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#Post#: 5245--------------------------------------------------
RP Profile: Wolfwing (Update)
By: Zorbak the Ebil Moglin Date: July 8, 2020, 10:57 pm
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"I will drown you in the darkness of despair." - Wolfwing
"Your bones will make a nice tooth-pick after I finish you off.
You know that old saying... Waste not, want not... Or is it the
other way around?"
"Hit me with everything you've got... If you do, maybe you can
bruise me a little."
"Those who say humans can beat monsters never met me. Even
monsters fear me."
"A true warrior never stops training. Even if they hit the top,
there's always a bigger fish that will come along."
"Hunters? You people are a dime a dozen... And I've killed
entire legions of hunters. You think a group of hunters can stop
me? If so, then try your luck." - Wolfwing to a group of hunters
trying to kill him
"You think attacking as a group could kill me? Well...
Perhaps... But unless you learn to build your strength on your
own, and strengthen yourself to stand on your own, using friends
to help you is just a crutch. A true warrior can gain immense
strength fighting for others, but their ties can make them weak.
That's the truth of the world. You have to determine what you
will do. Will you work alone to gain more power and sever the
ties that bind? Or try to develop your friendships and bonds to
try and gain the power you need to defend them, probably never
gaining the real power you need?"
"Your weapon is useless... You rely on that weapon, but you have
not mastered your own power. Using a weapon is fine, but unless
you learn to make your body the weapon."
"If you can't defend yourself... How will you defend others?" -
Wolfwing to Kindron while training
"A gesture... A small finger flick. That's all it will take to
beat you." - Wolfwing to a weaker opponent
"Kindron... You were my greatest student, but you still have a
long way to go. I still hold the hope that one day you will
become Wolfwing XIV. But you will need to get much stronger
before you can beat me. So train hard." - Wolfwing to Kindron
the day Kindron left to train after finishing his training with
Wolfwing
"People fear power because it makes them feel weak. That's why
the strong rule. Because the weak become too cowardly to act or
they act and become strong. Only those with the strength of will
are able to go from being the weak to being the stron, from prey
to hunter, and from opressed to opressor."
"I am the dark abomination who stole the power of nature and
darkness. I mock the vampires and werewolves for their weakness
and short-sided views. I have become the fear of vampires,
werewolves and humanity alike. I will show you the dark depths
of oblivion... Conjuration of Decimation!" - Wolfwing using an
incantation for one of his strongest arts.
When Kindron went to challenge Wolfwing, and Kendrix was with
him.
Wolfwing: Who's the kid?
Kindron: My nephew, Kendrix. He wanted to meet you.
Kendrix: Holy crap... You are a tall bastard... He says as he
looks up to meet Wolfwing's gaze.
Wolfwing: And you're a short little whelp. He says
sarcastically. Let me guess... Here to try and challenge me if
Kindron doesn't win?
Kendrix: That was the original idea... I really wanna test my
Kenpo against your Shingetsu style. I hear you're one of the
toughest martial artists. But I'll save that for another time I
guess.
Wolfwing: Kenpo... I hope you're better at it than Kindron is.
Because his doesn't help much against my combat. So far I
haven't met anyone that's beaten my combat style.
Kendrix: Wow... Now I gotta fight you!
"Werepyres are known for being the monster among monsters. And
in cases of those like Wolfwing... You'll understand why people
say that. Even I couldn't beat him after he specifically trained
me to beat him. He's the strongest werepyre for a reason. We're
just lucky he keeps to himself and doesn't kill innocents. When
he wants to eat, he only goes after murderers and criminals so
he can stay off the radar." - Kindron about his mentor Wolfwing.
"Few don't know the name Wolfwing... He's known as the most
powerful werepyre. No human, werewolf or vampire has beaten him
yet, and only a few have even managed to fight to a draw with
him... At least to our knowledge. Supposedly, the title Wolfwing
is passed down only among the strongest werepyres. Any werepyre
acknowledged and trained who defeats and kills Wolfwing is
allowed to take his title. This Wolfwing is the 13th person to
take the title as far as we know. And he's one of the few
monsters most hunters refused to hunt for fear of getting killed
brutally." - A human hunter about Wolfwing
Original Name: Erimus "Wolfwing" Shephard
Current Name: Wolfwing XIII
Former Supernatural Hunter Title: Shadow Knight
Age: Unknown
Species: Werepyre
Gender: Male
Hunter Group/Team: None
Weapons:
- The Darkness Killer: This sword was one that Wolfwing used to
use before he became a werepyre, back during his days as a
supernatural hunter. This sword is a powerful holy blade
designed to fight dark natures. This weapon uses it's power to
absorb and cut through darkness powers like a knife through
butter. This weapon is designed to kill anything with a dark
nature, and is usually best when used to kill vampires. The
darkness absorbed is cast into it's own realm of darkness within
the blade, and the blade itself uses this to make it so that
almost any dark attack will be useless on Wolfwing. This blade
is able to kill vampires, werewolves and even many demons with
it's power, as it's a holy blade that is designed to kill
anything powered by darkness. Typically, vampires work best due
to their natural dark nature, but werewolves also are able to be
killed by this thanks to their natures as creatures of the
night, even if their natures are not as dark as vampires.
Anything that controls or utilizes darkness (aside from beings
like Xeles, Toranoraos, and other dark entities) can be killed
by this blade, if the blade strikes the heart or brain, or is
used to cut the head off the person. However, this blade only
kills darkness users, and doesn't work on light users, nor can
Wolfwing reflect the darkness on the user like some think. This
blade is also a holy blade, one that Wolfwing cannot wield
without a special gauntlet on his hand he wears when he changes
into his human forms (only against the strongest opponents), as
the holiness of the sword does damage to him as a werepyre. This
is a somewhat large sword that Wolfwing can use, with it
weighing enough that most cannot wield it without highly
enhanced strength, despite it not looking all that bulky
compared to normal two-handed swords. Because of how strong
Wolfwing is, he is able to wield this blade with one hand, even
if he doesn't really use this sword all that much anymore.
- Angel Blade: This is a standard angel blade most normal angels
and fallen angels carry. This blade is designed to kill demons,
but can also kill angels and fallen angels as well due to
certain similarities in physiology between demons, fallen
angels, and angels. When faced with certain creatures that are
of angelic or demonic power, this works on these types of
creatures as well. When used on creatures affected by it, it
temporarily negates regeneration of the creature, specifically
working best against angel, fallen angel, and demon
regeneration. This also applies to other creatures that use such
regeneration such as demonic vampires who use demonic
regeneration or holy vampires who have more angelic power. This
weapon is very useful, made out of heavenly silver. Even against
creatures that it doesn't negate regeneration form, it's still
made out of a material that acts like blessed silver, still
being useful against creatures like vampires and those creatures
with unholy or demonic type natures. This is usually a primary
weapon for angels that don't have their own special holy weapon,
being used by angels, grand priest angels and even other types
of angels like seraphim and cupids. Wolfwing has one of these he
can summon to him, which he uses to kill any angels that come
after him, and usually uses it to kill lower level demons as
well, since he also sometimes has to fight demons. Of course,
like his normal sword, Wolfwing doesn't really rely on weapons
anymore, so he rarely uses this.
Werepyre Race Abilities:
- Cursed Human-Turned Werepyre: Wolfwing was not always a
werepyre, but was a human who was turned into a werepyre long
ago by the previous Wolfwing XII. Before Wolfwing became one of
the most dangerous monsters in the world, he was once Erimus
Shephard, a supernatural hunter from long ago who used to be
known for fighting strong supernaturals. After Erimus was cursed
and bitten by a werepyre he was fighting who turned out to be
Wollfwing XII, Erimus was turned into a werepyre and trained by
Wolfwing XII. Erimus has since surpassed his teacher and killed
his teacher, becoming the top werepyre as Wolfwing the XIII.
Wolfwing has immense power and ability, and is known for his
physical combat even among his powerful werepyre skills.
Wolfwing has been fighting for a long time, and is a very
experienced werepyre who has had plenty of time to even develop
some of his own werepyre skills, including his ultimate skills.
After being ordered to kill his teacher by Wolfwing XII,
Wolfwing became his own master and earned his freedom, becoming
a master werepyre of his own. Wolfwing isn't much for turning
other people into werepyres, but he has become perhaps one of
the leading werepyres in the race, due to him being perhaps one
of the most feared werepyres in the world. Because Wolfwing was
a supernatural hunter before he was a werepyre, Wolfwing has the
training of three different races, which makes him even more
dangerous, as he has the combat training of supernatural
hunters, alongside his werewolf and vampire 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.
- 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. Wolfwing has the knowledge of
previous Wolfwing, who mixed and matched certain disciplines
among other werepyres they've met to allow them to find ones
that are useful to them specifically. For Wolfwing, his
disciplines are all mostly physical combat based, where he
learned all he could about the disciplines that would help his
combat ability.
- 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). As mentioned earlier, Wolfwing has the gifts and
disciplines of previous Wolfwings that have been gathered from
other trainings they've done. Wolfwing's gifts are mostly
focused on his physical combat, and focused on enhancing it in
some way.
Werepyre Skills:
- Werepyre Passive Skill: Deadly Predator Spirit: Werepyres,
similar to werewolves, have their own way of utilizing their
fighting styles. Where werewolves have their lunar spirit
fighting abilities, or vampires that use things like clan
abilities, werepyres developed their own power that uses their
twisted darkness and nature abilities. This lets a werepyre
focus their dark natures, and mix it with their combat in order
to use certain supernatural and combat based werepyre skills
that are powered by their dark nature and their will to fight.
This is the most basic aspect of the werepyre's base combat, and
powers most of the werepyre battle skills. This takes a
werepyre's dark nature and uses it in combat for different
effects. There are typically two major skill types, passive
skills and combat skills. Passive skills are usually just
passive upgrades to a werepyre that grant specific effects,
while battle skills are conscious attack skills that the
werepyre can use in a fight. Many of these skills combine
vampire and werewolf abilities, or some may be created by
werepyres specifically to combat opponents. Typically, there are
a number of skills werepyres can learn, but most also develop
their own specific skills, as there are those that opt for
combining their own abilities uniquely. Since each werepyre is
usually born of different heritages and has different potential,
it is hard to categorize what werepyres have affinities for what
skills, since different werepyres will have different abilities.
Most of these abilities are combat or supernatural power based,
using a werepyre's combat ability, and can be countered by other
combat abilities or supernatural abilities depending on the
skills.
- Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
This is the second part of learning werepyre skills, in which a
werepyre has to learn to manipulate the dark nature they are
born with. Some are able to do this better than others, but most
werepyres are born with dark natures that let them draw out this
dark nature, in the form of using their werepyre energy to mix
their darkness power from their vampire side with their cursed
nature of their werewolf side to create a unique energy which
they call cursed darkness. This is somewhat similar to corrupted
darkness, except that the werepyres use this naturally, rather
than having to create it. When using this, they can use this
like any normal darkness abilities, with the exception that this
darkness can be used to even fight other darkness users similar
to corrupted darkness thanks to the cursed nature of this
energy. This is the base power of their combat skills alongside
their deadly predator spirit. This darkness powers most of their
battle skills, while their deadly predator spirit usually powers
more of the passive abilities. As a werepyre gets more
experienced, they may learn to do more advanced darkness
abilities, and may even make their battle skills more powerful
if this skill becomes stronger since it's the base power of most
of the battle skills. Typically, the way to counter this is holy
energy, though the best is probably holy light which counters
both the cursed nature and the darkness power. However, normal
light can be used if it is concentrated enough to overpower the
darkness, assuming the werepyre doesn't have any other enhanced
darkness abilities.
- Werepyre Passive Skill: Arcane Terror: This is a passive skill
that is generated by werepyres. Most werepyres learn this as
part of their basic training where they are able to enhance
their natures to terrifying levels. Similar to vampires who use
disciplines that weaponize their very presence, werepyres also
use this as a passive way to intimidate others using a fearless
nature. Those not immune to fear manipulation will find
themselves filled with fear when faced with the werepyre, as
this is a passive skill that is always in effect. Depending on
the presence of the werepyre, most use this in some fashion to
strike fear into their opponents, usually as a tactic to scare
off hunters and other opponents who might be a threat to them.
This skill also gets stronger when the werepyre becomes angry or
hateful, in which their negative emotions can fuel this and make
this power stronger to generate more fear in others. Typically,
this skill means that it takes someone with strong willpower to
not be overcome with fear. Some werepyres who use this can
weaponize it in a way to attack the mind, but usually only
advanced werepyres will use it in this way. Those that are
immune to fear manipulation or the effects of emotional
influence would be able to resist this though, as will people
with strong wills that can overcome their fear. This skill also
only works as long as the werepyre is fearless, and if they
become afraid, then this skill will stop working completely as
long as the werepyre is afraid.
- Werepyre Passive Skill: Unstoppable Will: Similar to how some
vampires and werewolves have certain training to avoid certain
emotional changes (like the Darkfire Disciplined Mind),
werepyres have their own special training where they passively
focus their willpower into their darkness power. This grants
them a passive skill that strengthens their willpower
considerably, and can instantly free them from certain negative
status effects. Using this, werepyres are able to break out of
certain negative conditions like fear manipulation, psychic
paralysis and stun abilities, and other body manipulation
abilities. By using their immense willpower, their dark natures
break them out of most psychic holds or manipulations that try
to attack the mind or body, which is usually overpowered by the
werepyre's own will. This power is a passive skill that is
designed to be similar to skills like Disciplined Mind, and
designed to help the werepyre focus their minds in battle. As
one might imagine, this is a necessary skill to have in battle,
so that werepyres can keep focused when they are in battle.
Typically, this power uses a werepyre's willpower with their
dark natures, so this skill only amplifies the mind as much as
the willpower and dark nature of the werepyre will allow. While
some have stronger willpower or dark natures than others, the
combination usually determines how strong this will be. If a
psychic power can overpower the werepyre's willpower, then it is
possible to overpower this skill and affect a werepyre on a
psychic level.
- Werepyre Passive Skill: Shadows of the Dawn: While most
werewolves and vampires wouldn't be able to fight effectively
during the day, werepyres have developed a skill that lets them
fight during the day just as effectively as they do at night. By
using the shadows of an area they are in, they are able to
utilize amplification during the day, which amplifies them as
much as the night would. By absorbing the shadows, the werepyre
isn't affected by daylight, and can get around just as easily in
the day. For most werepyres, they will find light unpleasant
(Unless they are a type of werepyre that is not restricted by
night, aka if they have daywalker power in them), but they will
not be hindered by the light as long as they have shadows around
them. Typically, the darker the place they find, the more
amplification they will find, though they can fight effectively
enough even with little shadow. While they may not gain
amplification during the day from the night or the moon, they
can use this skill to at least fight at their normal level even
if they would normally be hindered during the day. Of course,
while this skill does allow a werepyre to fight during the day,
that doesn't mean they don't still have vulnerability to holy or
light based abilities due to their strong darkness nature. And
if an opponent takes away their shadows during the day, they
will lose their darkness amplification they gain from this
ability and might be weakened depending on the werepyre.
- Werepyre Passive Skill: Terror of the Night: Werepyres who
train their combat usually train both vampire disciplines and
werewolf gifts, in which they combine the two. In combat, this
usually results in them combining combat abilities of werewolves
and vampires. For example, werewolves will use certain vampire
abilities like celerity training or potence training that
enhances physical combat, and also use certain werewolf gift
training like lightning reflexes and pain resistance. Every
werepyre has different balances of abilities depending on what
they can do, but most werepyres use this skill to combine
werewolf and vampire combat abilities in order to combine the
best of both races combat skills. This makes werepyres extremely
dangerous in physical combat, especially ones that focus on
physical combat, since this skill allows them to utilize two
different races combat abilities in ways that surpass the
original powers of clans and prides. Werepyres, depending on
their training and affinities, can combine their combat training
in a number of ways, with some even combining certain other
combat techniques with their werewolf and vampire powers (such
as martial arts styles and weapon styles). Typically, this makes
each werepyre different, and amplifies their combat abilities
depending on their abilities. Because of the number of
combination options werepyres have, all werepyres have unique
combat abilities. However, while this is an impressive ability,
most werepyres are limited by what physical affinities they
have. For example, a werepyre that is more bulky may have more
strength and defense, but may not gain as much speed, or a
werepyre that is smaller in stature might be faster, but lack
the physical strength. This also depends on the training of the
werepyre and what skills they can learn that boost their
physical combat, as the physical combat makes this power what it
is.
- Unique Passive Werepyre Art: The Beast that Never Sleeps: A
werepyre gains the Become the Beast form by training and
releasing their full power temporarily, which is a useful skill
to have against transforming enemies. However, Wolfwing took
this one step further and created a new art. Instead of
temporarily transforming into his more powerful form, Wolfwing
permanently became his enhanced form. This left Wolfwing in a
constant released state, where he is now in his Become the Beast
form forever as his normal form. Most werepyres could never even
attempt this without shortening their lives, but Wolfwing was
able to create this constant released state. Now, Wolfwing stays
in this enhanced form permanently, and is able to use it just
like his normal form. While Wolfwing lost his ability to change
into his Become the Beast form, he is now beyond most
supernaturals, as most supernaturals can only transform into
more powerful forms for a limited time. This has led Wolfwing to
become one of the most dangerous supernaturals in the world, due
to the fact that most supernaturals can't stay transformed long
enough to finally beat him. This skill doesn't have any negative
effects on Wolfwing, except for the fact that Wolfwing cannot
change into any other released forms, because he's given up any
form he could gain for this power to stay in his normal form.
Though it is worth noting that Wolfwing can still change into
his human form, which is also highly enhanced by the power of
his Become the Beast form, making him able to use his human form
in a much more dangerous manner, since his human form has the
same enhancements as his Become the Beast form, and he does
sometimes use his human form for it not being as bulky as his
werepyre form. However, he cannot change into any other enhanced
form, as he can no longer transform into released forms.
- Unique Passive Werepyre Art: Dark Chaos Drive: This is another
skill that Wolfwing developed himself. This passive skill
absorbs chaos energy and fuses it to Wolfwing'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 Wolfwing is amplified by this
power. The amplification Wolfwing uses allows him to fight
passively in a constant amplified state, constantly changing his
amplification. This may seem like it would hinder most warriors,
but with Wolfwing's adaptiveness, he 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 Wolfwing's amplification chaotic enough that even
Wolfwing cannot predict how his amplification will change from
moment to moment. By adapting and changing as his amplification
changes, Wolfwing 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 combat style, because of the fact that even
Wolfwing himself doesn't fully know how his amplification will
change. By taking advantage of this, Wolfwing 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 Wolfwing 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 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.
- Unique Werepyre Attack Skill: Flames of Cursed Blue: This was
another unique skill that Wolfwing developed over time as a
werepyre. This skill is activated by consuming some of the life
energy of the world and then twisting it to his advantage, which
manifests itself in Wolfwing's body as blue flames of cursed
energy. After Wolfwing uses this, he gains blue flames that are
more powerful than normal flames. These flames were originally
designed to somewhat mimick the power of life energy users, but
twisted to Wolfwing's own advantage as this power is essentially
a cursed life energy manipulation that uses his werepyre nature
to twist the life energy of the planet he absorbs into a new
form that becomes a flame that is not too different from Satan's
blue flames of wrath in appearance. However, unlike Satan's
flames, these flames are specifically designed to be of a cursed
nature, which allows them to work similarly to corrupted life
energy, but also allows it to burn others in a manner similar to
how demonic energy would which can even hurt fire users. This
skill essentially is able to counter those that use life energy,
and even can be used to counter death energy users as well,
allowing Wolfwing to even take on grim reapers and other
entities that use life and death energies. This power can be
used like any kind of flames, even though it's technically life
energy, and the life energy can always be reabsorbed by Wolfwing
if he needs the energy for himself as the corruption in this
power that makes the blue flames is essentially his own energy
corrupting the life energy. This energy is able to counter
flames of all kinds, not because it consumes them, but because
it is actually an energy in a fire like state, so it can be used
to cover and smother flames till they burn out, including being
able to counter stronger flames like hellfire and dark flames.
While this is a great skill to use in battle, overabsorbing
energy can lead to damage to Wolfwing's body, and taking too
much energy from the world around him will be too much for him,
so he can only use a certain amount of this energy.
- 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.
- Unique Werepyre Art: Dark Purgatory: This is one of Wolfwing's
ultimate techniques. When used, Wolfwing releases a large sphere
of darkness that is fired in the direction of his enemy. If the
enemy is caught in this sphere, then they are taken to a pocket
dimension of darkness. Once inside, the darkness in the pocket
dimensions hardens and crushes everything inside the pocket
dimension. Opponents caught inside this are crushed to death,
and their souls are sealed in the pocket dimension. This is a
very strong technique designed to kill strong opponents, and
even if they are not killed by the darkness, they will become
trapped in the pocket dimension. Typically, this is very hard to
get out of, and designed to get rid of enemies through either
killing them or trapping them. Very few have ever actually
escaped this dimension of darkness, with the only ones that have
being ones that have dimension cutter or dimension teleportation
abilities. If one is to escape this, the best time is before the
darkness hardens once the user is in the dimension of darkness,
and using some sort of teleportation ability that can move
across dimensions. Some more powerful enemies can break this
dimension due to it's small size, but this kind of power
requires the power of an archangel or demon prince or someone
with immense aura that could overpower the pocket dimension. Of
course, the easiest way to avoid this is to dodge the sphere
Wolfwing fires at the opponent, as not getting caught in it
means that they won't be pulled into this pocket dimension in
the first place.
- Ultimate Unique Werepyre Art: Conjuration of Decimation: This
is Wolfwing's strongest technique. This is Wolfwing's only magic
ability, and there's a good reason why it's his only magic. This
spell releases a blast wave across a large area, that destroys
everything in a one block radius. This wave releases a power
that completely tears apart matter at a molecular level,
destroying anything that is caught in the wave. However, this
isn't the main danger of this attack. The main danger of this
attack is the people who get caught in the blast wave. Whoever
is caught in the blast wave will not only be torn apart and
destroyed on a molecular level until there's nothing left of
them (which can kill just about anyone since it completely
destroys every cell of them), but this also destroys the souls
and spirits caught in the blast wave. This means that anyone who
is caught in this is not only killed, but their soul is
destroyed as well. As one might imagine, this is perhaps one of
the strongest neutral spells ever known, and Wolfwing's use of
it can even bypass magical immunities and resistances. The only
way to not be completely destroyed by it is to not get caught in
the blast, which one can usually get away while Wolfwing is
casting it. Because Wolfwing has to cast it using an
incantantion, there is usually time while he's casting it to
attack him. If one can do enough damage, they can interrupt his
casting of this, which is imperative if one wants to keep others
from falling prey to this. Of course, it is also possible to get
away from this by teleporting away before the blast wave hits,
if an opponent can react quickly enough. While Wolfwing can use
this up to 4 times in a battle depending on how much energy he
uses during the fight, each attempt requires his incantation
which does give people time to try and stop this attack.
Sword Style Shingetsu Style Abilities:
- Shingetsu Sword Style: Many are familiar with the Shingetsu
style as a sword style, in which it is designed to be a focused
style. This style falls into two main types of attacks, which
are the two bases of this entire style. The first is the
Nadeshiko, which is a technique that focuses physical force to
split objects known as the "Armor Piercer" substyle, and the
second is a technique known as Battojutsu, or a type of sword
draw technique that uses the second substyle of this style. This
style was developed for weaker combatants originally, in that it
was designed so that weaker combantants could hit harder or
pierce armors that they wouldn't normally be able to. The
Nadeshiko was designed for this style specifically, but the
Battojutsu was originally derived as a variation of the Hiten
Mitsurugi style, which some aspects of the Battojutsu part of
the style became a basis for this style's techniques. This style
is a focused technique that weaker users can use against
stronger opponents, as the Nadeshiko is designed for weaker
people to pierce stronger opponents, and the Battojutsu is
designed to attack at much faster speeds to counter opponents
with faster speed. For the most part, this is a style that is
more about technique and mastery of it's attack styles, rather
than just being a style focusing on physical strength like it's
martial arts counterpart. When advanced users of this style
master it, they are able to balance the two substyles and
combine the two aspects to create a sword style that some master
swordsman are even able to use with wooden swords or some can
even attack with things that aren't swords to combat swords and
other bladed weapons. For Wolfwing, he uses this mostly in his
human form, as this was his sword style he used when he was a
human supernatural hunter.
- 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, 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 Battojutsu (Sword Draw Substyle): This is the second
substyle of the Shingetsu style, which is a style based around
sword draws that is specific to the sword style (as the martial
arts style has no "sword draw"). This sub-style is known for
it's unique sword draw techniques, which was originally taken
from certain other styles like the Hiten Mitsurugi style that
had plenty of sword draw techniques. However, the battojutsu
substyle is based mostly around drawing a sword directly into an
attack, without having to go into an attack stance after drawing
the sword. Because a sword draw can be among the fastest known
movements with a sword, battojutsu and laijutsu users developed
the style around it so that they could take advantage of this by
utilizing this as one of the main aspects of the combat style.
As a result, the battojutsu style is all about different sword
draw techniques, and combining those techniques with special
techniques to create unique attacks. Many of the attacks in the
Shingetsu style are designed around both the Nadeshiko substyle,
but many use the Battojutsu style, and some even combine the two
aspects. Users who master this can use many powerful sword draw
techniques, many of which are designed to be extremely fast
techniques, and some even being very powerful techniques when
combined with the Nadeshiko style. However, the biggest risk to
this style is timing, due to this style leaving the user
vulnerable without their sword drawn. If a user draws their
sword too early, the user will be left open, but if they draw
too late, the opponent might have already landed an attack on
the user.
- 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.
- Swordsman Wavelength Attack Focus: This is a trick among
swordsman, where cutting through objects isn't about power, but
concentration which is learned only by experienced swordsman who
have been near death at some point in their life and learned to
tune into this. By tuning into the wavelength of objects, a
swordsman is able to cut only what they want to cut, such as
cutting through a tree without cutting the leafs falling from it
by tuning their wavelength of their attacks to target only a
specific wavelength. This technique lets the swordsman cut
through almost anything by tuning their attacks to the
wavelength of whatever it is they're trying to cut. They don't
have to know what the material is, only be able to process the
wavelength of the item or opponent. This lets them cut through
almost anything, assuming the opponent isn't also using this
power to block them. This can also cut through defensive energy
skills, such as walls or barriers by some advanced users. This
swordsman technique requires the user to be tuned to the world
around them, and once mastered, the swordsman can essentially
cut through almost anything with enough concentration. However,
this obviously doesn't do any damage by itself, simply being
used to tune attacks to their opponents. This technique can be
countered however, by simply changing the wavelength of the
object or person being attacked, such as using an energy
amplification technique to change the wavelength of the object
or opponent. While the sword would do some damage as it's still
a sword slash (if it hits), then the sword would do highly
reduced damage.
- Swordsman Wavelength Projectile Ricochet: Thanks to the
wavelength sense some swordsman have, Those with it are able to
use their connection to the swordsman wavelength to reflect
attacks back at opponents or at other opponents from their
sword/weapon. This ability comes from using the swordsman
wavelength in order to tune their wavelength to the wavelength
of the kinetic energy of a projectile, in order to reverse the
kinetic energy when attacking a projectile. Advanced users of
this can even learn to reflect projectiles in specific
directions, rather than just reflecting the attacks randomly.
Usually, this only requires the user to react fast enough to
tune their sword's wavelength, assuming they can use this in
time to reflect a projectile, and they will be able deflect
projectile attacks. This works on energy attacks, other
projectiles, and even works on things like cannonballs and
bullets (if a user can react and move fast enough). While most
users have to concentrate to do this, advanced users of this
learn to do this subconsciously with enough practice, which
gives them more time to react to projectiles. This is a
difficult technique to master, due to how many different kinds
of projectiles there are that could be used, and the speed many
projectiles travel. For opponents, most aren't able to change
the wavelength of a projectile, but if opponents can speed up
their projectiles so the swordsman doesn't have time to react
and tune to the wavelength of the projectile, then the user may
not have time to use this.
- Form Negation Wavelength Manipulation: This technique was
developed as part of the wavelength training, in which they can
attack people who are either intangible or in elemental form.
This uses the user's ability to tune to wavelenths to attack
someone while they're in another form, allowing them to
essentially attack them and ignore their form they're in to do
damage to them directly by tuning to the wavelength of the
person's original body rather than attacking the form they're
in. For example, an opponent in water form would take damage as
though they were in their normal form when this technique is
used properly as this would attack the opponent's body rather
than the water form. This technique is quite useful for the user
especially fighting supernaturals who use intangibility or use
energy or elemental forms to avoid damage, in which users of
this developed this specifically to combat these kinds of
opponents. Users of this usually have to concentrate to use
this, but advanced users will learn to use this subconsciously
when an opponent uses intangible forms. Opponents can counter
this by manipulating their wavelengths so they don't match the
user's attack, if they know how the wavelength power works
which, for the most part, is something only swordsman can tune
their mind to (Though there are plenty of similar abilities in
other training that use similar abilities in other forms). Of
course, opponents can still easily dodge the attack, as this
does require landing an attack in order to take damage even when
the wavelength is properly tuned to the opponent.
- Energy Negation Wavelength Manipulation: This is another
technique that developed as part of the wavelength training.
This technique lets them dispel energy techniques similar to an
aura breaker, in which this was designed to operate similar to
the form negation ability. Thanks to this, they are able to use
sword slashes and their ability to use wavelengths to tune to a
wavelength and dispel it with a sword slash by tuning the
wavelength to the energy's wavelength and focusing on using
their physical force of their wavelength to dispel the
wavelength of the energy. This is an advanced technique that is
much harder to do than it sounds, and if used properly, it works
great for swordsman who fight projectile attacks. 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
wavelength 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 on a different wavelength) 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 wavelength of the energy used, if they know how this ability
works (which those who see similar abilities will know how it
works).
- Twin Draw: This sword style move uses a seemingly normal
battojutsu move which uses a powerful sword draw to launch a
strong and speedy attack, but the difference is that in addition
to the sword slash, the user also uses the sheath as a second
attack in quick succession, striking with the power of the
momentum of their first attack to carry them into the second.
This attack is meant to fool opponents into focusing on the
sword draw, but not on the second attack coming from the sheath,
which usually is set to hit someone in the chest or at a
pressure point since the sheath normally wouldn't do too much
damage. This attack can be combined with the Nadeshiko or the
swordsman's wavelength when used by advanced users, and can make
the sheath slash opponents when 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 just as dangerous (as battojutsu attacks are usually
quite fast and can be pretty powerful), 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 know that it's coming since most
swordsman wouldn't attack with a sheathe. 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. Though basic, this technique is still
effective.
- Sword 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, except that the attack hits from a wave instead of a
sword slash through concentrating of an attack. This was
designed to send the force of a sword slash to fight opponents
who fight from further away, since not all sword users can fight
at mid-range (as most swordsman cannot attack beyond close
range). This attack can either be focused into one large
slashing wave for more damage, or advanced users can focus this
wave into a collection of smaller slashing 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 sword slash that fires this attack. Though after the first
attack, usually opponents figure out how this technique works.
- Cherry Blossom Pedal Wave: This attack is another attack of
the Nadeshiko part of the Shingetsu sword style, that uses
powerful sword slashing 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 sword has to move swiftly and very fast so the sword waves
nearly overlap. The technique creates the optical illusion of
what looks like cherry blossom pedals around the sword and
waves, 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 slashing waves, 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 wave. Typically, the force of this attack is stronger
than a normal attack wave, and the slashing 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 sword is slashed, 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 fired. 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 Slash: This is a combination of the Nadeshiko and the
Battojutsu substyles, where users are able to use this if they
have mastered both styles. When using this technique, the user
does a Battojutsu style sword draw attack, bringing the sword
forward into a sword slash. However, the difference is that this
technique creates a wave from the sword 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
expecting a sword draw up close, as the user can draw 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 sword draw straight into a Nadeshiko sword
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 slashed, and can be used to
essentially extend the range of a normal battojutsu attack. This
requires the use of both Nadeshiko and Battojusu, 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 sword, 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.
- Two Sided Slash: This move is a special Battojutsu style
technique, where the user starts with a short charge to the
opponent. When the user gets close, they draw the sword and
attack from the front, then as they get behind the opponent (by
moving beside them) they user their momentum to spin and do
another 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.
- Wave Breaker: This technique is another powerful move that
uses the Nadeshiko style. This style fires a sword slash wave
similar to the normal sword slash wave, except that this attack
is fired using higher power and physical force. Instead of just
slashing an opponent, the attack slash wave bursts into multiple
slashing waves when hits something, allowing the larger slashing
wave to do far more damage by splitting into smaller waves that
can slash anything the smaller waves hit. This technique is a
very powerful slash 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 slashes 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 slashes 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 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 Slash: Based on another style's technique, this
style uses a powerful attack from above an opponent using
battojutsu. 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. When moving downward, the user
uses their momentum to draw their sword, and attack from above,
in which the momentum of the sword draw, and the momentum of the
move downward make a very strong attack designed to slice 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 weapon clash could force the opponents own weapon back into
the opponent's shoulder or face depending on how strong the
force of impact is. 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 slash, and is instead focused on attacking from
below an opponent while moving upward. This technique uses a
sword draw to hit an opponent from below, usually meant to hit
the opponent's chin. There are two modes of this attack. The
first is a non-lethal move where the user can hit the opponent's
chin with the butt of their sword, 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 will attempt to slash the opponent
from the chin upward, slicing through the face when done
properly. If for some reason the attack is blocked though, the
user can attack upward with an uppercut to attack the back of
the blade (this doesn't work for double sided weapons) so that
the extra momentum carries the blade upward. This can also be
used to knock back weapons that are attacking from above, and
using the punch to the dull side of the blade to knock the
opponent back. 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. Users can even use Nadeshiko in
combination with this on stronger opponents to slice through
opponents more easily. 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 an upward sword strike.
- Earth Wave Slash: This move is another Battojutsu technique,
one where the user draws the sword downward into the ground in
order to dislodge the earth using immense speed and force in
their sword draw. Instead of slashing the opponent, this
technique is designed to slash the earth and dislodge the earth
into attacks that are fired at the opponent from the slash,
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 slash. 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 Battojutsu technique, but requires a good
strong slash 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.
- Crying Wave: This is a particular technique that is sort of an
opposite of the Battojutsu style, where instead of attacking
with a sword draw, the user uses a shingetsu style attack wave
upon sheathing a sword. When sheathed, the force of the
sheathing fires a shockwave at opponents, creating a small sonic
boom upon sheathing the sword. 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
wave 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.
- Slicing Sword Dance: This is a very advanced sword draw
technique, one of the most difficult to do in the Shingetsu
style. This attack is done when unsheathing the sword, but
instead of using a normal battojutsu, the user simply opens the
sheath about a third of the way when using this. The thing that
makes this difficult though is not the unsheathing of the blade,
but how the blade has to be unsheathed. Most people wouldn't
think that this technique is a battojutsu style technique, since
the sword isn't drawn with much force. However, when drawn, the
user has to use their draw to create a force that is amplified
and ricocheted off the blade itself and fired at the opponent
which takes a mastery of concentrating one's force, and of
mastering both aspects of the Shingetsu style. Most mistake this
for reflected light when the force appears fired from the blade,
but the force creates a powerful wave that is fired from the
blade at opponents. Instead of drawing the sword from the side,
the user holds the blade in front of them, and then draws the
blade out, in which the blade 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 draw the blade, and even more
difficult to get that force to reflect and amplify on the blade
till it fires 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 Slash: 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. 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. 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 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.
- Soaring Dragon Slash: This is a battojutsu 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 battojutsu 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 battojutsu is made
normally in order to avoid the fourth step and putting the leg
in path of the sword that could result in a user cutting off
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 sword slash.
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 sword
will be drawn and slashing before the move is executed to stop
the sword. This sword can break through weapons and armor, 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 style while the user is
trying to avoid the effects of the attack. 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.
Martial Arts Shingetsu Style 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.
Werewolf Gifts:
- Rank 1 Gift: Falling Touch: This technique uses the air around
a user to reduce the affects of resistance to the opponent. By
attacking an opponent, the user is able to hit them with far
more force than they put into their attack, and allow a
werecreature to attack using this to do more damage then they
should. Users of this are able to send opponents flying with
very little force, and can allow even small attacks to do a lot
of damage when this skill is in effect. When used, this may not
seem like much, but users of this can use this very effectively.
Users can use this a variety of ways, such as deflecting a
physical attack with ease, or attacking an opponent to send them
flying (usually relying on impact damage if they hit something
while being sent flying). This is a simple gift to learn, but a
user has to be able to effectively account for the varying
forces around them, and the forces of air acting on the person
they want to affect. Opponents are usually best dodging this
attack rather than blocking, due to it being a very dangerous
technique to use in combat. Some stronger and heavier opponents
may not be as effected, such as those with concentrated mass, or
those that have stronger bodies that can absorb far more impact.
Wolfwing is able to use this in combination with his martial
arts, allowing him to do damage more easily to opponents, and
send them flying, which is very dangerous with his enhanced
strength. Because of how strong he is, some users have even
splattered when hitting walls like a fly being smashed into a
wall (assuming they survive being hit by Wolfwing's strength).
- Rank 1 Gift: Razor Claws: This gift allows a werecreature to
sharpen their claws using stone, steel or another hard surface.
By doing this, the werecreature is able to focus their claws
into deadly weapons, and many can use the razor sharpness to
slice through more than just slicing through flesh. Users of
this art sharpen their claws to deadly perfection, and in this
state, the claws are enhanced with this gift to the point that
many werecreatures using this can attack with much more
concentrated force using their sharpened claws, as the
sharpening of the claws condenses the attack and focuses it more
into a smaller area. Users of this gift can slice through
crystal, stone, and some can even slice through metal objects
with this gift. Typically, this is taught by a bear or cat
spirit, who teach the werecreature the right way to sharpen
their claws without reducing their range and shortening their
claws. Users of this can use their claws to counter bladed
weapons and other slicing attacks. Typically, this isn't too
different from normal attacks, and blocking is usually
difficult, but not impossible. Opponents can usually figure out
quickly how strong the claws are, and can avoid them usually
just like normal claw slashes. And just like normal claw
slashes, the claws can only damage on people or objects the user
connects with in attacks, so dodging is usually a good way to
avoid this gift altogether. With Wolfwing's claws longer than
normal werecreatures, his claws are even more deadly when
combined with his other werepyre skills that enhance his claws,
and makes his claws his deadliest weapon.
- Rank 2 Gift: Spiritual Wrath: In this gift, a werecreature
takes advantage of them being part spiritual beings and part
being normal fleshy beings. When using this, a user focuses
their spiritual state more into their physical state, allowing
them to attack things they wouldn't normally be able to attack.
This allows a werecreature to attack and pierce through certain
things they wouldn't be able to, such as being able to pierce
through energy defenses or even being able to slice through
spirits. This allows a werecreature to even attack intangible
creatures, and makes their physical form able to interact with
spirits, energy and other incorporal objects that only spirits
would normally be able to interact with. Using this, the user
remains in their normal form, but instead are actually using
more of their spiritual nature instead of their physical nature.
This is a great skill to use against opponents most wouldn't be
able to attack, and can be used to great effect if a user knows
when this will be effective. This is taught by a spirit of war.
However, while they are able to attack the spiritual, the
spiritual can also more easily attack them, and they take more
damage from certain spiritual attacks while in this state. Users
also should know that this takes effort to maintain, and users
cannot stay in this state for long. Like other powers similar to
this ability, this is best used in short bursts, or else a
werecreature could burn through their stamina and power to keep
this going. Wolfwing usually uses this to attack spirits that
attack him, and Wolfwing is able to use this to effectively
destroy spirits due to him being an advanced user of this skill.
Wolfwing can even pierce thorugh many energy defenses when using
this as well.
- Rank 2 Gift: Spirit of the Fray: This is somewhat similar to a
vampire's celerity training, and allows a werecreature enhance
their attack speed immensely. Unlike a vampire's celerity
training though, this becomes a permenant enhancement once it's
used for the first time, and grants a speed boost to the
werecreature. When using this, werecreatures with this skill
gain a passive enhancement to their natural speed, and can move
at lightning speeds. This was designed to allow werecreatures to
be able to take advantage of this speed to attack opponents
first, as many werecreatures and martial artists believe that
getting the first attack can shift a fight in their favor. This
speed depends on the werecreature, with some being able to move
faster than others depending on their base speed abilities. This
is a very useful combat ability, which is taught by cat spirits.
When used though, a werecreature may have trouble adapting their
mind to the speed they now operate at, and may require special
training to handle their enhanced speed. Users of this can still
be countered by faster opponents though, such as vampires who
use celerity training, or other naturally fast opponents. This
is only a passive speed increase, so this doesn't grant other
abilities, although opponents should usually know that increased
speed can also result in increased strength due to users have
momentum to enhance their attacks as well. However, opponents
can account for this if they use this properly. When combined
with Wolfwing's celerity training he uses, this can make
Wolfwing fast enough to vanish from view, and makes him one of
the faster supernaturals, even though he seems extremely large
and bulky.
- Rank 3 Gift: Silver Claws: This gift allows a werecreature to
transform their claws into solid silver temporarily. This skill
is very dangerous to other creatures of the night, specifically
vampires and werecreatures. This was designed to be used against
other werecreatures, in which this was designed to use their
weakness against them. This is a very useful skill that can be
used very effectively. When used, werecreatures will take
damage, and werecreatures with this can usually even kill other
werecreatures and vampires when used properly if attacking the
right spots (if they are vulnerable to silver). Depending on the
user, some can use this in combination with other abilities,
allowing them to combine this with other abilities that use the
claws. Some users can even release claw slash waves that have
the effects of this silver by releasing silver dust into the air
from their claws. This is taught by a lune. While this may seem
like a skill a user would want to use indefinitely, this is a
skill that is just as dangerous to the user as the opponent.
This gift causes unbearable agonizing pain to the user while in
effect, due to their weakness to silver, and can even render a
werecreature unconscious from the pain if overused. Like other
gifts, this is usually designed to be used for quick attacks and
then dispelled, usually to minimize the time the claws are
silver to minimize the pain of this gift. Other than the claw
slash being silver, this works like normal claw slashes, and can
be blocked or dodged as such. For Wolfwing, he has enhanced pain
resistance due to his specialized training, but even he cannot
use this for too long, even if he can handle the pain longer
than most would be able to.
- Rank 4 Gift: Predator's Many Eyes: Most werecreatures would
have to patrol their areas they live in, making sure no other
predator's enter their area. However, this gift is desigend to
allow a user to mark their territory, and connect to any area
they have marked. Specifically, by concentrating, they can focus
their senses to any area they've marked. Different tribes do
this different, as some mark their land with urine like wolves
do, or some might carve sigils into an area that marks their
land. And when used by advanced users on predators, this allows
a user to share the predator's senses. When used, the user is
able to sense anything going on in that area s though they were
actually there, allowing them to keep track of what happens in
their territory. This is taught by a wolf spirit. While this can
allow a werecreature to sense what goes on in an area, they
cannot attack or do anything about intruders in their territory
without going after them, and this cannot be used to do more
than just sense what is going on in that area. Users of this
also have to concentrate in order to use this, so they have to
be careful when using this that they don't leave themselves
vulnerable to attack if an opponent is already close by. Using
this properly just allows a werecreature to know what goes on
their territory, and is a simple gift for what it is. For
Wolfwing, he always marks his territory, and has actually
trained himself to be able to train his senses over his
territory, to the point that he doesn't have to concentrate too
hard, but this also doesn't put his senses entirely in an area,
so he can't completely tune his senses unless he fully
concentrates, but does allow him some sense of what goes on in
his area. He also marks his territory clawing special sigils
into the trees of the area, usually out of few of others.
- Rank 4 Gift: Warp Spasm: This gift allows a werecreature to
heat themselves up in combat, by generating immense heat from
their bodies during a frenzy. This is a very useful skill that
allows a werecreature to do burning damage to opponents they
attack. When used, this allows a werecreature to cause nearby
flammable objects to explode, and allows them to do things like
melting metallic objects or burn people through touch. Users
with a strong enough frenzy can even evaporate water used
against them, or allow them to melt ice. This allows the
werecreature to use this heat in combat for as long as they are
in their frenzy, which can be initiated using rage or other
strong negative emotions. This gift is useful in physical
combat, and many werecreatures who use this can easily make use
of this to do more damage to opponents. This is taught by the
Fianna ancestral spirits. This may sound great to use, but
requires a frenzy in order to use, which can affect the
werecreature's judgement as they will usually be clouded by
whatever emotion caused the frenzy in the first place. Users of
this have this heat throughout their frenzy, but afterward, they
will return to normal. Opponents need only wait for the user to
burn off their emotions during the frenzy, and then attack when
the user returns to normal. This requires intense emotions to
do, which are usually temporary in nature, so this cannot be
used for long without risking damage to one's mental state.
- Rank 5 Gift: Halo of the Sun: This gift allows a werecreature
to surround themselves with a cloud of literal sunlight around
them. When used properly, this has a few different effects on
the werecreature. The first is that those who look at the
werecreature are blinded as though looking directly at the sun,
with the light being extremely strong light. Any vampires
vulnerable to light can take damage if they are within 15 feet
of the werecreature. This can also grant specific defenses
against darkness techniques, with the intense light making
shadows around the user impossible to get close enough to hurt
the user. Advanced users can take advantage of this and even
attack using this light, in which all of their physical attacks
are enhanced with this and burn opponents with powerful sunlight
if the user lands a physical attack. This is perhaps one of the
more dangerous gifts, especially among creatures of the night
due to this using raw sunlight. However, while this might seem
great, this means that any darkness abilities the werecreature
has are not usable within range of this gift, and users cannot
use certain techniques while in this state. This is also a gift
that can affect allies as well as enemies, so users need to be
careful when using this. For Wolfwing, when using this, he can
only use other werewolf gifts, and can only use his martial arts
or his other gift abilities, as most of his darkness abillities
aren't usable.
- Rank 5 Gift: Fog on the Moor: This gift is a very dangerous
ability that allows a werecreature to use intangibility similar
to that of a vampire, and turns the werecreature into a ghostly
form that is completely incorporeal in nature. The werecreature
becomes completely intangible, able to pass through almost
anything. When used, most things can pass right through the
werecreature, and the werecreature can usually use this
strategically to avoid attacks. Typically, this is used ot pass
through attacks and then return to normal so they can attack an
opponent while the opponent is still off-guard from trying to
process that their attack didn't land on the werecreature. This
gift is taught by a fog spirit. This is designed to be used in
short bursts, so it's not designed to be used for long. The user
doesn't turn invisible, and instead is just a ghostly outline of
themselves when used. Users also cannot pass through silver, or
anything silver-based, as silver stops this gift entirely (due
to the werecreature's weaknesses to silver). Typically, an
opponent normally only needs to wait till the user returns to
normal, and attack them once they reform. Werecreatures using
this also cannot regenerate while in this form, and any
regenerative abilities don't work while using this ability
(unless they possess some sort of intangibility regeneration
ability).
- Rank 5 Gift: Fabric of the Mind: This is a high ranking gift
that allows a user to create spiritual recreations of anything
their imagination can think of. Users are able to give life to
create almost anything they desire, making this similar to a
certain familiar abiltiies of vampires. If used properly, this
can create almost anything the user wants using the spiritual
essence of dreams, and is limited only by the user's
imagination. This could be as simple as creating creatures to
help them in battle, or creating mists of darkness, or advanced
users can create dream states similar to that of dream demons
which can overlap the dream world with the real one to create a
dream world over an area. This is a very useful gift among high
ranking werecreatures, as it essentially allows a user to grant
life to anything they want to create, very similarly to illusion
abilities except that this gives physical form to almost
anything they use. This is taught by a chimerling. However,
there are certain things that can't be done, as this is a
spiritual power, such as creating new matter (aka, a metal
monster wouldn't be able to create actual metal, instead it
would create spiritual constructs of metal). Anything created by
these disappear when this gift is dispelled or stopped.
Opponents can also attack users of this, as if a user loses
their concentration on this at any point, they will lose control
of the dream beings, and then the dream creature may also attack
the original user, and remain in the physical world free from
the user's control. These can also be attacked like spirits,
specifically things that can destroy spirits can destroy these
(like spirit destruction arts or certain other spiritual
abilities attacking spirit creatures).
Vampire Disciplines:
- Celerity Discipline: Rapid Reflexes: This training enhances a
vampire's reflexes to insane levels, being based on how
swordsman sometimes claim to see things in slow motion when in a
fight, due to their reflexes increasing to the point that they
see everything happening in much slower speed to allow them more
ability to react. Many vampires with this will gain reflexes
that allow them to react far more quickly to situations, with
advanced enough users even being able to see and dodge gunfire
when combined with other speed-based training, or even dodging
point blank speed-based attacks that most would not be able to
dodge. This ability allows a vampire to use this training to see
things in slower motion than most people when they use this
training, and uses their combat senses to enhance their reaction
times. This requires not only training the body, but also
training the mind, due to the mind needing to be able to react
much more quickly in order to use this training effectively.
However, the main problem is that, depending on the vampire, not
all vampires can dodge certain attacks, and some vampires see
the world much slower, but their bodies cannot always keep up
with their eyes, as the body may require special training in
speed or strength to defend against certain attacks, as reflexes
alone cannot defend against certain abilities that might surpass
one's reflexes.
- Celerity Discipline: Lightning Strike: They say that lightning
strikes in 1/1000 of a second, and is faster than sound. That
was more or less the thinking of this combat technique. Vampires
who use utilize this learn to utilize their speed in a way that
allows them to attack an opponent with blinding speed in short
bursts. This combat technique is designed to attack an opponent
before they have the chance to put up their guard or dodge the
attack, in which the vampire attacks with intense speed. Using a
short burst, a vampire can span short distances and attack an
opponent with a physical attack, and usually this will allow a
vampire to attack before an opponent has the chance to defend or
dodge. This combat ability uses short bursts of speed to attack,
and is very useful for speed based vampires, as vampires with
this are able to attack faster than most other vampires.
However, while fast, this training can only be used in short
bursts, due to the strain this puts on the body. Due to how fast
this moves, the strain it puts on the body is immense, and
overusing this can result in physical damage to the body such as
the muscles tearing apart. Some faster users may also still be
able to dodge this, depending on the speed of the opponent.
Usually, faster opponents will be able to dodge or block this,
and if the user doesn't use this properly, then they may lose
any advantage this combat ability can give them, especially if
they figure out how it works.
- Celerity Discipline: Flower of Death: This is a vampire
celerity art combat technique where a vampire transfers their
speed with their celerity training and applies it to their
combat tactics. This gives them a huge boost in hand to hand
combat, letting them move extremely fast in their combat and
making it so they are extremely hard to keep track of in a
fight. In addition to this, users also learn to take advantage
of the extra momentum when they attack at faster speeds,
allowing them to also hit much harder than normal vampires
would. Instead of just using raw power or skill, vampires with
this hone their speed, power, and combat ability in their
celerity training to a deadly level. Combined with an already
fast opponent, this art can be deadly in close combat if the
opponent can't keep up with the user, and is designed to be
combined with the physical combat styles of the vampire that
utilize their speed. Users of this are taught to fight in close
combat at incredible speeds, enhancing their speed, and at
times, their strength as well due to the increased speed. Those
who use this are dangerous in close combat, and when combined
with techniques like Sonido and other martial arts, this
technique can make a deadly fighting style even deadlier. Users
of this can still be outclassed in speed though, as there are
plenty of other speed enhanced trainings out there, like
werewolves who have their own gift that works similarly to
celerity training.
- Celerity Discipline: Zephyr: This is perhaps the strongest of
the celerity training. Users of this art are able to move at
extreme speeds, to the point that many can often defy gravity.
Many users are familiar with how speed can be used effectively,
but this art takes this to an extreme. This is comparable to
comic book uses of extreme speed, which allows a vampire to move
at speeds that would be difficult for most to keep up with.
Users of this are able to do things like run on water, with some
even being able to run up walls and even across ceilings when
used by advanced users. This is a very useful ability that lets
a vampire move fast in battles, and grants them speed that most
can't match. Of course, as one might think, this is usually only
used in short bursts, due to it being difficult to control in
extended uses. For most vampires, moving this fast is great, but
for many, their minds will often have trouble keeping up with
their speed in this form, unless they have special training to
train their minds to handle this kind of speed (which usually
requires more training even after learning this skill). Since
this can only be used in bursts, users are usually vulnerable in
the moment right after they come out of this intense speed, as
they have to switch from their fast speed to their normal speed,
which leaves them able to be attacked.
- Potence Discipline: Imprint: This discipline increases a
vampire's grip strength immensely. Vampires who use this are
able to squeeze objects in their grips so hard that they are
able to crush most objects in their grips. Users of this
discipline are able to leave imprints in metal objects they
grab, which is how this technique got it's name. This training
trains a vampire to use special gripping techniques to grip with
immense strength, using this training to allow vampires to use
this in combat. Users with this can even use this to break
people's bones if they grab a limb, or they can sometimes even
break weapons they grab with this art. This is a very useful
skill that can be used a variety of ways, depending on how
creative the vampire is with their combat. Users with this skill
have even been known to crush people's skulls with this art or
crushing their windpipes with their immense strength, making
this a very deadly art when used by strong users. The gripping
strength increase depends on the user's initial strength, and
the stronger the vampire, the stronger the gripping strength. It
is worth noting that only the gripping strength is enhanced in
this, and not the rest of the body, so certain strength feats
could still break a vampire's arm if they don't manage their
strength properly, and users typically have to be careful of not
crushing things in their hand that they don't want to, as this
strength can be a double edged sword if the vampire doesn't
completely control their strength.
- Potence Discipline: Flick: This technique uses simple motions
in order to do damage that can send opponents flying. This art
allows a vampire to send someone flying with nothing but a
finger flick, and lets them amplify their combat abilities
immensely. This training allows a user to hit with immense
force, and is designed to be combined with other combat styles
to allow a user to fight using this enhanced ability. When used
properly, the strength amplified for the movement is increased
dramatically, and, depending on the movement, this can be used
on attacks to allow them to do more damage. Users sent flying
also take damage if they are knocked into something, as the
impact would do additional damage. Some advanced users have been
able to use this to send opponents flying with the simplest of
movements. As such, this technique is dangerous when used
properly, and advanced users can even combine this with other
advanced combat techniques (like using attack shockwaves). This
enhanced strength applies to the motions done, using momentum to
build the strength used in this attack. As such, avoiding these
motions is usually vital, and opponents can still dodge these
attacks and avoid the user's attacks. If a user knows how this
works, they only need to know how to avoid the motion used. It
is not recommended to block, unless one is strong enough to stay
grounded against immense strength. However, dodging is usually a
reliable way to avoid this technique.
- Potence Discipline: Earthshock: Users of this are able to use
their strength on the ground itself to create shockwaves in the
world around them. Users attack the ground with either a kick or
a punch, and are able to send the shockwaves across the earth.
Users can create shockwaves that effect everyone around them,
and this dislodges the earth around the user. As one might
imagine, this requires immense strength, not just to create the
shockwave, but to dislodge the earth, especially if used in
areas that have stronger foundations like concrete. Advanced
users are able to focus their shockwave to come up from another
point in the ground, with them being able to attack specific
points from the ground using shockwaves rather than releasing
their power all around themselves. As such, this makes a great
way to attack people at midrange, and allows strong users to
create these shockwaves, which can hurt opponents from a
distance. However, this does require immense strength, and the
strength of the shockwave isn't always determined by strength,
but the combat skill of the user and how good they are at
concentrating their combat power. Opponents can dodge the normal
version of this by simply going into the air, or finding a spot
outside of the shockwave range. Dodging the advanced version of
this only requires a opponent to avoid the area the shockwave is
coming up from the ground, and that can be done fairly easily as
long as the opponent can stay in motion and avoid the wave
depending on the attack speed of the user and their attack wave.
- Potence Discipline: Fist of Caine: This combat discipline
allows a vampire to attack opponents with highly enhanced
strength, and is the highest level of strength that a Potence
discipline user can reach. Users of this are able to do severe
damage to almost anything they attack, from punching their way
through someone's body, or breaking apart metal objects.
Considering that there are many strong attacks in this
discipline that allow a user to crush metal in their hands, or
attack with simple motions to send people flying, this should
show how much stronger this is. Advanced users of this
discipline are even able to use this to create shockwaves from
their physical force, in which they are able to attack opponents
from a distance. This is a very useful skill that allows a
vampire to attack with immense strength when they use this, and
the shockwaves of advanced users can allow users to transfer
their attack force through the air up to a certain distance. As
such, attacks made with this discipline are best dodged rather
than blocked, since users are usually strong enough to send
people flying, or they can usually break through many forms of
defenses. However, as some put it: Great strength means nothing
if you can't hit your opponent (meaning that not getting hit
means that strength doesn't do anything to the opponent).
Typically, those with this are focused in strength, and not
focused too much on strength, and as long as the opponent is
able to account for this strength, they can avoid the dangers of
this. This also cannot be combined with other disciplines and
powers, as this requires specific combat tactics to use this
that don't combine with other disciplines.
- Fortitude Discipline: Enduring Beasts: This discipline allows
a vampire to transfer their fortitude abilities to animals that
are under their control. This can allow animals to gain
abilities of any of the fortitude disciplines that the vampire
has, with many of the disciplines usually being about defense
and resisting mental attacks. As such, this usually results in
vampires empowering animal defenses of those they control. For
example, a vampire could empower an animal with their physical
defense fortitude skill, and could allow their animal companion
to take attacks without taking much damage. Some more advanced
fortitude disciplines could even allow an animal to break
weapons that are used to attack them due to how strong some of
the stronger fortitude abilities are. This can be used not only
on animals though, but advanced users can also use this on
familiar style attacks to enhance the physical strength of any
of their familiar abilities. This can be used on animals and
familiars, though it cannot be used on vampires and other
allies, as this is only meant to be used on other creatures (as
there is a seperate discipline for transferring fortitude
abilities to allies). The disciplines gained depend on the user,
and most are usually about resisting physical attacks, or
resisting mind attacks. These are countered like any other
fortitude skill, with stronger attacks being able to break these
defenses, or users could wait till the user is forced to return
to normal defense to attack rather than trying to force their
way through fortitude defenses, as it is easier to wait and
attack when a user lets down their guard.
- Fortitude Discipline: Defy Bane: This reduces the damage done
to a user, in which a user can reduce extreme damage to
superficial damage. Users of this are able to often resist what
would be deadly damage, and can reduce the effects considerably.
This is also useful for resisting certain dangerous damage like
holy or silver effects that might cause damage, and allows the
vampire to take very little damage from the attack. This is used
in response to attacks, where the user uses this to defend
themselves from attacks, and use this to reduce the damage if
they are sure they're going to take damage. This is a useful
skill that reduces damage considerably, but overally, doesn't
remove the damage completely. Depending on the damage, this also
depends on how far the damage is reduced. Typically, lesser
damage means the damage can be reduced to being trivial, but
deadly damage usually is reduced to a manageable level. This
only reduces damage by so much as it cannot remove damage
entirely, and users should know that damage at a certain level
might still kill the user even if the damage is reduced
(Depending on the damage). Usually, this is best used if the
user is gonna take damage, such as not being able to defend an
attack and using this to lessen the damage, or being used to
avoid certain holy effects to a certain degree. This also cannot
completely negate supernatural effects, as the effects are only
reduced.
- Fortitude Discipline: Prowess of Pain: Even when in immense
pain, a vampire can use this to essentially ignore the pain and
continue fighting. When used, this allows a vampire to keep
fighting despite injuries, and allows them to temporarily ignore
their pain so that they don't have to worry about their pain
slowing them down. Users of this can use this to ignore almost
any damage they've taken in the battle, even if it's deadly
damage if they want to keep fighting. This is a very useful
skill for fighters who have taken hits that don't want to stop
fighting, as it helps a user keep themselves from having to
remove themselves from a fight if they take too much damage.
However, this is just dangerous to the user, as users that keep
fighting despite injuries can actually make their injuries worse
if they ignore their pain. Depending on the injuries sustained,
the injuries can be made worse through this art, as the user
might not have the ability to feel the pain of the damage done
until after the battle, and some users could do permanent damage
to their bodies (depending on the strength of their vampire
regeneration). Users also may only be able to use this for a
certain amount of time, as they won't be able to supress their
pain and the effects of their injuries forever. The damage may
also hinder a user's combat ability, such as severed tendons
could make a certain limb unusuable even with this ability
active.
- Fortitude Discipline: Adamantine: This is the highest level of
defense that the fortitude discipline can give. Users of this
level of defense are able to defend against most weapons when
using this art, in which they harden their defense to the point
that opponents could break their bones trying to attack the
user, or opponents with weapons will often break their weapons
trying to break this defense. This defense is extremely strong
and allows advanced users to even reflect damage done to them,
such as using a block in combination with this to knock an
opponent's attack to the side. This is the highest level of
defense the fortitude discipline has, and can defend against
most attacks, including also being able to take projectile
attacks or energy attacks. Even attacks like arrows or bullets
may not pierce some advanced users of this. However, like most
other uses of these kinds of skills, this is only a temporary
skill that takes effect when the user is able to concentrate
their defense. This means that using this requires a certain
level of awareness that the attack is coming, and even when
used, there are certain stronger attacks that can break through
this defense. However, opponents are usually best waiting for
users to let down this defense, as a user may be left vulnerable
when trying to switch from defense to attack after releasing
this defense. Fast enough attacks may even be able to hit a
vampire before they activate this defense, if the opponent is
fast enough.
Combat Abilities:
- Vampire, Werewolf and Human Combat Styles: Depending on who
the werepyre is, the werepyres will have access to combat styles
depending on their training and what they learn, able to learn
martial arts styles and weapon combat styles depending on their
affinities, training and their willingness to learn. While many
werepyres have to learn combat on their own, some can train with
other groups or learn combat from certain other sources. Thanks
to werepyres having natures of both vampires and werewolves,
many werepyres usually have access to a great number of combat
styles, and depending on the werepyre can even mix and match
combat styles. Most werepyres have to keep in mind what works
best with their body's physical abilities. Because many
werepyres are usually in their werepyre forms on a consistent
basis, most werepyres usually do best learning werewolf combat
styles due to them being designed to be used with the werewolf
body style. Of course, this isn't to say that certain martial
arts styles cannot be adapted as well, as there are plenty of
werepyres that have learned different martial arts styles. The
combat style mostly just depends on the werepyre, and what they
prefer to use. Since most werepyres are usually having to fight
for their lives for most of their lives, most werepyres
typically become extremely powerful combatants. Of course, as
one might guess, any combat style a werepyre has still has
weaknesses and other styles that can beat it, as every style has
styles that can beat it, or more experienced fighters might be
able to overpower other styles without needing stronger styles.
Wolfwing's primary attack style is his Shingetsu style, which he
has both a sword and martial arts style version of. However,
before Wolfwing was a werepyre, he specialized in certain combat
styles, with him knowing how to use certain other combat styles
as well. Among certain styles were some local European combat
styles such as savate, kickboxing and fencing.
- Bartitsu Style Master: Long ago, this style was used in the
England region as a major martial arts style. This style
combined elements of boxing, jujitsu, cane fighting and French
kickboxing. This style was a mix of four styles that would allow
a user to be more versatile in combat, and have more options for
combat. This used different attacks for different situations,
such as using the cane striking attack at striking distance, or
using jujitsu style grapples at grappling distance. One aspect
of this style is how it uses feints to bait opponents into
attacking, and then using the advantage to attack the opponent,
in which the feints get the opponent to attack how the user
wants rather than trying to predict the opponent's attacks. This
also uses boxing and kickboxing techniques to allow defensive
moves and attacks at close range. This style is designed around
variety, and uses four different styles to create a new style
that could be used. This is a very useful style, and very
versatile in combat, depending on the user and how this style is
used. Of course, since this uses four styles, users typically
have more options, which can overwhelm some users if they think
too much, and this style can still be overcome with other combat
styles. As this is a versatile style, it is a balanced style
that might not be able to overpower or outmaneuver certain
specialist styles that utilize one physical trait above all
else. This was Wolfwing's combat style before he became a
werepyre, and is one of his lesser known mastered combat styles.
While he mains his Shingetsu style these days, he can still use
this, and sometimes utilizes aspects of this style in his
Shingetsu style, such as using a Nadeshiko pierce with a strike
of this style to slice opponents when the strike lands.
- 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. Since Wolfwing used to be a
supernatural hunter before he was a werepyre, he knows a lot
about supernaturals even before his training with the previous
Wolfwing. As such, he is far more knowledgable than most
werepyres.
- 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.
Due to Wolfwing being a supernatural hunter before he was a
werepyre, he knows every supernatural hunter trick to hunting,
and utilizes this not only in his combat, but in avoiding
hunters.
- 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. As a supernatural hunter, Wolfwing had access to many
texts that taught him how to fight supernaturals, including
knowing exorcisms for angels, fallen angels, demons and even
traps for most creatures.
- 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. As mentioned Wolfwing is a former
supernatural hunter, and he knows more about hunters and how
they operate and fight more than almost any other werepyre.
- 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. Wolfwing mostly
lives in the forests outside of London, and doesn't really blend
in, but he can use this when he takes human form to hide when
he's in the city.
- 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. Wolfwing isn't much for
torture, but he knows how to threaten people, and knows how to
use people's fears to get information he wants. Usually, he only
uses this to kill or threaten people who are threats to him.
- 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. With
Wolfwing's years of experience, he has a great sense of when
someone is going to attack him.
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. Wolfwing's bulky body is extremely
strong, and since he's constantly in his Become the Beast form,
Wolfwing is extremely hard to damage to most opponents.
- 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.
- Unique Werepyre Mastery Skill: Darkness Flow: This skill is
Wolfwing's unique mastery of his werepyre body. By utilizing the
flow of his dark energy through his body, he can replicate
certain conditions in his body by utilizing certain things like
his chakra points. For example, the most common way he uses this
is to focus his darkness to the chakra point in his back, where
Wolfwing will use it to muster the conditions in his body to be
utilizing anger without having to actually utilize anger or
hatred. This allows him to utilize certain conditions without
needing to learn how to force his mind into certain states. This
mastery came from a mix of his martial arts training of
mastering his own body as a weapon, and his werepyre darkness to
learn the flow of his own energy when using most of his
techniques so he can learn to recreate certain moments easily.
Since he has certian skills activated by certain emotions (like
his Warp Spasm gift needing a frenzy state), he has had to learn
how to utilize this effectively when he cannot go into certain
states easily. Because of this, if Wolfwing knows what state he
needs to be in and how to attain it, he can actually use this
mastery to control the flow of darkness in his body as needed.
While this doesn't have the same negative effects in emotions
though, it does have the same effects on the body, such as
Wolfwing cannot use his warp spasm with this skill vs a normal
frenzy without the same risks as any other user of the gift.
Overall, the recreated conditions still create the same effects,
both postiive and negative, and doing this can do the same
damage if he overuses certain states (the biggest problem being
the warp spasm gift that can do damage if the mind is forced
into a frenzy state for too long). This skill is something only
a master level combatant can use, as it requires not only
knowing one's own body and how it works, but knowing how certain
states effect the body, and what it takes to get the body to
that state. Because of that, this isn't something Wolfwing can
teach to others yet, as it requires different mastery for each
person since each person is different in how they reach certain
states, such as some might be more tuned to anger, or some might
have more peaceful states.
- 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.
- Pain Resistance: During Wolfwing's training by the previous
Wolfwing, Wolfwing was put through immense pain as part of his
training. Because of this, Wolfwing trained his pain tolerance
to extreme levels, to the point that most pain is nothing to
him. While he still registers injuries, and knows when he's been
hurt, he barely feels most pain, unless it's deadly pain. His
pain tolerance is extremely high, and this allows him to take
hits that would be so painful most people might pass out from
the pain. This also means that things like torture (if Wolfwing
were ever captured as unlikely as it would be) wouldn't be too
effective on Wolfwing, unless one could cause excrutiating pain
constantly. In addition to Wolfwing being extremely strong and
hard to damage, most opponents rarely ever cause enough pain to
really affect him beyond being a minor inconvenience. However,
this does have some dangers, such as Wolfwing's pain tolerance
means that he might not even notice some injuries, and some
injuries might get worse the more Wolfwing fights since he might
often ignore injuries if they aren't painful enough. As one
might imagine, this may let Wolfwing fight through almost any
pain, but it can also cause him to not register some necessary
pain from injuries to know he's injuried more than he might
think.
- Poison Resistance: This was another training that Wolfwing
went through from the previous Wolfwing, in which Wolfwing's
mentor fed him poisons in order to build Wolfwing's resistance
to poison. Wolfwing has spent years building up immunity to most
known poisons, even using poison on himself from his werepyre
claws to teach himself to become immune to poisons. This means
that many poisons don't really work on Wolfwing, and things like
poison miasma, or certain deadly poisons usually don't work on
Wolfwing. Wolfwing has been exposed to many different poisons,
from hallucinagens, to paralyzing poisons, to even acidic
poisons. Wolfwing's resistance has been developed to the point
that he has a passive resistance to almost all poisons, and is
immune to all of the poisons he's been exposed to. If a poison
infects Wolfwing and doesn't kill him, he will become immune to
it, as his resistant has made it easier to infect him with
larger amounts of deadly poison without affecting him too much,
allowing Wolfwing to become immune to poisons more quickly.
However, there are certain poisons that Wolfwing is not immune
to, such as silver or mercury based poisonings, as he can still
be poisoned with liquid silver or mercury (though he does have a
slight resistance to mercury). The only other poisons that
really effect Wolfwing are acidic poisons, as he only gets a
resistance, not immunity, to acidic poisons (due to them eating
away the body rather than having other effects).
- 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. Wolfwing has a permanent connection
with a few of his students, though it's rarely ever used since
Wolfwing usually lives alone, and most of his students have
essentially graduated his training and moved on, so it's really
only to keep in touch with people he's trained.
- 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. For
the most part, Wolfwing is immune to flames and ice, due to his
immense training from the previous Wolfwing who trained him by
burning him and freezing him at different points to train his
adaptability.
- 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. Wolfwing's
senses are just as sensative and strong as one might think, and
this is something that can be used against him.
- 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.
Wolfwing's combat abilities are all extremely high, from his
speed, to strength, and even his defense and stamina. Because of
his disciplines and gifts, he has immense combat ability that
surpasses most opponents, and his combat abilities are his main
focus as a combatant. Wolfwing is pretty balanced, not having
any stats that are above the others, though Wolfwing does gain
more speed (but has a little less defense) when in his human
form. Wolfwing is strong enough that he can punch through
concrete and break metal objects with ease, and has even been
known to splatter people upon using his full power combined with
his disciplines, gifts or immense combat ability. Wolfwing could
knock down some buildings if he wanted to (assuming he attacks
them properly and if they are not above a certain size).
Wolfwing is fast enough that he can disappear from view, thanks
to his werewolf gift that makes him a constant speed enhanced
state on a permenant basis. And thanks to being a werepyre, his
defense and stamina are already at incredible levels that make
him able to fight for hours on end without tiring.
Transformations:
- Human Form: Using his werepyre shapeshifting, Wolfwing doesn't
have a transformation that changes him into a bigger monster due
to him already having turned himself permanently into a monster
among monsters. However, Wolfwing does have his human form he
can change into, and can use his shapeshift to take this form.
When in this form, Wolfwing takes his human form he had before
becoming a werepyre, and is able to fight using this form. When
in this form, Wolfwing gains more speed, in which his form is
nowhere near as bulky as his werepyre form. Wolfwing doesn't
lose any strength (or gain any unfortunately), and just gains
speed due to him not being as large. However, him not being as
bulky, Wolfwing does lose some defense due to how strong his
body is when in this form, which means he can be more easily
hurt by stronger attacks than in his normal form. Usually, he
will only use this when he needs a speed advantage, as he
doesn't like the defense reduction he suffers in this form. He
also may use this when he's among other humans, if he has to go
into a human city in order to feed.
Weaknesses:
- Many think Wolfwing is nearly unstoppable with all of his
combat enhanced trainings, disciplines and gifts, but overall,
Wolfwing is able to be overcome just like any other fighter.
While it would take one hell of a fighter to beat him, Wolfwing
isn't completely invulnerable. One disadvantage Wolfwing has his
is inability to gain new release forms, and so this can result
in him not being able to increase his strength beyond what he
is, even if his strength is beyond most transformed beings. Most
of Wolfwing's combat abilities have to be used carefully, since
Wolfwing is pretty tough, and many of his best combat abilities
usually can't always be combined with other high level
disciplines or gifts, though he can use them with certain
martial arts abilities. Typically, the closest Wolfwing has come
to losing has been fighting to a draw with certain enemies.
Typically, the best way to fight Wolfwing is to fight with a
team, and usually pack some armor piercing weapons and
abilities. Since Wolfwing is mostly physical combat based, and
doesn't rely on his werepyre skills too much, opponents can
avoid most of his attacks by staying a certain distance away,
and some opponents may try to hit him from a distance using
things like anti-tank rifles.
- 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. Since
Wolfwing doesn't have any official ties to tribes or clans, he
doesn't gain their weaknesses, but he also doesn't gain their
strengths of being a part of a clan, tribe, or group.
- 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: Wolfwing is perhaps the ultimate example of a lone
wolf (no pun intended). Wolfwing is perhaps one of the wiser
fighters out there. While he doesn't like relying on others, and
doesn't like letting ties bind him, he acknowledges the strength
it gives, and knows it's a powerful thing in the right
circumstances. Wolfwing is a very calm and collected person, and
is a person who enjoys fighting strong opponents, even if he's
gotten bored with all of the weaker opponents who challenge or
try to kill him. While Wolfwing is proud of his title and power,
he never lets it consume him, or hold him back from
acknowledging the power of the people he's fought. He doesn't
put people down, though he's also not one to hold back and
sugarcoat his opinions. He will often give people advice to help
them get stronger, hoping that they take his advice and grow
strong enough to at least give him a challenge. He is also
someone who isn't out to kill innocents, but doesn't hesitate to
kill anyone he needs in order to defend himself, as he has
killed some innocent people during his time trying to avoid
hunters and "discourage" them from hunting him.
In battle, Wolfwing is a brutal fighter who will overpower and
outmanuever any opponent he can. Typically, he is one that
doesn't like to rely on tricks, and relies only on his combat
ability and his finely honed martial arts to battle his
opponents. While he is strategic and is very cunning in battles,
he usually prefers to overpower his opponents and show them how
weak they are comapred to him. Usually, enemies that are trying
to kill him will get no mercy, but people who seek him out for
training, Wolfwing will usually not kill, and will do his best
to hold back so he doesn't permanently hurt someone. In battle,
Wolfwing is a lot more restrained than people think, and
Wolfwing rarely uses his fully strength unless he has to.
Wolfwing is far less brutal than his predecessor was, and opts
not to go for the same "kill everyone" personality that his
teacher went for. While he doesn't show mercy to his enemies, he
is usually pretty merciful to others who aren't his enemies, and
some enemies he will show mercy to if they prove a decent
challenge.
Bio: Before Wolfwing became Wolfwing XIII, he was a normal human
named Erimus Shephard. He started out as a normal human, living
a normal life long ago. He lived a normal adult life in small
village, and even started his own family. However, during a
supernatural battle between vampires and werewolves, Erimus's
family were all slaughtered, and his village was destroyed
during the battle. Erimus was saved by a passing supernatural
hunter group, who came in and saved a few of the people who
survived that didn't become supernaturals. Erimus soon became a
supernatural hunter, joining the group that saved him and a few
others from his village. Soon, Erimus became a high level
supernatural hunter, killing all manners of supernatural
creatures that hunted humans. He eventually became known as
Shadow Knight, due to him being seen as a knight who fought from
the shadows due to his sword being a special sword that cut
through darkness, and could kill dark creatures even in the
darkness.
Over the years, Erimus fought supernaturals, and even became a
friend of Kindron's back during his time as a supernatural
hunter. Working together Erimus and Kindron became friends, and
started working together whenever they needed help on jobs.
However, one day, what started as a simple werepyre hunt went
south as Kindron was outed as a werepyre by the werepyre, and
nearly killed before Erimus took an attack meant to kill Kindron
after Kindron had been knocked unconscious. However, amazed, the
werepyre decided not to kill Kindron, if Erimus would join him.
This werepyre ended up being Wolfwing XII, who was known for
brutally murdering anyone he felt like killing. However,
Wolfwing XII chose not to kill Erimus, and instead, turned him
into a werepyre servant. Wolfwing XII's goal was to train Erimus
as a werepyre, believing that Erimus could be the one to surpass
him after seeing how Erimus survived Wolfwing's attack that
should have killed another werepyre.
This started Erimus's training as a werepyre, in which his
teacher put him through the most brutal and painful training
possible. By feeding Erimus poison constantly (in smaller
amounts at first to not kill Erimus), Erimus gained resistance
(and often immunity) to poisons. By being beaten to near death,
Wolfwing XII trained Erimus's durability and pain tolerance so
that Erimus would barely feel most pains. Wolfwing XII taught
Erimus all he could, including how to use the werepyre skills,
and even a few that were unique to the Wolfwing title holders.
During these years, Kindron tried to track down Erimus after the
incident, realizing Erimus was still alive. Kindron tracked
Erimus for years before finally finding Erimus. By the time he
found Erimus though, he had become a different person, having
been changed by his time as a werepyre. Erimus had long passed
the point of no return in feeding on humans, and had become
dedicated to making himself the new Wolfwing, if only to finally
make his torture stop at Wolfwing XII's hands, which was part of
Wolfwing XII's plan while training Erimus. When Kindron tried to
confront Wolfwing XII, Wolfwing XII was surprised how strong
Kindron was, realizing that Kindron was much tougher a fighter
than he thought. However, when Kindron refused to be trained by
Wolfwing XII's methods, Wolfwing XII nearly killed Kindron
again, leaving him alive only to see if Kindron could get strong
enough to be a real threat to him.
Eventually, after much training, Erimus finally killed Wolfwing
XII, as Wolfwing XII had given Erimus the order to kill him and
beat him in battle if he ever got the chance and had the power
to do so (as it would complete his training and make Erimus the
new Wolfwing). After Erimus had learned all of the disciplines
and gifts that Wolfwing XII had taught him and developed his
combat enough, Erimus finally overpowered Wolfwing XII with his
enhanced combat and martial arts and finished Wolfwing XII with
his own werepyre skill that was developed by Erimus himself, the
Conjuration of Decimation, which completely decimated Wolfwing
XII's body and spirit in the attack, which was just one of the
skills Wolfwing developed himself using his own skills he gained
from Wolfwing XII. After having destroyed Wolfwing XII and
making sure Wolfwing XII couldn't come back in any form as a
body or spirit, Erimus took Wolfwing XII's title and became
Wolfwing XIII, finally earning his freedom. After doing so,
Erimus started going by Wolfwing, in which this marked the birth
of Wolfwing's true werepyre identity he would become known as
among the hunters of the world.
After Wolfwing started becoming known as the new monster
werepyre, Wolfwing would be hunted down by supernatural hunters.
However, the only supernatural hunter that tried to help
Wolfwing was Kindron, who tried to talk Wolfwing into going back
to his old life rather than living the live that was forced on
him. However, by this point, Wolfwing had embranced his werepyre
power, and opted to live his life as the monster he had become
in his training. However, Wolfwing and Kindron remained on good
terms, and Wolfwing offered to train Kindron in the werepyre
skills that he was trained in (minus the extremes Wolfwing XII
used on him like constantly beating him to near death or
poisoning him to near death), even though he knew Kindron would
decline it (which he did). While Kindron was not fond of
Wolfwing becoming a monster, and didn't enjoy Wolfwing being
someone who would hurt innocent people if he were threatened,
Kindron realized what had caused the transformation in his
former friend, and why Wolfwing couldn't go back to being
Erimus. Wolfwing had been torn apart inside becoming the monster
he had to become in order to finally overcome his torturous
training and kill his mentor. However, Kindron also realized
through Erimus's change that the title of Wolfwing wasn't about
being the strongest, but it was a curse that was passed down to
other Wolfwings. In order to become Wolfwing, the werepyre had
to be broken down and become a monster in order to overcome the
monster they were trained by. After embracing that power, there
was no going back, and that led to the Wolfwing's goal after
killing their mentor, and that was passing on their power to
another through the same methods because of the strain that the
training put on the user's life and ruined their minds to the
point that most Wolfwing's were only looking for someone to kill
them as the monster they feel themselves to be, with most
Wolfwings losing the will to live among others due to the
monsters they become.
After Wolfwing and Kindron talked and discussed the Wolfwing
title, Wolfwing offered Kindron again the training of the
werepyre skills. Kindron accepted the training, as he was
determined to break the curse of the Wolfwing title and create a
new legacy without succumbing to despair like previous
Wolfwing's had, and how Erimus had. While Wolfwing was still
willing to fight till his last breath, he was no longer seeking
just to improve, but seeking someone who could finally kill him
and remove the monster from the world. Kindron was determined to
beat Wolfwing, and would break the cycle, and become a new
Wolfwing that would turn the lives of werepyres around and start
a new group of werepyres that would band together. Kindron
started his training alongside another werepyre named Milos
Sojikov who was a Russian Bratva member at the time, who became
a close friend after Kindron started his training. Kindron and
Milos quickly advanced, both determined to become the new
Wolfwing. The two trained hard under Wolfwing, and each learned
the Shingetsu style (with both of them learning different
versions of it). However, even after Kindron and Milos both
advanced as far as they could under Wolfwing, who was a pretty
good teacher who didn't use the brutal methods he was trained
with, neither of them were nearly strong enough to overcome
Wolfwing and beat him, even when they worked together.
Eventually, Kindron and Milos went their own ways to train
further, in which they continue training to this day. For
Wolfwing, he continued his training, his mind still broken by
the training he went through. However, after training with
Kindron and Milos, Wolfwing regained his drive to fight and get
stronger, and while he's still willing to be killed by someone
stronger (preferrably by someone who can replace him as the new
Wolfwing), Wolfwing has continued his training, and now
continues to train in hopes he can advance as a fighter as far
as he can before he is eventually killed. Wolfwing regained most
of his drive to fight over the years with Kindron and Milos, and
considers them like sons to him. Kindron and Milos are still
people Wolfwing hopes will surpass him someday, with Wolfwing
hoping that if one of them beats him, that they will find a way
to use the Wolfwing legacy wisely. Wolfwing spends most of his
time training and finding new ways to advance his own power,
with him having recently developed as kill to use his Become the
Beast form as his normal form. Wolfwing remains one of the
strongest werepyres in history, and has proven to be quite a
dangerous creature to anyone, and is known as being undefeated
in combat with rumors that the closest he came to losing being
that he fought to a draw with another werecreature that
challenges him every now and then.
Theme: Pre-Boss (
HTML https://www.youtube.com/watch?v=A4ilTMu7O4Q
)
Battle Theme: Dissonant Courage (
HTML https://youtu.be/zhBGR2bIfaE
)
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