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       #Post#: 5245--------------------------------------------------
       RP Profile: Wolfwing (Update)
       By: Zorbak the Ebil Moglin Date: July 8, 2020, 10:57 pm
       ---------------------------------------------------------
       "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
       )
       *****************************************************