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RP Profile: Milos Sojikov
By: Zorbak the Ebil Moglin Date: July 8, 2020, 10:52 pm
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"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
)
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