. Milos is good at up
       close combat, and definitely not one to underestimate. While
       this is counterable by other fighting styles, and Milos's
       fighting styles can be countered by countering his physical
       stats.
       - Wavelength Manipulation: This is an advanced assassin
       technique which allows a master assassin to manipulate their
       wavelengths in order to match others, and to an extent, can
       influence other people's wavelengths through physical touch.
       This ability is very useful, in that master assassins can match
       their wavelength to someone and it will make assassins almost
       unnoticable to most people as a means to hide in plain sight.
       Skilled assassins are even able to use this to walk right by
       even supernaturals without them ever noticing him when used by
       advanced users. In addition, while people can sense users of
       this training, they don't pop out as a threat, meaning the
       assassin doesn't set off any "fight or flight" instincts in
       people, or people who are good at noticing people will have a
       hard time even noticing the assassin. The feeling people get
       that "someone is watching them" isn't something people feel with
       most master assassins and can be killed before they realize the
       assassin is watching them (unless they have a way to see past
       this), since they can become so good at basically matching the
       wavelengths of people or crowds so that they don't stand out in
       any way. The only time they often stand out is when they want
       to, which is usually when the assassin is not working as an
       assassin (like if they're posing as a normal person). And this
       part of the wavelength manipulation doesn't actually disguise an
       assassin's presence, so if they're not using any presence
       suppression, they can still be sensed by supernaturals if they
       can sense the presence of others, even though it takes strong
       senses to sense people who use this.
       - Wavelength Interruption/Influence: This is a more advanced
       version of the wavelength manipulation assassins use. A user is
       able to use their ability to affect the wavelengths of others
       rather than just using it to hide. When used, they can interrupt
       someone's wavelength with something as simple as a clap and
       using it to interrupt the wavelength of the opponent, which
       throws off opponents as they are forced into a stun state while
       trying to reorient themselves. This leaves a momentary opening
       for a user to attack if they want to attack or they can use the
       momentary distraction for an escape depending on the situation.
       Alongside their ability to interrupt a wavelength though is also
       their ability to discern other people's wavelengths just by
       looking at them, seeing their state of being by wavelength. When
       used by advanced users, another other ability lets them use
       physical touch to temporarily tune to someone's wavelength and
       influence their wavelength rather than just interrupting it.
       This doesn't do anything complex, like mind control, but simply
       can be used to calm or agitate someone depending on how the
       wavelength is manipulated. Usually, this is used to tune someone
       to an extreme calm until they fall asleep similar to how an
       angel uses their sleep ability to knock people out. Of course,
       people with certain training can resist this, and those immune
       to being manipulated won't be manipulated by this if they know
       how it works. This also only works through physical touch,
       requiring physical contact in order to manipulate or interrupt
       someone's wavelength.
       - Wavelength Presence Suppression: A master assassin is able to
       use their wavelength suppression to completely suppress their
       natural presence similar to certain supernatural hunters
       abilities by completely suppressing their wavelength to the
       point that they are not able to be sensed by many supernaturals.
       This is a type of wavelength manipulation they can turn on and
       off at will, which is useful for both being on the job or off
       the job as an assassin that can be very useful for sneaking
       around. An assassin is able to use this on jobs to completely
       suppress themselves when among hostiles, and when combined with
       other skills, it's usually easy to see how master assassins are
       so difficult to catch. For the most part, a master assassin gets
       good at using this to suppress themselves on the job, but most
       know when to use it and when not to use it, depending on the
       situation. Most don't expect this is one of the main things that
       makes some master assassins so hard to trace, due to them being
       able to switch between his assassin mode and his normal life
       mode. Typically, this is the same as other presence suppression
       powers, and doesn't do things like make the assassin invisible
       or unable to be percieved through other senses. For the most
       part, this just suppresses a presence to other presence senses.
       - Wavelength Protection: This ability controls another
       assassin's wavelength and it's influence on the mind and body,
       allowing them to use it to protect themselves from psychic
       abilities and mind manipulation abilities (including other
       wavelength manipulation abilities). While some typically play
       along with this sort of thing to trick their opponents, master
       assassins that use this are pretty much immune to these kinds of
       powers in the same way a group like the Darkfires disciplined
       mind training would be, and allows a user to not only control
       what affects him, but also lets him keep himself calm and
       collected, even in dangerous situations so that he doesn't have
       to worry about losing control. For the most part, this works
       alongside the other parts of his wavelength training in order to
       make a master assassin even harder to find when they don't want
       to be found. And as one might expect, this is also something
       that most assassins only use on the job, and may or may not use
       this off the job depending on what they are protecting
       themselves from or trying to hide from. This is more of a
       passive defense, and requires specific training to protect
       oneself using this. This may seem basic, but this is actually a
       very difficult power to learn, only used by master assassins.
       While this may seem unnecessary by many, master assassins are
       usually prepared for anything they might face, however unlikely.
       The only real danger to this is psychic powers that overpower
       the wavelengths of the assassins, which can be done by strong
       enough psychics.
       - 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. Thanks to his Bratva training,
       Milos also has enhanced supernatural training, since the Bratva
       would kill supernaturals who preyed on humans, and some did
       become supernatural hunter level opponents.
       - 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.
       Being a werepyre and his training in the Bratva, Milos is an
       expert tracker, and great at leaving no trace at all of his own.
       - 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. Being trained by Wolfwing, Milos also has access to all
       of Wolfwing and Kindron's supernatural hunter knowledge that he
       gained while training with them.
       - 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. Milos is an
       expert in this thanks to his assassin training. When in a group,
       Milos is often dismissed as being a part of the background, due
       to how good he is at blending in.
       - 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. Milos is not one to torture,
       but has no hesitation about doing so, and thanks to his Bratva
       training, he is not afraid to torture people for information
       when he needs to. While he does restrain himself when needing
       information, he can torture people when needed, and his master
       assassin training has left him with great assassin skills.
       - Murderous Intent Sense: This lets those with this sense when
       an attack is coming. This is a skill warriors get by fighting
       constantly for many years, learning how to sense someone's
       murderous intent usually through encountering it first-hand.
       This lets the user read their environment as well as the spirits
       of people around them in order to see what attacks might be
       coming their way by reading an opponent's body language and the
       "sense" of people around them. This gives them a passive sense
       of reading people who might try to hurt them, as they can sense
       when someone is ready to attack. Some can sense this literally,
       but most sense it in an instinctive way once their instincts
       have been developed through constant fighting and battles. This
       gives the user time to dodge or avoid an attack, and to some
       extent, helps the person predict what opponents will do in a
       fight. For example, by reading an opponent's body language, such
       as how they move or how tense they might be, a user of this can
       read opponents. However, this sense is not perfect, and some
       opponents can't be read if they have similar skills or can
       disguise their murderous intent or they learn skills that can
       trick people with this sense. This sense is usually pretty
       reliable unless one can suppress their murderous intent, and is
       usually instinctive among people who have seen a lot of battle
       and those that have fought for their lives multiple times. The
       only real way to develop this is experience, as no amount of
       training can truly grasp how this sense truly works.
       Passive Abilities:
       - 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).
       - 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 permenant 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 percieve 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.
       - 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.
       Transformations:
       - 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.
       Since Milos is a werepyre in human form (mainly), he can change
       into his werepyre form as he needs to. In his werepyre form, he
       loses a little speed, but gains far more power and defense due
       to how strong his body is as a werepyre.
       - 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.
       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.
       - 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 fo powers the werepyre has.
       - No one 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.
       Personality: Milos is a surprisingly noble person for being a
       gangster. Milos is someone who makes no effort to disguise
       what's on his mind, and tells others exactly what he is
       thinking. Milos was trained in the Bratva mentality, in which
       the other Bratva are his brothers, and the Bratva bring justice
       by killing people who break the law. Milos has embodied this,
       and sees all Bratva as his brothers and family, with the only
       other people he considers family being Kindron Darkfire and
       Wolfwing, who are like family to him after the years they spent
       together. Milos is a pretty clever person who is great at being
       secretive when he wants to be, and will cover his tracks
       flawlessly most of the time to the point that police have not
       been able to identify all of the crimes he's been involved in.
       Milos is a very cunning person, and knows when it's time to be
       smart rather than just bash someone's face in. Milos is also the
       type of person that isn't afraid to do what he has to do,
       whether it's torture someone to locate acaptured fellow Bratva,
       or killing people who attack the Bratva. There's a reason that
       Milos is the head of the Bratva, and part of it is that he has
       become the embodiment of the ideas of the Bratva. In battle,
       Milos is the type that will often overpower opponents, but he
       will find strategical advantages. Milos won't hesitate to use
       tricks on his opponents, and while he does have honor for
       innocents and not hurting people who don't deserve it, he will
       use people to threaten his enemies, such as using an enemies
       family against them if the person is a threat to the Bratva.
       However, most of the time, Milos is pretty straightforward in
       how he acts both in battle and outside of battle.
       Bio: Milos has no idea what his original name was (if he even
       had one, which he suspects he didn't have an original name), or
       who his original parents were. He doesn't know his own history,
       or even what tribe or clan he was supposed to belong to. All he
       remembers is that he was abandoned as a child, and the only
       thing he remembers about his mother was that his mother looked
       at him in disguist before abandoning him. Milos, instead, was
       raised by the Russian Mafia group, the Bratva, who took him in
       as a child after finding Milos abandoned in a forest as baby.
       His name, Milos Sojikov, was given to him by his Russian Bratva
       family, and was raised in the Bratva's leadership as a full
       Bratva member from a young age. Even at a young age, Milos
       showed he had a natural affinity for combat, in which he
       advanced much faster than most Bratva, even as a child.
       It didn't take long before Milos advanced in the Bratva, and
       rose up the ranks. As the Bratva were close and considered each
       other brothers, Milos embodied this, fighting to protect his
       fellow Bratva. The Bratva's quest to bring justice by killing
       people the justice system didn't arrest (usually going after
       people who would avoid being convicted due to connections or
       errors in the system) led Milos to becoming an assassin, in
       which Milos would kill anyone who the Bratva deemed was evil,
       and torture anyone that the Bratva needed information from.
       Milos was pretty happy with his life, and even helped when
       Russians faced supernatural groups, in which Milos helped take
       out supernaturals who killed humans.
       Eventually, Milos met Wolfwing and Kindron during a trip west
       while they were travelling through Europe while looking for good
       locations to train in, and Milos eventually allowed himself to
       be trained as well with Wolfwing after getting permission from
       the Bratva to take a leave of absence to train with other
       werepyres so Milos could more easily help the Bratva against
       dangerous opponents. During his time with Wolfwing, Kindron and
       Milos became good friends, and Milos eventually came to see
       Wolfwing and Kindron as family alongside his Bratva brothers.
       Milos trained as much as he could, learning the werepyre skills,
       and learning the Shingetsu style martial arts to boost his
       combat abilities to pretty great levels. Eventually though,
       Milos graduated his training with Wolfwing, even though neither
       Milos nor Kindron could beat Wolfwing to take the Wolfwing title
       from Wolfwing. Milos vowed he'd win someday, whether it was
       against Wolfwing or against Kindron after Kindron beat Wolfwing,
       as long as he didn't have to kill them since he considered them
       family.
       Milos went back to the Bratva after his training, and found that
       the Bratva had been taken over by a new leader who had been
       breaking apart the organization from within and killing many of
       the Bratva Milos considered family. After the leader killed the
       man who Milos saw as a father, Milos went after the new leader,
       and brutally killed him and his followers so the Bratva could be
       led by someone worthy of the ideals of the Bratva. However,
       instead of finding a new leader, the other Bratva demanded Milos
       himself lead the Bratva since they saw no one better to lead
       than Milos who had been the only one strong enough to overcome
       the leader who almost broke the Bratva. Though he didn't want
       to, Milos became the leader of the Bratva. For years, he trained
       and helped the Bratva rebuild after what had nearly destroyed
       them, and continued the Bratva's mission of justice. Milos
       worked for years with the Bratva, and eventually he found out
       about what had been going on in London thanks to still being on
       good terms with Kindron and keeping in touch with him.
       Eventually, Milos would come to London thanks to the Bratva
       seeking to join Hei's organizations, in which they wanted to be
       able to rule Russia's criminal underworld. Milos, as the head of
       the Bratva, agreed to join Hei when Milos was approached by
       Malcolm Merlyn and the League of Assassins. Just as Hei had
       gained support from other criminal organizations, such as
       gaining influence in the Chinese Mafia through Wei Zhujin, and
       also gaining influence in the American criminal groups thanks to
       Hei's Sabbat groups that he had been slowly gaining support from
       worldwide. Milos also decided to join Hei's organization, and
       has opted to try and help organize the Russian Sabbat sects to
       join in Hei's vision to unite all the Sabbat with the crime
       groups to control the criminal underworld worldwide. While the
       Russian Sabbat sects aren't really happy about a werepyre trying
       to take over, Milos has slowly gotten some support from certain
       vampire and werewolf clans he has tried to unite under one
       banner and bring as many as he can into the Bratva (assuming the
       meet the conditions and pass the entrace tests for the Bratva).
       After everything going on, Milos has come to London, partially
       to help Kindron with his current battles, but also to help Hei
       organize his criminal groups alongsid Malcolm Merlyn.
       Theme: Bratva Brothers (
  HTML https://www.youtube.com/watch?v=C2y7tCIcz-M
       )
       Battle Theme: Bratva (
  HTML https://www.youtube.com/watch?v=8T_DF5UvvyE
       )
       *****************************************************