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       London Universe Race: The Werewolf Alchemists
       By: Zorbak the Ebil Moglin Date: August 18, 2020, 11:53 pm
       ---------------------------------------------------------
       Community Special Race: The Werewolf Alchemists
       "We are the outcasts... The werecreatures no one wanted. They
       shunned us, made fun of us, and thought we were worth nothing.
       However, now we sit atop the natural order and have the power to
       become the greatest of the tribes for one reason: We seek to
       learn and grow as both intelligent creatures and as warriors.
       That is the life of an alchemist." - King Sirion Darkwolf
       "The spirits of this world are the most important creatures in
       this world. Without them, our world wouldn't be able to create
       life and life would die out. It is the spirits of your world
       that make your world what it is. Those people in Japan with
       Shintoism have the right idea, but the wrong execution. We aim
       to help those spirits grow and help them maintain balance in the
       world. And sometimes that means we have to tangle with their
       enemies, like the dark spirits." - Kina Darkwolf
       "We alchemists seek one thing above all else: Knowledge. Because
       the more one learns, the more one realizes they do not know the
       secrets of the world." General Kaanis "Kain" Silverfang
       Theme: Wild Woods (
  HTML https://www.youtube.com/watch?v=Ca1mS-cC7W8<br
       />)
       Bio: Just as the vampires have been around since humanity's
       early days, so too have werewolves. Werecreatures have come in
       all shapes and sizes, with there being many tribes and creatures
       in the world. There are those that hate humans, those that seek
       greater understanding, and some who just want to be left alone.
       Out of all of the werewolf groups, few are as secretive about
       their existence as the werewolf alchemists. The werewolf
       alchemists have used their knowledge of magic to grow closer to
       the nature, and attempt to learn as much as they can about the
       world. Started by werewolves and even some other werecreatures
       who were outcasts of other clans that banded together as an
       outcast tribe seeking to survive, they connected with spirits
       who granted them special magic in order to help protect the
       spirits from dark spirits in exchange for knowledge, eventually
       starting their own tribe dedicated to the spirits of the world
       and specifically protecting the spirits. Their main goal is to
       learn about the world and live in harmony with the environment
       alongside the spirits of nature. In the eyes of the alchemists,
       they seek to not just take from the world, but give back to it.
       For example, when they eat animals, they find ways to help the
       animals replenish their numbers in the environment, rather than
       just taking animals to eat until there's none left. They also
       seek this balance through the spirits, in which they find ways
       to strengthen the spirits around them that maintain the world's
       nature. Through this, the alchemists use their powers in magic
       for the betterment of the world, while trying to remain neutral
       in werewolf conflicts in the world. The alchemists act as silent
       guardians, who protect the world from other threats while
       werewolves and vampires fight amongst themselves.
       However, as the werewolf alchemists would make themselves silent
       guardians of the world, they would soon see conflict against
       another race trying to protect the world, which was the vampire
       ninjas. No one knows how the conflict started, but the vampire
       ninjas and werewolf alchemists have been fighting on and off for
       thousands of years. Some believe that disagreements about how
       the world should be protected caused the conflict, as vampire
       ninjas opted to try and stop humanity's advancement of
       technology forcefully while the alchemists wanted to guide
       humanity silently so humans would learn to give back to the
       earth that they take resources from. Some believe that the
       vampire ninja's attempt to tame the darkness through vampire
       ninja arts, darkness that seemed to strengthen the dark spirits
       they were fighting, was something the alchemists saw as a
       threat. Some think that it could even have been a
       misunderstanding that got people killed on both sides that may
       have cause the war. No matter the reason though, the vampire
       ninjas and werewolf alchemists consider each other enemies, and
       have done so for thousands of years. Even now, vampire ninjas
       and werewolf alchemists consider the others inferior warriors,
       and seek to out-do the other side at any chance they get to do
       so. All attempts to work together to protect the world have
       ended in fights between the two groups, sometimes even erupting
       into wars between the two groups.
       Both the werewolf alchemists and vampire ninjas have differing
       views on humanity, as the alchemists wanted to protect humanity
       in hopes that one day humanity would one day become the world's
       greatest asset as humanity's knowledge in technology was far
       different and could prove useful to the world if developing
       their tech properly. However, the vampire ninjas opted to try
       and halt humanity creating new technology, hoping that they
       could keep humans from gaining technology that would have the
       capacity to do damage to the world, more than they already have,
       or even allowing human technology to get to a point where they
       could kill werewolves and vampires even easier than they already
       could (as it was believed some humans were working on
       supernatural poisons specifically to target vampires and
       werewolves). However, it also came down to the fact that the
       vampire ninjas were destroying the good spirits the alchemists
       were trying to strengthen, as instead of helping spirits, they
       were destroying spirits that threatened them or humanity as they
       specialized in spirit destruction they normally used on dark
       spirits. However, the spirit destruction arts were dangerous not
       just to dark spirits, but normal spirits as well, which the
       alchemists wouldn't tolerate since the vampire ninjas didn't
       have any rules for using them like the alchemists had, due to
       the alchemists having specific rules about any kind of spirit
       destruction arts only being used by their elite warriors. For
       the most part, the alchemists these days are more like silent
       guardians of many kinds of mortal races, trying to protect the
       world from things like dark spirits and hollows, and prevent the
       vampire ninjas from trying to strengthen the darkness that makes
       the dark spirits stronger. As a result, the two sides seem to be
       a stalemate that they cannot break free from. Even after both
       groups started developing elite groups designed to kill the
       other, one still cannot overcome the other.
       Social Structure:
       - The Spirits and the Forest Moglins: The spirits that govern
       the world's nature are the highest priority for the werewolf
       alchemists, and protecting them from being destroyed, enslaved,
       or otherwise negatively affected. The alchemists gain their
       alchemic knowledge from their magic, and their magic is given to
       their clan by the spirits. The alchemists will protect the
       spirits, even above their own lives, and are expected to put the
       spirits first. The alchemists also have a priority to protect
       the spirits from dark spirits, which comes as one of the main
       threats to spirits as a whole. This is not to say that other
       connections like family and tribe aren't important, but as the
       alchemists say: Family won't mean anything if there's no life
       left after the spirits are destroyed. Because human technology
       and nature destruction has been slowly weakening and destroying
       nature spirits, the alchemists have tried to focus on finding
       new ways to help the spirits. As the alchemists know, without
       the spirits, the balance of life would fall apart, and the world
       would likely become the domain of more evil spirits, with normal
       dark spirits just being the beginning. In addition to protecting
       the spirits though, the alchemists also protect the forest
       moglins, due to the forest moglins acting like a medium between
       nature and the spirits. Because of this, the alchemists will
       also protect the moglins, even going as far as to destroy dark
       spirits that attack the moglins in order to preserve the moglins
       so they can continue to help maintain balance. Some groups of
       forest moglins will even come to live with the werewolf
       alchemists for safety in exchange for helping the alchemists
       with magic, sharing their magic with the alchemists, or doing
       other tasks for the alchemists. Typically, anyone that threatens
       or enslaves the spirits would be considered enemies of the
       alchemists, though there are certain exceptions to be made if
       the alchemists see that a group could be beneficial. Overall,
       the spirits are the first priority, and the werewolf alchemists
       are not afraid to go to war when it comes to protecting the
       spirits, as they've shown over and over again with the vampire
       ninjas who continue to use spirit destruction arts in order to
       fight dark spirits without regard to other spirits.
       - The Clan/Family: The spirits may never be truly 100% safe, but
       that doesn't mean that the alchemists only care about the
       spirits. While the spirits are the highest priority for them,
       family is also extremely important to them. Unlike the vampire
       ninjas who assign one their clan at birth based on their
       elemental nature, alchemists follow the standard formula of
       being loyal to the family/clan they're born into. Alchemists are
       expected to be loyal to their families and respect their
       families just as any family would expect. This doesn't just
       include children respecting their elders, but also includes the
       elders respecting the newer generations. The way that the
       alchemists see it: The young learn new things that help them
       survive from the experienced, and the experienced use the young
       to pass on their knowledge to the next generation. Everyone in
       the clan or family are expected to be loyal to the family, with
       the only exception being their loyalty to the spirits first.
       When it comes to social structure of the clans, there is only
       one clan that is above the others, and that is the Darkwolf
       Tribe (which has few members after the Darkwolf/Darkfire
       battle). Other than the Darkwolf Clan who act as the rulers of
       the alchemists, there is no family that is above the others,
       even among the Dawnguard. Even the werewolf general, Kain
       Silverfang, is not above anyone else in the other families. It
       is also worth noting that it is common in the alchemist tribe
       that arranged marriages are common. Usually, families will
       arrange marriages based on desire to merge with other families
       and combine the families knowledge or trade resources. However,
       it is also worth noting that the alchemists don't fully enforce
       this law anymore, especially after Sirion's sister ran away from
       an arranged marriage and married Qrow Darkfire to escape her
       arranged marriage she didn't want to go through with. These
       days, it is still done, but those in the marriage can decline
       the marriage if they choose to. However, many still go through
       with these marriages for the good of the families, and dedicate
       themselves to their marriages completely.
       - The Tribe: The next priority is to the alchemists as a whole.
       Their society focuses on spirits first, then family, and then
       what is best for the alchemists. Every clan has a purpose in the
       tribe, and every clan has their own alchemic knowledge unique to
       their family. For example, no alchemist knows more about
       darkness than Sirion, and the darkness alchemy is Sirion's
       signature, despite it normally being a taboo ability for
       alchemists. Some alchemist clans do specific jobs, such as the
       Silverfang Clan is known for their potion shop that specializes
       in healing type potions and purification potions. And as
       mentioned earlier, the Darkwolf Clan runs the alchemist tribe as
       a whole. When one is not concerned with the spirits or their
       families, they are expected to do what is best for the tribe as
       a whole. Every clan has their part, and as long as they are
       helping the tribe grow in knowledge or helping with whatever job
       they are assigned, they are regarded as doing the right thing as
       long as they are focused properly on their priorities. Overall,
       the alchemists are very secretive, and don't like their secrets
       getting out, or letting other groups find out about their
       existence. Because of how secretive they are, very few werewolf
       clans are usually allowed to know about the alchemists, and the
       alchemists usually keep much of their knowledge encoded when in
       written form, or unspoken when communing it to other werewolves
       to keep it out of other races' hands. The alchemists keep things
       this way so they can be silent guardians, a problem that became
       complicated when they started fighting constant wars with the
       vampire ninjas, who also became more known to vampires as
       potential rival groups. The alchemists remain secret, and seek
       knowledge for the tribe above violence. However, the alchemists
       are not above going to war to protect the tribe, especially if a
       group hurts or kills one of their members (as was evidenced when
       the Darkwolfs and Darkfires fought when the Darkwolfs thought
       that the Darkfires killed one of their own).
       - The Other Mortals: Normally in most cases, this priority would
       be right below the spirits, as without humans and other mortals,
       the spirits would have nothing to interact with and would lose
       their overall ability to interact with the living world.
       However, the alchemists place this lower on the priority list
       than the tribe itself, because they feel there is no immediate
       danger of the humans suddenly disappearing given how they
       completely outnumber supernaturals as a whole. Protecting humans
       is one of the main purposes of the alchemists, but also trying
       to help guide their knowledge toward protecting nature. While
       humanity has been destroying nature to expand their
       civilization, the alchemists hold the hope that the humans will
       become the world's greatest resource, as their technology could
       eventually evolve to the point where they can help maintain
       nature without help from the spirits. It is the hope that
       humanity will ease the burden of the spirits that is worth the
       alchemists protecting them. However, the alchemists are not
       above letting humans die if the situation demands it, because
       for the most part, humans are a dime a dozen, and there is
       almost no danger of them suddenly not existing (barring extremes
       like nuclear wars). However, that doesn't mean the alchemists
       won't protect humans, and they will defend humans from things
       like hollows, dark spirits, and other dangerous creatures as
       they still see humanity as important to the world. Even though
       they are willing to let individual humans die if needed, they
       only let humans die if it is absolutely necessary, and do not
       default to just letting humans die. The alchemists, as mentioned
       earlier, see themselves as silent guardians of the world, and
       that means protecting humanity as much as the world itself since
       humanity is part of the balance. Most alchemists see humanity as
       infants, beings that don't fully understand the world as they
       claim they do, and see themselves as a guiding hand of the
       adults to help push them in the right direction so that the
       humans will learn what they need to. It's also worth noting that
       the werewolves survive mostly on animals, and do not eat humans
       due to them trying to protect the mortals, and consider it a
       taboo to kill and eat humans.
       - Enemy Groups (Mainly the Vampire Ninjas): While eliminating
       their enemies is a top priority especially against groups like
       the vampire ninjas, they focus more on protecting the world
       first, rather than going after enemies of theirs specifically,
       unless the threat is a threat to their other priorities.
       Typically, things like dark spirits and hollows are a priority
       to destroy as soon as they appear, as they are a direct threat
       to the spirits, and to the mortals that they would attack.
       However, there are other enemies out there. As mentioned, the
       biggest one is the vampire ninjas, who the alchemists have been
       trying to beat for a long time, but have been locked in a
       stalemate with them for a long time. For the most part, killing
       their enemies is high on the priority list, and they will not
       hesitate to fight when the time comes. While normally peaceful
       and opting to not fight when not necessary, the alchemists will
       step up to fight when someone attacks them or hurts someone
       close to them. The alchemists have a special underground prison,
       which is protected by certain spirits to contain enemies of the
       alchemists, and the spirits there have supernatural negation
       powers that are used in the cells to prevent the creatures from
       escaping. As a result, few that go into the jails ever break
       out. While the alchemists are usually benevolent and can be
       forgiving to others, they are merciless to their enemies and
       will hold little sympathy for those that would do harm to their
       clans or tribe. They try not to resort to violence, and focus on
       their knowledge, but they will also protect their knowledge from
       falling into the wrong hands, which is why many clans protect
       their alchemic knowledge and their family's unique alchemic
       arts. While they do trust each other, they feel that putting
       that knowledge out is dangerous because one never knows when
       someone is listening (a problem they face a lot with the vampire
       ninjas constantly spying on them).
       Clan Taboos:
       - Negation of Equivalent Exchange: This is one of the big taboos
       of the clan, in which they view it as a major taboo for
       alchemists to find ways around equivalent exchange in alchemy.
       All alchemists understand the need for restrictions on alchemy,
       and while the alchemist clans are always about trying to find
       ways to improve their alchemy, they refuse to break this law in
       the process. The alchemists feel that this law balances alchemy
       with it's effects on the world, as they feel that attempts to
       remove that will interrupt the balance of nature in the world if
       one is able to create or ignore the rules of alchemy. The
       alchemists feel that this law is in place for a reason by those
       that created the world, and feel that it is necessary to balance
       alchemy's power to prevent people from trying to use alchemy in
       ways they shouldn't. This is especially true of creating life,
       but that is another taboo entirely. Alchemists operate within
       the laws of equivalent exchange for a reason, and all alchemists
       support the world having rules to make sure people aren't
       interrupting the natural balance. This includes not only alchemy
       itself breaking this law, but also trying to create items that
       will ignore this law as well (more in philosopher's stones). As
       a whole, even elite alchemists are usually forbidden from
       breaking this taboo, even though almost no elites have ways to
       negate this rule. This is a taboo that the alchemists are very
       strict about, and will almost never give exceptions to. The only
       times exceptions would be made is if the person is born with a
       power that negates equivalent exchange (which has not yet been
       documented), and only with proper training and making sure the
       person understands how to utilize the skill properly to not
       interrupt the balance.
       - Creation of Life and Spirits: This is another major taboo
       among alchemists. The creation of life is seen as the dominion
       of the gods, and not that of the alchemists. Those that have
       tried to play with life or spirits have usually gone very badly,
       and the alchemists understand that it is not their place to play
       with life. Among this taboo, there are a few rules that fall
       under this. The first is creating artificial life, usually
       through bio-alchemy. When using bio-alchemy, creating brand new
       life is perhaps one of the bigger laws of this taboo, in which
       some bio-alchemists have used bio-alchemy to create dangerous
       monsters (One such method is mixing animals to create new
       creatures referred to as chimeras), as most alchemists are never
       able to control the life they create if they are successful.
       Typically, most transmutations involving life have a bad
       tendency to rebound, and alchemists almost never succeed in
       bringing people back to life (there have been no confirmed uses
       of alchemy to restore someone to life completely as the closest
       has been bonding a dead soul to an object). The second part of
       this is the creation of new spirits. This may seem like it helps
       nature by having more spirits, but having too many spirits is
       just as bad as not having enough, something the alchemists
       understand thanks to their time protecting spirits. The only
       time creating new spirits is allowed is in areas affected by
       spirit destruction, where elite alchemists may be allowed to use
       mystic spirit magic to create new spirits (which is an art only
       the elite alchemists are allowed to use). However, only the
       elite are allowed the use of creation of spirits, and only with
       permission of the elites who monitor use of this skill. Those
       that study bio-alchemy to study life and how to create it are
       also monitored by the leaders of the tribes, due to bio-alchemy
       often walking a lot of lines in taboos involving life when it
       comes to a lot of alchemists who try to advance bio-alchemic
       arts.
       - Manipulating Life: Manipulation of life is another skill that
       is a taboo among alchemists. Typically, the most known rule is
       that using alchemy to bring someone back is a major taboo,
       though there is an elite skill that can let someone transfer a
       soul to an object (this is only allowed to be used by elite
       alchemists and carefully monitored by the Dawnguard). There are
       a few different different ways to manipulate life, and all of
       them are forbidden in alchemy. For example, using alchemy to
       alter brain chemistry or try to control someone is absolutely
       forbidden. Another heavily forbidden art is altering physical
       beings, usually in bio-alchemy where some alchemists combine
       creatures together to create new creatures (often referred to as
       chimeras). This is most often applicable to bio-alchemy, in
       which bio-alchemy has a lot of lines that it is not allowed to
       cross. The alchemists view manipulating life as another major
       taboo, in which they feel that life is granted by God and should
       not be manipulated for anyone's own ends. As mentioned, life
       alchemy has a bad tendency to rebound on the user, another
       reason this is a forbidden manipulation. Among this are a few
       sub-taboos, but this more or less covers anything that
       manipulates life unnaturally. It is important to note that this
       does not mean alchemists cannot save lives, such as using
       medical alchemy to heal people, or using potions to cure
       illnesses, or even extended one's life (as long as it's not at
       the cost of other life). The natural extension of life is not
       considered taboo, and neither is doing what they can to save
       life, but rather, the taboo is the twisting of life to one's own
       ends (which includes trying to bring people back from death).
       Creating chimeras is usually a taboo, but there is an elite art
       that can allow a user to create a familiar using bio-alchemy,
       which few elite alchemists are allowed to use, but only with
       careful monitoring, and usually under very specific conditions.
       - Blood Manipulation: This is a more of a sub-taboo that goes
       with the manipulation of life. The alchemists know that blood is
       a connection to the power of life, and they see manipulation of
       blood as a means of manipulation life. Alchemists who have
       mastered blood manipulation have been able to manipulate people
       by manipulating their blood, and some blood manipulators have
       also been able to infect and control others. This is forbidden
       among the alchemists, as they feel that this falls under the
       taboo of manipulation of life, and they see blood as tampering
       with life. As such, this art is a forbidden art, and only used
       among certain elites who are specifically trained in how to use
       it without breaking the rules of the clans. Typically, only the
       elites are allowed to use blood manipulation, and they are only
       allowed to use it within certain limits due to the alchemists
       seeing it as a very dangerous power if alchemists learn to
       utilize it. For example, an alchemist is never allowed to
       utilize blood manipulation to control the blood in someone
       else's body, but elites have used it to call forth blood from
       dead opponents to attack opponents with which is an acceptable
       form of blood manipulation. Another aspect of this is that
       vampires feed on blood, and alchemists don't want to give their
       vampire enemies blood to feed on, which is another reason that
       this isn't supported by the alchemists unless the elite
       alchemist is able to find ways to prevent vampires from feeding
       on the blood manipulated, such as using a dead person's blood
       which can in turn poison vampires, like a human eating rotten
       food. The elites have certain blood manipulations, but only the
       elites are allowed to manipulate blood and again with careful
       monitoring to make sure they don't use blood manipulation to
       break other taboos (as manipulating blood has led some to try
       and manipulate life by using blood to do things like create new
       creatures). As long as the elites don't break any of the other
       taboos like manipulating life, they are usually allowed to use
       this to physically attack their opponents, and some like
       Werewolf General Kain have used spirit purification to enhance
       the iron in the blood to more easily combat dark spirits (which
       doesn't manipulate life, but just uses spirit purification in a
       slightly specific way in the blood to finish off dark spirits).
       This is a taboo that is somewhat hard to monitor since many
       elites do use this against the vampire ninjas to a degree, but
       the clans do monitor to make sure taboos aren't broken among the
       elites.
       - Manipulation of Life and Death Power: This is another power
       that alchemists refuse to get involved with. Alchemists are
       forbidden from messing with life and death energies, or learning
       magic that manipulates life and death power. While healing magic
       and certain life force powers are acceptable as long as they are
       specifically for healing, going into the realm of life and death
       is something that alchemists are forbidden from doing. For
       alchemists, they believe that the realm of life and death is the
       realm of the reapers, and the realm of Death. The alchemists
       respect Death enough to not try to mess with his domain, as the
       few that have quickly figured out that the realm of Death is far
       beyond their normal understanding. However, there is another
       reason they don't like going into this realm, and that is that
       it is easier for them to accidentally get close to Phantom and
       Xeles, as the realm of life and death can also lead to the
       Shadow Realm where the Hall of Souls and Hell of Souls both lie.
       Because the Hell of Souls is a place even the alchemists dare
       not go, they stay out of this realm. While certain life energies
       are used to heal others, things like death energy are flat out
       forbidden, such as using death energy's power of rotting away
       objects, or using things like necromancy (which falls under
       death magic). Another forbidden power is known as the Rot, or
       also known as The Black. The Black is known as a power of death
       that allows a user to feed on life and use their power to rot
       away life. Alchemists are flat out forbidden from trying to
       utilize the Black, and are usually exile, imprisoned, or
       executed if they willingly seek this power out. The Black is a
       very dangerous power that can not only be dangerous to living
       beings, but it is also a dangerous power to spirits, as it can
       be used to feed on spirits as well as living beings. However,
       there is a counter power called the Gray, which is the power of
       life, that is not taboo. The Gray is a power of life that is
       able to create new life, and users of this power are seen as
       emissaries of the Gray. However, the Gray is not a power that
       someone can gain on their own, as the Gray is a force that
       chooses it's own users and the heroes it wants to wield it's
       power. Emissaries of the Gray are not taboo and are usually
       respected by alchemists to a degree, as the Gray has far more
       strict rules in using it than the alchemists have with the
       manipulation of life. The Black, though, will allow anyone to
       use it who seeks it out, and the Black will corrupt users, so
       those who willingly seek it out are considered enemies usually,
       even if they have good intentions as users of the Black will
       inevitably be consumed by hunger of life no matter their initial
       intentions. The Black is also the natural enemy of the Gray, and
       this is another major reason the Black is taboo. However, there
       are elite skills that utilize life and death magic, as it did
       become helpful for taking on the vampire ninjas, but elites with
       life and death magic are carefully monitored and flat out never
       allowed to dive too deep into the realm of death, as some have
       accidentally tapped into Xeles's realm and gone crazy from doing
       so.
       - Manipulation or Absorption of Souls: The manipulation and/or
       absorption of souls is a flat-out no for any alchemist, and laws
       are put in place by the alchemists to flat-out forbid this
       ability. Even among wars with groups like the vampire ninjas,
       the alchemists refuse to use souls, due to bad experiences of
       alchemists trying to use souls and becoming corrupted by them.
       There are many dangers of using souls, such as corrupting
       oneself and becoming a hollow, or those who devour souls often
       become cursed to continue devouring souls once they start or
       they will lose their power (a common curse among soul eaters
       that basically forces them to keep eating souls). The alchemists
       also feel that this is another part of the realm of Death and
       Toranoraos, and they try to stay out of it since they see this
       as part of the taboo of the life and death realm. There are
       almost no exceptions that are made in this taboo, and those that
       take or manipulate souls in the alchemists are usually exiled or
       executed as they feel that this is not only a manipulation of
       life, but also a direct harm to the balance of life and death.
       The alchemists also do not condone research involving souls,
       such as trying to utilize souls to create new creatures, or
       using souls to create spirits to help them in battle, as souls
       are seen as Death's property, not the alchemists. The closest
       thing to soul manipulation allowed is typically purifying souls
       of hollowfication so they can go to the afterlife (through
       spirit purification in battle), and certain elite skills that
       allow one to bond a soul to an object (though this is carefully
       monitored). Other than that, there are very few exceptions made,
       and the minimum punishment for willingly breaking this is exile,
       with the worst punishment being execution. The alchemists take
       this law very seriously, and the only exceptions that might be
       made is if a user is born with a soul absorption power and
       cannot control it (though the alchemists would specifically seek
       to help the person control the power and carefully monitor the
       power with the help of Death or Toranoraos).
       - Spirit Destruction Abilities: There are a few different
       problems with spirit destruction that the alchemists have
       completely forbidden this power except among specific elites who
       are allowed to use it in specific conditions, including using
       materials like spyrix that destroy spirits. The first problem
       with spirit destruction is that by destroying spirits, this
       removes the spirits completely rather than purifying them, and
       can cause damage to the natural balance. Since spirit
       destruction abilities permanently destroy a spirit, they are
       considered very dangerous and alchemists are not allowed to use
       these on natural spirits. The only spirits this is allowed to be
       used on are dark spirits that are resistant or immune to spirit
       purification, as this was made for elites to fight more powerful
       dark spirits that might resist spirit purification and cannot be
       purified like normal dark spirits. And considering that spirit
       destruction affects all spirits, not just dark spirits, spirit
       destruction often destroys normal spirits regardless of the
       alchemists intent, as spirit destruction can affect any spirit
       near the power, not just the target of the spirit destruction
       power The next problem with this power is it's ability to
       destroy souls, which the alchemists know interrupts the balance
       of life and death. The more souls that are destroyed, the more
       souls that are removed from the cycle of life, death and
       reincarnation. Typically, spirit destruction completely removes
       a spirit or soul from that cycle, which can be dangerous (some
       compare it to poking a hole in an hourglass, and the sand
       eventually falls out of the hole until eventually there's none
       left). As such, this is almost never allowed to be used on
       hollows (Unless they are in the most dire of situations and the
       hollow is completely immune to spirit purification power and
       there is no help from soul reapers or death wraiths), and
       alchemists are not allowed to use this on any souls if they can
       help it (specifically, not being allowed to use it even on their
       enemies like the vampire ninjas). They also don't counter spirit
       destruction with this power, unless absolutely necessary (as
       using this can create dangerous reactions). Only the elite are
       allowed this power, and only allowed to use it in the right
       conditions (usually only against dark spirits resistant or
       immune to spirit purification).
       - Twisting/Distorting Natures and Spirits: The alchemists also
       consider it a taboo for alchemists to twist nature and spirits
       to their own devices, and consider it a method of manipulating
       life. While it is acceptable to a degree to use nature and
       spirits in battle, alchemists usually only do so with spirits
       willing to fight by their side, or animals and plants willing to
       help them in battle. The alchemists are not allowed to
       forcefully control spirits or nature, and any attempt to distort
       the power of nature and spirits into something else is often
       seen as a major taboo. For example, this taboo is partially why
       the alchemists will hunt down and kill werepyres, as few
       werepyres have ever not used this power at some point or
       another, and they often see werepyres as a danger to nature and
       the spirits if the werepyres are allowed to twist spirits and
       nature to their own benefit. Werepyres have sometimes even been
       known to twist spirits to their own ends to either create spirit
       familiars, or in rare cases create dark spirits from normal
       spirits. This sort of thing is a major rule breaker in the
       alchemists. This also includes creating new spirits and new
       nature power, but that falls more under the creation of spirits
       and life rather than this. This is another art that the
       alchemists are pretty strict about, and carefully watch for.
       Typically, werepyres are the biggest ones that do this, and this
       means that werepyres are carefully monitored and watched by
       alchemists, sometimes even being hunted down if they are
       manipulating nature and spirits to their own ends. However, many
       alchemists will first try to show the werepyres a better way, in
       which some alchemists have tried to teach werepyres alchemy in
       order to teach them the proper ways to utilize their connections
       to spirits and nature. However, most werepyres often will
       continue to twist spirits and nature regardless of the
       alchemists, which is especially true of those that have been
       trained by other werepyres (for example, the alchemists have a
       major history with previous Wolfwings, and actively hunt down
       the Wolfwings for them being dangerous to nature and spirits).
       However, there are a few werepyres that have successfully given
       up their nature and spirit twisting/manipulation and opted for
       instead learning spirit and nature connections the way the
       alchemists do. While alchemists do hunt down werepyres for this,
       it is worth noting that they only kill werepyres who refuse to
       stop twisting nature and spirits for their own ends.
       - Dark Spirit Power/Harnessing the Deep Shadow Realm: This taboo
       is another one that the alchemists are very strict about.
       However, all alchemists know the reason why and understand
       completely, due to the fact that this basically keeps them away
       from Xeles and Phantom usually since dark spirits and the Deep
       Shadow Realm is Xeles's realm. There are a few aspects of this
       taboo that the alchemists have in place. The first is that
       alchemists are forbidden from trying to gain the power of dark
       spirits, or utilizing dark spirits in any fashion due to how
       dangerous dark spirits are. The alchemists purify dark spirits
       for a reason, and usually cannot risk trying to control dark
       spirits. Those that have tried have suffered horrible fates, and
       the alchemists have opted not to even attempt to utilize dark
       spirits or dark spirit power in any way. Those that do are
       almost instantly imprisoned, exiled or executed depending on the
       crime and intent, as alchemists that seek this power are often
       seen as possible servants of Xeles or Phantom, who are always
       looking to find ways to spread their influence. The other main
       aspect is that alchemists are never allowed to make deals with
       Xeles or Phantom, and are never allowed to harness the power of
       the Deep Shadow Realm, which has made most alchemists go crazy
       that have tried. This means that anyone who possesses the
       Whispering Darkness of Xeles will usually be seen as an enemy,
       and those that attempt to utilize their power are usually
       punished. However, punishment is not about punishing them for
       using the power of the Deep Shadow Realm, but rather it is about
       making sure alchemists understand what is in the Deep Shadow
       Realm and to keep the alchemists from trying to attain power
       from that realm since most who do either go crazy, or some have
       even been taken to the Hell of Souls in exchange for power from
       that realm. As such, this is a very strict rule with the
       alchemists, and the punishments for this is something that most
       alchemists agree on. This has rarely ever had to be implemented,
       since most alchemists know just how dangerous the dark spirits,
       and the Deep Shadow Realm is, and most alchemists avoid it. The
       only way this might be forgivable is if an alchemist is born
       with the power of a dark spirit that they can't control (which
       hasn't yet happened, but still could happen) and the alchemists
       would have to help them control their power and use it to fight
       dark spirits and forces of the Deep Shadow Realm. Usually to
       avoid this, they tend to try and stay closer to Toranoraos's
       realm and Death's realm rather than risk going into Phantom or
       Xeles's realm.
       - Darkness Manipulation/Darkness Alchemy: This taboo is one that
       is highly debated, and often is very inconsistent in the clan.
       The manipulation of darkness is something that alchemists
       consider taboo, even though there are many werewolves with dark
       natures and dark powers. As such, the alchemists are typically
       fairly lax with this taboo, as no clan can usually agree on
       specific situations where this is taboo and where it is
       acceptable. As an example, the Darkwolf clan usually specializes
       in darkness alchemy, in which those that are close to Darkwolfs
       like Sirion may gain darkness abilities and learn to utilize
       them. The Darkwolfs are among the only clans allowed to use
       darkness, and to use darkness, they must train with Sirion first
       to understand how to use it properly. There are a few reasons
       this is a taboo among alchemists. The first is that darkness, if
       not used properly, can strengthen dark spirits, and those with
       dark natures might be more prone to attract dark spirits without
       meaning to. Strengthening dark spirits is a major thing the
       alchemists try to avoid since dark spirits are one of their
       major enemies in the world. The next reason is that the
       alchemists feel that darkness is a very dangerous power that can
       corrupt people, as many have become obsessed with power after
       learning to use darkness, as darkness has a tendency to bring
       out people's desires for power. Because darkness is a power that
       can lead to powers like the dark arts used by dark spirits and
       allies of dark spirits, alchemists are very careful about this,
       especially since diving into dark arts and dark magic is a
       pretty easy way to attract the attention of dark spirits. The
       last reason is because of darkness's destructive power if one is
       able to master it, to the point that some darkness users have
       been able to cause massive damage to areas, even using darkness
       to create pocket dimensions that can draw in spirits and remove
       them from the world. This is especially true of those darkness
       users that use things like gravity manipulation to distort space
       and time, which can send spirits to other times and spaces if
       not carefully monitored. While it is allowed if okayed by the
       heads of the clans, it is a power that many often criticize and
       most alchemists do not seek this power for fear of being
       rejected by other clans who don't like darkness users (which
       many clans will not associate with darkness users). However,
       this taboo is one that is constantly debated among alchemists as
       to what should be allowed and what shouldn't, so there is never
       a consistent answer on when this should be used and when it
       shouldn't. The only thing that is agreed on is that the elite
       power of purifying light is far more sought after than the power
       of darkness, as they feel that light more easily fits their
       natures.
       - Deconstruction/Destruction Alchemy: This is another taboo of
       alchemy, in which the alchemists consider this a power that just
       destroys, rather than benefiting the spirits and nature. Any
       alchemist could essentially learn this pretty easily, as it only
       really requires one change from normal alchemy. As many know,
       alchemy is in three steps. Deconstruction alchemy specifically
       is designed to only use the first two steps, and doesn't use the
       last step of reconstruction. As such, this deconstructs rather
       than remaking something. The alchemists see this as a taboo
       because alchemists use their alchemy to benefit nature and the
       spirits, while destruction alchemy and deconstruction alchemy
       are specifically designed that they benefit nothing (except
       maybe the user who wants to use this). As such, this is seen as
       a selfish power that doesn't benefit the spirits, and alchemists
       who use this are seen as just being purely destructive with no
       regard for the spirits. Advanced users of destruction alchemy
       have even been known to be able to destroy the spirits, which is
       again a major taboo among alchemists. While rare, some users of
       this do destroy spirits which causes the alchemists to have to
       step in and forbid the use of this. However, forbidding this
       power is very difficult, due to the fact that there have been
       people who are born with a natural power of destruction or
       deconstruction depending on their heritage. One such example is
       King Sirion, who's Black Hole book is all about destruction
       using darkness power, and Sirion's own darkness alchemy is
       capable of destroying matter. As such, those born with this
       power are instead monitored, and only forbidden from using this
       born power if they use it carelessly or use it to damage the
       natural balance. Even those like Sirion are not ignored when
       they use this, and anyone who does use this is often considered
       an enemy if they don't allow themselves to be properly monitored
       and trained to use this correctly. This is usable with the right
       training, and users are only allowed to use this with
       permissions of the heads of the clans and of Sirion himself (or
       at least a majority of the clan heads, since most clan heads
       don't always agree on this aspect).
       - Creating or Pursuing Philosopher's Stones: One thing that is
       always associated with the alchemists is the philosopher's
       stones, and almost every alchemist knows something about the
       philosopher's stones. The philosopher's stones are seen among
       the werewolf alchemists as a taboo, specifically because of how
       they allow a user to negate the laws of equivalent exchange,
       which breaks another taboo of the alchemists. Another major
       reason is that the only known method to create philosopher's
       stones requires souls, which breaks yet another taboo of the
       alchemists. As such, the alchemists flat-out consider the
       philosopher's stones to be taboo, and forbid alchemists from
       seeking to create them, or seeking out the powers of existing
       ones. Philosopher's stones have yet to be created (at least to
       the knowledge of alchemists) without requiring at least one
       taboo to be broken by alchemists, and using philosopher's stones
       opens the doors to breaking even more taboos, due to the
       philosopher's stones abilities being far beyond normal
       alchemists since the stones don't have equivalent exchange in
       the traditional sense. For example, some philosopher's stones
       have been used to create or bring back living beings, and some
       have been used to create other things that break other taboos
       among the alchemists. As such, this is a major taboo, and
       forbidden to be used among alchemists. While amplifying alchemic
       power is fine, the alchemists do not seek to break the laws of
       alchemy, and instead seek knowledge to better use alchemy in the
       world. Because this breaks so many taboos, these stones are flat
       out forbidden, and those that use or pursue these willingly are
       usually subject to exile or imprisonment (only killing people to
       create one will result in execution). Any that are found are
       usually given to someone like Sirion, as only those with
       deconstruction power are able to destroy these stones. However,
       one has to be careful, as destroying these stones may destroy
       the souls inside them if they are destroyed. It is worth noting
       that most philosophers stones do have an equivalent exchange, in
       which the spirits or souls in the stones are used to create in
       alchemy, rather than converting matter through transmutation.
       However, alchemists still consider this taboo, since it requires
       souls and spirits to power this.
       - Creating or Pursuing Shadow Stones: Not many people know about
       the shadow stones. The original shadow stones are 5 stones that
       were generated in the Shadow Realm, which were designed by Xeles
       himself to be used to bring his darkness into the universe and
       create a cataclysmic event from his part of the Shadow Realm.
       However, at some point, the shadow stones were eventually
       replicated and less powerful shadow stones were mass produced
       (the copied stones don't summon the cataclysm though). When
       used, each Shadow Stone (and the 5 originals known as the True
       Shadow Stones) grants special abilities to the user, and act
       like stones that use darkness to empower a user with a small
       portion of Xeles's darkness. This isn't enough to cause negative
       effects in the user, but it is enough that it often corrupts
       weaker-willed people, and the shadow stones will often be seen
       as a dangerous force in the world. When the alchemists encounter
       them, they see to either destroy them or give them to Death so
       he can remove them from the world completely. Each shadow stone
       can grant unique abilities to their users, and a user who bonds
       to a shadow stone gains powers based on the stone's abilities.
       The True Shadow Stones are rare and much more powerful, but they
       grant fixed powers, with each having unique powers granted to
       the user. The shadow stones are a very dangerous creation, and
       it is not known how to destroy the True Shadow Stones, though
       the created shadow stones can be destroyed with strong enough
       holy power. These stones are taboo for one simple reason: The
       stones are all the product of Xeles's power, and almost every
       single alchemist out there refuses to even go near these stones
       (the only ones that do are the ones that want to destroy these
       stones). This is another type of stone that is not allowed to be
       wielded by alchemists, as it opens the door for them to
       eventually become servants of Phantom and Xeles, who have gotten
       people who become corrupted by these stones to eventually give
       themselves over to working for Xeles. Typically, the shadow
       stones, and even more so the True Shadow Stones, are usually
       only sought after by those who work for Phantom or Xeles, and
       the only ones that can wield the 5 True Shadow Stones are direct
       champions chosen by Xeles himself.
       - Creation of Money: This is sort of a minor taboo among
       alchemists. This isn't a real enforced taboo, as every alchemist
       has had to do this at least once. Alchemists usually trade
       through trading goods and services, as they don't operate on
       traditional money. Alchemists usually trade goods and services
       of their clans (like a blacksmithing clan might trade a basic
       sword for a mass of potions from a potion shop). Typically, the
       alchemists operate on a basis of equivalent exchange as they
       often seek to make their services and goods equal to those that
       are paying them for their own services. For example, if a
       blacksmith trades a sword for potions, then the alchemist would
       opt to give the blacksmith the same amount of potions to equal
       the materials used in the goods (like a sword might be good for
       a box of potions). Alchemists rarely ever need to use money, and
       the closest they do use is trading rare metals, herbs, and
       materials, such as taking a rare herb to a potion shop to pay
       for a potion. Usually, how useful the item is to the shop or to
       the person they are buying from determines what will be given.
       However, when the alchemists are among human populations, they
       utilize human money, and this alchemy taboo is usually forbidden
       among humans. Things like creating money, or creating things
       like gold from lead, are usually forbidden thanks to this taboo.
       However, this rule is often very lenient, as alchemists
       typically don't have human currency unless they find jobs in the
       human world, and almost every alchemist has had to do this at
       some point. Alchemists also pay for things in their society with
       things created or used for alchemy, so this rule is not always
       consistent even among alchemists. This is perhaps the most
       lenient taboo in the alchemist society, due to the fact that it
       does have to be used at many points, and asking permission will
       usually have the clan heads let the alchemist create money if
       they see it as necessary. However, this taboo is mostly in place
       to prevent alchemists from getting the idea to try and overwhelm
       other sources of money by creating masses of money (such as
       creating a mass of gold to increase the amount of gold in the
       world and overwhelm the demand for gold as a currency). Overall,
       as long as this is just for necessities and isn't abused, this
       is usually overlooked and allowed to a degree as long as it's
       not being used to destroy economies (at which point then the
       alchemists will step in and take action).
       - Ninjutsu and Spirit-based Elemental Techniques: Many often
       wonder why ninjutsu and spirit based elemental techniques are
       forbidden among the alchemists. This is not because the
       alchemists see them as powers that break the rules of nature
       (even though certain powers groups like the vampire ninjas use
       do cause problems that break other taboos of the alchemists),
       but rather, alchemists do not dive into ninjutsu and spirit
       based elemental powers purely out of their own pride. Spirit
       based elemental powers is a bit more lenient, but are still
       often forbidden especially after the alchemists consider groups
       like the Darkfire clan to be enemies (as many alchemists still
       dislike the Darkfires for the massive battle they had with the
       Darkwolfs and how Qrow Darkfire was responsible for a Darkwolf
       leaving an important arranged marriage). However, it is ninjutsu
       and the vampire ninjas that actually ruined this as an option.
       The alchemists absolutely refuse to rely on this power or even
       attempt to recreate it, due almost purely to their pride of not
       wanting to be like their enemies. However, there are a few other
       reasons they don't use this. The first and most obvious is one
       of the reasons they constantly fight the vampire ninjas in the
       first place: the fact that the vampire ninjas use spirit
       destruction in their ninjutsu, and, as mentioned, spirit
       destruction is a major taboo among the alchemists. However,
       there are other ninjutsu powers out there, but the alchemists
       refuse to use them. As such, the alchemists often reject
       anything to do with ninjutsu, and trying to learn the powers
       that the vampire ninjas use, just as the vampire ninjas pride
       doesn't allow them to learn alchemy of the alchemists. While
       alchemists do use elemental abilities through alchemy, they
       don't attempt to use powers like the vampire ninjas who
       specialize in elemental ninjutsu, or the Darkfires who use
       spirit energy infused elemental power. While it's not a taboo to
       pursue ninja power among ninjas like chakra users or certain
       other ninja groups, it's more just a matter of pride as the
       alchemists want to conquer the vampire ninjas and other enemies
       on their own terms.
       Race: The werewolf alchemists are their own brand of
       werecreatures. Most are werewolves, but some are other types of
       werecreatures depending on the creature and how they came to
       join the alchemists (as werewolves weren't the only outcasts
       that started the alchemists). For the most part, only those born
       or married into the clans are accepted these days unless they
       were families of those that started the alchemist tribe (which
       there are plenty of other werecreatures that started their own
       clans in the alchemists when the alchemists were established).
       Very rare exceptions can be made though and other beings that
       the alchemists trust have been taught the werewolf alchemist
       arts when they live with the alchemists (as there have been
       humans who have come to learn the alchemic arts from the
       werewolf alchemists, and rarely a few vampires have become
       members of the werewolf alchemists). However, the alchemists are
       very secretive, and don't give this knowledge out to everyone,
       with anyone who tries to get in having to do so for years unless
       they have family within the tribe. The clans that are allowed to
       join the alchemists usually must have something to offer the
       clan in terms of knowledge, or something to help the alchemists
       gain greater connection to the world. Overall, knowledge and
       their connection to nature is their greatest desires, and the
       clans that make up the alchemists all feel this way, so whether
       or not they let people into their ranks depends on if the people
       they learn to trust also feel this way.
       Weapons:
       - Alchemist Produced Weapons and Items: For the most part,
       alchemists will have a variety of weapons and items they can
       use, and the alchemists have access to plenty of people who can
       make unique items and weapons for them. Typically, any weapons
       and items they use will usually be centered around their
       alchemy. For example, a fire alchemist will usually try to
       center around flame weapons and protecting themselves from
       counter elements (such as using armor that grants protection
       against ice). In the werewolf alchemists, weapons and armors are
       often made by blacksmithing clans, who can make plenty of magic
       based items and weaponry for almost any alchemists. Usually,
       items can be as simple as everyday items that help a werewolf
       with their alchemy, such as a flint striker could be modified
       into a flame generation weapon for a flame alchemist, or a metal
       bracelet could be turned into a dagger by a metal manipulation
       alchemist. Since every alchemist is different, their weapons and
       items are also different. One major thing all weapons and items
       have in common though, is that not only are they magic based,
       but the alchemists also mostly operate using spirit purification
       weapons, and most of their weapons are designed to work with
       their specific alchemist abilities and spirit purification
       abilities. Because of how the blacksmithing clans tailor
       weapons, armors and items to every alchemist differently, there
       are rarely ever two weapons, armors or items that are exactly
       alike, and there is plenty of variety in options available for
       pretty much every alchemist.
       Basic Alchemist Abilities:
       - Werewolf Alchemy:  This art is specific to this group of
       werewolves who use magic-based alchemy, and is not an unholy
       power, but simply a power based in neutral magic and soul power.
       This art is powerful, and depending on the werewolf or hybrid
       that is trained in this, they will specialize in different
       abilities depending on the spellbook they gain, and how they
       interact with elements. This art is just like people expect,
       with alchemy skills being able to convert and change materials.
       Most alchemy is set up in 3 stages: understanding the structure
       of matter, deconstruction and reconstruction. Most alchemists
       are able to use this to some extent, being able to use this to
       change materials, usually doing so for battle purposes, such as
       changing attacks or changing energy so that the alchemist can
       create new attacks out of their opponents attacks. Of course,
       the main focus of this alchemy usually ends up being the
       spellbooks, which most werewolves of this alchemy magic end up
       gaining, that are all different and focus specific skill-sets
       for each alchemist in different ways. Usually, most alchemists
       have to follow a few rules, such as this alchemy cannot be used
       to create living matter from non-living matter (such as trying
       to create life from something non-living, with one example being
       human transmutation, an art forbidden that tries to bring life
       to humans who have died. It is also worth noting that using
       alchemy can only affect objects within a certain distance,
       unless one is using special arts, so keeping one's distance can
       usually avoid this, unless they're firing projectiles at an
       opponent.
       - Spirit Purification Alchemy Magic: This one is designed to be
       one of the bases of alchemy magic. Because the clan is so
       focused on purifying and strengthening spirits, they use this
       special magic granted to them by the spirits to purify rather
       than destroy spirits. Because of this, all alchemic magic used
       by the alchemists has this aspect in it once they learn this
       magic. While they can use magic without this aspect, it is much
       more difficult, and runs the risk of changing the form of the
       earth in a way that will affect spirits negatively. However, by
       using spirit purification in their magic, the alchemists power
       of alchemy passively purifies spirits, strengthening the spirits
       that govern the world's forces and maintain nature, and some can
       even learn to utilize spirit energy as a result of their heavy
       spiritual focus due to them diving into their spiritual nature.
       As such, advanced users of spirit purification who learn to
       master spirit energy may even go on to become spirit energy
       users and gain spirit user abilities as a result. However, this
       magic also has another purpose, in that it is meant to purify
       dark spirits and hollows, which the alchemists fight in order to
       protect humanity. Most of the time, this portion of the
       spiritual purification focuses more on the environment, and not
       so much on fighting hollows and dark spirits. The basic form of
       spirit purification is more focused helping the world, as the
       spiritual purification is more just a basic part of the alchemy
       and changing the world around them to better the spirits. When
       used, this makes normal spirits far more powerful, and weakens
       creatures like hollows and dark spirits. However, this is a
       simple spirit purification, and one that doesn't have the right
       focuses for combating dark spirits and hollows (as a user has to
       master the next spirit purification magic power to use their
       alchemy to fight dark spirits and hollows). Typically, this is
       countered like any other magic, and doesn't attack the spiritual
       plane, as this part of the art is just for purifying the spirits
       on the physical plane that inhabit the world. Most of this basic
       spirit magic is also not combat based, as it's only meant for
       use on the environment to strengthen the spirits or help develop
       nature further so that the spirits don't have to do as much in
       the physical realm, as the alchemists seek to ease the burden on
       spirits.
       - Combat Spirit Purification Magic: Spiritual Focus: This is the
       part of an alchemist's alchemy that is based in purifying
       spiritual beings like dark spirits and hollows. This power is a
       purely spiritual power that is designed for combat, and uses an
       alchemist's alchemy to attack and purify dangerous spirits that
       usually aren't quite on the physical plane. When used, this is
       the true form of an alchemist's power, in which they use alchemy
       to attack dangerous spirits. Usually, this is best used in
       combination with their unique alchemy types and their spellbook
       abilities (in which those skills are mostly developed
       specifically to utilize this magic). This starts out as a user
       having to concentrate, but once reaching a certain level of
       alchemy, a user can learn to use this passively without needing
       to concentrate. When used, this alchemy specifically is designed
       to not attack the physical, but attack the spiritual. While this
       still does physical damage, this magic also attacks the
       spiritual, which can allow an alchemist to attack and purify
       dangerous spirits, but can also use this to attack spiritually,
       in which the attacks don't just do physical damage, but
       spiritual damage. So if a physical person is attacked with this
       spirit purification, this can be used to also attack a person's
       spirit directly, in which this alchemy can also purify dark
       spirits hiding in people by attacking people's spirits rather
       than their bodies. Because this magic is specifically designed
       for dark spirits and hollows (or any other dangerous spirit),
       this is designed to work on almost any kind of spiritual
       corruption, and purify it. The only danger is that not all dark
       spirits are able to be purified easily, and depending on the
       magic power of the original user, the user's power in this
       depends on what their magic capabilities are. Some stronger dark
       spirits also resist spirit purification, in which at that point
       only spirit destruction powers will finish them off (which can
       only be used by elites).
       - Mana Mastery: Most werewolf alchemists use neutral magic,
       which runs on normal mana. However, unlike many magic users,
       some alchemists master the use of mana in it's basic form in
       order to strengthen their magic. Most have learned to harness
       mana on it's own, and some advanced in this art that many can
       even gain mana user abilities if they desire mastery over their
       basic mana. This mastery not only makes them able to use mana on
       it's own to a degree, but also has the effect of allowing them
       to more easily use their alchemy, and have mastered it so that
       they are able to concentrate their mana to use less in battle to
       more effect, making them highly experienced energy users. The
       older members of the alchemists are usually very skilled in the
       use of mana, and usually generate this mana to feed spirits of
       nature so that they can strengthen the world around them, as
       this is the main use of mana in creatures that is expelled into
       the world since all creatures have some form of mana. As a
       result, some alchemists learn to enhance their mana emission so
       that they generate more mana and expel more mana into the
       environment around them when they are not using magic, so that
       they can power up the spirits around them without having to
       consciously exert their power as often. Typically, mana's major
       weaknesses avoid magic weaknesses, as mana as an energy can
       still hurt those that have resistances or immunites to magic.
       However, there are those that know how to use certain methods
       for negating mana entirely, and some have techniques that negate
       mana. Some mana users do also gain resistance to other mana, and
       any normal mana enhancement can usually be countered by other
       energy type users. Those that go on to become mana users also
       gain the mana user weaknesses.
       - Mana Conversion to Alchemic Magic: Similar to how mystic
       knights train themselves to passive convert mana into magic, the
       werewolf alchemists trained in the mystic arts do the same
       thing, where different werewolf alchemists created different
       types of training that converts one's mana into alchemic magic,
       which flows through the body just like mana. This is designed to
       not only make elemental magic easier to summon, but is also
       resistance to magic negation abilities due to the magic already
       being present in the body before the negation. Depending on the
       user, they are able to learn this after they learn their alchemy
       so that they can convert their mana into their specific alchemic
       powers they will use. In addition, this also makes certain other
       abilities easily that use alchemy, such as werewolves who use
       their alchemy in different specific arts, or focusing their
       magic into regenerative abilities like some werewolves will do.
       This power requires a mastery of magic before it can be used,
       and the ability to be able to convert mana to magic. This can be
       changed depending on the werewolf though, as some can do things
       like using chi magic or spirit/soul magic and convert their
       power into elemental magic similarly, but this is much harder to
       do and would require the werewolf to learn how to convert their
       power on their own. The downside to this art is that those that
       want to focus more on mana abilities will often find that this
       art reduces the amount of mana running through the body.
       However, the upside is that, while users cannot learn mana user
       abilities, they can learn mystic knight abilities if they train
       this into more of a combat based power-up, and can utilize
       mystic knight abilities. Typically, the danger to this though is
       that users bank more on their magics working on enemies, and
       while this may reduce the cost of power to use magic and make
       magic more available, users run the risk of not being able to
       damage those with magic immunity and doing reduced damage to
       those with magic resistance.
       - Magic Activation Types: With any magic, dark magic or holy
       magic, it's always important to know the types of magic and
       activations that magic uses. There are many types of
       activations, and depending on the type a magic user chooses,
       their magic could change completely depending on the arts used
       and the activation types used. The most common are usually
       instant activation spells. These use more power, but don't
       require any preparation and can be used in an instant. While not
       as powerful as other spells, instant activation spells are easy
       to use and are usually very fast to pull off compared to other
       spells. The second is incantations, in which physical
       incantations are used to trigger more powerful spells. For the
       most part, this usually takes slightly longer, as incantations
       require a phrase or word to be spoken before the user can
       activate their magic. However, some have come up with their own
       ways of activating magic, with the most common being shortening
       phrases to only a word or two through special phrase training.
       Once done, usually some of the power is sacrificed to
       essentially shorten the phrase so that users can fire the spell
       off more easily. There are others as well, such as enchanting
       objects with spells ahead of time which can allow use of
       powerful spells, but usually only having limited casts before
       having to be recharged, or there are also other activation types
       that require different ways to activate. This depends mostly on
       the user, but each user must have one activation type in order
       to use dark arts, since this activates the spells. Some can even
       learn multiple types, which can open up options for many
       different types of spells. This is important for all kinds of
       magic, as activation types are the basis of every magic. Alchemy
       magic usually uses either movement, or they use glyphs or runes
       that focus the attack which they can create with their magical
       energy. The spellbooks are all spoken spells, but most of their
       other alchemies are done through runes, certain symbols used to
       focus the magic, or use movement based activations to focus
       their magic.
       - Magic Glyphs: This is a power that forms a basis for many
       magic spells and is created by a magic user's magic abilities to
       focus their magic. These glyphs focus power into the circle,
       which is then used by the user to focus magic techniques. While
       there are magic techniques that don't need this, this is more
       for general magic like attack magic and defensive magic. This
       power utilizes magic, but requires that the user know how
       elements are formed and what they're made of in order to be able
       to do this. This is a basic power that some magic users are able
       to use, and this particular use of the magic glyph is not too
       much different from many other magic users. Among using them for
       focusing magic attacks, they also have other functions, such as
       being able to use them as platforms to jump off of and stand on,
       or use them for amping attacks and defense, or even using them
       to amp allies. These glyphs are also used in summoning magic as
       a conduit for summoning, or some magics like alchemy could be
       focused with these glyphs as well. There are even some unique
       abilities one can use with these, such as some having certain
       amplification powers, or certain arts that utilize these arts
       specifically. This may be a basic power, but there are plenty of
       people who have become master warriors using this power alone,
       utilizing the glyphs for a variety of uses, and some can use
       entire combat and magic styles based on how these glyphs are
       used. This power is a fairly basic magic ability, and although
       useful, can be countered just like other people who use this
       ability (depending on how the ability is used). For example,
       someone who uses these glyphs for amplification can be countered
       with other amplification abilities, or users who use these for
       movement can be countered by more agile enemies. This is more of
       a versatile base ability, and one that focuses different magic
       techniques rather than being a different type of magic unto
       itself. Typically, these cannot do damage on their own, as they
       are more just a basis of many kinds of magic, and, while
       versatile, are not an offensive power except when used to
       amplify physical abilities using amplification properties of
       these glyphs.
       - Werecreature Alchemist Nature/Spirit Connection: Similar to
       other werecreatures with a strong magic connection to the world,
       the werewolf alchemists specialize in their connection to both
       nature and spirits, as they originally developed alchemy to
       further their understanding of the world and it's forces.
       Through their training and diving into powerful magic, they
       eventually developed an even deeper connection to the world
       through their nature and spirit connections. Thanks to this, the
       werewolves are able to not only sense the planet's life energy
       and the life of what's around them, but all werewolf alchemists
       are able to sense spirits as well, similar to moglins and those
       with special spirit sense training. This allows them to see and
       interact with spirits, in which their alchemy is often used to
       help benefit the spirits by maintaining the balance and changing
       things that were hurtful to the spirits into things that can
       help the spirits grow more powerful. 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 just how deep the spiritual plane goes and how
       many spirits live in this world. This may seem simple, but this
       lets werecreatures connect to the world much more than most who
       connect to nature (though certain nature connections may be
       stronger than theirs, in which case they will often try to
       acquire that nature knowledge), as they aren't just connected to
       nature, but are able to also interact with those spirits for
       another way to interact with nature. Werecreatures that have
       this connection understand the importance of the world's forces,
       and can see not only the flow of the planet's life energies, but
       also how the spirits impact that balance. This isn't just among
       the werewolves though, as all werecreatures trained by the
       alchemists are trained in this. Some may learn different ways to
       do this (IE Werewolves have a basic nature connection but other
       werecreatures might connect to other specific parts of nature),
       but all werecreatures and those trained in this learn this
       aspect in some way and apply this to their alchemy. They are
       also able to perceive the world's flow of life and death as a
       result of this power. This can eventually lead to werewolves
       learning spirit arts, but many don't seek spirit arts for fear
       of wearing down the spirits power and weakening nature as a
       result.
       - Alchemic Understanding of Elements: Werewolf alchemists are
       able to manipulate the elements in their base form, and utilize
       their alchemy to change things based on how elements interact
       with the world. While they can't create special elementals or
       combined elementals using this power alone, they can utilize
       some elements in their base form by using their magic to affect
       the elements. Depending on the werecreature and what they can
       do, they are able to do certain things like manipulate the
       properties of elementals, being able to do things like freezing
       certain attacks by changing the temperature of the attack when
       they catch it, or being able to convert certain attacks like
       converting air into water. This depends on the werewolf and
       their affinities, with all werewolves learning how to use this
       in some way in order to modify elements, whether it's changing
       them in combat, or changing them for other uses (like certain
       clans use alchemy for blacksmithing or other necessary jobs).
       For the most part, this power relies on the werewolves
       understanding of elements, rather than on their ability to use
       elements in battle. Because of this, this power can be used to
       convert elements, but elements can still hurt the user, since
       this power doesn't really grant elemental use or immunity in any
       way, but more allows users to take control of elementals through
       conversion and utilizing their alchemy to modify elements. Most
       werewolves usually have to do this in close proximity, as
       alchemy usually has a max distance that it can be used (The only
       exception to this is elite alchemy). And while most alchemists
       are able to learn how most elements work, alchemists still have
       to know the attack is coming, and they often have to concentrate
       to convert an element. If an opponent is careful, they can
       attack the user while they're trying to convert an attack if
       they take too long, or the opponent is smart about how they use
       their elementals to distract the user as some can control the
       elements even as the user tries to change them (depending on the
       user, the opponent's abilities and the attacks used).
       - Alchemic Transmutation: Alchemists are able to convert matter,
       changing matter as they see fit. This can be as simple as
       turning lead to gold (though this is technically taboo among the
       "don't create money taboo"), or dispelling elemental energies or
       converting them. An alchemist, if they know their environment
       and composition of what they're manipulating, can use it to
       convert matter in a variety of ways. This is the main ability of
       alchemy alongside it's spellbooks and unique alchemies, which is
       designed to change things that harm spirits into something that
       will strengthen them instead. While this does cover elementals
       to some extent, this is far more than just converting
       elementals, but includes general changing of matter, such as
       changing the form of a metal to make a stronger metal, or
       weakening certain materials if they are trying to weaken armor
       or weapons in battle (though certain types of weapons and armor
       might be immune to this ability if the werewolf doesn't know how
       the power of the weapon or armor/shield works, or what it's made
       of). There are two aspects to this power, and that is change of
       form and change of shape. Changing the shape can simply change
       the shape of something into another shape (usually used on
       inorganic objects to change their form), and changing the form
       changes the matter into a different kind of matter (usually
       changing one element or compound into another). However, they do
       have to know not only what they're manipulating, but also what
       they're manipulating it into. This means that if they try to
       manipulate a substance they don't understand, or don't know what
       the thing they're trying to convert is made of, this power
       doesn't work properly, and often completely fails or rebounds on
       the user. It takes years and experience to become good with this
       skill, as simple natural talent isn't enough to master alchemic
       conversion skills which make the base of all alchemy. The proper
       use of this also requires some scientific knowledge, with those
       with scientific knowledge often having advantages that other
       alchemists might lack (such as those with science knowledge will
       know more easily how to manipulate molecules while normal
       alchemists focus more on the elements themselves).
       - Werewolf Battle Transmutation Magic: In order to battle their
       enemies, the werewolf alchemists developed a specific brand of
       alchemy designed solely for battle. This alchemy is the main
       alchemy most alchemists use when not using their own unique
       skills, as it's the basic combat alchemy many are taught upon
       learning alchemy. This alchemy uses wind and earth manipulation
       using alchemic magic, allowing a werewolf alchemists to take
       advantage of the two major elements that connect to almost every
       other element. In the alchemist's eyes, aside from darkness and
       light, earth and wind are the two major elements that make up
       the world, which they are able to use. Almost any physical
       material is made of earth, or almost any lightning, fire or
       water is created using air and gases in the air. Once mastered,
       most werewolves have highly skilled alchemic magic they can use
       in battle, being able to manipulate the earth and wind to fight
       opponents. This could be as simple as creating shockwaves to
       attack, or more advanced alchemists can do things like freeze an
       area using wind, or they can create lightning or fire using air
       as well. Depending on how it's manipulated, earth and air hold
       the connection to most of the elements in the world, and some
       advanced alchemists have even learned to use certain advanced
       techniques like using ice or glass to focus light into attacks
       as well depending on the alchemist. This depends on the
       creativity and scientific knowledge of the alchemist, as this is
       a power with many possibilities, and those with strong knowledge
       can find many ways to use this power effectively. However, this
       is a magic power, so those with magic resistance or magic
       immunity may be immune to most of the magic other than physical
       damage from certain attacks. Those who have other alchemic
       abilities or can counter earth and wind can also easily counter
       this combat as well the same way as normal earth and wind
       manipulation, since this essentially equates to earth and wind
       manipulation using magic.
       - Earth Healing/Purification, Healing Magic, and Plant/Animal
       Restoration: Werewolf alchemists with a powerful enough
       connection to nature are able to interact with the environment
       around them, which mostly involves healing and restoring. The
       first thing one can do, is heal destruction of the earth around
       them, such as purifying toxic influences or healing areas
       damaged by things like fires or human interference, where the
       werewolf is able to restore the planets life force using their
       connection and using their alchemy in order to heal the life
       force of the planet. But werewolves with this power don't just
       stop at healing the earth, they are also able to heal others, as
       well as healing plants and animals. They are able to heal almost
       any manner of life, restoring a person's injuries and being able
       to purify negative influences like toxins and poisons or energy
       poisoning. Thanks to their connection, they are able to tell
       when something is wrong with the earth, creatures or the life
       around them, and able to take appropriate action to fix the
       situation. For the most part, this results in different ways to
       heal and purify, being designed to help the world around them.
       This isn't too useful in battle, just being healing power and
       purification, but it does help when needing to heal others or
       healing plants, animals or the world's life force. This also
       requires the werewolf to know what they are healing, as they
       cannot heal or purify unless they know what is wrong or causing
       the problem, meaning that certain supernatural infections or
       afflictions might not be curable with their power, as certain
       afflictions unknown to them often require research to figure out
       how to counter.
       - Bio-Alchemy Magic: This alchemy was originally an extension of
       healing and purification, but instead is a type of alchemy
       designed solely to allow werewolf alchemists to use their
       alchemy to study living beings and make alchemic modifications
       to strengthen them. This art is often used by some more
       ambitious werewolves to understand the structure of living
       beings, where they learn how to modify beings based on their
       biological knowledge. This art can be dangerous though, as this
       art goes into two major taboo's among alchemists, and also
       involve two forbidden arts. The first is combining living beings
       together and creating what alchemists refer to as 'chimeras'
       which are creatures usually spliced together with alchemy to
       create a more powerful creature. This art was forbidden among
       alchemists for "twisting" life, which they see as a crime
       against the world's life force. The second is that they are not
       allowed to create new beings, as they feel that creation is not
       their job, and because any attempt to create life has usually
       resulted in death or losing parts of the body to the point some
       haven't been able to use alchemy. Overall, when used properly,
       this art is about biological understanding of beings, and being
       able to strengthen them using alchemy. When used as intended,
       this is usually used as a way to boost those that are allied
       with them, using this to often bring out more power and physical
       ability in those that they deem worthy of power. This is usually
       a lengthy process, and not useful in battle, so this is more of
       a side ability used outside of battle. This usually depends on
       the alchemist's ability, but most don't dedicate fully to this
       given the taboo's unless they're rogue alchemists who have
       turned on the other werewolf alchemists. Due to this, there are
       few true masters of this art in the werewolf alchemist tribe.
       - Bio-Alchemy Combat Magic: This is an alchemy magic that is
       another bio-alchemy type magic which is a combat magic used in
       battle. This alchemy boosts the body's physical stats using
       alchemy, by strengthening the muscles, bones and even skin of
       the user so that they will be temporarily stronger. However, not
       only does this enhance someone physically, but this temporarily
       opens up the flow of energy in a being, and allows them to
       channel greater energy through their bodies, usually as a way to
       allow the user to enhance their supernatural powers and allow
       them to channel higher level attacks that they wouldn't be able
       to use otherwise. This is also useful when absorbing mana from
       the air around them, as they can focus more power when absorbing
       it with this method. This is designed to allow a fighter to
       fight using enhanced bodies, usually best used against those
       that are resistant or immune to magic due to this being a combat
       based power and enhancing supernatural skills rather than just
       attacking with magic. Alchemists with this skill can enhance
       themselves or others, and can often choose how much to enhance
       themselves. However, the higher the multiplier, the higher risk
       of damage done to the body, as bodies using this can only handle
       so much pressure that this magic puts on the body to enhance it.
       After a certain multiplier, most bodies will begin to tear
       themselves apart, most of the time, even keeping regeneration
       from working effectively. If the user overuses it still, they
       can even do damage to their own bodies that can't be reversed,
       such as damaging their ability to generate energy.
       - Potion Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. Werewolf alchemists use
       potion-making to make medicines of many different kinds, and use
       their knowledge to cure illness, both supernatural and natural
       in nature. They are able to use this for themselves to fix
       illnesses their people might suffer, but they are also able to
       use this for many other purposes, such as using potions that can
       make plants grow more easily, or make potions that might purify
       supernatural afflictions. Many alchemists in this clan
       specialize in potions that purify the corruptive effects of dark
       spirits, which are one of their main enemies since they are
       close to the spirits of the world. Typically, they have ways of
       purifying almost any dark spirit corruption, as well as being
       able to make specific potions that might be able to cure other
       supernatural afflictions. Most learn this to boost nature, such
       as using a potion to fix a tree that has been damaged by poison,
       or they may use this to grow new plants or trees in a forest to
       help boost the forest's ability to sustain life. They will often
       even use this to help animals as well, such as helping a sick
       animal with a potion so that the animal doesn't die. Since both
       plants and animals are essential parts of nature, most
       alchemists are skilled in potions that can help both, with many
       more advanced even having potions to help other creatures like
       humans and vampires if they learn enough about their physiology.
       This art is very useful, but is limited by the knowledge of the
       user. If a user doesn't know enough about herbs, or about
       potions, they might not be able to do much. They are also
       limited by their ingredients, as the alchemist can only make
       potions based on the ingredients they would use, and without
       those ingredients, they might not be able to make potions as
       effectively.
       - Item Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. The art of item crafting is
       fairly simple, in which alchemists use their alchemy to craft
       anything they might need. For example, items such as clothes,
       armors, and weapons can be made using alchemy. Alchemists are
       easily able to manipulate and change materials based on their
       alchemic knowledge, and this art uses that outside of battle to
       help alchemists make things. Usually, most alchemists will also
       use their magic knowledge to infuse certain magic into their
       items, such as making a weapon that can utilize certain alchemy
       spells, or making stretchable outfits that won't snap when human
       form werewolves change into werewolf form. This can be as simple
       as changing materials shape so that they take a certain form,
       such as changing the form of a jacket to more easily fit one's
       body, or could be for making certain materials more easily, such
       as forming a sword easily using metal. This is very useful for
       many werewolf alchemists, and thanks to this, many can even
       learn to make their own weapons, armors, or even just normal
       clothes. However, the major thing to keep in mind is that all
       items have to made from the right amount of materials, as the
       laws of equivalent exchange still apply to item crafting. For
       example, a sword wouldn't be able to be made from a sliver of
       metal. This is also typically something that can be used in
       battle to make weaponry, but can only be used simply, and the
       finer use (such as making magic items) often requires
       concentration and time.
       - Teleportation Gate Magic: This was designed by the alchemists
       after other races started using teleportation arts. However,
       instead of simply moving from one place to another, the
       alchemists developed their own art which uses magic glyphs to
       create a gate between two areas. Instead of using a
       teleportation spell, the two glyphs instead bend space to
       combine two points. For alchemists, they use this simple aspect
       to temporarily combine two areas through this magic, using
       special magic to bend space itself. Typically, this is seen as
       fairly difficult magic, but once one gets the concept, it
       becomes quite easy. Those familiar with how dark energy bends
       space and time will easily understand how this works, as it uses
       a very similar concept, except that this uses magic to
       essentially do the same thing. There are a few downsides to this
       travel though. The first is that users must know where they are
       going, meaning that they can only go to places they have been
       before. They cannot open portals to places they don't know
       specifically, and most cannot use this in battle to simply
       create teleportation to teleport projectile attacks since this
       takes a fair amount of concentration. If one doesn't know where
       they are going, the spell will not work properly, and won't go
       anywhere, rather than many other teleportation arts that would
       send the user somewhere randomly. Another thing to note is that
       this art cannot travel dimensions or through time, as the magic
       is nowhere near strong enough to create distortions of that
       level.
       Unique Alchemy and Spellbook Aspects:
       - Unique Spellbooks: Every alchemist has their own spellbook,
       which is unique to them. Their spellbooks are special books
       given to them which become bonded to their being, and the books
       manifest spells based on the powers of the alchemist they bond
       to and the affinities of the alchemist. These books start out as
       basic spell books with no writing, but after bonding, the spell
       books start gaining spells as the alchemist grows in mind and
       spirit, using the combination of strong mind, body and spirit to
       determine when new spells will be unlocked, and as the user
       grows their alchemy power and knowledge, their unique spells may
       become more powerful (IE a lightning user's spells will gain
       more power as the user learns to utilize lightning in alchemy
       more effectively). Every alchemists starts out with one spell,
       but slowly builds as they grow, and gains new spells. The spells
       are usually connected to a specific ability, like one alchemist
       might specialize in wind spells, while another might focus
       physical attack spells (it is rare for a spellbook to specialize
       in more than one ability and it's one in a million for a book to
       have many abilities). Each book usually has different spells,
       though some people with similar abilities may sometimes gain
       somewhat similar spells at times. However, each set of spells
       and each spellbook works differently, with each alchemist having
       their own abilities with their spellbooks. Each one is different
       (though sometimes spells may be passed down in families if
       families have the same affinities, IE a lightning family could
       inherit very similar lightning spells), so naming them all is
       impossible, but if one wants to fight an alchemist, the best
       thing to have is magic resistance or immunity as they apply to
       all magic types rather than just one, as each magic spellbook
       usually has it's own strengths and weaknesses such as elemental
       type spells being weak to counter elementals or certain other
       spells having specific weaknesses. And since their magic is more
       neutral than anything, other types of magic can counter it as
       well, such as holy or dark magic.
       - Unique Alchemic Arts: Alchemists typically have unique
       alchemic arts depending on their alchemic abilities, which are
       usually battle type alchemies designed to be used in combat
       against enemies. Typically, this reflects whatever they have an
       affinity for, or they can learn specific alchemy arts from other
       alchemists, such as certain alchemists that have developed
       specific arts (IE certain families have their own alchemic arts
       they keep to themselves.) There are usually two different ways
       to gain unique alchemy types. The first is that one often makes
       an alchemy type based on their spellbook abilities, where they
       will usually model their alchemy to try and create an attack
       alchemy as close to their spells as possible. The second is that
       they can learn alchemies from others, in which alchemies are
       usually passed down in families (as clans usually have their own
       alchemy arts that they develop and master, which they pass to
       their clans). Usually, the type of alchemy depends on the clan
       and what the clan specializes in (such as a fire based spell
       clan will usually specialize in fire alchemy). These arts can
       vary depending on the alchemist and their affinities, with some
       being elemental based, some being physical enhancement based,
       and some just being other unique methods of alchemy. Typically,
       these are battle type alchemies designed to combat opponents,
       usually using spirit purification alchemy Overall, there are
       just as many versions of unique alchemy as there are unique
       spellbooks, so naming them all is almost impossible as there are
       many that even develop their own alchemy as they learn more
       about the world. Though usually, the alchemy they learn is one
       they do have to have an affinity for (IE a lightning user could
       learn lightning alchemy, but may not have an affinity for
       certain other alchemies like fire alchemy). Each alchemy has
       it's own strengths and weaknesses, with elemental types usually
       being countered by counter elements, and physical amplification
       types being countered by other physical amplification powers.
       Typically, every alchemy has it's weaknesses, though almost
       every alchemy is still magic based, so using things like magic
       resistance/immunity also helps if one wants to defend against
       this kind of magic based alchemy, or one can also use things
       like anti-magic.
       - Connect Spellbook to Self: A werewolf alchemist's spellbook is
       connected to their soul, and only needs to be summoned when the
       werewolf alchemist wants to summon their book. Not only does
       this help for storage, but this keeps the spellbook from being
       destroyed by opponents usually, as opponents can destroy
       spellbooks by attacking them. Though the user can't look at the
       book to read spells while the spellbook is not manifested (IE
       they can't read the book to find out if they have gained a new
       spell), they are able to use this to essentially protect a
       spellbook from attack by opponents. Keeping the book from being
       physical manifested is quite useful, as the werewolf won't have
       to worry about their book getting destroyed, which remove their
       book entirely which forces them to start from scratch in terms
       of gaining spells as a destroyed spellbook cannot be ever be
       recovered or fixed once it has been destroyed. Most alchemists
       keep their spellbook stored away, only pulling it out now and
       then to check for new spells outside of battle. Should their
       book be manifested, the user will often sense and notice the
       book shining when a new spell becomes active/usable, but cannot
       sense or notice this if the book is stored away (Hence the need
       to check it outside of battle now and then for new spells). Of
       course, this is still a very useful skill, since most werewolves
       never want to risk their books being destroyed and losing their
       sets of spells they gain, usually through years of hard work and
       training with their spellbooks. This essentially uses a pretty
       common supernatural ability normally used for connecting weapons
       to someone, but werewolves consider their spellbooks more
       important than their weapons. It is worth noting that even
       though alchemists can attack the spiritual instead of the
       physical, not even something attacking the spiritual can destroy
       a spellbook. However, there is an exception to this, and that is
       the fact that spirit destruction users can actually destroy a
       spellbook if spirit destruction is used on them and their
       spellbook becomes affected by the spirit destruction power. Once
       the spellbook is damaged, spells become unusable, and enough
       damage will cause the spellbook to burn away, causing it to be
       completely destroyed once it is finished burning away.
       - Spellbook Spell Gain Basic Requirements: Balance of the Mind,
       Spirit and Body: Spellbooks are not like normal spellbooks, and
       alchemists have to utilize special training to use their
       spellbook's spells. There are three aspects to a spellbook,
       which are the mind, the spirit, and the body. Each of these
       aspects must be at a specific level in order to use a spell, and
       an alchemist usually has to train these up in order to gain new
       spells. Typically, users have to constantly balance their mind,
       spirit and body, and they learn to do this effectively so that
       they can learn what they need to unlock new spells. No matter
       the alchemist, they must learn these aspects, with each
       requiring specific training in order to utilize. As such, spells
       are not as easy to unlock as just powering up one's magic and
       trying out random abilities, and often require specific
       training, or even specific situations in order to unlock new
       spells. Even though alchemists can unlock spells faster by
       experimenting with different combinations of power in the mind,
       spirit and body, there's no way for users to know what
       combination will unlock a spell, and sometimes a user has to
       grow in power before they can gain a spell. Even with heavy
       training and natural talents, no affinities will magically make
       the alchemist able to unlock new spells at will, as even the
       most advanced alchemists are at the mercy of the requirements of
       their spellbooks to gain new spells. It is also worth noting
       that alchemists can only unlock spells in specific numerical
       order, so they couldn't unlock more powerful spells before
       unlocking their other spells that come before it. In every
       spellbook, there is the first spell, and then each spell
       numbered afterward that comes in order. Even if a user gets the
       right conditions for a later spell, they will not unlock the
       spell until they have the other spells (IE a sixth spell would
       only unlock after the 5th, even if the user is in the right
       conditions for it after the third spell). As such, many
       alchemists have to train all three aspects, and be ready at any
       time.
       - Spellbook Spell Gain Requirement: State of the Mind: This is
       the first aspect of requirements that the alchemist must meet in
       order to unlock new spells in their spellbooks. This first
       aspect is the emotional state of the alchemist, and the state of
       their mind. Different spells will have different emotional
       states that are required to unlock them, as some might be
       activated using strong emotions, some might be activated in
       desperation, or some might even require a specific mindset to
       unlock. For example, many alchemists find that the bonds of
       their friendships and family connections often lead to stronger
       spells and faster spell unlocks, as many alchemists are about
       unity among the alchemists, and work together among the clans
       for the benefit of the tribe. Typically, each spell has a unique
       aspect of how it is attained, in which some require specific
       mindsets, some require specific emotional states, and some may
       even require certain levels of desperation in the mind to unlock
       a spell. Usually, the strength of the emotions and of the mind
       is the main focus of this aspect, and usually the aspect that is
       required to reach this requirement depends on the spell and what
       it requires. Users can attain this aspect more easily if they
       are able to utilize the right mindsets that their spellbook
       requires, as most spellbooks usually are constant on how they
       unlock with certain exceptions (normally a spell book only uses
       one major aspect in different variations, but some spells may
       require a specific emotion or mindset to unlock different from
       the normal training). There is no way to know ahead of time
       which state of mind or emotions are needed, so alchemists can
       only strengthen their minds and learn to utilize their emotions
       properly to more easily reach states that might help the unlock
       new spells.
       - Spellbook Spell Gain Requirement: Focus of the Spirit: The
       second aspect of this is the spiritual aspect, in which a spirit
       must focus to a certain aspect to unlock the spell. For this
       aspect, the spirit focuses the magic, and the spirit's focus and
       power usually determine what this requirement will need to be
       met to gain a new spell. Typically, this is a much more easy
       thing to predict, as lesser spells often require less power,
       while higher level spells must reach a certain point of
       spiritual focus before the spell can be obtained. There are
       certain aspects to this though, and not just becoming a stronger
       magic user or a stronger spirit. Typically, one of the major
       aspects is how strong of a magic user or spiritual power user
       one is, as higher level spells require more magic power, and the
       requirement is so that a user is at the right level to utilize
       the spell. The other aspect is if there is a specific spiritual
       aspect that is required, like a spell that might require a
       certain aspect of one's magic to reach a certain level (like a
       lightning user might have to be able to use their magic to
       generate lightning at a certain efficiency before they can
       unlock certain spells), or a user might have to strengthen
       certain spiritual or magic abilities such as a spell may require
       stronger connection to the spirits if a spell requires a user to
       utilize that connection to the spirits for the spell. Like the
       other aspects, this is different for each spell, and requires a
       different balance. And like the other aspects, there is no
       training or natural affinity that will make this any easier to
       figure out, as no alchemist knows what will unlock their spells
       until the spell actually unlocks. The best thing that an
       alchemist can do is continue strengthening their abilities,
       their alchemic magic, and the aspects of their alchemies and
       spiritual connections that might be necessary for their unique
       spells depending on the user and their unique alchemies.
       - Spellbook Spell Gain Requirement: Power of the Body: The final
       aspect of gaining spells is the power of the body, or the
       condition of the body. Usually, the body has to be at a certain
       level of strength, but also certain spells may require specific
       physical conditions in order to meet the requirements of this
       aspect. For example, in order for a wind user to gain a spell
       that lets them move extremely fast, their bodies must be able to
       handle the speeds they are moving, and the reflexes and thinking
       processes have to be able to keep up with the speeds at which
       the user is moving. Even the most basic of spells have physical
       requirements, as even the basic spells will require some
       strength to use. For example, magic can have some major recoil
       especially when it comes to firing off stronger spells, the body
       must be able to handle that recoil or else the spell will damage
       the user. This aspect mostly comes into play most when one is
       gaining physical stat amplification spells, which are mostly
       focused on attacking physically. However, some spells may
       require a specific physical state be reached before gaining a
       spell, such as someone might have to take damage from a specific
       ability to unlock a certain defense spell, or a user might have
       to have been hurt under specific conditions to unlock certain
       spells that are used in desperation moments. Typically, those
       that want to reach this requirement needs to train their bodies,
       in which strengthening their physical bodies over time can
       usually reach the physical requirements at some point. However,
       as with the other aspects, no amount of training or natural
       talent, or even combat intuitions can be used to know how to
       unlock this requirements as they are just as much of a mystery
       as the other aspects. Users typically just have to keep training
       until they reach the right aspects required to unlock the
       spells, with this being focused on the body's physical stats.
       Dawnguard Elite Alchemist Arts (Dawnguard Elite only, most can
       only learn up to 5-7 depending on age and affinities in addition
       to the alkahestry base magic power):
       - Dawnguard Elite Alkahestry Magic: This is the basis of the
       elite skills, in which the Dawnguard are taught a specific
       alchemy style that doesn't use their own magic, but instead,
       uses the flow of energy in the world to use their alchemy
       through the world itself. This skill uses a werewolf alchemists
       alchemy skills just like normal, but lets them utilize their
       alchemy in new ways, such as using their alchemy from further
       away by transferring their magic to areas through the life force
       of the planet. Some call this "The Dragon's Pulse", which is the
       lifeline of the world. Typically, it is taboo to use this art,
       because it manipulates the world itself, which is a major law
       violation, as werewolf alchemists usually forbid others to try
       and twist the world to their own devices. This is the base of
       all elite arts, in which this grants access to new abilities and
       powers, designed specifically for the elite warriors that fight
       stronger dark spirits, hollows and other powerful enemies. This
       alchemy's main use is it's basis in battle, as this is a type of
       alchemy that isn't made to boost the world, but rather is made
       specifically to destroy the enemies of the alchemists. There are
       a few good uses of this, such as enhanced healing and medicinal
       use of using the life of the world to heal, or healing the world
       itself using this, but most of these skills were developed out
       of necessity to combat the vampire ninjas, who also had some of
       their own elite arts that they use. This isn't too different
       from normal alchemy, and can still be countered the same way, if
       one accounts for the differences in the alchemy compared to
       normal alchemy. This is only taught to trusted alchemists, and
       only those that are recruited by the leader of the Dawnguard,
       Kain Silverfang, are allowed to learn this. Most want this for
       it's techniques and enhanced abilities, but only few are ever
       allowed to learn these skills, as the Dawnguard only use this to
       battle their enemies and are taught very specific rules to use
       these elite arts due to how dangerous some of the arts are.
       - Elite Spirit Bonding/Spirit Magic Arts: This art is a special
       art that elite werewolf alchemists use to bond with spirits.
       When used, werewolf alchemists with this art use their mana to
       make deals with spirits, in which spirits are called to the
       werewolf alchemists. Typically, werewolf alchemists have a few
       options when using this. The first is that alchemists can
       temporarily bond with spirits, using their mana with spirits to
       allow the alchemist to use spirit arts from the spirit until the
       alchemist runs out of mana, in which the spirit will then go
       back into the world. This allows an alchemist to always be able
       to call different kinds of spirits for the situation, but this
       can be a bit of a double-edged sword since the alchemist will
       never know what kind of spirit they'd get. The other option is
       to create permanent bonding with spirits, where the alchemist
       can permanently bond through a deal with the spirit to give them
       mana in exchange for the mana always helping the alchemist. This
       is usually something alchemists prefer, because the spirit gets
       stronger the longer they are bonded together, and the two are
       able to form special bonds over time and develop their powers
       together. Typically, this is perhaps the least dangerous to the
       world, and actually helps the world's spirits as the alchemists
       use this to try and strengthen the spirits, and is one of the
       only elite alchemy skills the alchemists don't worry about the
       normal rank alchemists learning since this is a very simple
       skill that the alchemists don't mind as long as it's down
       properly. Typically, most of the spirits enhance the user's
       alchemy, so countering this art is mostly just countering the
       enhanced alchemy and enhanced elemental abilities of the spirits
       that are used.
       - Elite Dark Spirit Destruction Arts: This is perhaps the
       biggest taboo among alchemists. This is an art that is not given
       out freely, even among the elite, and only the most trustworthy
       elite are able to learn this. This art is a modification of the
       spirit connection, and uses an alchemist's powers to destroy a
       spirit rather than purify the spirit. This technique is used
       against more powerful dark spirits, and some vampire ninjas to
       counter their own spirit destruction arts, but overall, this is
       a power that most alchemists consider one of the biggest taboos
       in the werewolf alchemist tribe. Because the spirits are
       important to the world, even dark spirits (to a degree, dark
       spirits destroy corrupted or dead nature and make room so good
       spirits can create new nature), this art is only used if
       absolutely necessary. When used, this can allow any alchemy
       ability to become a spirit destruction ability, and makes an
       alchemist able to use this to battle more powerful dark spirits
       and hollows. However, this art doesn't discriminate between good
       and evil spirits, and kills as many good spirits as evil spirits
       when it's used. This is why this power is not used, as good
       spirits are always present and can be destroyed easily with this
       if the alchemist uses it. While this is useful against dark
       spirits, specifically stronger dark spirits like collectors and
       consumers, this is still something that alchemists fear could
       destroy the balance of nature if overused, so specific rules are
       usually placed in order to even learn this, let alone use this
       art. Advanced users can learn to reduce the amount of spirits
       destroyed with this, but there is always a danger, so this is
       only to be used as a last resort. This is another base
       amplification of alchemy, and designed specifically for battle.
       Usually, as long as one avoids an alchemist's alchemy, they can
       avoid this art, as this is just a modification of their normal
       alchemy.
       - Elite Art Mystic Spirit Magic Arts: This art is taught to more
       meditative werewolves, who are able to focus more on the
       spiritual. This art is a very spiritual power that allows a
       werewolf alchemist to focus on the spiritual to release a form
       of raw magic that is rich in spiritual power. By using the
       spiritual power of the user, the user is able to create
       spiritual magic without calling on spirits, with advanced users
       even being able to create new spirits using this art. This is a
       very useful art for repairing areas devastated by dark spirits,
       as new spirits can be made and the spiritual nature of this can
       be used to replenish the power of weakened spirits. This is a
       very useful art against things like dark spirits, as this can
       allow spiritual power to overcome the dark spirits in a more
       natural way than most alchemists use. However, there is a
       dangerous side to this art. Because this creates new spirits and
       new spiritual power, it is possible to overload the spirits with
       this spiritual power, depending on how this spiritual power is
       used. Because of how dangerous it can be, use of this is usually
       restricted by alchemists to areas affected by spirit destruction
       or weakened spirits, due to this being able to actually overload
       and destroy spirits if it's overused. This is a skill that has
       to be used responsibly, due to overuse being so dangerous.
       Typically, those that use this are more vulnerable to spirit
       destruction arts, which counter this art more easily due to
       spirit destruction being like comparing fire and ice as powers.
       This is also just another basic enhancement to alchemy, aside
       from certain things like bio-alchemy and other medical alchemy
       being able to be enhanced in a positive way with this alchemy to
       enhance someone's spiritual side, and their spiritual
       connections depending on how it's used.
       - Elite Art Mystic Item Empowerment: This is a variation of the
       mystic spirit arts, in which some users instead learn how to use
       their mystic spirit power to infuse this power into items,
       allowing certain spirit powers to be used without spirits
       themselves. Typically, alchemists with this power use this to
       create weapons and armors that help them against dark spirits,
       or create items that let them use these items to repair areas
       damaged by dark spirits. Just like the normal art, this allows a
       user to create spiritual powers, and advanced users can even use
       this to create new spirits using their magic. Typically, when
       used on items, users who create new spirits usually create them
       solely to be used in an weapon, armor or other item, allowing
       the alchemist to essentially create weapons and items that are
       more than just normal items. Alchemists are not only able to
       create these items for themselves, but they can create them for
       others as well, allowing these alchemists to create special
       items for alchemists that others cannot normally create. This
       power can be used on almost any normal item, as long as the
       werewolf knows what and how they want to empower it. Once
       empowered, the item is able to generate the power that the
       alchemist puts into it, often generating spiritual energy from
       spirits created and infused into the item. As such, this is a
       useful art among alchemists, and can be used on almost anything,
       but is still a dangerous art like the normal mystic spirit arts
       power. This contains most of the same basic dangers, such as
       overwhelming areas if too much spirit power is used. This means
       that these items must be controlled and not be able to generate
       too much power in order to make sure they don't ruin the balance
       of spirits. Usually, items are only created when the alchemists
       are sure they can keep them from generating too much energy, and
       are only given to people they trust to handle the power of these
       items. This isn't a taboo power, but somewhat difficult to learn
       among alchemists, but this was developed for higher level
       opponents, so only the elites are taught this, as they are
       usually the only ones skilled enough to be able to learn this.
       - Elite Art Sealing Arts: This is a special art that is used to
       seal entities away. This was based on the death wraith ability
       to trap spirits and souls, and allows an alchemist to seal away
       dangerous objects or entities. Using this, there are two
       different arts one can use. The first is a dimensional seal that
       is designed to trap dangerous objects and contain their
       influence within a limited space, and keep everyone else out of
       the sealed area. This seal is very strong, and can only be
       broken by extremely powerful magic users, or the original magic
       user releasing the seal. The second seal is using an object to
       seal an entity, in which a magic circle is used to draw in a
       specific target and then seal them in whatever object is being
       used as a catalyst. By using this, ordinary objects like bottles
       and jars can be used to seal an entity away in it through this
       magic. Once sealed away, the person sealed away cannot break out
       of this seal without outside help (with a few exceptions), and
       this is usually used to seal away entities too strong to fight
       under normal circumstances. Typically, alchemists use this to
       seal away powerful dark spirits that they can't destroy, usually
       handing them off to death wraiths to cast back into the shadow
       realm. Using the first art, dimensional seals are only broken by
       overpowering the magic that makes the seal, and requires a user
       to attack it from the outside. Dimensional seals are more useful
       for sealing objects, as entities are usually strong enough that
       they can sometimes overpower this. For the second seal option,
       breaking the seal from inside is usually impossible, though some
       who can break seals might be able to damage the object used to
       seal them away with enough power, and if the object is
       destroyed, then the seal will be released and release the person
       being sealed away.
       - Elite Art Purifying Light Magic: This art is a special art
       that allows an elite to combine their purifying spirit alchemy
       with the power of light, being designed specifically to fight
       dark spirits. This uses spirit purification as a means to purify
       using light, and allows an alchemist to use light similar to
       other light users. Normally, light would be a slightly difficult
       power to use effectively, due to light not being as useful
       against dark spirits as one might think and does more damage to
       an area than to dark spirits, but by combining with spirit
       purification, elite alchemists are able to use this effectively.
       This is used similar to other light users, in which light users
       are able to do things like firing blasts of light, create
       flashbang attacks, and even creating heat-based attacks using
       light's ability to generate heat or even controlling light-based
       lightning. Advanced users can even eventually use this to create
       light-based illusions by manipulating visible light. This is a
       simple light manipulation, and is mostly countered by darkness
       manipulation as darkness is light's opposite. Usually, this is
       best used against dark spirits, but alchemists till consider
       this dangerous due to how much damage light users can cause
       without proper control, due to light's ability to pierce through
       concentrated light, and it's ability to heat up to the point of
       starting fires. Due to the potential destruction, only specific
       users are allowed to learn how to use light manipulation.
       - Light Sub-Art Purifying Light Beam Magic: This power is a sub
       power of light manipulation, where light users are able to fire
       beams of light. While blasts of light are typically what most
       light users use, advanced light users know that light is best
       used when concentrated into beams of light, since concentrated
       light not only breaks through many kinds of shadow manipulation,
       but can pierce defenses when used properly. By utilizing this
       power, light users are able to fire these beams at opponent,
       whether they create spears of light, small piercing beams, or
       even creating larger structures of light to pierce through
       opponents. Typically, light is very useful against shadow users,
       but purifying light used by advanced users is great for breaking
       through dark spirit defenses, with some stronger dark spirits
       being vulnerable to purifying light. Advanced users may even
       learn to burn people with the heat generated by light, or some
       may also learn to create light-based lightning depending on
       their affinities and what they can do with their light.
       Typically, light is best countered by darkness, with advanced
       darkness users sometimes having techniques to counter
       concentrated light, and some other users may have ways of
       reflecting light beams back on users. Because of light's
       reflective nature, light can be used to be reflected off
       surfaces, which is a pretty effective way to avoid the effects
       of a light beam.
       - Light Sub-Art Illusionary Magic:  This is another advanced
       power of light users that learn to use light. By manipulating
       visible light that is processed by others, someone can create
       illusions to try and fool an opponent. Many users often use this
       to make themselves invisible, using bending light to prevent
       them from being seen. However, strong enough light users can
       also use their light manipulation to disorient opponents or
       generate large amounts of visible light to overload people's
       sense of sight. This is an art that usually requires creativity,
       since it can't usually attack people, but some can use this in
       various ways. Some alchemists combine their alchemy with this
       art in order to create elemental powers that might be used in
       combination with the illusion magic, or some might use this in
       combination with attacks to try and make it seem like multiple
       attacks to confuse the opponent (IE using illusions to make one
       projectile look like 10 different projectiles). This power is an
       advanced power, but using it effectively is difficult, as it
       often requires users to come up with unique ways to use it. And
       since illusions don't fool all the senses, some opponents might
       see through the illusions if they are smart enough, such as some
       might attack an illusion and realize that it's not real, or some
       might see an illusion and realize it's not real if they don't
       sense something in the illusion. Typically, illusions are more
       of a supplement than a battle power, but can be used effectively
       if one is smart enough.
       - Elite Elemental Card Arts: This art uses special cards that
       focus elemental energies into them, where the alchemists use
       these cards to channel their alchemic elementals with cards that
       are prepared ahead of time. The cards used are usually special
       cards similar to the spellbook pages in an alchemist's
       spellbooks, and this art is more of a storage for elements. When
       used in battle though, these cards are used offensively, in
       which they are thrown at opponents. Once they hit an opponent or
       whatever they hit, the energy in the card is released in a burst
       of physical force, and is used on the opponent. Usually,
       elemental users focus elementals into this card so that they can
       use these on opponents. For example, a lightning user could
       throw a lightning card at an opponent, and when the lightning
       card hits, the lightning is released to electrocute the person
       hit by the card. This usually depends on the alchemist and what
       elemental abilities they can use with their alchemy. They only
       need to use these special cards ahead of time and focus some
       elemental power into the cards, and the cards can be stored on
       their person so that they can use them whenever it's convenient.
       This is a skill that's not really taboo, and the only reason
       that it's an elite skill is because of how hard it is to store
       the elemental power and magic power in these cards, as most
       alchemists have trouble making these without destroying the card
       since most cards cannot handle strong elemental and magic energy
       (IE a strong fire magic could burn the card up before the magic
       is absorbed into the card). Of course, as one might imagine,
       dodging or blocking these cards will usually protect one from
       these cards, and users have to prepare these before a battle.
       - Elite Druidic Nature Arts: This power strengthens an
       alchemists connection to nature, and grants them a special
       connection to the plant and animal life. By using this,
       alchemists can gain the ability to manipulate plants and
       animals, and even use bio-alchemy to change plants and animals
       as needed. As one might imagine, this is a taboo art, as this
       can interfere with the natural order, but advanced elites can
       learn this to use in battle. When used, they are able to
       generate plants from seeds using this connection, or they can
       call on animals to fight alongside them as needed. Usually,
       animals aren't the best thing to use against powerful
       supernaturals, but many alchemists that use this do utilize
       plants in any way they can, even using bio-alchemy to modify
       plants using alchemy into more powerful plants. For example,
       alchemists may pull out some seeds for vines, and use
       bio-alchemy to make them grow, and modify them so that they can
       hold stronger opponents by strengthening them with magic.
       Depending on how this is used, animals can even be affected by
       this, such as fusing animals together (which is typically taboo
       among all alchemists, not just the werewolf alchemists). This is
       an art that can be useful in battle, but alchemists typically
       try not to overuse this, due to playing with the order of nature
       is considered dangerous among the werewolf alchemists. Opponents
       that want to counter this are usually best countering this like
       any plant manipulation with most plants being vulnerable to fire
       (with a few exceptions), and animals being able to be killed
       just like any other creature.
       - Elite Blood of Life Magic: Normally, blood manipulation is a
       major taboo among alchemists, as alchemists see it as
       manipulating life itself since blood is often seen as a source
       of life. As such, only elite alchemists are taught this art, and
       are able to use this blood manipulation. By tapping into the
       life energy in blood and manipulating it, alchemists are able to
       manipulate blood as needed. Typically, blood manipulation is
       used in battle to do things like blast people with blood
       attacks, create objects out of the minerals of blood, or even
       poison people with blood. This art uses blood in order to
       strengthen the alchemist's magic, in which they are able to
       absorb the life of this blood to boost their power, making this
       a power that can make an alchemist more powerful. As such, this
       is another reason this taboo is power, as many alchemists become
       addicted to this power. However, by using spirit purification
       magic in conjunction with this art, alchemists are able to use
       blood manipulation to fight their opponents. Some more advanced
       blood manipulators can use other aspects of blood, such as
       boiling blood to create a burning blood, charging blood with
       electricity to create electrically charged blood or freezing
       blood to create frozen blood. If one wants to fight this blood
       manipulation, it is usually countered like normal blood
       manipulation (with certain blood techniques having their own
       strengths and weaknesses). Usually, the best thing to use
       against normal blood manipulation is water manipulation which
       can wash away blood, or using earth manipulation to soak up the
       blood. This art is often considered a major taboo, and the
       werewolf alchemists usually carefully monitor the use of this
       skill to make sure alchemists don't fall prey to the addiction
       of the life energy power this blood holds.
       - Blood Rune Soul Bond Magic: This magic is a forbidden art
       normally, where alchemists are able to use special blood runes
       to attack souls to objects, usually armors, in order to give the
       soul something to anchor to. This art is usually forbidden among
       alchemists, due to it being a power that they feel messes with
       the balance of life. When used, this allows an alchemist to put
       a soul into an object, bound by a special spell that uses the
       blood of the alchemist. When bound, the soul becomes bound to an
       object as it's body, which is useful for a few different things.
       For certain alchemists, they are able to use this on armors and
       other artificially created bodies to put souls into in order to
       save their lives so they don't go to the afterlife, usually for
       allies. The other is putting a soul into an object that the soul
       cannot move around in, which is saved as a punishment for
       criminals against the alchemist order as punishment or to keep a
       dangerous person from having a chance to go to the afterlife.
       Those connected to an item, armor or other object are not bound
       by needing food, sleep or most things mortals need, as they have
       no physical bodies they need to sustain and only need to sustain
       their spirit energy. Souls can also be put into things like
       demon armors and holy armors to give them new abilities while in
       armors as well. Those in armors also usually gain enhanced stats
       to their physical abilities, due to the difference in "body"
       that armors have (IE an armor has nothing inside the armor so
       they can move faster than normal). This power is considered a
       major taboo when used, so only rare circumstances usually allow
       for this to be used, and eventually souls bonded with this will
       lose their bond to the object due to the object not being the
       original body. And if the blood seal is destroyed on the armor,
       then the soul's bond is instantly broken, and the soul will have
       to either move on to the afterlife or risk corruption in the
       living world.
       - Elite Art Life and Death Magic: This is another taboo power
       that most alchemists would be forbidden from messing with due to
       it's dangers. Using this magic allows an elite alchemist to use
       magic using life and death energy, using it for a few different
       purposes. Using life magic allows an alchemist to do things like
       heal others, absorb life energy to extend their life (or the
       lives of others they give the energy to), using it on plants or
       animals to create new life (usually through bio-alchemy), or
       they can also use this on souls to give them power to remain in
       the living realm. Using death energy, one can rot objects using
       the power of death, use death magic to use necromancy, using
       death energy on certain spots to kill opponents (which some rare
       uses can do), or even using death energy on someone to lessen
       their natural lives by overpowering their life energy. Depending
       on the alchemist, many alchemists have their own arts for using
       this, and most develop their abilities as needed. Typically,
       this is forbidden among normal alchemists for a reason, as the
       dangers of using are not just interrupting the balance of life
       and death (which is a danger), but also affecting the alchemist
       in general. Those that mess with life and death energies
       inevitably start altering their own balance of life and death
       energies in their body (whether they mean to or not), and this
       often leads to some people even destroying their own souls by
       completely destroying the balance of life and death energies.
       When used on bodies, alchemists not knowledgeable enough may
       even destroy their bodies with either death energy rotting away
       parts of their bodies, or too much life energy overwhelming
       their bodies and causing physical damage.
       - Elite Art Alchemic Bio-Alchemic Familiar Creation: This is
       another forbidden art that is normally forbidden in bio-alchemy.
       Elite alchemists end up having to face powerful enemies among
       groups like the vampire ninjas, and end up needing companions to
       help them. In some situations, bio-alchemy is used to alter
       certain creatures, and then used to make them companions of the
       alchemist. Typically, were-creatures aren't too much for
       familiars, but some alchemists use this alchemy to create them
       as needed. There are many ways to do this, with one of the most
       simple being to take an existing companion and use bio-alchemy
       to alter their physiology (usually with another being's
       physiology). Typically, this results what alchemists refer to as
       a chimera, which is usually a mix of different animals or
       creatures to create something different. As such, the number of
       combinations are difficult to number, and allow for a lot of
       possibilities. Usually, theses familiars are branded with some
       sort of control, or bonded to the user, with alchemists usually
       only using this to empower companions like animals or plants
       into stronger beings. Currently, this is only used on animals,
       plants and unintelligent supernatural beings, as the use of it
       on humans, intelligent supernaturals, and even on vampires is
       forbidden, due to alchemists considering it taboo to change
       humans and other intelligent supernaturals into freaks and
       abominations. This art is typically very closely monitored by
       alchemists, and only allowed on certain creatures with
       permission of the leaders of the Dawnguard. Those that gain this
       empowerment usually gain both the strengths and weaknesses of
       the creatures, and the weaknesses will depend on the creature
       used.
       The Parliaments:
       - Avatars of The Parliaments: The Parliaments are a collection
       of life forces that are connected to the spiritual realm and
       connect certain types of life in the living world. Each controls
       a different aspect of the world, and each one has it's own
       abilities. This is not a taboo or a dangerous ability among
       alchemists, but rather one that is difficult to get because the
       alchemists don't choose these forces. The forces themselves
       choose the alchemists (Or other avatars) they want to wield
       their power. The only one of these that is a taboo is the Black,
       also known as the Rot, that is a power of death. There are a
       number of Parliaments, all associated with specific abilities
       and forces. Avatars are able to connect to certain aspects of
       all of the Parliaments, and are avatars of the power of life
       with advanced users being able to use the power of life to do
       things like restore lost lives or creating new life. Aside from
       the Black (who takes anyone willing), the other forces are able
       to be used if the force chooses the user, as the force itself
       has to allow someone to become an avatar (which the forces are
       very picky about who becomes their avatars and only rarely can
       people actually succeed in becoming users of the Parliaments
       forces). These forces are not taboos despite the fact they could
       cause damage to the natural order for one reason: The forces are
       all extremely strict with their avatars, and are far more strict
       than the alchemists with how their powers are allowed to be
       used. If not used properly, new avatars are chosen and the old
       ones are ordered killed, which is far harsher than the
       alchemists are, and the parliaments are far less forgiving of
       people who misuse their powers. Each Parliament is countered by
       another, and the forces they control are still countered like
       normal (For example, the Green is vulnerable to the Bright). The
       Black/The Rot is a taboo because it is a power that utilizes
       death and is a power that corrupts the user, so it is the only
       force on this list that is not allowed to be used (though anyone
       can become an avatar of The Black, almost all become corrupted
       by it as people become addicted to killing and taking lives). It
       is rare for someone to be chosen by the Parliaments, but it does
       happen if the user has a strong enough connection to a certain
       force. These parliament users are rare, but they do happen from
       time to time, and usually not too many are chosen from the
       alchemists for fear of unbalancing the avatar's convictions
       since the alchemist's first priority is to their tribe.
       - Parliament of Trees: The Green: The Parliament of Trees is the
       mind behind the force of life known as the Green, a life force
       that connects all plant life on earth. Those empowered by the
       Green gain a powerful connection to the life force of plants,
       and can even communicate with plants and certain earth spirits.
       The Green is known for its connection to plant-life, and avatars
       of the Green become fighters for nature and maintaining the
       plant life that is necessary for the world (often working
       alongside the Red when the two forces can cooperate). Those that
       use the Green don't just gain the ability to communicate with
       plants though, as they also gain the ability to call on plants
       and use them in battle to attack opponents. Avatars of the Green
       are even able to create new plant life from seeds, in which they
       can sprout almost any kind of plant life from seeds and either
       use them in battle or plant them into the earth so that the
       plants can restore the balance of nature to an area. Those that
       use this power mostly are able to use this on plants, and some
       can even create new plants based on what they want to do, such
       as infusing certain supernatural abilities on certain plants,
       such as one user who infused the power of an earth spirit into a
       plant so that the plant could survive more easily after the user
       left the plant to start a new forest. Avatars of the Green are
       monitored by the Parliament of Trees, who maintain the balance
       of nature's plant life specifically. and focus primarily on
       making sure that the plant life of the world is protected from
       those that would seek to destroy it. Typically, users of the
       Green are powerful plant manipulators, and their strengths and
       weaknesses typically reflect this. Typically, the best way to
       fight plant users is with fire, which can burn most plants, or
       using wind powers to break opponents. Certain other elements
       like ice and water (to flood the plants) can also be used if one
       knows how the plants work. Certain other parliaments like the
       Red often compete with the Green, and sometimes certain others
       don't like working with the Green. The Black is usually one of
       the main threats to the Green and almost every Parliament.
       - Parliament of Limbs: The Red: The Parliament of Limbs is the
       mind behind the force of life known as the Red, a life force
       that connects all animal life on earth (including humans). Those
       empowered by the Red gain a powerful connection to the life
       force of all animals and mortal beings, and can even communicate
       with animals and certain spirits of animal life. The Red is
       known for its connection to animal life, and avatars of the Red
       become fighters for nature and maintaining the animal life that
       is necessary for the world (often working with the Green to
       maintain balance when the two cooperate). Those that use the Red
       don't just gain the ability to communicate with animals though,
       as they also gain the ability to call on animals and use them in
       battle to attack opponents. Avatars of the Red are even able to
       gain the abilities of animals in order to protect the animals
       and utilize their power against enemies. While they cannot
       create new animal life, they can help animals adapt to
       environments, and can even give animals certain supernatural
       abilities to help them survive certain enemies, or even call on
       them to help them in battle. Avatars of the Red are monitored by
       the Parliament of Limbs, who maintain the balance of nature's
       animals specifically. and focus primarily on making sure that
       the animals of the world are protected from those that would
       seek to destroy nature. Typically, users of the Red are often
       able to use the powers of animals (some gain the power of
       multiple animals), and their strengths and weaknesses typically
       reflect this. Typically, the best way to fight users of this
       power is with anything that counters their animal powers (which
       are usually close combat powers with a few exceptions), and
       animal companions can still be killed like normal animals
       (unless they have special abilities). Certain other elements
       like lightning, fire and other abilities to kill people or
       animals can usually also work as well. The Red often competes
       with the Green, so each has powers to counter the other, but the
       Green does sometimes work with the Red in dangerous situations,
       so the main threat comes from things like the Black.
       - Parliament of Waves: The Clear: The Parliament of Waves is the
       mind behind the force of life known as the Clear, a life force
       that connects all water-based life on earth. Those empowered by
       the Clear gain a powerful connection to the life force of any
       water-bearing life (such as fish, whales and other water
       creatures), and can even communicate with with them. The Clear
       is known for its connection to the water or to the life in the
       water, and avatars of the Clear become fighters to protect the
       water's life and maintaining the balance that is necessary for
       the life in the water to survive. Those that use the Clear don't
       just gain the ability to communicate with fish and other water
       creatures though, as they also gain the ability to utilize water
       and manipulate it to their advantage. Avatars of the Clear are
       even able to create water from vapor in the air, in which they
       can use this to battle enemies of the Clear. Those that use this
       power mostly are able to use this on water, or utilize this in
       the water, and some can even gain the abilities of certain
       aquatic life (like one who was able to gain the powers of a
       shark). Avatars of the Clear are monitored by the Parliament of
       Waves, who maintain the balance of nature's aquatic life
       specifically. and focus primarily on making sure that the water
       is kept safe for aquatic life to survive (Usually focusing on
       the oceans). Typically, users of the Clear are powerful water
       manipulators, and their strengths and weaknesses typically
       reflect this. Typically, the best way to fight water users is
       with lightning, which can separate water into it's individual
       gases, and using any power that can help them kill aquatic life.
       Certain other elements like fire (since it can boil the water
       and evaporate it) can also be used if one is creative enough.
       Typically, users of this are best utilized in the water, but
       those that use this can use their powers in the normal world as
       well. The Black is typically also a major enemy of the Clear,
       just as it is an enemy to all of the Parliaments.
       - Parliament of Vapors: The White: The Parliament of Vapors is
       the mind behind the force of life known as the White, a life
       force that connects all air on earth. Those empowered by the
       White gain a powerful connection to the life force of the air
       itself, and can even communicate with wind spirits. The White is
       known for its connection to all gases of the air, and avatars of
       the White become fighters who fight to maintain the balance of
       air in the world (usually balancing breathable air and carbon
       dioxide for the creatures that need it). Those that use the
       White don't just gain the ability to communicate with wind
       though, as they also gain the ability to manipulate the air, and
       even use just about any gas in the air similar to wind users.
       Avatars of the White are even able to convert certain gases to a
       degree, such as combining hydrogen and oxygen to create water
       vapor. Some are able to use all air in general, but some might
       specialize in specific gases depending on their status and
       ability as an avatar. Those that use this power mostly are able
       to use this on air, and some can utilize this in unique ways
       such as creating certain types of wind attacks depending on
       their skill level (like creating cold wind to freeze people, or
       burning wind to burn people). Avatars of the White are monitored
       by the Parliament of Vapors, who maintain the balance of
       nature's air specifically. and focus primarily on making sure
       that the air in the world is maintained properly. Typically,
       users of the White are powerful wind manipulators, and their
       strengths and weaknesses typically reflect this. Typically, the
       best way to fight plant users is with earth power, which is the
       major counter to wind, or using certain other powers that can
       counter wind manipulation. Certain other elements like fire,
       lightning and water can also be used to fight users of this
       power, if they are creative in how they counter the user's wind
       abilities since each user of this power may have unique wind
       abilities depending on the gases they control. The Black is also
       a major threat to this Parliament, just like almost every other
       Parliament.
       - Parliament of Flames: The Bright: The Parliament of Flames is
       the mind behind the force of life known as the Bright, a life
       force that connects all plasma energy on earth. Those empowered
       by the Bright gain a powerful connection to the life force of
       plasma and certain other energies generated from plasma, and can
       even communicate with fire spirits. The Bright is known for its
       connection to plant-life, and avatars of the Bright become a
       force that uses the Bright to renew lands and destroy when
       necessary. The Bright is a little bit different than other
       Parliaments as it specifically is about renewing by destruction
       rather than communicating with present life. Those that use the
       Bright don't just gain the ability to communicate with plasma
       energy though, as they also gain the ability to control plasma,
       whether it's plasma, or energies like fire, lightning and even
       certain reactive nuclear energies. Avatars of the Bright are
       able to call on the forces of plasma energy in many forms, and
       also specialize in burning away areas affected by the Black/the
       Rot. Those that use this power mostly are able to use this
       energy, and can utilize plasma energy in a variety of forms.
       Avatars of the Bright are monitored by the Parliament of Flames,
       who maintain the balance of life through destroying unnecessary
       life or death to make room for stronger life to grow and keeping
       people from misusing the power of plasma energies to destroy
       unnecessarily. Typically, users of the Bright are powerful
       plasma manipulators, and their strengths and weaknesses
       typically reflect this. Typically, the best way to fight plasma
       users is with other kinds of energy not based in plasma, or
       counter the specific energy they use (such as countering fire
       and lightning with water). Certain other elements like wind can
       be even be used to diffuse plasma energy if one knows enough
       about plasma. Certain other parliaments like the Black
       specifically target the Bright, as the Bright has developed ways
       to fight the Black, though some other forces many not like the
       Bright, such as the White, who does sometimes compete with the
       Bright. However, since the Bright is more about destroying what
       isn't necessary, they do make a lot of enemies in other
       Parliaments since the Parliament of Flames have to renew the
       world sometimes and sacrifice certain life.
       - Parliament of Stone: The Melt: The Parliament of Stone is the
       mind behind the force of life known as the Melt, a life force
       that connects all earthly materials. Those empowered by the Melt
       gain a powerful connection to the earth itself, and can even
       communicate with most earth spirits (that don't belong to other
       Parliaments). The Melt is known for its connection to earth, and
       avatars of the Melt become fighters for the earth. Once the
       Green and the Melt were the same force, but after plants first
       grew on earth, eventually the Green became its own power
       separate from the Melt. Those that use the Melt don't just gain
       the ability to communicate with earth though, as they also gain
       the ability to call on earth and use them in battle to attack
       opponents. Avatars of the Melt are powerful earth manipulators,
       able to manipulate any earthly material that isn't connected to
       other Parliaments. Those that use this power mostly are able to
       use this on earthly materials, and some can even convert earth
       materials using certain alchemic methods. Avatars of the Melt
       are monitored by the Parliament of Stone, who maintain the
       balance between them and the White and help when disputes rise
       between other Parliaments. Typically, users of the Melt are
       powerful earth manipulators, and their strengths and weaknesses
       typically reflect this. Typically, the best way to fight earth
       users is with wind or fire, which can counter most earth
       manipulations. Certain other elements like ice and water can be
       used if one uses them properly. Certain other parliaments like
       the White often compete with the Melt, and sometimes even has
       problems with the Bright since the Melt has a bit of a hatred
       for the Bright for constantly destroying earth despite their
       intentions to make way for stronger life in the world. The Black
       is usually also one of the main threats to almost every
       Parliament.
       - Parliament of Microbes: The Divided: The Parliament of
       Microbes is the mind behind the force of life known as the
       Divided, a life force that connects all microscopic life on
       earth. Those empowered by the Divided gain a powerful connection
       to the life force of microbes, viruses, fungi and bacteria, and
       can even communicate with them (which isn't really talking, but
       more just giving orders and the microbes will often obey). The
       Divided is known for its connection to forms of microscopic
       life, and avatars of the Divided become fighters for protecting
       microscopic life from the threats of things like humanity's
       influence or being destroyed by certain other enemies. Those
       that use the Divided don't just gain the ability to communicate
       with microbes though, as they also gain the ability to call on
       microscopic life and use them in battle to attack opponents.
       Avatars of the Divided are even able to create new microbes
       depending on their skillset, in which they can use these kinds
       of microscopic life in a variety of ways. Unlike other forces,
       microbes cover a majority of the planet, and this allows users
       to call on many different kinds of microscopic life depending on
       what the user can control. Avatars of the Divided are monitored
       by the Parliament of Microbes, who maintain the balance of
       microscopic life with the other life in the world. Typically,
       users of the Divided are able to manipulate microscopic life,
       usually creating large blobs of microscopic life  that can be
       used to attack opponents or manipulating certain microbes like
       flesh eating bacteria. Typically, the best way to fight this
       force is with energy, as most energy can fight almost any kind
       of microbe depending on what the microbe is vulnerable to. Many
       microbes may not be able to certain larger creatures unless
       enough of them are used, so while using individual microbes is
       an option, it usually isn't enough to utilize just a few when
       fighting enemies, as all it will do is make them sick later.
       Those with adaptive immune systems can also sometimes fight off
       the Divided's microbe forces as well, especially among
       supernaturals (though certain microbes like flesh eating
       microbes might require things like fire or radiation to destroy
       effectively). This is usually known as one of the lesser
       Parliaments, but one of the more widespread Parliaments due to
       microbes being in almost all matter in some degree. As such,
       they tend to make enemies with the Green and the Red when not
       working together, but all three need each other to survive. The
       Black is usually one of the main threats to this parliament as
       well and almost every Parliament.
       - Parliament of the Rithm: The Metal: The Metal is a force that
       is quite a bit different than the others. This is the youngest
       force in the world, governed by the Rithm, who exist in cyber
       space and are quickly gaining influence over the entire world
       due to humanity's expansion into technology. The Metal is often
       seen as a major enemy of most of the Parliaments, as it
       technology has often destroyed nature and life in the world.
       Users of this become connected to the Rithm, a cybernetic life
       force that spans the world thanks to not only technology among
       humans, but spreads across other planets thanks to alien
       technology. Avatars of the Metal once tried to take over the
       world, but eventually were met with heavy resistance from the
       Red and the Green, and eventually reached a stalemate, though
       the Metal's influence does continue to grow among humanity. Now,
       avatars of the Metal connect to technology, and are connected to
       the life forces tying all machines and tech together. Avatars of
       this force gain technokinetic abilities, able to use technology
       to their advantage, and to an extent, can use metal objects and
       electricity to their advantage depending on the avatar. While
       they cannot tap into the Melt or the Bright, they do gain
       certain abilities that are used to power machines, with
       electricity and metal manipulation being among the more common
       abilities. Now, the Metal keeps a balance with nature, and users
       of this are now to keep certain tech from causing problems among
       the other Parliaments (such as tech that damages the
       environment), and they keep a balance specifically with the
       Green and the Red due to the Metal mostly being centered around
       humanity and around robots and AIs. Users of this are vulnerable
       to anything that a technokinetic user is vulnerable to, such as
       being overloaded with electricity (as they cannot handle too
       much of it even when manipulating it), or things like fire can
       be used to seriously damage tech. Usually, water is the best
       thing to use, due to water's effect shorting out technology, or
       using temperatures (extreme highs or lows) to damage the tech
       being used.
       - Parliament of Life: The Gray: The Gray is a bit different from
       the rest of the Parliaments, even more so than the Metal. Unlike
       the individuals, the Parliament of Life is connected to all
       life, including being connected to all Parliaments. The Gray
       acts like an overall authority on the life in the world, and
       maintains the balance among all of the Parliaments. This
       connects to life as a whole, with those that are connected to
       this force being highly connected to the life energy of all
       beings, great and small. The Gray's main job is to govern all of
       the other Parliaments, and maintain balance between them all, as
       well as protect them from their major enemies in the Black/the
       Rot. Avatars of this power are connected to life energy of all
       kinds, and able to influence that life energy. This allows them
       to heal, create new life (to a degree), and use certain
       life-based abilities. Users of the Gray's power are able to use
       life energy to attack enemies, and can use this life energy for
       certain things, such as bringing certain life forms back from
       death, healing others with life force or calling on spirits of
       life to help them in fights. Typically, the power of life works
       best against undead and users of death manipulation, such as
       those that are empowered by the Black (though the Black is able
       to absorb life energy). This power does have slight connection
       to other forces like the Green, the Red and the Divided, but
       only basic connections since the Gray cannot tap into each force
       specifically, but rather just acts as a general combination of
       life force of everything. The other thing they cannot influence
       is the Metal, which is more of an artificial life force that,
       while they do govern balance between them and the other
       Parliaments, doesn't have it's own true life force like mortal
       beings do. Users of the Gray are specifically vulnerable to
       death manipulation abilities, such as the Black's ability to
       absorb life, or a grim reaper or death wraith's death energy
       manipulation. Creating life can only be done under specific
       circumstances, and bringing back people does not work if the
       soul cannot be called back to the body (as once the soul leaves
       for the afterlife, life manipulation alone is not enough to
       bring one back). Users of this power are held to very strict
       standards as to what they can do with this power, due to
       requiring them to maintain balance of all life, not just make
       sure life energy survives in general. The Gray's biggest enemy
       is the Black/the Rot, who feeds on all life, and the Black
       Lanterns who use the pure power of death. However, there are
       plenty of other energies that can be used to fight users of the
       Gray, as the Gray focuses on life and cannot manipulate death
       energy, limiting what they can do since life and death have a
       certain balance.
       - Parliament of Decay: The Black/The Rot (Forbidden Power): This
       is perhaps one of the biggest taboos among anyone who knows
       about the Parliament powers. Unlike the other Parliaments, the
       Black will take anyone who seeks their power (though they do
       have a limit on how many people they allow with this power).
       Unlike what people think, the Black doesn't want to destroy the
       world, but they want to feed on life. Avatars of the Black
       become empowered by the force of death, and become connected to
       the death realms like the Veil and Shadow Realm. Users of the
       Black gain powerful death manipulation, in which they can use
       death energy to rot away living things, use their death energy
       to create undead, and feed on life energy of most living things.
       Users of this power become enemies of all of the other
       Parliaments, and feed on any of the Parliaments powers that they
       can as a result of this. When they absorb the life energy of
       other forces and of other beings, those with the Black gain
       power as time goes on, and become more powerful forces. The
       Black is a force of its own, and doesn't work with any of the
       other forces despite life and death needing to remain balanced.
       Users of the Black absorb life energy through touch, and some
       advanced users can even control darkness infused with death
       energy. Some advanced users are even able to call on dark
       spirits to help them, since it is believed that some members of
       the Black and some of the minds of the Parliament of Decay are
       servants of Xeles. Typically, the Gray and the Bright are the
       two best people to fight the Black, as the Black is able to
       absorb the powers of the other Parliaments. While they can
       absorb the power of the Bright, doing so damages them physically
       due to the Bright's energy being able to burn away the Black's
       power, so the Bright is usually able to do physical damage to
       users of the Black. The Gray also has ways to counter the Black,
       though this is a double edged sword since the Black can directly
       feed on the Gray. The Black's life absorption can be overwhelmed
       though, as they can only handle absorbing so much life. Other
       than their life absorption, the Black's death energy can be
       countered by anything that counters death, with holy power also
       working against most users of the Black. When the Black appears,
       all life forces of the other Parliaments will often work
       together to fight the Black.
       Werewolf Lunar Fighting Spirit Combat Abilities:
       - Werecreature Combat: Lunar Fighting Spirit: This is a basic
       werecreature combat style taught among some basic werewolves.
       Because werewolves not part of a clan didn't have a lot of the
       same capabilities, they developed this as a means to fight their
       enemies. Combat based werewolves are able to learn this style,
       which concentrates their combat ability into special techniques
       that utilize their werecreature physiology. Most werecreatures
       have different ways of utilizing each ability, but for the most
       part, this is a very basic fighting style that typically works
       with any kind of werecreature as it's highly customizable
       depending on the creature. While werewolves were the main focus
       of the original style, other werecreatures have since figured
       out how to create their own versions of the style as well. This
       style utilizes many different kinds of techniques, and some
       clans have found their own gifts or abilities that have been
       used to enhance this considerably over the years. This was
       designed to fight stronger werecreatures, but also designed to
       fight vampires and other supernatural creatures, so the
       techniques this uses are specifically tuned to fighting
       supernatural rivals. Most fighters usually find ways to use this
       to amplify their combat in different ways, with some even using
       it to amplify their physical combat styles to amplify their
       abilities. Because of how easy it is for werecreatures to adapt
       this style, most werecreatures usually learn this if they have
       no other clan or tribe to belong to, allowing them to learn to
       focus their combat without needing a major clan. This was
       designed with the same mindset that humans developed martial
       arts, in which this is designed to help weaker opponents fight
       stronger opponents. Typically, while a good fighting style, this
       is a basic fighting style, and aside from mastering the most
       basic combat style, most werecreatures only use this as a basic
       stepping stone into other werecreature combat styles, due to it
       being so basic and not being designed for complicated combat
       styles.
       - Werewolf Lunar Combat Enhancement: This part of the lunar
       fighting spirit has to do with a werecreature's connection to
       their moon empowerment. Werecreatures who gain an empowerment
       from the moon are able to use this empowerment in this fighting
       style, in which they use their lunar connection to enhance their
       abilities during the night in order to combat their enemies. The
       amplification comes from their connection to the moon, and the
       level of amplification depends on the phase of the moon just
       like their normal moonlight empowerment. As such, werecreatures
       tune their combat to the phases of the moon, and gain better
       combat stat amplification depending on how full the moon is. As
       one might guess, the full moon will grant the highest level of
       amplification (not counting special phases like blue moons and
       red moons), and the new moon grants the lowest level of
       amplification. This combat is the basic amplification of this
       combat style, in which it was designed to originally counter a
       vampire's connection to the night, and enemies who could get
       stronger during nighttime. This combat style is basic, but works
       well for a basic combat ability, and allows for a werecreature
       to see how this style is impacted by the connection to the moon
       so that they can more easily incorporate this into other combat
       styles. The main danger of this empowerment comes from the red
       moon, which can overwhelm certain werecreatures. The other
       danger is if an opponent is able to amplify themselves more than
       this, as this only empowers a werecreature depending on the
       moon, which means that lesser light phases of the moon are the
       best times to fight a werecreature, or fighting a werecreature
       during the day can remove this amplification completely, as it
       only works when the moon is in the sky.
       - Werecreature Combat Affinity/Combat Tuning: As werecreatures
       learn to tune their combat, they eventually learn an affinity
       for combat once they've learned to tune their abilities toward
       combat. This doesn't take away their normal supernatural
       abilities, but instead just hones their combat and tunes it to
       the enemies they fight. In this combat style they learn to tune
       to the opponents they face, and learn to easily adapt their
       style to fight certain types of opponents. For example, if
       fighting a martial artist, a werecreature would adapt and take a
       more martial artist style approach, such as blocking and
       countering similar to martial artists in order to combat the
       style specifically, or they may use their supernatural abilities
       to their advantage and use skills to get around a martial
       artists skills. This combat tuning can be used a variety of ways
       depending on the werecreature, as some may prefer stealth
       combat, some may prefer normal combat, or some may even have
       special combat styles they adapt. This is designed to allow a
       werecreature to fight a large number of creatures, and many
       study the strengths and weaknesses of other races in order to
       come up with techniques to best certain supernaturals. For
       example, there is a technique among werecreatures that allow
       them them claw the throat of a human form dragon, which is
       designed to interrupt an elemental breath attack, in which
       clawing the throat may not kill the dragon, but will stop the
       elemental breath attack. This depends mostly on the creature,
       and the combat ability of a werecreature, so many werewolves are
       typically different in how they use this. It is also worth
       noting that certain creatures may be harder to adapt to,
       specifically unusual creatures, or artificial ones, and those
       that adapt to combat similarly to this kind of tuning will also
       be able to adapt to counter this adaption.
       - Werecreature Warrior Spirit: This power is a special technique
       that uses werecreature fighting spirit and hones the senses of
       the werecreature to extreme levels. In the case of a
       werecreature's fighting spirit, this is designed to allow a
       werecreature to tune to his enemies, and use their fighting
       instincts to observe and predict the opponent's movements. With
       the proper training, a werecreature can learn to predict the
       movements of an opponent, depending on how much of the fighting
       style the werecreature is able to observe. By adapting their
       combat ability, the werecreature learns to fight the specific
       styles of an opponent, and is designed to allow a werecreature
       to eventually learn to predict the moves of combat styles. While
       this does act almost like a sixth sense, the main purpose of
       this training is to open up the mind to observe and counter
       opponents more easily, and with enough observation, a advanced
       combatant could even learn to predict an opponent's moves before
       the opponent knows they are going to use a move themselves. This
       kind of technique is very useful for werecreatures who combat
       stronger opponents, and allows a werecreature to learn the style
       of an opponent and how they attack and defend, usually allowing
       the werecreature to find ways to counter a style if the
       werecreature can observe it. However, this is not a perfect read
       on more experienced opponents, as more experienced opponents may
       be able to do the unexpected, and some opponents may be
       unreadable due to certain abilities they might have. Those with
       this kind of training (like martial artists, swordsman, and
       other attack spirit trained skills) can also learn to counter
       this, since they also possess similar training to use a training
       similar to this.
       - Werecreature Combat Spirit Defense: This training is similar
       to martial arts, where a user is trained in pure defense. By
       training the defense style of the werecreature, a werecreature
       learns to concentrate their fighting spirit in order to defend
       themselves against certain kinds of opponents. Like martial
       artists, this requires a number of training aspects. The first
       is being able to concentrate physical force into the
       werecreature's defense, in which a werecreature has to learn to
       utilize certain blocking and dodging maneuvers in order to
       strengthen their base defense and allow them to block or dodge
       attacks. The second aspect of this is that a werecreature
       focuses on not only training their muscles to withstand stronger
       impacts, but also learns how to tense the muscles in response to
       an attack, so that the tensed muscles can lessen the impact and
       absorb more of the kinetic force. Some advanced users are even
       able to stop bladed weapons to a degree, and some can even use
       this to stop certain kinds of projectile attacks with enough
       training and defense concentration. While somewhat difficult to
       master, this is a very useful defensive power that werewolves
       can learn. Masters of this style can even strengthen their
       muscles to the point that their muscles are almost like steel
       when using. However, this technique is not perfect, as certain
       attacks can break through defenses, and this also may leave a
       werecreature vulnerable as opponents can wait for a werecreature
       to untense their muscles before attacking, attacking when the
       werecreature is in a more vulnerable state, rather than trying
       to break the defense. Breaking through this defense is more
       about patience and waiting for the moment to attack, rather than
       just trying to break this style, as it's designed to be
       defensive and block even some stronger combatants. The strength
       of this usually depends on the werecreature, and how skilled a
       fighter they are.
       - Werecreature Combat Spirit: Form Negation: Just like anyone
       else, werecreautres know that attacking carelessly can be
       dangerous, especially against supernaturals. This training
       technique was developed as part of the attack focus training, in
       which werecreatures developed this particular training to attack
       someone who is either intangible or in some sort of energy or
       elemental form. This uses the combat spirit ability, along with
       the combat 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 werecreatures 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 werecreature 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 werecreature's 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.
       - Werecreature Combat Spirit: Energy Negation: Just like how
       werecreatures 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, werecreatures 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
       werecreature focuses on. This technique is difficult to master,
       but is a very useful technique for any werecreature, as this
       gives many werecreatures something they can use to fight tough
       supernaturals with strong supernatural abilities. 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.
       - Werecreature Skill: Rock Bullet: Since most werecreatures
       didn't have a lot of projectile attacks without supernatural
       abilities, this technique was developed solely for that reason.
       When used, a werecreature grabs a simple rock, and concentrates
       the force of their throw to throw the rock with incredible
       power. If done properly, a simple pebble can become a deadly
       weapon, which can hit almost like a bullet. Some werecreatures
       develop special arts around this, with some even using certain
       abilities they might have to empower what they throw or throw
       more dangerous items depending on the werecreature. This only
       requires the werecreature to have the strength and the focus to
       throw an object, and doesn't really matter what the object is as
       long as the werecreature can throw it with some force. Stronger
       werecreatures have been able to throw this hard enough to blast
       through some opponents, and some have practiced this enough that
       they can even throw these attacks from a larger distance, with
       some even trying to hit opponents while hiding from them, as a
       means to attack while using stealth. Advanced users can even
       focus the throw so that the rock will ricochet off a surface,
       using it in places where the object can bounce off surfaces and
       attempt to hit the opponent multiple times if the user misses.
       Some supernaturals can focus things like magic and other
       amplifications into this as well, allowing for customization of
       this attack. Typically, this attack is best dodged depending on
       the werecreature. Depending on the user, some have better arts
       for this than others, and those with projectile amplifications
       usually get more out of this than normal werewolves. Typically,
       this can be blocked if one can handle the force of impact, and
       earth users can also take advatange of this and control the
       projectile if they are skilled enough.
       - Werecreature Skill: Impact Strike: This is a basic combat
       ability, in which a werecreature focuses their power into their
       attack. At the point of impact, the werecreature focuses their
       power into the point of their impact, and reverberates the force
       through the point of impact based on the werecreature's combat
       attack. When done successfully, the attack will reverberate when
       it hits something, doing more damage to the area around the
       attack. This can be used on people or objects, and only requires
       the werecreature to focus their point of impact and focus their
       attack to vibrate on the moment of impact to create a
       reverberation. Depending on the item or person attacked, this
       does varying degrees of damage, with stronger uses of this being
       able to shatter even concrete if used properly. Depending on the
       attack and how the werecreature reverberates this attack, this
       determines the attack's damage, as certain reverberations can do
       more damage to objects if used properly. As some might now,
       there are frequencies of waves that can do damage to objects or
       people when used, which is what this technique tries to do.
       While this isn't really a supernatural power, it is designed to
       do more damage to stronger opponents if the attack hits, and if
       used at it's strongest, this might even break an opponent's
       guard. Tuning to the right frequency and reverberation of attack
       is something that is very difficult though, and even masters of
       this may not always get the best result. Things like movement,
       attack and defense can influence this, and opponents can even
       dodge this entirely to avoid the effects. Typically, this
       doesn't disorient others as people might think, but instead just
       does more damage when using physical attacks.
       - Werecreature Skill: Claw Slash Wave: This is a basic attack
       where a werecreature attacks with their claws, except that they
       focus their claw slash in order to hit the air so strongly that
       it creates a wave of physical force. Instead of just relying on
       a claw slash, this was designed to create immense physical force
       that can attack opponents. When used, this creates a powerful
       wave of compressed physical force that can slash an opponent
       even if they aren't in range of the actual claws. When used,
       this extends the attack using the wave up to 4 feet in front of
       the opponent. Supernatural werecreatures can actually fuse this
       power using other air abilities due to how surprisingly
       customizable this technique is, in which they can create certain
       other attacks with this, such as some who use cold wind can
       create a freezing claw slash wave. Once advanced enough, users
       can even learn to fire these claw slashes at opponents in a wave
       attack, in which they learn to fire the slashing waves upon
       creating them to try and hit opponents farther away. Typically,
       the waves created by this are invisible unless fused with some
       sort of supernatural power, so they are impossible to see.
       Typically, opponents who want to dodge this need to react as the
       werecreature uses the attack, as usually they won't know a wave
       is coming till it's too late, due to this being mostly just a
       manipulation of physical force in the air. However, those
       familiar with this attack style can usually figure it out fairly
       quickly if they know how supernatural fighting styles work as
       there are plenty of supernatural fighting styles that use
       shockwave style attacks.
       - Werecreature Skill: Sonic Howl: This technique turns a
       werecreature's howl into a weapon, in which a werecreature will
       be able to focus the force of their howl into a powerful wave
       that acts as a projectile attack. There are two versions of this
       attack. The first is one that simply is focused on blasting
       opponents in front of the user, where the user simply fires it
       like a concussive wave to do damage to an opponent when the wave
       is released. This technique is designed to be released and fired
       at opponents as a type of projectile wave attack. The second is
       where the user releases a larger wave that is released in a 360
       wave around the user, and blasts away anyone who is close to the
       user. This cannot be fired at opponents like the first version,
       but instead attacks anyone within a 6 foot radius around the
       user. Advanced users who can learn to howl at certain sound
       vibrations can even learn to use these waves to disorient people
       who hear their howls, allowing an extra layer of attack to this
       technique. Typically, this is just a wave attack that is useful
       for a number of attack options, but is still quite useful in
       battle when used creatively. Some users learn to combine this
       with other abilities, such as some who combine this with other
       wind manipulation to create certain wind attacks out of the
       howling wave. Typically, dodging the projectile attack normally
       just requires moving out of the way, as the wave being released
       is usually obvious by where the werecreature's face is pointed,
       and a werecreature always has to lean forward to use this. The
       second version instead focuses on the werecreature using this
       upward, and will lean up to release a screeching howl. When this
       happens, an opponent can usually avoid the attack by getting
       away from the user before the attack is released, as long as the
       opponent can get out of the radius of this attack.
       - Werecreature Skill: Counter Wave: This is a purely defensive
       technique that werecreatures developed to be used against
       physically stronger supernaturals. When used, this allows a
       werecreature to focus a sideways movement to attack an
       opponent's own attack. When used, this requires a werecreature
       to focus the physical force from their arms into either a
       sideways, upward, or downward motion, and concentrates the force
       of the air displaced by the movement to increase the force of
       the attack. This attack is purely defensive, designed to attack
       an opponent's attack in order to deflect it. For example, if an
       opponent is throwing a punch, the proper use of this technique
       would be attacking the wrist to deflect the attack in a specific
       direction, depending on the best direction the werecreature can
       deflect it. Usually the standard move is to deflect an attack to
       the side, which is designed to open up an opponent to attack
       them. This is designed as a way to not only deflect, but allow
       for an attack after the opponent's move has been deflected.
       Advanced users of this are able to not only attack with an arm
       movement, but some are able to also attack with the elbow or
       knee, depending on the combat style of the werecreature, which
       can allow for stronger counters if done properly (But this takes
       practice and experience to learn how to modify the technique in
       this way). Opponents can of course dodge this wave, though this
       is usually meant to be used while on the defensive, so opponents
       should keep an eye out for this. Typically, this is hard to
       avoid if the opponent is caught off guard, but some opponents
       might be able to move away and cancel their attack if they see
       the werecreature about to deflect their attack, but the opponent
       should be careful that they don't leave themselves vulnerable
       during this.
       - Werecreature Skill: Shield Breaker: This technique was
       designed by werecreatures to break through defenses. When an
       opponent blocks, this technique is used on the opponent, usually
       designed to break through more defensive fighting styles. This
       is done simply by attacking an opponent with what appears to be
       a normal open palm attack, but instead, the user focuses their
       physical force into the attack in order to power through the
       block. By focusing all of the attack forward into the defense, a
       werecreature with this skill can break many strong defense
       techniques. If used properly, the attack will not only hit the
       defensive technique, but also allow the user to hit the opponent
       if they successfully break through the opponent's defenses.
       Advanced users of this can even learn to focus their attacks to
       attack their way through energy defenses, with some being able
       to use this to power through barriers and energy defenses with
       enough force. This was designed specifically for opponents who
       main their defense, as werecreatures wanted a way to attack
       opponents who had good defense who would normally block all
       their techniques and attacks. When used, this is difficult to
       master, as it requires martial arts knowledge as well as normal
       combat focus, as the creators of this technique created it based
       on certain martial arts techniques. As this is designed solely
       to break defenses, dodging is usually the best means to avoid
       this attack due to it's defense breaking ability. However, there
       are certain defensive or counter attacks that can counter this,
       such as opponents who use defense techniques that deflect an
       opponent's attack to the side, or other counter techniques that
       dodge and then attack an opponent.
       - Werecreature Skill: Claw Spear: This is a combat technique
       that was designed to use a werecreature's claws to attack an
       opponent and utilize the piercing force that could be generated
       around the werecreature's claws. When using this, a
       werecreature's focuses their combat ability around the point of
       impact, and does an open hand attack to the opponent. By
       focusing the attack force around the hand and at the fingertips,
       the attack is designed to allow the claws to spear into the
       opponent. This uses the same concept as a stabbing motion,
       except that it uses the hand of the werecreature to stab an
       opponent. Concentrating the force into the point of impact,
       users of this can even pierce through armor with enough force,
       as this was designed to attack stronger enemies, including
       armored foes. Some advanced users have even been able to use
       this to break through opponent's defenses, even spearing through
       an opponent's arm when the opponent tries to block the attack.
       Depending on the skill and power of the werecreature, this can
       be very effective in battle, even though the motion may seem
       simple. Many werecreatures will attest that this may be easy to
       do on weaker opponents, but harder opponents will provide far
       more resistance than one might think, requiring a werecreature
       to have to learn to focus a lot of force into this attack. As
       one might imagine, this is a thrust attack that is designed to
       spear an opponent, so opponents can usually dodge the attack, or
       some can deflect the attack away from them using certain defense
       techniques.
       - Werecreature Skill: Windmill of Slicing Wind: This attack is
       designed to attack groups of enemies, with this being designed
       to repel opponents. This uses the claw slash wave, but instead
       of a normal attack, the werecreature focuses their claw slash
       wave by spinning in a circle, allowing a user to create a
       whirling circle of force around them generated from the spinning
       of their claw slash. Instead of moving vertically, the claw
       slash waves move horizontally, and as the user spins, they are
       able to generate more physical force using their concentration
       of force into their claws. When used properly, this attack uses
       a spin that can not only create a circular force, but anyone
       close by or who tries to get through this will be repelled by
       the physical force of the wave of the spin. Advanced users of
       this, or some supernatural power uses can even use this to repel
       energy projectiles and other supernatural abilities. Depending
       on the werecreature, this is able to be used as long as the
       werecreature is able to keep spinning, and the wave is
       maintained by the attack wave generated from the spinning done
       by the werecreature. Typically, this is good for a quick
       defense, though prolonged use of this can create dizziness and
       disorientation if maintained too long, as spinning at the speeds
       the werecreature has to spin at can be taxing even for most
       tougher werecreatures. Opponents who want to avoid this can
       attack from move away when the user attacks, if they know the
       attack is coming, and opponents that want to attack can do so
       from either above or blow where the defense has no force (as the
       force is concentrated in a horizontal fashion).
       - Werecreature Skill: Vacuum Wave: By focusing the force in
       their hand into more of a wave, werecreatures are able to create
       force wave attacks by pushing their hands forward with enough
       strength to force the air into an wave that is fired at the
       opponents. This attack is designed to essentially be an open
       palmed attack that pushes the air towards the opponent in a
       martial arts style move, which can hit an opponent with
       incredible force. Some users of this have used these waves to
       shatter concrete (usually at master levels), and users of this
       are able to hit opponents from a slight distance. Unlike the
       claw slash wave, this attack is designed to push a shockwave of
       force at opponents in it's base form. However, this is only the
       beginner version of this technique. Advanced users learn how to
       do this, but instead of firing it as is, advanced users twist
       their hand during the technique, not only still concentrating
       more force to bring into the attack by using the rotation to
       draw in the air, but the wave fired uses a whirlwind when done
       correctly. If done correctly, the user twists their hand when
       pushing the air into a wave, and this creates the whirlwind that
       is fired at opponents. However, in addition to doing more
       damage, this also has another effect, which the masters of the
       style originally designed this technique to do. When used
       properly, the whirlwind sucks the air into the whirlwind and
       creates a vacuum inside the whirlwind. When inside, the air
       becomes extremely still, and the air is completely removed. This
       not only temporarily leaves no breathable air in the wave, but
       also is designed to put out fire and lightning attacks, which
       cannot be used in the vacuum attack. Since fire cannot burn
       oxygen in a vacuum and lightning needs static, this attack
       removes both of those things needed. As such, this was designed
       mostly against fire and lightning users, but works against wind
       users to interrupt certain wind abilities due to the whirlwind.
       As one might guess, this is a dangerous technique, and requires
       immense martial arts mastery to even attempt the true form of
       this technique. Of course, opponents can block or dodge this,
       assuming they can handle the wave. Typically, the air returns to
       normal after the wave is gone, which is usually not long enough
       to suffocate someone or do any real serious damage.
       - Werecreature Skill: Ground Wave: This is a very complicated
       attack that releases a wave through the ground. Depending on how
       it's used, there are usually two main ways this is used. Both
       attacks are executed the same way, where the user punches the
       ground with a concentrated attack, and both attacks are released
       in a 360 fashion. The first is designed to focus the force more
       downward, where the earth is dislodged and launched at opponents
       with immense force. Essentially, this version of the attack is
       designed to release a wave that breaks apart the earth and
       launch the pieces of earth at the opponent. Proper uses of this
       essentially turn the earth into small bullet-like projectiles
       when launched that can do severe impact damage. The second is
       where the user punches the ground and reverberates the shockwave
       outward rather than downward, and releases the shockwave to
       dislodge the earth under the feet of everyone around them.
       Proper use of this version of the technique can be used to knock
       the earth out from people's feet within a 10 foot radius, which
       can knock most opponents off their feet. Typically, this attack
       is a very advanced ability that requires not only heavy
       training, but for some it may require specific supernatural
       training on certain surfaces (IE concrete might not always be
       usable for this if the werecreature isn't strong enough to break
       concrete). Opponents that want to avoid this should attempt to
       move away from the user. The first version can be avoided by
       using cover to hide from the smaller earth projectiles, while
       the second one can simply be dodged by moving far enough away to
       avoid the wave of the attack. Another method of dodging this is
       to move into the air, where certain airborne enemies might be
       able to avoid both versions of this attack.
       - Werecreature Skill: Rage Impact: Using their anger,
       werecreatures can use a werecreature technique to empower
       themselves when they reach a high enough anger level by focusing
       on their anger and bringing it out into their physical
       reactions. Once used, this technique amplifies all of a user's
       physical stats temporarily as long as they maintain their anger.
       Typically, the biggest increase goes to strength and speed, in
       which the werecreatures use their anger to motivate stronger
       attacks. When in this form, the werecreature's attack speed and
       strength are enhanced, making them even more dangerous, with
       some advanced users even generating immense heat from their
       bodies. In their rage impact state, they can do severe damage to
       most opponents, hitting with the incredible force and usually
       brute-forcing their way through attacks in their anger.
       Werecreatures with this are also fast enough that they are hard
       to keep track of, being able to disappear from view with their
       incredible speed. However, this doesn't last long, and must be
       used to channel rage in order to activate. Typically, the
       average rage reaction is about 8-10 seconds with some being
       shorter or longer depending on the werecreature. Since most rage
       reactions are not unlimited, most minds cannot handle channeling
       the rage needed for this for too long, and only those with
       constant rage issues would be able to use this (and even then
       constant rage can shorten one's life). This can be just as
       dangerous to a user as the opponent due to it's risks.
       - Werecreature Skill: Werewolf Crash: This technique lets a
       werecreature use their power to charge at opponents in a wave,
       allowing them to basically charge an opponent with immense force
       to do heavy impact damage to an opponent when it hits in a dash
       attack that the werecreature uses on opponents. This technique
       requires immense speed and strength focused by the werecreature,
       and when used, the werecreature is able to attack with
       incredible force. This can be done a variety of ways, such as a
       shoulder charge, a dash that turns into a kick or punch, and
       even just dashing into an opponent head-on. This attack is a
       strong attack type, and some users are able to use this to break
       through defenses if they can generate enough force for this
       attack. When using this, the werecreature has to be able to
       close a gap fast enough to hit an opponent before the opponent
       can react, but can't use it too close or the attack won't gain
       enough momentum. This technique also locks the user in one
       direction, and the user cannot change direction easily, having
       to stop and restart the attack if they miss. This technique is a
       standard crash attack that is designed to power through some
       opponents and defenses, so it can break defenses, although
       stronger opponents may not be as affected or may even be able to
       stop the user depending on the opponent. Typically, dodging is
       the best way to avoid this, and users may be vulnerable once
       they stop moving, as they usually have to switch stances after
       coming out of this attack.
       Werewolf Gifts Abilities:
       - Werewolf Gifts: Just like most werewolf tribes, the alchemists
       have different gifts they've learned over the years. While
       werewolves typically avoid other werecreatures and stay out of
       the conflicts among other werecreatures. However, this doesn't
       mean that werewolf alchemists haven't learned certain gifts.
       Among some of the ways they've learned these gifts have involved
       allies in other clans, some older members that were once part of
       other tribes that left to join the alchemists, or many are able
       to learn from the spirits themselves. Typically, werewolf
       alchemists focus on the nature and elemental type spirits, so
       most of the gifts they know are those taught by elemental
       spirits since alchemists are usually closest to the elemental
       spirits. However, some advanced users have learned other clan's
       gifts depending on the gift. Usually, earth and wind spirit
       gifts are the main specialty of the alchemists, due to their
       strong connections to earth and wind through alchemy. Alchemists
       typically can learn a number of gifts, depending on the
       alchemist, though some more advanced gifts may require more
       advanced users in order to use, as some are more difficult to
       learn and even more difficult to master. Most of these have
       their own strengths and weaknesses, with each having their own
       skills. Typically, rank 1 gifts are the easiest to learn, with
       each rank up becoming harder and harder to learn and requiring
       more advanced users. Users can learn up to 8 total gifts, with
       alchemist elders being able to learn more depending on the
       elder.
       - 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.
       - Rank 1 Gift: Trick Shot: This allows a werecreature to perform
       what might seem like impossible feats of marksmanship using
       guns. Users of this are able to fire their guns in unique ways,
       as some have been known to shoot the weapons out of the hands of
       their opponents, and some more advanced users have even been
       able to fire a bullet down the barrel of an enemy's gun. This
       allows a user to perform shots that most would think impossible,
       as it grants a great concentration of focus when aiming a gun.
       Some masters of this skill have even been able to reflect
       bullets off multiple surfaces. Once used for the first time,
       this becomes a permanent enhancement of focus that takes effect
       anytime the werecreature is using a gun. A werecreature is able
       to make incredible shots with immense accuracy, thanks to the
       focus of this skill. This skill is taught by an air spirit.
       However, just because they can fire with insane accuracy doesn't
       always mean that they will hit their opponents, as opponents can
       still dodge the gun shots (especially those fast enough to dodge
       bullets). This only means that the werecreature will always
       shoot where they aim, even if the opponent is no longer in that
       when the bullet hits. It is also worth noting that this is only
       usable with guns, and cannot be used with things like arrows or
       other projectiles.
       - 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.
       - Rank 1 Gift: Mercy: This is used among werecreatures who
       prefer non-violence, usually taught in more peaceful clans like
       the Children of Gaia. When used, this allows a werecreature to
       utilize weapons and even their claws and teeth without fear of
       killing an opponent. When used, attacks are all non-lethal, even
       if the user is using lethal force. This also makes any bladed
       attacks, claw attacks or piercing attacks into blunt damage,
       essentially allowing a werecreature to not kill an opponent,
       even if they go into a frenzy or lose control of their
       abilities. While opponents are still hurt, damage done to them
       is done through blunt force, rather than piercing or slashing
       force. This requires concentration of physical force, and allows
       a user to utilize this passively. This skill is taught by a dove
       spirit. Since this is a non-violent power, this means that users
       cannot kill opponents, and even the most powerful slash attack
       will just become blunt force damage and not kill an opponent.
       The main danger of this is that opponents can usually fight
       longer, since they won't be as easily taken down since many
       opponents might be able to handle the blunt force better than
       slashing force, and opponents don't usually take as much damage
       from this.
       - Rank 2 Gift: I Got a Rock: This skill allows a werecreature to
       throwing an object or a projectile with far greater accuracy and
       ability than most other techniques and attacks. Throwing
       something as simple as a rock can become a useful attack, in
       which users of this can throw any object they can pick up like a
       projectile. Typically, this is best used on smaller projectiles,
       in which a user can throw smaller projectiles like bullets at
       opponents. By throwing the object with great concentration and
       ability, users can throw small objects with enough speed and
       power that they can act like bullets, piercing opponents and
       doing heavy impact damage if they hit the opponent. This can be
       used on other objects, with advanced users being able to throw
       boulders and throw things like motorcycles like baseballs. This
       is taught by an air spirit. While useful, the speed and power of
       the projectile depend on how much damage or what kind of damage
       the projectile does. For example, a rock would be able to be
       used like a bullet, doing severe impact damage (though the
       damage area would be much smaller due to how small the item is)
       and moves very fast making it harder to dodge. Larger objects
       may hit with more power, but are slower and easier to dodge. The
       type of items that the user can use with this depend on the the
       user's abilities and their strengths, as some objects that are
       too heavy cannot be picked up (like a user couldn't throw a
       skyscraper with this).
       - Rank 2 Gift: Steel Fur: Using this, a werecreature is able to
       wrap their spirit with steel, and with it turn their fur into
       hardened metal. This can increase defense, but can also be used
       to stab opponents with the fur if the fur is used properly to
       attack. The fur increases defense heavily, in which things like
       bullets and swords can be blocked using the metal fur. If in a
       human form, the werecreature can use the metal to harden their
       body hair (Depending on how much they have), so a user can still
       use this in human form. Advanced users can combine this with
       other supernatural abilities, as some have even been able to
       pluck their metal fur out (which is usually painful to do) to
       use as weapons (with each hair acting like a needle that a user
       can throw at opponents). This is taught by an earth or metal
       spirit. Users of this may be granted more defense, but opponents
       that can cut through metal can still cut through the user, and
       certain abilities might have greater effect on the user in this
       form. For example, a metal furred werecreature will be far more
       vulnerable to lightning, able to conduct lightning more easily
       and takes more damage from lightning skills. Anything that can
       counter metal can still counter this, and certain wind abilities
       can even slice through this defense more easily with proper
       concentration.
       - Rank 2 Gift: Storm Winds Slash: This allows a werecreature to
       attack opponents from a distance. By utilizing the concentrated
       force of an attack, a werecreature can learn to strike an
       opponent as far away as 50 yards, and can focus their strikes
       and attacks to travel through the air as waves of concussive
       force. This is normally an ability that is used with a weapon,
       but can also be used with physical combat. This can also be
       enhanced by those that can use certain impact-based shockwave
       abilities as well. This can be used a few ways, with the two
       main ones being transferring the attack force of a weapon, or a
       physical combat strike across a certain distance. This is taught
       by a metal or a wind spirit. The strength and distance that
       these attacks can travel depends on the skill and ability of the
       werecreature, as some can use certain combat training to attack
       from farther away than others could with just this skill alone.
       The users attack force will also start losing physical force
       after a certain distance, as the friction and wind resistance
       will prevent the force from being traveled beyond a certain
       point depending on the attack and the force that's used.
       Opponents can also still dodge this, or even block if they are
       able to handle the physical force of this attack.
       - Rank 2 Gift: Speak with Wind Spirits: Using this, a
       werecreature can call on the wind spirits for knowledge and
       guidance. When used, this allows a werecreature to ask the wind
       spirits one question, which usually has to be about something
       they know, or a question about an area. Typically, this allows a
       user to gain information about an area from the wind spirits,
       and they can use this to learn what they want to know about
       things that might be in an area. Typically, the wind spirits can
       be asked anything about an area, and they will answer with what
       they know, making it very useful since spirits are able to see
       and observe things that most people wouldn't, and the wind
       spirits are able to go almost anywhere. This is taught by a wind
       spirit. This can only be used to gain information the wind
       spirit knows, as the wind spirit cannot give information it
       doesn't have. It is also worth noting that wind spirits have
       notoriously short attention spans, so they typically can only be
       asked questions about the immediate area. This also requires a
       certain level of communication with the spirit, and not all wind
       spirits may be able to communicate if the werecreature's level
       of spirit connection is not strong enough. Typically, only one
       piece of information can be gained per use, as the wind spirits
       will go back to their normal lives after answering the
       werecreature's question. This skill also cannot be used to have
       wind spirits attack, as this is only used for gathering
       information.
       - Rank 3 Gift: Wind Claws: This allows a werecreature to focus
       the air around their attacks, in which their claw slashes become
       much stronger. By focusing the air like razor sharp blades
       around their claws, a werecreature is able to use this to slice
       through defenses, and can even slice through armors and shields
       when used properly. This skill appears at first to just empower
       a werecreature's claws, but is actually an ability that focuses
       the air around them to a more deadly effect. Advanced users of
       this skill can even use this in combination with claw slash wave
       techniques to create powerful claw slash waves, and some
       advanced users may even be able to fire these slashing waves at
       opponents by combining this with other special wave generation
       abilities. Some more advanced users may even be able to use this
       in combination with other elemental abilities to create certain
       other claw slash attacks This is taught by an air elemental
       spirit. Typically, while this allows more easily piercing
       defenses, users should know that some stronger materials might
       be harder to pierce, and certain things like stronger metals or
       certain supernatural items might be able to resist this
       technique. Opponents can also take advantage of certain wind
       abilities to use certain other abilities to affect the wind, or
       use certain abilities to absorb the impact of the claw slash,
       such as using water's impact absorption properties.
       - Rank 3 Gift: Call Earth Spirit: This allows a werecreature to
       call on an earth spirit to attack their enemies. By using some
       earth to invoke the earth spirit, the werecreature calls on the
       earth spirit to attack anything or anyone that the user wants
       the earth spirit to attack. The earth spirit is able to use the
       earth around it to attack opponents, or it can attack using it's
       spiritual power. This essentially gives the user an ally in
       combat, and allows a user to either have the spirit attack for
       the user, or can be worked alongside to attack. Depending on the
       spirit, some spirits might have different abilities, like some
       might take specific elemental forms (for example, might might
       turn into a stone rhino, or one might turn into a large concrete
       bear) depending on the spirit and what the spirits abilities
       are. This gift is taught by an earth elemental spirit. When
       used, the earth spirit can be countered like any other earth
       power, as they usually use earth abilities to attack opponents.
       It is also possible to attack the spirit if one has some sort of
       spirit energy, or spiritual attack power that they can use.
       Typically, wind is the usual counter to earth, or one can use
       things like fire to create lava, or use electricity on certain
       types of earth (like metal).
       - Rank 3 Gift: Terrain Shift: This is used by those
       werecreatures with a strong enough connection to nature that
       nature will see the werecreature as an ally, and allows a
       werecreature to essentially have the earth move to create paths
       for the werecreature to safely travel. This could be as simple
       as tunnels to allow a werecreature safe passage to a location,
       or footholds appearing on surfaces for werecreatures to climb.
       Among other instances of this, foliage could gather behind the
       user, helping cover their tracks, or rivers may part and create
       dry spots for the werecreature to pass safely. This essentially
       allows a werecreature to allow nature itself to help the user.
       This gift is taught by a glade child or an earth elemental. When
       used, nature doesn't attack an enemy, so this cannot be used to
       attack, but it can be used to allow shifts in the earth that
       will help the user get to safety. The areas affected are
       localized though, so this can also only be used at a certain
       distance from the werecreature. This means the werecreature
       couldn't do something like create a bridge across a gorge, or
       create a tunnel spanning miles instantly. Typically, this can
       only be used among those with strong connections to nature, and
       to those that nature would see as an ally. As such, those that
       aren't allies of nature won't be able to use this. The worst
       this does to enemies is cover up the tracks of a user at times,
       which can be annoying, but nothing harmful ever comes of this.
       - Rank 3 Gift: Ley Lines: This allows a werecreature to use the
       ley lines, an energy web that spans the whole planet, to
       manipulate the earth that a user has gone through. When used,
       this allows a user to essentially cover their tracks, in which
       they can do things like using dirt to erase their tracks in the
       dirt, erasing effects of the user's presence, or some advanced
       users can even create false trails. This is designed to fool
       hunters and supernatural trackers, in which users can
       essentially send hunters and trackers on wild goose chases which
       makes this great for avoiding enemies that might be chasing the
       user. This can be used a variety of ways, usually designed to
       allow options that will help the user avoid being tracked.
       Advanced users can even make their trails undetectable to even
       other werecreatures and other supernatural creatures that could
       track people, depending on how it's used. This gift is taught by
       an earth spirit. While this is great for getting away from
       enemies and those that might be tracking the user, this cannot
       be used to attack opponents, and this cannot be used to affect
       opponents since this is not designed to be able to attack. The
       most that users can do is cover their tracks. It is also worth
       noting that by making their trail untraceable, this will also
       make it untraceable by allies as well, so users should be
       careful when using this.
       - Rank 4 Gift: Hand of the Earth Lords: This gift allows a
       werecreature to use the land's energies, in which they use the
       energies to telekinetically move objects. This allows a
       werecreature to use the lands energies for a telekinesis style
       attack and can move an object up to a thousand pounds (which
       translates to roughly half a ton). This skill can be used to
       throw objects as long as they aren't held down with more force
       than the user can overcome, and are able to be thrown at speeds
       up to 20 miles per hour. Depending on the size, the damage done
       usually depends on the object that is thrown. This gift has to
       be taught by both an air and earth spirit. While users can throw
       objects, they cannot throw them faster than 20 miles per hours,
       so this cannot be used to hurl objects like bullets, though
       larger objects can do more damage. The force on impact is what
       does the real damage with this technique, and cannot really be
       used to "pierce" or slash enemies (unless the object is sharp).
       Overall, opponents can still dodge the attacks used by this
       skill, and some stronger opponents may even be able to catch the
       object thrown (if they can handle the weight of the object).
       This also requires concentration in order to use, so
       interrupting this is as simple as attacking the opponent while
       they're trying to concentrate on the force they need to use this
       gift.
       - Rank 4 Gift: Black Mamba Strike: This is similar to certain
       vampire celerity training called Blink (not to be confused with
       the werewolf gift Blink which is something else entirely), in
       which this was designed for fighters who cannot seem to get
       close enough to their opponents. This gift increases a
       werecreature's speed temporarily, like a snake moving to strike
       their opponent. When used, a user can move temporarily at
       extremely fast speeds, with users being able to cross extreme
       distances using this technique in a very short time. This
       technique is designed to allow a werecreature to close a gap,
       usually so that they can get close enough to attack at close
       range. This gift is taught by a snake spirit. Those that use
       this are able to move fast, but only in short bursts, as this
       was designed to enhance one's speed but only temporarily.
       Because the body cannot handle the speeds this skill uses for
       long, the user cannot stay in this state for very long.
       Opponents can still dodge attacks made, or block attacks when
       the user gets close like normal, if they can account for the
       increased speeds. This can also be countered with other enhanced
       speed skills, like the vampire celerity training of Blink, or
       high speed movement options if one can use them.
       - Rank 4 Gift: Quicksand: This skill allows a werecreature to
       use their training with spirits to turn the ground into a sticky
       mud that is able to catch foes. This is meant to trap opponents,
       and turns a surface into a trap that can draw an opponent in if
       they step into the trap. This creates a ten foot radius area
       with a quicksand style bog, and those that walk on it, will sink
       into it. Just like quicksand, the user will slowly sink as they
       enter it, and can be trapped in it. This is a useful move to use
       against opponents who are pursuing the user, as it is typically
       a tactic used to trap pursuers. This gift is taught by an earth
       elemental spirit. While this can trap an opponent, an opponent
       can get out of this the same way they might get out of quicksand
       (such as using an object to pull themselves out of the trap), or
       they might be able to step out of this if they don't sink fast
       enough. Typically, heavier things will sink faster, but there is
       enough time for an opponent to get themselves out of this. This
       also only lasts for up to three combat rounds, and then the
       surface will return to normal, or a user can only use this
       within a certain distance. It's also worth noting that the
       quicksand is only enough to come up to one's shoulders, so very
       rarely does anyone sink and suffocate in this, as most adults
       will reach the bottom of this (which is whatever surface is
       normally there), and will be able to use it to not sink any
       deeper.
       - Rank 4 Gift: Strike the Air: By concentrating on the air
       around the user, the user is able to use the air itself to throw
       off a user's blows. This is designed to be a defense skill to
       avoid enemies, where the user is able to throw off attacks by
       enemies in order to try and have them wear themselves out. By
       playing defense and using this, a user can essentially avoid
       being hit by attacks, and can even be used against multiple
       opponents (as long as the user can account for each opponent's
       attacks), even knocking opponent's attacks into each other if
       used properly by advanced users. This gift is taught by a
       mongoose spirit. This is a purely defensive skill, and is not
       designed to be used offensively. If the user attacks, then this
       gift will stop entirely, as the user will have to focus on the
       attack. As such, this means that while using this, a user cannot
       attack opponents, and are stuck playing defense for as long as
       this skill is active. While this is a great defensive skill,
       there are stronger enemies that might still be able to hit
       opponents that use this, if they are able to hit with a stronger
       force than the air that is used to redirect the blow.
       Redirecting blows is far easier than stopping blows, so this is
       best used for redirecting attacks rather than stopping them
       entirely. The user also has to be able to focus on how they want
       to use this, so this does require some level of concentration in
       order to use which opponents can take advantage of.
       - Rank 5 Gift: Wall of Granite: This gift allows a werecreature
       to use the earth beneath them  while in contact with it to
       invoke the earth to create a wall to protect the user. When
       used, this summons strong elements from deep in the earth, the
       most common being granite which is surprising hard compared to
       what most people think. This wall will move with the
       werecreature, defending them from attacks while the attack is in
       use, and continues protecting the user until the wall is
       destroyed or the user dispels the technique. The user needs only
       be in contact with the earth to use this, and can keep this wall
       in front of them for quite some time. This gift is taught by an
       earth elemental spirit. While this does allow a user to use a
       strong wall to defend oneself, one can still be attacked, as the
       wall only covers the front of the user, and doesn't protect
       their back or sides from attack. This is great in a one on one
       fight, but not so great when fighting groups. With enough
       strength (and depending on the opponent) this earth wall can be
       broken, and may not defend against strong enough fire or wind
       attacks if the attacks are able to penetrate the wall's defense.
       It is also worth noting that the user has to be in contact with
       the earth to use this, so if they end up losing physical contact
       with the earth, then this technique will dispel.
       - Rank 5 Gift: Gaia's Vengeance: This is a high level gift that
       lets a werecreature call on the spirits to use the surrounding
       area to attack enemies of the land. When used, the terrain is
       able to morph and change to attack opponents, and seems like the
       earth itself is fighting an opponent. When used, things like
       rocks will roll and try to smash the opponent, vines will try to
       grab and strangle opponents, and water may even suck enemies
       down into the water to drown them. This is a dangerous power in
       which the earth is usually called to defend itself, and the
       spirits who respond do not hesitate to do whatever they can.
       This gift is taught by an avatar of Gaia. While the earth itself
       can be used to attack enemies, the attacks are usually dodgable,
       or blockable depending on the opponent and their skills in
       battle. Typically, attacks will come from the spirits who
       manipulate the earth, so those connected to spirits will usually
       be able to see what these spirits are doing, but those that
       can't can still defend against the attacks, such as using fire
       to burn vines, or breaking rocks with enough force (usually
       depending on the opponent and how they choose to respond). After
       a while, the spirits will eventually stop attacking, especially
       if they use up their power and have to leave to recover their
       power. This can also only be used against the enemies of nature,
       and the spirits have to believe that the enemy they are trying
       to beat is an enemy of nature.
       - Rank 5 Gift: Spirit Vessel: This is a high level gift in which
       a werecreature is able to channel a spirit. For a short time,
       the werecreature and the spirit fuse together into one being and
       have the abilities of the werecreature and the spirit.
       Typically, the werecreature is the one in control, with the
       spirit adding it's powers and abilities to the werecreature. The
       spirit called depends on the creature and what spirit will heed
       the werecreature's call, so there is no real way to predict what
       kind of spirit will appear. The only thing that is certain is
       that the spirit and the werecreature will fight as one while
       this is in effect. This gift can be taught by fire elementals or
       banes (though banes call for a price in learning it). The main
       danger to this is that the werecreature and spirit must remain
       unified, and if something goes wrong, the werewolf might
       accidentally channel a bane spirit and the bane spirit will turn
       the werecreature on their allies. When used, the spirit called
       still has the same weaknesses to their powers (For example, a
       fire elemental spirit would be weaker to ice abilities), and
       users of this only gain this temporarily. Depending on how long
       this lasts, the spirit will return to nature after this has been
       used, or if the spirit runs out of power and can no longer
       fight. Werecreatures don't gain as much power and ability as one
       might think, as this is more about adding the spirit's abilities
       and some of it's spiritual power to the user. The werecreature
       is still able to be damaged like normal, as this just lets the
       werecreature temporarily gain certain abilities from spirits.
       Some spirits also might not be able to be used depending on the
       werecreature, as some spirits may be incompatible with the
       werecreature's abilities.
       - Rank 5 Gift: Shared Strength: No matter how strong a
       werecreature is, they cannot be everywhere at once. This high
       level gift is designed to allow a werecreature with this gift to
       donate their abilities in combat to an ally (usually a pack or
       tribe ally) temporarily, imbuing the ally with the strength,
       speed and skills of the user. This is usually used to allow
       weaker tribe members to fight using enhanced abilities of higher
       level tribe members, or can be used to help an ally fight a
       battle that may require the combined power of other
       werecreatures. This is designed to transfer physical stats, but
       advanced users may be able to transfer supernatural abilities as
       well temporarily. This gift is taught by a wolf spirit. While
       this is great for the ally, the user of this loses all strength
       and ability to move while this is in effect, essentially like
       granting all of their power to their ally. While in effect, the
       ally is able to fight with the combined power of their own and
       the user, but the user will not be able to fight or use any
       abilities while this is in effect. While this may be great to
       fight stronger opponents, stronger opponents can end this
       earlier by attacking the user of this art, since the user will
       usually be vulnerable, and enough damage will end this technique
       early. Once the ally has used enough power, or the user wants to
       end the technique, they can do so and the user will only be able
       to move once the technique has been ended. It is worth noting
       that some abilities might be incompatible with certain other
       abilities (such as a pure holy power user couldn't use their
       power in conjunction with a pure dark natured ally).
       - Rank 6 Gift: Sleep of the Hero (Rare Gift): This is a rare
       gift that is only used by great heroes of the werecreatures
       (known in the Fianna tribe more than anything). This takes
       effect when the hero dies, and this gift will then form a bond
       between the werecreature allies, the spirit of the heroes, and
       the land itself. The allies need only place the hero somewhere
       in the earth, such as burying them, or using a cave. Instead of
       dying, the hero enters a "sleep" where they recover their life
       and goes into a hibernation that makes them appear dead. The
       spirits will determine when the hero is to awaken, usually
       allowing the hero to awaken in times of great crisis to allow
       the hero to fight for the benefit of their allies. When used,
       the hero is unaffected by the elements while in this sleep, and
       they don't even need to breathe while in this state. This gift
       is taught by Fianna ancestor spirits. While this does allow a
       werecreature to essentially avoid death if they are considered
       "great heroes" by their tribe that utilize this art, no one has
       any control over when the hero will awaken, as it is up to the
       spirits when the hero is to be allowed to return. Usually,
       werecreatures in this sleep are meant to stay in this sleep
       until the battle of the Apocalypse, but the spirits may call
       them early in times of crisis if the crisis is dangerous enough.
       Werewolf Basic Race Abilities:
       - Werecreature Physiology: Many are familiar with werecreatures,
       and know what they are. When it comes to these creatures, there
       are many types of werecreature, just as there are many types of
       vampires. Typically, most werecreatures are similar at the base
       level, which is usually discussed before their specific
       abilities. Most know werecreatures possess claws, tail, even
       sharp teeth, and usually are human-like with animalistic bodies
       (some may stand on two feet, but some might stand on all fours
       depending on the creature). Most werecreatures have a very
       similar base, even if most have different ways of manifesting
       the supernatural abilities of that base among different
       werecreatures (like some have different connections to nature
       than other werecreatures). Almost all werecreatures have this
       base physiology, no matter what they are, enough that even other
       types of werecreatures still act somewhat similarly. Most
       werecreatures are either born into a pack or tribe, or turned
       into supernatural creatures through a werecreature bite (usually
       a bite, some may have other ways to turn people). Werecreatures
       started out as a type of cursed beast that put a curse on man,
       but that curse ended up creating a race of supernatural
       creatures many see as the counter to vampires, and have
       developed a strong connection to nature. Of course, there are
       many types of werecreatures, from werewolves (the most known),
       were-cats, were-jaguars, were-tigers, to even were-rats and even
       other rare variations. However, most of these cursed creatures
       do often share a weakness, in that most are vulnerable to silver
       and mercury (though some creatures might have other weaknesses,
       as some creatures might be vulnerable to other things instead of
       silver). Most of the alchemists are werewolves, but there are
       clans of other werecreatures, since the werewolf alchemists
       started out as a group of outcasts from other tribes and packs.
       - Werewolf Nature Connection: Most werewolves has a powerful
       connection to nature, which lets them sense the condition of the
       nature around them. This lets them not only sense people close
       to them who do things like step on the grass, but also lets them
       do things like tell when plants are dying, or letting them
       communicate with animals depending on the tribe/pack and their
       affinities. For the most part, this isn't too much of a skill
       that's useful in a fight, as it's just the basis of a werewolf's
       abilities. However, it also does give them a sense where they
       can sense all nature around them, even without seeing it
       directly. This helps greatly for them to see the flow of
       nature's energy and learn how the power of nature is channeled.
       They are also able to use this connection to heal plants and
       animals with the life force of the world around them. This not
       only gives the user basic connection to the earth though, as it
       also gives them a connection to things like the water, which is
       also of the earth. This means werewolves with this connection
       can also even use their purification and interaction with water
       and creatures of the water. Typically, many werewolf tribes
       focus on their connection to nature in different ways, and many
       will often figure out how to utilize this in their tribe, though
       this is still a basic of werewolves on their own that they can
       learn. This power is not a battle ability, so it doesn't really
       grant them much in battle. The only real advantage it can give
       is if the werewolf knows the area they are in due to being close
       to the nature there, and can gain an advantage when fighting
       opponents in familiar territory.
       - Werewolf Spiritual Tuning: Similar to other creatures like
       moglins who have a connection to the world, werewolves 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 werewolves 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 tribe,
       some tribes have specific ways to use this, and some can even
       develop their own ways to use this to their advantage depending
       on their affinities. Werewolves that have this connection
       understand the importance of the world's forces, and can see not
       only the flow of the planet's life energies, but also how the
       spirits impact that balance of the world itself. They are also
       able to perceive the world's flow of life and death as a result
       of this power. For the most part, this just lets werewolves have
       a closer connection with the world around them, not really being
       too useful until one learns to use spirit art magic. For
       werewolves with this ability, their main enemy is dark spirits,
       as dark spirits are the type of creature that will go after
       anyone that "sees" or "senses" them. Once a creature has seen or
       can perceive dark spirits, it opens up a new realm of knowledge,
       but also means they're more likely to be attacked by dark
       spirits.
       - Werewolf Tribe Connection/Empowerment: Almost all werewolves
       gain empowerment by being part of a tribe or pack, which is why
       many will travel together. Not only does traveling together
       allow them to cover each other in battle and allow them to fight
       together, but a connection to a pack or tribe can empower
       members of the tribe or pack. The more of the pack that are
       together means a stronger boost in abilities. This amplifies
       both physical and supernatural abilities when together, and may
       even grant other special effects based on the tribe, such as
       werewolf alchemists having a stronger ability to sense magic
       when working together, or another wolf tribe that might gain
       enhanced spiritual connection when working together. This
       depends on the tribe or pack, and this power is a natural
       encouragement for werewolves to work together rather than being
       alone. Most werewolves would see strength in unity, and weakness
       in being the lone wolf (no pun intended). This power is designed
       to unite tribes and packs together, and sometimes when packs
       join other packs, their abilities can blend together, such as
       two different tribes that join together could passively gain
       some of each other's abilities if they become truly unified.
       However, this requires that the werewolf submit to the pack, and
       those that are not a part of the pack are usually cast out of
       the pack otherwise those that interrupt this connection, and see
       those that "work alone" as infections to their connection to
       each other. Of course, one without a tribe or pack doesn't lose
       power by not having a tribe or pack, but just that those that do
       will gain power and focus as they work with others. The
       alchemists typically gain enhanced magic when working together,
       and certain alchemists may even gain special combination
       abilities (for example a fire alchemist and lightning alchemist
       might gain an ability to combine their magics into one powerful
       magic through this connection).
       - Werewolf Lunar Empowerment: When reaching a high enough power
       as a werewolf, a werewolf can essentially gain a powerup where
       they gain power and ability through lunar light. While
       werewolves can still fight at their full power during the day,
       most werewolves are at their best when in moon light, and many
       werewolves are able to fight using enhanced physical and
       supernatural stats. This technique is just a base powerup, which
       werewolves gain at a certain level of power and training to
       harness the full nature of their nightly nature. Those with
       werewolf nature connection are connected to the moon just as
       much as the earth, and this power symbolizes their embrace of
       their nightly nature. The more full the moon, the more powerful
       the werewolf becomes, with the full moon amping them to their
       max capabilities (aside from special moons like blue moons or
       red moons). Depending on the type of moon, usually determines
       the powerup. In the full moon, a werewolf is at their strongest,
       with their nature power and their magic gaining a large amp.
       This makes the werewolf's physical and supernatural abilities
       far stronger, but doesn't gain any other real abilities in terms
       of new abilities unless they are of a special tribe that does
       gain abilities in full moons. However, the werewolf can gain
       special abilities during blue moons or red moons (more on red
       moon and blue moon powers next) depending on the werewolf and
       what tribe they are a part of. This power is a passive ability,
       which is something the werewolf doesn't really have control
       over, as it's simply part of their nature connection. Typically,
       those that can create sunlight in nighttime can slightly
       interrupt this power, and can return a werewolf to normal power
       if the werewolf is hit with it enough times, since lunar power
       can only operate in the absence of the sun light.
       - Red Moon Enhanced Moonlight Power: When in the red or blue
       moon, the nature connection and lunar empowerment abilities give
       the werewolf special enhanced modes, where they are able to draw
       the unique moonlight into their power. When in the red moon, the
       werewolf gains a corrupted mode where their abilities all become
       more powerful and they gain a massive powerup from the red moon.
       Most werewolves 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 werewolves become much more ferocious and
       they seek to kill their enemies as brutally as they can. While
       most werewolves learn to control this with time and training,
       werewolves still have to be careful on these nights, and many
       werewolves who do lose control often hide from the moon light
       when this night comes around due to the dangerous of who they
       might hurt, as some have even killed their friends and family
       during this kind of night due to the nature they gain. This also
       makes all of their abilities corrupted power equivalents during
       these nights, where all of their supernatural abilities and
       werewolf 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 werewolves
       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 werewolves, as the
       unnatural red moon light can eventually overwhelm the rational
       mind and eventually destroy a werewolf's ability to think
       rationally. 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 werewolf enough, though keeping them from regaining the amp
       requires usually getting them out of the moon light.
       - Blue Moon Enhanced Moonlight 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 temporarily 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.
       - Werecreature Trait Suppression/Shapeshift: Werecreatures have
       an ability where they are able to change forms. Typically, this
       depends on the werecreature, but most werecreatures will either
       take a werecreature form as their base, or a human-like form as
       their base depending on their heritage, and certain other
       factors. Depending on their base form, they are able to
       shapeshift between their human form and werecreature form, with
       the base form being the natural form and the other form being a
       form they can use using shapeshifting. Werecreatures who take
       their werecreature forms naturally can shapeshift and suppress
       their werecreature traits, in which they are able to pass as
       human by using this power. A werecreature is able to suppress
       all of their traits to the point that they come across as human,
       and even feel human to those with supernatural presence sense
       abilities. Those that take human form typically use this to
       release their full werecreature form, in which they can
       typically use their werewolf form like an enhanced form that is
       stronger than their normal mortal form. There are other
       werecreatures who have other ways to use this, but these are the
       main two aspects. Typically, it does take energy and stamina to
       transform or suppress one's traits depending on which is the
       base form and which is the form the werecreature has to
       shapeshift into. As such, werecreatures cannot stay in their
       other form indefinitely, as they will eventually run out of
       energy or stamina to maintain this. Typically, this is used to
       allow a werecreature to pass as human for those that need to use
       this to take human form, or used among human form werecreatures
       to take a battle form when fighting, so this is usually only
       meant to be used temporarily anyway. However, once they do run
       out of energy or stamina, they can no longer use this to
       transform, and will revert to their normal base form (whichever
       form that their base form is).
       - Werecreature Cursed Bite: This is the ability that allows a
       werecreature to bite someone with their werecreature fangs. When
       they bite someone, they can choose whether not to leave this
       cursed bite mark behind. This is used not to kill someone, but
       is designed to turn those with this cursed bite into
       werecreatures like the werecreature who uses this. When changed
       into a werecreature, the werecreature becomes a werecreature the
       same as the original werecreature who bit them, such as a
       werewolf would turn someone into a werewolf upon biting them.
       While the user might have unique abilities that might manifest
       depending on the tribe and training they are a part of, the
       werecreature will usually be more or less like the one that
       cursed them initially. The person can be cured of this cursed
       bite within a certain amount of time, however, this can only be
       cured if a special formula (which is fairly known by
       supernatural hunters and most know how to make this formula) is
       administered before the new werecreature eats the flesh of a
       human or animal, as once they do, their curse will often corrupt
       their natures after feeding and it will make the change
       permanent. If the werecreature that casts this is killed, the
       person affected can be changed back, but they may be permanently
       changed if the person has devoured flesh while being a
       werecreature. However, if they haven't done so, then they can be
       returned to human when the original werecreature dies if they
       don't have access to the formula to turn them back to normal. It
       is also worth noting that those that are immune to being changed
       into supernaturals won't be affected by this, as there are some
       creatures and even some humans that have ways of making sure
       they cannot be changed by supernaturals, depending on the
       creature and what they have access to.
       - Werecreature Claws: Just like one might expect from their
       animalistic appearance, almost all werecreatures have claws of
       some kind that extend from their fingernails. Most werecreatures
       have ways of keeping their claws maintained, and most
       werecreatures can leave their claws long, or some will keep them
       trimmed so they're not so bothersome in day to day activities.
       Typically, their claws are one of their biggest weapons in
       combat, in which most werecreatures use their claws to slash
       opponents, with many even having claw slash techniques they can
       use in battle depending on their abilities. While claws are
       naturally sharp, werecreatures can actually sharpen their claws
       like they would a sword, usually sharpening them with a strong
       substance to the point that they can become razor sharp.
       Depending on the werecreature, some claws may be different
       sizes, or some might have slightly different capabilities, but
       there are plenty of ways for a werecreature to use their claws
       in battle. Most werecreatures are very dangerous and can easily
       rip people to pieces with their claws depending on their skill
       level. For the most part, avoiding the claws just requires the
       opponent to avoid the strikes of the user when the user is using
       their claws in battle, as their claws are a type of short-range
       close combat move. Most long distance claw slash attacks can
       also be dodged or blocked (Depending on the werecreature and
       their abilities if the opponent can account for the user's
       enhanced strength, and their abilities), though opponents should
       be careful of werecreatures who have claws that are able to cut
       through metal, as some werecreatures do have much stronger claws
       that can claw through metal objects.
       - Werecreature Bite/Teeth: As one might expect from seeing a
       werecreature, almost all werecreatures have some sort of sharp
       teeth. Typically, most werecreatures teeth are designed for
       tearing apart flesh of either animals or humans (depending on
       the werecreature and what they survive on). Due to this, many
       werecreatures will use their teeth to bite opponents in battle,
       and are usually strong enough that most werecreatures are even
       able to bite through limbs with their bite (depending on the
       werecreature and their strength. Different werecreatures may
       have different teeth, but overall, werecreatures are able to use
       their teeth to some degree, with some werecreatures even having
       certain abilities to enhance their bite. There are some
       werecreatures that are able to absorb life energy through a bite
       attack, in which some werecreatures have the ability to take
       life energy through biting others depending on the creature.
       Some werecreatures are known to have enhanced bites, like
       werepyres (werecreature/vampire hybrids) having an acid bite, or
       some might have special techniques that utilize their bite in
       unique ways. This mostly depends on the werecreature and their
       abilities, as each werecreature is different. Typically,
       avoiding a bite in battle is as simple as maintaining one's
       distance from an opponent, as this can usually only be done at
       short range unless the user has a special bite attack that can
       be used from a distance, which is usually rare. For the most
       part, these teeth aren't really made for battle, but more are
       specifically for eating. Werecreatures can use them in battle,
       but there is a lot of risk in doing so since werecreatures might
       take hits that might knock their teeth out just like any other
       creature.
       - Werecreature Fur: Werecreatures, as one might expect, generate
       fur in their werecreature forms. Depending on the creature, the
       fur will typically be different depending on the werecreature,
       but usually almost all werecreatures have this to an extent.
       This is usually not noticeable on a human form, since a human
       form suppresses most werewolf traits, but in werecreature form,
       almost all werecreatures have fur, which has a few functions.
       The first is that, like other creatures with fur, this helps
       them stay warm in harsh temperatures, and depending on the
       creature, they may even have summer fur that helps keep them
       cool in hot temperatures. However, there are certain
       werecreature that can use their fur as a weapon. For example,
       there is a werewolf gift that turns a werecreature's fur into
       something akin to steel armor, or some werecreatures can fire
       their fur at opponents like firing needles with certain
       techniques. Overall, this depends on the werecreatures and their
       abilities, as most werecreatures are different in nature and
       different werecreatures usually have different ways to utilize
       this. Typically, the fur is more defensive than offensive, so
       it's not really useful to attack unless a werecreature has a
       means to attack with their fur (though some can learn skills
       that will allow them to attack with their fur). Aside from
       special techniques though, fur is more for environmental
       adaption more than to be used in battle, so this is more just a
       part of their physiology that helps them survive rather than
       helping them fight. It is also worth noting that fur is also
       more vulnerable to fire, as fur can be flammable under the right
       conditions.
       - Werecreature Anger Amplification: Typically, werecreatures are
       far more emotional than vampires are. As a result, werecreatures
       gain power from their intense emotions, specifically their anger
       when they are feeling strongly. Many werecreatures are empowered
       by anger, and are able to gain boosts through their anger while
       it's in effect. The most common method of using anger is a rage
       frenzy, where a werecreature will temporarily lose control of
       themselves and act in pure rage towards whatever is causing them
       anger. Depending on the werecreature, this may happen under
       different circumstances (like some werecreatures might react to
       other stimuli like certain kinds of light), or some
       werecreatures even have specific arts for using this, like
       utilizing their anger in special techniques that empower their
       rage frenzy with different abilities (depending on the
       werecreature, tribe and abilities). This is an ability that most
       werecreatures have to deal with and is more of a hindrance to
       their daily lives, since many werecreatures might have short
       tempers, but most advanced werecreatures have learned to control
       this, and only really use it when they want to rather than
       letting their emotions control them. Overall, the arts used
       depend on the creature, but most have to control this at some
       point, as this can lead to werecreatures attacking allies when
       they are in their frenzied states, and werecreatures may not be
       able to control who they attack (as they might go after someone
       other than the intended target) depending on the situation.
       Overall, the main use of this is for those with techniques to
       utilize this in combat, which all usually only work temporarily
       while the user is in a rage state. And even if they don't have
       any special techniques, the rage state is only temporarily,
       lasting as long as the stimulus persists that drove them into
       it, or a certain amount of time passes after going into the
       frenzy.
       - Werecreature Agility and Werewolf Cling: Werewolves have a
       natural agility, in which they are able to move very effectively
       in battle. Part of this is speed and flexibility, where they are
       able to move around and attack based on the type of werecreature
       they are. Even werecreatures that are larger than normal beings
       have a strange agility that they are able to use that lets them
       move effectively, usually letting a creature jump around, or
       even use their agility to move silently across an area. In
       addition to this, werecreatures also have a natural ability to
       use their claws to cling to surfaces, where they are able to dig
       their claws into a surface and then stick to that surface. Most
       werecreatures use this on trees, where they are able to stick to
       a tree, or use their momentum and use their claws to change
       their trajectory in a fight. Some werecreatures have certain
       abilities in doing this, such as some that will hide in the
       trees and steathfully strike (like those with panther powers) or
       some might use their claws and agility to make their way up
       trees and drop down on their opponents, or some might just jump
       off surfaces to attack opponents. This usually depends on the
       werecreature, as different werecreatures have different hunting
       styles depending on what kind of creature they are and what
       abilities they possess. Typically, it is very important to keep
       track of werecreatures in battle, as their agility may be hard
       to keep track of, and some will use stealth if the user loses
       track of them to stay hidden until they're ready to attack.
       Opponents can usually dodge a werecreature as agile as they are,
       as long as they are able to keep track of them and can react to
       what they do. Those that know werecreatures often know just how
       agile and dangerous werecreatures can be, especially ones that
       utilize this in combination with stealth.
       - Werecreature Hardened Body: Werecreatures typically have much
       stronger bodies than humans do, as their muscles, bones and even
       their skin is thicker than a human's. While not as strong in
       human form (as they typically will be the normal level of a
       human when in human form), their werecreature forms are much
       stronger and are able to take reduced damage from attacks due to
       how strong their bodies are. Werecreatures are usually natural
       fighters, and usually have ways to utilize this, such as some
       might learn certain heavy stander abilities that resist
       knockback and stun to a degree. Werecreatures are able to use
       their bodies hardened muscles in a variety of ways, as
       werecreatures can even use their stronger muscles for stronger
       attacks depending on the training the werecreature has.
       Typically, this partially depends on the training of the
       werecreature, and partially on the werecreature themselves
       depending on what type of werecreature they are. For example,
       certain werecreatures may have stronger bodies than others, with
       certain werecreature types might have a strong body, while
       others might have specifically stronger bodies. Of course, just
       like with most of their physiology, werecreatures also have
       certain abilities and arts that might enhance their defense,
       with some even training their durability so that they can become
       more resistant to damage. Some more trained werewolves have even
       been known to block swords to a degree, though whether or not
       they can do this depends on the strength of the opponent.
       Typically, opponents can more easily pierce opponents with
       silver, or certain stronger attacks can also do damage. While
       stronger, they do still take damage from attacks, even if it's
       just reduced. Many werecreatures are also vulnerable to fire to
       a degree as well, though some werecreatures might be resistant
       to fire if they possess the ability to use it.
       - Werecreature Regeneration: Werecreatures, like vampires, have
       supernatural regeneration that can be used to heal themselves
       when they have taken damage. Werecreatures have strong
       regeneration, and can regenerate from most damage. Werecreatures
       can usually regenerate anything as long as their heart or brain
       isn't destroyed. Werecreatures also regenerate faster than most
       other vampires, due to werecreature regeneration being slightly
       different than vampire regeneration. Of course, some tribes even
       have special regeneration techniques, so some werecreatures may
       even gain special regeneration techniques of they are available
       to them. This is a passive skill that heals werecreatures, and
       this power is sustained by their devouring of flesh of either
       animals or humans, depending on what the werecreature wants to
       eat to sustain their power (which may or may not depend on the
       tribe they're born into). Werecreatures, unlike vampires, cannot
       regenerate limbs, but they do regenerate any damage to their
       bodies, and can regenerate even fatal wounds that might kill a
       vampire (typically, vampires regenerate more parts of their
       body, but werecreatures regenerate faster and more easily).
       Werecreatures usually are able to regenerate almost anything
       save for decapitation unless silver is used on them. For most
       werecreatures, silver is usually the best thing opponents can
       have, since silver can be used to interrupt most werecreature's
       regeneration (though some werecreatures may be vulnerable to
       other elements like gold depending on the creature). Certain
       holy powers can also help kill werecreatures more easily due to
       their cursed natures. Certain things like death scythes and
       other regeneration negation weapons/abilities can also be used
       on werecreatures, just like vampires. However, decapitation or a
       silver bullet to the heart is usually the easiest way to kill a
       werecreature (though decapitation works on almost any
       werecreature where silver might fail depending on the creature).
       - Werecreature Body Temperature Regulation: Similar to how
       certain supernaturals are able to adapt to environments around
       them, werecreatures are able to adapt to environments around
       them thanks to their supernatural physiology. For the most part,
       a werecreature's body usually has ways of regulating their body
       temperature, whether it's in battle or outside of battle. Most
       werecreatures will be able to adapt to hot or cold environments
       depending on the creature. Usually, this is most present during
       different seasons, when a werecreature often has different coats
       of fur to handle each season (depending on the werecreature). In
       addition, each werecreature is able to regulate their body
       temperature through their body's own methods as well, which have
       the same abilities as humans to try and regulate their
       temperatures. However, werecreatures are much more easily able
       to adapt to extreme temperatures thanks to this, and they are
       able to survive in almost any environment, from the hottest of
       deserts to the coldest of icy weather. Most werecreatures can
       adapt for certain environments specifically, depending on where
       they live, as most werecreatures usually specifically adapt to
       wherever they tend to stay. Some even adapt by other methods,
       like certain werecreatures might have a higher body temperature
       than normal because of their werecreature nature. The last
       advantage is that this helps them against people who use heat
       and cold as weapons, which allows the werecreature to handle
       extreme heat and extreme cold (granted they aren't being burned
       with fire, or frozen with ice). However, while they adapt to
       temperature easily, they cannot adapt to being burned by fire,
       or frozen with ice, and while they can adapt to the heat
       generated by fire or the cold generated by ice, they can still
       be hurt by fire and ice abilities (depending on the
       werecreature, as some might have certain resistances and
       immunities). This also doesn't apply to things like vacuum
       environments and being underwater, since this only really
       applies to adapting to temperature and not certain other
       environmental factors.
       - Werecreature Animalistic Senses: Werecreatures all have
       animalistic senses, which allows them to sense far more than
       what humans can. While they still have human senses as well
       (sight, smell, taste, touch and hearing), they also have other
       senses depending on the werecreature. Animals are often known
       for being able to senses changes in the earth that humans
       cannot, and this sense is just one of the senses that
       werecreatures have. One such example are how some creatures have
       an electromagnetic sense to sense the flow of ions in the
       earth's atmosphere, and they are able to use this to not only
       sense changes in the earth itself, but they can also use it to
       navigate far more easily than humans can. Most werecreatures
       have much higher tuned senses, and this doesn't just apply to
       their normal senses. Most werecreatures are also able to do
       things like seeing in the dark, or many have a specific ability
       to sense the presence of others with a sort of sixth sense of
       the environment around them and can use it to focus on anything
       living. The specific senses depend on the werecreature, as all
       werecreatures typically have different senses depending on the
       type of werecreature they are and what animalistic traits the
       werecreature possesses. Typically, this isn't too useful in
       battle, though some werecreatures can use these senses to sense
       when danger is nearby, as werecreatures can learn to hone their
       senses to a point where they can even sense when someone is
       trying to sneak up on them or is going to attack them. While
       useful though, these senses are not always accurate, and certain
       natural phenomena might also be able to affect a werecreature
       due to these senses if an enemy has a way to take advantage of
       these senses.
       - Werecreature Earth Communication: As part of a werecreature's
       connection to the world and the spirits, they are able to
       communicate with the earth, including the life on earth. While
       they may not have connections to certain life forces depending
       on who they are, all werecreatures, in some form, have some sort
       of communication they can use. For example, many werecreatures
       can communicate with animals and some can even communicate with
       plant-life if they have a strong enough connection to the force
       of the Green (a life force connecting all plant life). Usually,
       this communication allows them to not only befriend the entities
       of the world, but this also allows them to call on allies during
       battle, such as some who can call on animals or plants to fight
       for them depending on the werecreature and what creatures or
       organisms will listen to them. Typically, animals and plants can
       be called to help the werecreature, with some even having unique
       training depending on the tribe, as some tribes have specific
       gifts designed to call on animals or plants to help the
       werecreature. This isn't really a battle power so much as more
       of a communication power, as most werecreatures usually use this
       to keep animals and plants from certain battles they might face,
       or they may make friends with certain animals or entities due to
       their strong connections to the earth. This usually depends on
       the werecreature, and some werecreatures speak to specific
       aspects of the earth whereas others may have a more general
       communication with the life in the world. This depends mostly on
       the individual, but mostly, the only way this is used in battle
       is to call animals or plants to fight or help out in some way,
       and the animals or plants can still be destroyed as normal, with
       them still being able to be killed in battle (though some
       werecreatures may have gifts that strengthen animals and plants,
       so that should also be taken into account if one needs to fight
       a werecreature with this ability).
       - Werecreature Gift Affinity: Werecreatures developed gift
       training depending on the tribe specifically for werecreatures
       in the same manner that vampires developed their discipline
       training. This allows werecreatures different training to gain
       different abilities, which are usually taught by certain
       spirits. Unlike vampire disciplines taught by clans, werewolf
       gifts are not just taught by tribes, but also by individual
       spirits that might know of them. Once a werewolf has their
       affinities, and someone to train them, the werewolf is able to
       learn werewolf gifts based on the tribe they are in, or what
       spirits will teach them. Overall, most werewolf gifts are
       dependent on the tribe, as each tribe has its own set of
       abilities to learn. This could be as simple as combat
       enhancement skills, or learning to call on spirits in battle, or
       some like the Glass Walkers even have unique gifts involving
       manipulating technology. As one might expect, each set of gifts
       is different in nature, so naming them all is nearly impossible,
       let alone naming their strengths and weaknesses, but all
       werecreatures are usually able to learn these in some capacity,
       with some advanced users of certain gifts being able to combine
       gifts depending on what they can do. Overall, each gift works
       different, and has it's own strengths and weaknesses, but each
       gift does have it's own strengths and weaknesses, due to each
       gift having limits of what it can do. For example, combat based
       abilities are limited to combat and may not include supernatural
       powers (though there are some that enhance supernatural
       abilities as well), or some that might have consequences (such
       as some used too long might take a toll on the werecreature's
       body). This depends on the gifts learned, and the gifts learned
       depend solely on the tribe the werecreature belongs to or the
       spirits teaching them gifts. It is also worth noting that most
       werewolves gain gifts solely based on the tribe they belong to,
       and no werewolf gains random gifts unless they are part of no
       specific tribe and are just taught by spirits in general since
       those with no tribe have no specific ties to any one tribe. This
       also may not cover certain things like werepyres who have
       combination abilities with vampire disciplines, or other
       werecreatures with power from things like demons or angels that
       might be able to combine gifts with angel or demon arts
       depending on their natures.
       Combat Abilities:
       - Multiple Clan Fighting Styles: Every clan in the werewolf
       alchemist society has their own set of fighting styles,
       dependent mostly on the clan and the abilities of the clan.
       There are a lot of clans in their society, so naming all the
       skills is impossible, though the most common things among each
       tribe are two aspects. The first is that the fighting style is
       usually designed to take advantage of the werecreature's
       specific physical combat abilities, such as a werewolf could
       focus on a more animalistic style to resemble fighting like a
       real wolf (as there do exist wolf-like martial arts that can
       humans learned to mimic the combat style of wolves and
       werewolves can learn these styles much more easily than humans
       can due to their physiology). The second aspect is usually their
       alchemy styles and combat, where most clans usually have family
       alchemy arts that also become part of the combat style of the
       alchemist. For example, Kina Darkwolf's combat style was a
       lightning based combat style that amplified her physical combat
       as well as her alchemy, and she was able to use it to move
       faster than any other known alchemist before her death. The
       styles used depend on the clan, but also on the individual
       alchemist and their preferences, since they don't have to stick
       to alchemist fighting styles. Alchemists are also able to learn
       martial arts styles and weapon combat styles depending on what
       they want to learn. Many have learned styles outside of the
       alchemists society, and there are plenty of fighting styles out
       there. As such, it is hard to list what strengths and weaknesses
       these styles have since every one is different. Typically,
       styles focus on specific aspects, such as Tai Chi focuses on
       defense, breathing and movement, but doesn't focus too much on
       speed, power and other offensive skills. Each style has it's own
       styles, and almost every style has other styles that beat it in
       combat, such as a speed style might be beat by a defensive style
       or vice versa depending on the style.
       - Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
       Because the primary goal of the werewolf alchemists is to
       protect humanity, the world and the spirits from the dark
       spirits and from evil spirits in general, the alchemists have
       become experts in dark spirits and other evil spirit entities.
       The biggest one is dark spirits, in which the alchemists have
       been fighting dark spirits as one of their primary enemies since
       the beginning of their pact with the spirits to protect them.
       They are an expert in almost every dark spirit that they know
       of, and an expert on how to deal with other evil spirits like
       hollows and high level lost souls that might escape the death
       wraiths and soul reapers. Thanks to their spirit purification
       and the elites who use spirit destruction arts, there aren't
       many dark spirits or evil spirits that usually escape the
       alchemists, as they seek to protect the world, humanity and the
       spirits from these creatures. They are experts of almost every
       kind of dark spirit known, aside from more unique ones like
       certain combinations of dark spirit powers (such as Kuroshi who
       is a mix of multiple dark spirit types to create his own new
       dark spirit type). Overall, the alchemists are knowledgeable
       about much of dark spirits and how they operate, such as things
       like dark spirit rebirths (which many don't fully understand),
       dark spirit rituals and even how to counter dark spirits that
       are immune to spirit purification (which are rare, but some are
       immune to normal spirit purification). Because the alchemist's
       primary jobs are to protect spirits and humanity, they have to
       constantly fight these spirits, even more so than fighting their
       enemies like the vampire ninjas. However, there are some dark
       spirits that the alchemists don't know how to destroy, or how to
       overcome, with the two major ones they can't beat being Xeles
       and Phantom (almost all alchemists know to avoid these two at
       all costs, and know not to deal with them).
       - Supernatural Strengths and Weaknesses Expert: Since the
       alchemists have to fight other supernaturals more than most
       other tribes due to them being outcasts and protectors of
       humanity, 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 alchemists
       can learn to fight many other types of creatures as well.
       Depending on their training, most alchemists have to learn how
       to fight all types of creatures whether they want to or not as
       alchemists will find enemies of all types as they fight to
       protect the world. Depending on the alchemist, some alchemists
       try to blend into crowds so they can search libraries on all
       manners of supernatural lore and creatures among humans to gain
       extra knowledge. As such, 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 alchemist, 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 and creatures like them since
       many hunters have mistaken alchemists for enemies. Of course,
       alchemists also seek battle to grow stronger and grow as
       warriors, but usually the primary reason for fighting is to do
       their job protecting humanity, the earth and the spirits. Since
       most are outcasts from normal societies, most have to learn
       through experience, other alchemists, or infiltrating human
       civilizations to find written information they can use. One main
       race they learn to fight is vampires, as they have their main
       enemies among the vampire ninjas, and other vampire clans who
       have also tried to kill them.
       - Supernatural Hunting and Tracking: Though not supernatural
       hunters themselves (usually), alchemists 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 werecreatures have like werecreature 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. Werecreatures
       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 werecreatures have a great
       sense of where things are around them. While most alchemists
       don't hunt supernaturals (other than ones that try to kill them,
       or if they happen to be vampire ninjas as they typically attack
       the vampire ninjas on sight), 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 since they make a lot of enemies among other
       supernaturals.
       - Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge: Most alchemists 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. Alchemists 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 alchemists know that holy
       oil works well for trapping angels, and even know demonic
       exorcisms to exorcise angels back to Heaven due to the
       occasional 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 alchemists 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 alchemists 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
       alchemists learn this in order to survive if they are on the
       wrong side of supernatural hunters or vampire ninjas who act
       like supernatural hunters, and learn as much as they can with
       what they have. Typically, things like exorcisms and traps can
       easily save an alchemist's life in dangerous situations, and
       some alchemists have learned a lot about these not just through
       books, but by watching other supernatural hunters. Alchemists
       also have the advantage of making certain items to help with
       this, such as using alchemy to make traps, or using alchemy to
       create things like holy oil to use against certain unholy
       enemies.
       - Supernatural Hunter Extermination Experts: The other reason
       why most alchemists become experts in supernatural hunting
       techniques, besides just using them to fight other
       supernaturals, is so that the alchemists can learn how to fight
       against other creatures that hunt them, since many are hunted
       down for being werecreatures even if they don't eat humans
       usually. Most alchemists will learn how supernatural hunters
       operate, whether the hunters are human, werewolf, vampire or
       even demon or angel. In order to survive, alchemists learn
       everything they can about how supernatural hunters operate, and
       how to avoid most supernatural hunter traps. This is another
       aspect that makes alchemists especially dangerous, as their mix
       of werecreature senses and alchemic ability give them what they
       need to avoid most normal supernatural hunter tricks and traps.
       Because alchemists do encounter hunters from time to time that
       will try to kill them, 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 alchemists as supernaturals, as many hunters will see the
       alchemists as werecreatures who hide among humans since many
       operate among humans to protect them (such as hiding in cities
       to watch for dark spirit or hollow activity). Because of this,
       alchemists learn quickly about how to avoid, counter and kill
       almost any manner of supernatural hunters (though they only kill
       supernatural hunters when necessary). Most supernatural hunters
       have to be very creative about how they lure out werecreatures
       like the alchemists, because of the fact that most werecreatures
       specifically stay on guard against supernatural hunter traps.
       - Presence Suppression/Crowd Blending: Most alchemists learn how
       to suppress their presence using their shapeshifting skills, and
       learn how to blend into crowds in order to watch over humanity
       to essentially hide in plain sight. Some will take human form to
       hide among humans, though more advanced werecreatures can walk
       through crowds wearing just a cloak and mask, and they never
       draw any attention from the people around them due to them
       learning how to take advantage of humanity's distractions (like
       most humans paying more attention to technology rather than to
       them). Many alchemists will do this when they are on missions to
       watch humans, as they have to watch human cities for signs of
       dark spirits and hollow activity. Because most human cities have
       masses of people that get around constantly, most werecreatures
       like the alchemists utilize this to make themselves hard to
       track even among supernaturals, usually making it where their
       presence is overshadowed by everyone else in the area since
       tracking one presence among thousands can be very difficult.
       Even creatures like other werewolf tribes may have trouble
       finding alchemists 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, and they usually have to hide
       from those like the vampire ninjas. Most alchemists can even use
       this to hide out in nature, though this usually isn't needed
       unless they are in another werecreature tribe's territory (which
       they usually try to avoid).
       - Assassination/Interrogation Training: Most wouldn't think
       alchemists would be experts in assassination and interrogation,
       but one would be surprised how often the alchemists interrogate
       their enemies like the vampire ninjas and other
       vampires/werewolves that come after them. Many alchemists could
       become assassins if they desired, as some have even had to kill
       people hunting them. Most alchemists learn how to kill their
       enemies silently (mostly thanks to having to learn to fight
       enemies like the vampire ninjas), and learn how to interrogate
       people as needed. Most alchemists have had to learn to be on par
       with top level assassins, with some even being able to learn
       advanced assassin skills, due to the fact that they have had to
       often hide and learn to sneak up on vampire ninjas with a third
       eye for sensing the presence of others. There have been plenty
       of times where the alchemists have snuck into vampire ninja
       villages to rescue captured comrades. And when they capture an
       enemy they need to interrogate, alchemists usually have their
       own ways of getting information, with some being good at
       torturing enemies for information, or some being good at
       manipulating an enemy's emotions to get them to tell them what
       they want to know. This depends mostly on the individual
       alchemists, as almost all alchemists have had to steak around or
       interrogate someone at one time or another, and the elites among
       the alchemists have stealth and interrogation skills that even
       rival the vampire ninjas. For the most part, each has their own
       ways of doing this, which most people don't think about.
       - Murderous Intent Sense: This lets those with this sense when
       an attack is coming. This is a skill warriors get by fighting
       constantly for many years, learning how to sense someone's
       murderous intent usually through encountering it first-hand.
       This lets the user read their environment as well as the spirits
       of people around them in order to see what attacks might be
       coming their way by reading an opponent's body language and the
       "sense" of people around them. This gives them a passive sense
       of reading people who might try to hurt them, as they can sense
       when someone is ready to attack. Some can sense this literally,
       but most sense it in an instinctive way once their instincts
       have been developed through constant fighting and battles. This
       gives the user time to dodge or avoid an attack, and to some
       extent, helps the person predict what opponents will do in a
       fight. For example, by reading an opponent's body language, such
       as how they move or how tense they might be, a user of this can
       read opponents. However, this sense is not perfect, and some
       opponents can't be read if they have similar skills or can
       disguise their murderous intent or they learn skills that can
       trick people with this sense. This sense is usually pretty
       reliable unless one can suppress their murderous intent, and is
       usually instinctive among people who have seen a lot of battle
       and those that have fought for their lives multiple times. The
       only real way to develop this is experience, as no amount of
       training can truly grasp how this sense truly works.
       Passive Abilities:
       - Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
       There are two ways to gain the magic necessary to become an
       alchemist in the werewolf alchemist society. The first is to be
       born of a werewolf alchemist, or the second is to make a pact
       with the spirits that grant the alchemists their magic. Either
       way that is chosen though, alchemists become naturally tune and
       gain an affinity for magic, in which they may sacrifice certain
       affinities for magic affinity to learn this alchemy. Once they
       gain this magic, they gain a permanent affinity for magic, and a
       special affinity for spirit purification magic that lets the
       alchemist use their magic for spirit purification. Every
       alchemist is thoroughly trained in how to use their magic, and
       learn to utilize their magic to empower the world and protect
       the spirits. Every alchemist usually specializes in different
       magic, with every alchemist typically having affinities for
       certain kinds of alchemy over others, such as some who might use
       fire alchemy over normal transmutation, or some that utilize
       bio-alchemy over other forms of alchemy. However, this doesn't
       always mean that alchemists only gain alchemy, as some can move
       on to learn other forms of magic as well that can be used,
       usually playing off their spirit purification ability. Because
       of their spirit purification and their use of alchemy, most
       alchemists learn to use this magic to benefit nature and the
       spirits, as long as they don't perform any taboos among the
       clans, as certain taboos become a danger. However, while this
       affinity is great for learning magic-based alchemy, this also
       opens one up to the world of spirits, and this means that the
       dark spirits will also start targeting those with this affinity,
       since dark spirits usually specifically notice people who notice
       them as it is the nature of dark spirits to target those that
       target them.
       - Alchemist Combat Adaption: Because the alchemists are a tribe
       who focus on bettering themselves and getting stronger as
       warriors, the alchemists have all learned a natural combat
       talent when it comes to training. Almost all alchemists train in
       physical combat and supernatural combat in some way, and with
       enough training, they can gain an affinity for combat, whether
       it's through natural talent or through hard work. Any warrior
       can mention how one or the other doesn't always mean one will
       have an advantage over the other, as natural talent and hard
       work are often best used in combination with each other. For
       alchemists, even those without natural talent learn to adapt and
       modify their combat style so that they can more easily change up
       their styles in combat. While this isn't an instant process,
       learning from combat allows an alchemist to practice and learn
       how to adapt to certain combat styles and supernatural
       abilities. Just as one might expect, this leads most alchemists
       to be highly capable and adaptable warriors as a result of this
       training and this talent they develop to adapt their combat for
       the situations they might find themselves in. Since they are
       constantly at war with groups like the vampire ninjas, the
       alchemists have even had to learn how to handle fighting in ways
       they aren't used to, with some learning how to fight using
       stealth in order to more easily kill vampire ninjas, while some
       may compensate by outmaneuvering the vampire ninjas even if the
       vampire ninjas know they are there. All alchemists have their
       own ways of adapting and learning to fight, and as they train,
       they show these ways. However, while skilled in combat, no
       fighter is ever perfect, and there is always room to grow, so
       this never truly hits a cap. Typically this combat depends on
       the alchemist and their training, as each will come up with
       different ways to use this. For example, younger alchemists will
       usually train hard and get stronger, faster and more durable
       between battles, but older alchemists that have been fighting
       for a long time often hit a cap in how high their physical
       abilities can get and instead focus on becoming more efficient
       fighters rather than just trying to grow in physical stats. It
       is also worth noting that depending on the alchemist, some may
       have more talent than others, and some may have more talent for
       some aspects of combat, while others have more talent for other
       aspects.
       - Werecreature Heavy Stander: Because of the werecreature's body
       structure, most werecreatures are extremely hard to knock back.
       Due to their strong and bulky muscles, werecreatures are able to
       take many attacks without flinching, and most are heavy enough
       they are barely knocked back with impact damage. While
       werecreatures 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 werecreatures 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 werecreatures 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 in their human forms).
       Most werecreatures 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 werecreature 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. Most werecreatures also might have
       varying levels of this, as some werecreatures have stronger
       bodies than others, and those in human form won't have this
       defense at all, since this only takes effect in full
       werecreature form.
       - Alchemist Magic Resistance: Because the alchemists have pacts
       with the spirits, and they have heavy training in magic,
       alchemists focus on things beyond the physical realm. As a
       result of their spirit purification magic attacking the
       spiritual rather than physical, they take highly reduced damage
       from most forms of magic, including having resistance to holy
       and dark magics. Thanks to this resistance, magic attacks have
       highly reduced effects on them, with them mostly being immune to
       things like dark and holy effects of magic due to them training
       in a more spiritual sense. While this doesn't mean they are
       immune entirely, magic does have highly reduced effects, such as
       a piercing attack might not pierce as deeply. Typically, when an
       alchemist is hit by a magic attack, some of the magic power is
       dispelled by their own spiritual magic ability, making the
       attack weaker. As a result, most alchemists are able to fight
       other magic users pretty effectively, and most alchemists have
       certain advantages against most types of magic users. Among the
       only types of magic that do normal damage to them are spiritual
       magics (as magic based in the spiritual similar to them can
       attack them as easily as magic would normally hurt anyone else),
       and certain types of dark spirit dark arts that are specifically
       designed to counter the alchemists spirit purification. However,
       while this does grant resistance, this does not grant completely
       immunity, so alchemists will still take damage from attacks,
       even if it's slightly reduced. However, some magics might be
       more effective than others, such as alchemists can use their
       magics against each other, and certain powers like anti-magic
       are still very effective against alchemists. Magic negation is
       also a problem for alchemists, since most of their power is
       based in magic.
       - Werecreature Flesh Devouring: Sustenance: Most werecreatures
       are able to devour flesh from either animals or even humans,
       being very similar in nature to a vampire that needs human blood
       to maintain their power. This is the major use for flesh, and,
       like others, werecreatures use this to sustain their power. A
       werecreature is able to eat flesh just like other animals in the
       wild, as almost all werecreatures usually eat flesh in some form
       (aside from a few rare werecreatures that might survive on
       vegetables and fruit). Typically, there is no real special
       purpose for this, other than sustaining the werecreature. Eating
       flesh is purely for sustenance and survival for werecreatures,
       where they must feed in the same way a human would eat food. If
       they don't eat flesh, werecreatures will eventually get weaker
       as supernaturals, and eventually go feral from hunger with some
       cases even having the werecreature eating their own flesh. While
       a werecreature can eat normal food, it doesn't really help them
       since they don't sustain themselves on human food (unless it is
       meat, as animal meat is something that werecreatures can survive
       on). Typically, werecreatures have a choice of surviving on
       animal flesh, or surviving on human flesh. Depending on the
       werecreature, some prefer one or the other, with some tribes
       focusing on eating humans, while others typically focus on
       eating animals. Depending on the tribe and the werecreature,
       each typically has their own way to sustain themselves, though
       most werecreatures focus on flesh/meat devouring as their
       primary source of sustenance. For the alchemists, they
       specifically eat animals, as they don't like eating humans since
       they don't find humans as nutritious to them as animals do, as
       they have studied the nutrition of animals vs humans and found
       that animals typically are better nutrition than humans are. Of
       course, they also don't want to eat humans because they don't
       want to find themselves on the wrong end of supernatural hunters
       and feel that eating humans contradicts their overall job of
       protecting humanity.
       - Werecreature Flesh Devouring: Ability Gain: This is the second
       use for a werecreature's flesh devouring, with a werecreature
       being able to absorb supernatural blood to gain new powers from
       those they take blood from. The werecreature can gain these
       powers temporarily, or if they eat enough flesh, they can gain
       powers permanently. A werecreature's ability to devour the flesh
       of supernaturals and gain new powers is similar to that of a
       vampire, where it works the same way as a vampire would gain new
       abilities by drinking blood (for the most part). While eating
       supernaturals is not always the easiest thing to do depending on
       the supernatural (as werecreatures will mention how creatures
       like demons taste purely awful due to the sulfur smell of their
       demon natures), but werecreatures seeking new powers can usually
       gain ones from those they devour flesh from. For example, if a
       werecreature devoured the flesh of a fire user, they may gain
       certain fire abilities depending on the werecreature's
       affinities. Depending on the werecreature's affinities and
       powers, some flesh may grant them one or multiple abilities,
       depending on the being they devour. However, they can also
       choose not to gain power from these beings, as a werecreature
       often has to weigh a power's strengths vs its weaknesses when
       determining whether or not they want a specific power. As one
       might guess, this power gain has the same drawbacks as other
       power gain abilities, in that the user gains the weaknesses of
       the powers they gain as well as the strengths. For example,
       devouring dragons may grant a werecreature the powers of a
       draco-werecreature, but as a result they would gain the
       weaknesses of dragons like being weak to dragon hunter powers
       and weapons. Typically, most werecreatures only gain powers if
       they choose to, and some powers may alter their physiology (like
       eating a dragon would grant them new physiology that changes
       them into a draco-werecreature that is different from a normal
       werecreature) for better or worse (usually there are advantages
       and drawbacks, so users should consider carefully).
       - Alchemist Multi-Linguists/Language Learning: Because
       alchemists often have to write code, and some even encrypt their
       work using other languages. In addition, many of the alchemists
       have been around for a very long time and have had time to
       travel the world doing their job protecting humans, so they have
       had plenty of time to learn other languages. Some older
       alchemists may even know certain out of date dead languages
       (languages with no new words being added and aren't spoken
       anymore), with some even being familiar with certain older
       languages that most wouldn't know. However, the time they have
       spent fighting supernaturals has also led to them learning other
       languages they need to understand other creatures, such as
       learning Enochian to learn more about angels as a whole, or
       learning Hebrew to learn more about fallen angels and demons. Of
       course, that's not to also mention the fact that all alchemists
       have at least a few spoken languages they have to learn, with
       English, Spanish, and French being among the most common
       language families for them to learn. Because most alchemists
       have been around for a long time, most werecreatures have also
       developed an affinity for learning new languages, and there are
       many with a collection of languages they know. It is also easier
       to learn a language if one is familiar with the language tree,
       such as Spanish and Portuguese being very similar languages due
       to being in the same language tree (though some might find the
       similarity between similar languages a bit too difficult to
       learn at times). Overall, alchemists always have multiple
       languages, whether it's for learning about supernaturals, hiding
       their alchemic knowledge, or just learning it to be able to
       communicate with other people who speak other languages.
       Regardless of the initial reason, most alchemists know at least
       a few languages, and have an affinity for learning new languages
       due to having to learn multiple languages that they learn to
       pick up on other languages much more easily.
       - Werecreature Supernatural Life Span: Depending on the
       werecreature, most werecreatures with their regeneration can
       live up to thousands of years, with some werecreatures even
       being able to live up to tens of thousands of years depending on
       the werecreature. It isn't really consistent how long a
       werecreature can live as there are many werecreatures who live
       beyond normal stated limits, and a werecreatures regenerative
       abilities make their ages hard to predict, but it is certain
       that werewolves can live for a very long time, with certain
       werecreatures having lived for thousands of years. Just like
       vampires who have supernatural life spans, werewolves can live
       just as long, and are just as hard to predict as there are
       werecreatures and vampires that are hundreds of years old that
       look like kids, and then there are hundred year old
       werecreatures and vampires that are fully adult. Since each is
       different, their life spans and growth rates are difficult to
       quantify, but it is certain that werecreatures can live for an
       extremely long time before their regenerative abilities start to
       eventually break down. Many wonder how werecreatures and
       vampires age with such strong regeneration, but it's because the
       regenerative abilities eventually break down, just as human
       bodies don't heal as effectively as they get older. As
       werecreatures get older, they also have this problem, and after
       a few thousand years (usually), a werecreature will often find
       their regeneration doesn't keep up as well, and older
       werecreatures may age as a result of this. It isn't certain at
       what point a werecreature dies of natural aging, since they
       typically have regeneration until they die, but there have been
       some that have died of old age that it is known that
       werecreatures eventually do die naturally (even if their life
       spans are much longer than humans). However, this doesn't mean
       werecreatures still can't be killed by normal means, as
       werecreatures usually can die by normal means in battle. This
       mostly only applies to their natural aging, not being killed in
       battle or dying as result of some sort of accident.
       - Supernatural Telepathy: This ability lets a supernatural
       creature communicate telepathically with anyone they can connect
       to. Typically this power uses their supernatural power, 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 when the creature isn't
       speaking out loud. However, usually the creature has to know
       where the person is to use this basic telepathy since they have
       to know where to send their thoughts and communication. However,
       this doesn't apply to those who establish permanent connections
       (as this allows those with permanent connections to always be
       able to communicate with someone they have this permanent
       connection with), such as connecting to other family members and
       close friends. This lets creatures 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 (which some supernaturals can learn
       to summon those that they have special connections with). Those
       who are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       However, there are ways to block telepathic communications, such
       as certain frequencies that may confuse the mind's ability to
       process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents).
       - Magic Item Storage/Magic Satchel Spell: This is a trick among
       alchemists, which they learned from other magic users. This
       power lets them store things like weapons and items that they
       might want to carry, but don't have room for. Typically, the
       size of the items they can carry depends on the alchemist and
       their magic affinity, but many can create a special storage
       space that acts like a small pocket dimension that they can use
       to store their items in. Each alchemist is able to do this to
       store items, with each alchemist having their own small magic
       pocket dimension. Normally, alchemists use this to store things
       like weapons and items they might need, but don't want to carry
       with them all the time. This makes a great way to store items
       and weapons and keeping them out of the hands of others, usually
       being most useful for their weapons so that they can keep their
       weapons stored when they're not using them. Alchemists are able
       to call on anything they've stored, or some can even reach into
       this space and grab items they have put into these spaces. As
       such, this is great for storage, and items stored inside are
       kept preserved. Even food that has been put into it, will stay
       fresh, as these spells don't have any time so anything put in
       has no progression of time and, within the dimension, no time
       passes between the time an item is put in and when the item is
       removed. Because of this, this is a great way for alchemists to
       store things like herbs, potions and other perishable items.
       However, this cannot store an infinite amount of items, and more
       or less acts like an extra-dimensional box the user can access,
       so one cannot just store an infinite number of items. Typically,
       after a certain number of items, the spell becomes harder to
       maintain, with a certain point possibly breaking this spell
       completely.
       - Supernatural Weapon Teleport/Connection: There are many forms
       of supernatural powers that attach items to oneself, usually
       tying weapons to themselves in some form so that they can summon
       them when needed and summon their weapons from wherever they
       might be. There are a few different ways to do this depending on
       the creature and how they use this, such as storing a weapon in
       one's soul in which the weapon becomes a part of them
       permanently, allowing them to summon and de-summon their weapon
       at will, and even control it to a degree. There is also those
       that have a special connection with their weapons, where they
       simply just develop a connection and then are able to summon
       that weapon at any time to them, using that supernatural
       connection. Some arts even allow stat boosts for a user and
       their weapon when used together, which works even better with
       intelligent weapons depending on the creature. Each race
       typically has their own ways of doing this, whether it's an
       intangible storage, connecting it to their soul to store it in
       their soul, or even just making a connection that lets them
       summon their weapon from anywhere to them. This has it's uses as
       it's usually designed to allow weapons to be used by the user,
       and not be able to be taken by enemies (as this specifically
       connects it to the user so that only the user can summon and
       de-summon it, even if the enemy gets a hold of their weapon).
       Some advanced users of this art can even use telekinetic
       abilities to control their weapons with this connection,
       depending on the creature and the weapon used. Typically, this
       connection can only be made with certain weapons, and users of
       this cannot simply do this with every weapon they possess, as
       the connections made can only handle so many weapons. Typically,
       the most weapons known to operate effectively with this is five
       weapons, though certain users might have the ability to store
       more depending on their abilities and their connections.
       - Werecreature Enhanced Intelligence, Memory and Reflexes:
       Depending on the werecreature, most werecreatures have enhanced
       minds thanks to their supernatural power. The first thing that
       is enhanced is their intelligence, in which some werecreatures
       gain certain intelligence boosts depending on what kind of
       creature they are and what supernatural power they possess. This
       has a few uses, such as allowing a werecreature to more easily
       learn information, or might help werecreatures develop
       strategies for certain situations. Depending on the
       werecreature, some might gain stronger intelligence than others,
       and depending on the tribe, they may have ways to utilize this.
       The second enhancement is to the werecreature's memory, where
       werecreatures typically have very good memory thanks to their
       supernatural enhancement of the brain. Most werecreatures have a
       hard time forgetting things, and some smarter werewolves may
       even have a photographic memory depending on the werecreature.
       The last enhancement that werecreatures gain is the enhancement
       of their reflexes, which allows them to react much faster than
       most creatures can due to many werecreatures often having a
       major talent and end up training specifically for combat.
       Depending on the werecreature and the training some
       werecreatures are able to utilize their enhanced reflexes to
       react far more quickly, with older and more experienced
       werecreatures sometimes even learning to train their reflexes to
       allow them to dodge attacks without thinking, a highly advanced
       combat skill among supernaturals and even martial artists.
       Typically, all of these enhancements work in unison, and
       depending on the werecreature, the balance of enhancements may
       be different depending on the specific werecreature, and their
       natural abilities (such as smarter werecreatures might gain
       better intelligence, but more combat-based werecreatures could
       gain stronger reflexes). Typically, most werecreatures are
       either balanced with a slight increase to all their enhanced
       mind stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory).
       - Werecreature Darkvision and Enhanced Senses: Werecreatures
       have highly enhanced vision, and gain highly enhanced ability to
       see in the dark. Most werecreatures are able to see in the dark
       as though it were light out, and are able to operate even in
       complete darkness thanks to their supernatural vision. Some
       werecreatures may have varying degrees of this power, with some
       having stronger vision than others in the darkness, but most
       werecreatures have this to some degree. In addition to this
       though, werecreatures also have highly enhanced senses depending
       on the werecreature. Many know creatures like werewolves for
       their incredible sense of smell, or might know certain bird-like
       werecreatures for their sense of hearing and sight. However,
       each werecreature has highly enhanced senses, with each
       werecreature usually having a different balance of senses. This
       depends mostly on the werecreature, and partially on how they
       train their senses. However, while most werecreatures do have
       highly enhanced senses, werecreatures enhanced senses can be
       overwhelmed by certain things, such as enhanced sight could be
       overwhelmed by a flashbang, or a strong sense of smell could be
       overwhelmed with a strong enough smell. This depends on the
       werecreature and their senses, but most werecreatures can be
       overwhelmed in their senses in some way. Some that are more
       balanced in their senses may not be as easy to overwhelm, but
       they may not be able to keep up with certain enhanced senses.
       Depending on the werecreature, some may even gain special senses
       that are unique to the type of creature they are, such as
       certain werecreatures use certain senses unique to certain
       creatures.
       - Werecreature Ultralight Sense: Werecreatures have a somewhat
       unique sense that lets them focus their senses far more than
       most mortal beings would be able to. Different werecreatures
       have different ways of utilizing this, but ultimately, this
       sense focuses more around sensing the presence of others in some
       form. For creatures like werewolves and certain other
       werecreatures, this sight allows them to focus on living beings,
       in which they are able to "see" life and focus to the point that
       living things light up to the werecreature, allowing them to
       focus on living beings. This can be used a few different ways
       depending on the werecreatures. The first is that this allows
       one to sense presences, and sense what those presences are
       (unless the person is somehow concealing themselves using
       shapeshifting or other abilities that fool this kind of sense).
       The second is that werecreatures can focus this sense to track
       certain kinds of beings nearby, such as using the focus to light
       up humans who might be nearby to allow the werecreature to more
       easily track certain kinds of creatures. The last is that this
       can be used similarly to certain senses like the vampire's third
       eye, that allows a werecreature to do things like see through
       certain kinds of illusions and use this sense to sense presences
       left by others (like demonic presences that are left behind by
       demons in the form of demonic sulfur). This sense is something
       that most werecreatures have, though some may utilize this
       differently depending on the werecreature. While this is a good
       sixth sense type power, it does have the same weaknesses in that
       there are those that can suppress what can be sensed, so this
       sense can be fooled by those that suppress their presence, or
       some who have the ability to hide their presence completely.
       - Disciplined Mind: This is the Darkfire's art of controlling
       their mind completely, which the alchemists learned during the
       time Qrow was staying with the Darkwolf Clan in exchange for
       Qrow being trained in his wife's (then) lightning abilities.
       Afterward, Sirion taught this to the other alchemists as a
       standard mind training to help them. This lets the user take
       complete control of the world in their mind, shaping it to their
       own devices and letting the user control their mind. Each inner
       world is different, and solely depends on the one with this art.
       This not only lets the users control their minds, but allows
       them to become immune to mind control or other attempts to
       influence their mind. This also lets them enter into the inner
       worlds of others, and more advanced users can slightly influence
       those who's minds they enter. Though going into other's minds is
       mostly as a method of training, not having too much use to a
       user as they aren't too skilled in controlling other people's
       minds, since every mind is different and requires different
       approaches. And by controlling their minds, the user can do
       things like shut down certain parts of their mind should the
       need to, or manipulate their emotions at will. For the most
       part, shutting down parts of their mind only helps against
       opponents with psychic powers, such as shutting down their sense
       of pain when an opponent uses a psychic power to overwhelm their
       pain receptors. However, doing so could have negative
       consequences depending on what they're shutting down. Such as
       shutting down pain can lead to more damage if the users can't
       process pain.
       - Fool Senses: Users of disciplined mind and similar skills that
       suppress certain parts of the mind have a special ability which
       lets them lie to people and control the fact they are lying
       thanks to their disciplined mind (or similar training) training
       and suppressing the unconscious habits of the mind when one is
       lying. Reading the aura and body language, most people think
       they are telling the truth, which allows the user to lie to
       people far more easily than most would be able to since they
       will come across as telling the truth as they don't give off any
       signs of lying. This power comes from advanced users of
       disciplined mind training and similar type training, as they
       learn to manipulate their minds to fool opponents that can see
       into their minds. However, only advanced users of the
       disciplined mind skill or similar skills can do this
       effectively, as they have to suppress not only the fact they are
       lying, but they have to suppress their unconscious tells of when
       they lie, such as some people looking away when lying, or some
       doing certain unconscious actions when they lie (which is
       different for each person). This requires not just training in
       disciplined mind or a similar skill though, but also requires
       the user to know their own self enough to know what they do when
       they lie to suppress it, from knowing how their voice reacts
       when they lie, to the unconscious actions they take when they
       lie, and to suppress the body's hormonal reaction in the brain
       when the person is lying. As one might imagine, this is a very
       difficult art to master, and those with the proper training have
       to do more than just suppress certain parts of the mind.
       - Alchemist Supernatural and Combat Trained Enhanced Physical
       Stats: Depending on the alchemist, all alchemists have enhanced
       physical stats as a result of not only their supernatural power
       they gain from the spirits and from their magic, but also gain
       enhanced physical stats from training, since most alchemists
       train in combat and become high level combatants. Most
       alchemists have trained in not only alchemic combat, but in
       other combat styles, with each alchemist typically having their
       own balance of physical stat enhancements. This mostly depends
       on the alchemist and their combat styles, as some might
       specialize in strength, some might specialize in speed, and some
       might even go for a more balanced set of stats. In addition to
       learning to fight hunters, or other enemies like vampire ninjas,
       alchemists have to learn to fight dark spirits and other evil
       spirits. Since most alchemists are werecreatures (only rare
       alchemists are not werecreatures of some kind), most of their
       physical stats are usually reflected in the type of werecreature
       they are. For example, some werewolves might focus more on
       agility and speed, but still have incredible power and stamina,
       while a larger werecreature like a werebear might focus more in
       strength and defense rather than speed. This depends on the
       individual alchemist and all alchemists have their own balance
       of strengths and weaknesses, depending partially on their
       training, their combat styles, and whatever combat talents they
       might possess. The alchemists are warriors though, and never
       ones to be underestimated since they constantly fight and grow
       from their battles. Typically, like most physical stats, most
       beings will focus on one or two stats to gain a bigger boost
       than the others but at the cost of other stats not being as
       high, or beings could train for a more even set of stats to be
       more even, but they may not gain as high stats as a result as
       those who specialize in specific stats (though they would be
       able to outclass the lesser stats of stat specialists due to
       having all their stats enhanced).
       Transformation:
       - Werecreature/Human Form Change: Werecreatures usually are able
       to shift between human and werecreature form, depending on the
       werecreature. Most werecreatures usually have one base form,
       whether it's their human form or their werecreature form. There
       are usually two ways werecreatures use this shift. The first is
       human form werecreatures, who will shift into werecreature form
       as their battle form, and only change when they want to fight in
       a more enhanced capacity. This has the advantage in that the
       human form can train and gain a bigger amplification while in
       werecreature form, but might lack certain natural higher stats
       of werecreatures who stay in werecreature form on as their base.
       The second option is for a werecreature to use their normal
       werecreature form as their base form, and only shift to human
       form when hiding among humans since the human form may be
       weaker. Werecreatures who use their werecreature form are
       usually much more adept at using their werecreature form, and
       may possess stronger attributes than their human form
       counterparts, such as a werecreature might have more strength
       and speed as a natural werecreature than as a human form
       werecreature. However, when going into human form, some
       werecreatures may not be able to stay in the form for long, but
       they can usually fight with certain combat enhanced skill since
       most werecreatures are natural fighters, such as certain human
       forms may gain enhanced speed due to the human form's muscles
       not being as bulky. Usually, the option depends on the heritage
       of the werecreature, and typically what is natural to them, so
       they usually don't chose the options as it's more that the
       options choose them. Once a specific option is chosen though for
       their base form, that option doesn't change at all, as the
       option is usually dependent on the werecreature and no one
       really knows what specifically determines which option is used
       for each werecreature.
       - Spirit Purification Form: Some alchemists have learned to
       utilize the spiritual aspect of their magic to reach a certain
       magic induced state using their spirit purification magic. Some
       can do this through alchemy such as certain enhancement potions,
       while some learn this by meditation and enhanced combat mastery.
       Typically, this form allows an alchemist to reach a state in
       which they are highly enhanced, and allows them to utilize their
       spiritual natures to attack enemies. Typically, this is on par
       with other supernatural transformations, and many spirit
       purification forms may grant specific unique abilities based on
       their state. For example, a fire alchemist could gain a spirit
       purification form that specializes in fire and uses fire to
       enhance the body, or a water alchemist could gain a form that
       can specialize in certain water abilities their base form might
       not have. This depends on the alchemist, but overall, the one
       thing that is consistent is that this form has much stronger
       spirit purification and works great against dark spirits and
       other evil spirits that are more powerful than normal (as long
       as they're not immune to normal spirit purification). This form
       is a temporary form though, and users of this cannot maintain
       this form without using heavy amounts of magic power. As an
       alchemist gets older though, they may be able to train and
       control their power through training and learn to utilize this
       form a bit more easily. Because each form is usually different
       depending on the alchemists abilities, it's hard to specific the
       weaknesses of this form, but it is known that demonic and dark
       spirit powers are the main counter for this form, besides
       anything that might counter their other powers. It is also worth
       noting that those with spirit energy or spirit powers may also
       be able to do more damage against these forms as well, and
       vampire ninja's spirit destruction arts may also do heavy damage
       against this form (Since vampire ninjas do use spirit
       destruction, this form is not recommended against them).
       Weakness:
       - Most werecreatures have two major weaknesses. The first is
       silver, in which silver can interrupt their regenerative
       abilities. If one is to take down a werecreature, it is
       important to have silver on hand as taking down a werecreature
       without it is very difficult. However, depending on the
       werecreature, some werecreatures might not be vulnerable to
       silver, as some might be vulnerable to other things like mercury
       or gold or other materials depending on the werecreature.
       However the second option proves dependable against almost any
       werecreature, no matter what their first weakness is. The second
       option is cutting off the head of the werecreature, in which
       they do die if their head is taken off. Werecreatures cannot
       regenerate limbs or their bodies, so cutting off pieces of their
       body means that part of the body won't grow back. While they can
       reattach limbs, they cannot regrow limbs from nothing, and if
       their head is removed, they cannot survive without the body,
       just like any other creature. As one hunter put it: "Cut off the
       head, and the animal is dead." While silver may not always work
       on a werecreature, cutting their heads off always will, and
       cutting off limbs can seriously hinder a werecreature.
       Werecreatures, unlike most vampires, cannot regrow certain body
       parts (basically, they cannot regrow anything a human cannot
       regrow), but they can regenerate more easily from wounds that
       they can regenerate, such as slashes and stabs will usually not
       kill a werecreature even if in the heart, unless the
       werecreature's regenerate is interrupted by something like
       silver (or other metal weaknesses that must be stated).
       - The alchemists, just like the vampire ninjas, are extremely
       prideful. Almost all alchemists are prideful to some degree, but
       balancing that pride is a double edged sword. This is part of
       the reason why the vampire ninjas and alchemists don't get
       along, since both races are very prideful and neither is willing
       to back down when facing the other. Most alchemists are prideful
       in their abilities, though some are more prideful than others.
       Proper alchemists are prideful, but know the limits of their
       power. However, most alchemists are prideful enough that they
       never ask for help, and don't like people getting involved and
       telling them how to fight. As such, this causes a lot of
       problems, and is a major weakness. Some more prideful alchemists
       have even gotten to a point where they think themselves above
       the rules, and some more prideful alchemists can never admit
       when they do something wrong. As a weapon, pride helps keep the
       alchemists confident in their abilities, but should never go
       beyond helping them grow as warriors. The point where an
       alchemist can no longer acknowledge other warriors as equals is
       usually the point where someone like Sirion and Kain will step
       in, and try to talk the alchemist down. This is a big problem
       among many alchemists, though Sirion and Kain have tried to
       control that pride to a degree so it doesn't get out of control
       since they are among the top alchemists, but even Sirion and
       Kain also have a lot of pride themselves. Because of this, this
       is one of the major weaknesses of the alchemists specifically,
       and no alchemist is without pride. Most alchemists can be taken
       advantage of in this, in that not only will they usually never
       back down from a challenge, but most will usually make mistakes
       in their more prideful moments (such as letting an opponent go
       if they can provide a good enough challenge).
       - The vampire ninjas, as the alchemists' main enemies, have many
       ways specifically to kill alchemists. Because the vampire ninjas
       and alchemists have been at war for so long, both have specific
       power used to fight each other. Both sides have been in a
       stalemate for a long time, and neither can overcome the other,
       but vampire ninjas have a slew of techniques that they can use
       to kill alchemists. The main danger is the vampire ninja's
       spirit destruction abilities, which utilize a power that can
       even destroy an alchemist's soul if used properly when killing
       an alchemist. As such, the alchemists have tried to prevent
       their souls from being destroyed, but the closest they have come
       is using spirit destruction for the Dawnguard to counter this
       spirit destruction. Overall, the vampire ninjas, and certain
       other groups that might specifically target them can figure out
       ways to specifically fight them. The vampire ninjas are not the
       only enemies though, as dark spirits have also sought to kill
       alchemists and vampire ninjas specifically as their enemies, and
       certain werecreature tribes have even sought to destroy the
       alchemists since they view the alchemists as outcasts and many
       werecreature tribes see the alchemists as overconfident and
       prideful to the point that most hate the alchemists for their
       pride and confidence in their tribe.
       - The alchemists are victims of normal magic weaknesses since
       their alchemy is specifically magic based (though it's spirit
       based magic, it's still magic). As such, using this means that
       the alchemists are vulnerable to anything that counters magic.
       The first thing are magic resistances and magic immunities,
       which are a major danger of magic users. Resistances usually
       depend on the creature and what kind of magic they are resistant
       to, like the alchemists typically are resistant to normal forms
       of magic due to them being more spiritual in nature with their
       magic. However, magic immunities are a problem to alchemists, as
       an alchemist may have to rely on physical combat if the user is
       immune to magic. However, even bigger problems lie in magic
       negation and anti-magic. Magic negation is a skill that negates
       all magic in an area, and may hinder an alchemist's ability to
       use magic. As for anti-magic, anti-magic is specifically
       effective against magic users, as it essentially can act like
       the opposite of magic itself and is the major opposing force to
       magic. It is also worth noting that there are plenty of powers
       that can counter magic, such as other energy users that can use
       certain defenses to defend against magic. Depending on the
       magic, any magic can be countered by something, such as
       elemental magic can be countered by counter elements (like fire
       magic could be countered with ice powers (not just magic)). Mana
       negation will also negate any alchemist magic used, since mana
       powers an alchemist's magic.
       - Breaking the taboos usually results in imprisonment, or some
       more extreme cases may result in execution. While this isn't
       something the alchemists like to do, it is important to enforce
       the taboos. The only taboo that aren't really too enforced are
       the money creation taboo (since everyone has had to use it at
       some point) and the darkness taboo (because no one can agree on
       when it becomes taboo and agree when it's hurting the life
       around them). However, there is certain forgiveness for the
       taboos if they are not intentionally broken or are broken for
       the purpose of the tribe. Usually, the alchemists are very fair
       about judging people who break the taboos, as usually they will
       allow the user to make a case before Sirion, the clan heads, and
       the Dawnguard, but if they determine that the alchemist has been
       breaking that taboos without a good reason, they may be
       imprisoned. There are certain taboos like soul manipulation that
       even might result in exile as well, as some taboo breakers are
       exiled from the alchemists if they feel that execution is harsh,
       but imprisonment won't teach them anything. Overall, the
       alchemists do understand that sometimes exceptions need to be
       made, but one must have a good reason for committing a taboo or
       else they could face judgement and action from the heads of the
       clans. Usually, it is rare to jump straight to execution, as
       that's usually saved for extreme cases like an alchemist killing
       other alchemists for no reason, or alchemists who purposefully
       break taboos over and over without a good reason. Overall, this
       is a case by case bases, and those that break taboos even by
       accident are usually monitored by the other alchemists to make
       sure the alchemist doesn't break the taboos again.
       - Alchemy magic is usually close range magic, unless it has to
       do with a projectile attack. With the exception of the elite
       alchemy, users of alchemy are usually limited to close combat
       with their alchemy since most alchemy is done at close range.
       The only exceptions to this are projectile attacks (which are
       still generated within a certain distance of the alchemist), or
       unique alchemies that might be able to be generated a certain
       distance away (like a lightning strike spell from above might
       not require close range). It is also worth noting that an
       alchemy's effectiveness is also only as effective as the user
       who utilizes the alchemy. Depending on the knowledge of the
       alchemists, they may not be able to utilize alchemy as
       effectively as certain others. Typically, each alchemist has
       their own talents and affinities, and they usually have to stick
       to these affinities as other alchemies will usually not be as
       effective. While it is possible to learn as much as one can
       about alchemy, they are often limited by their knowledge. For
       example, most alchemists may know a little science, but most
       don't know as much science as those raised in human society, so
       there are certain things they might not know that certain other
       alchemists will know, but those who are raised in the alchemist
       society may know more about spirits and nature than those raised
       in human society and might have more effective spirit
       purification and nature connections. This depends on the
       alchemist, and what they can learn, as all alchemists have
       limits on what they can do and what they can learn.
       - Those alchemists that do become Dawnguard and learn the elite
       abilities are closely monitored by clan heads and by Siron and
       Kain for proper use of the elite skills. Because of the fact
       that elites are often using powers that would normally be taboo
       (but are accepted due to the alchemists needing powerful skills
       to fight the vampire ninja elite teams that the Dawnguard often
       faces in battle), the heads of the clans are constantly watching
       them to make sure that they are using their skills effectively.
       Sirion and Kain, the two people who usually recommend and
       approve people for the Dawnguard, usually rule out anyone they
       feel might be opting for the elite skills, as many alchemists
       have opted for them in hopes they could figure out a way to make
       them no longer taboo. If someone does have ill intent and wants
       the elite skills for their own gain, Sirion and Kain will
       outright refuse to let them become Dawnguard, as even Kain has
       prevented his own daughter from becoming a Dawnguard because her
       only goal is to gain the power of the elites to surpass everyone
       else. And those that don't use the elite powers properly are
       typically cast out of the Dawnguard, and might even be
       imprisoned if they are willingly breaking taboos. As such, using
       the elite skills comes with a lot of risk, as the heads of the
       clans and both Sirion and Kain will always be watching and call
       out any time the powers are not used properly. There is some
       forgiveness in this for fighting groups like the vampire ninjas
       and dark spirits, however, there are certain situations where
       using the powers is not acceptable, though Sirion and Kain
       always make these instances clear to the elite when they are
       trained. Overall, the elite skills may be great alchemy skills,
       but overall, elites cannot use them whenever they desire, and
       they usually can only use them in specific circumstances (Like
       spirit destruction is only allowed against vampire ninja's to
       counter their spirit destruction or against dark spirits that
       cannot be beaten with spirit purification).
       - The Parliament powers may not be taboo, the forces that
       control them are very strict with how they are used. This is
       another instance of the user is limited in what circumstances
       they can use this. Users of Parliament powers are expected to
       act on behalf of the force they represent, and sometimes the
       forces may require a user to go against allies and friends
       depending on certain situations if the allies and friends go
       against a certain force. For example, the Red has disliked
       werecreatures in the past for eating animals despite the fact
       that werecreatures can eat humans instead and sometimes had
       their werecreature avatars going against fellow allies and
       friends among werecreatures. Among the alchemists, this is
       usually easily forgivable for one simple reason: The Parliaments
       often expect loyalty to their force first over their loyalty to
       the alchemists, and the alchemists know that these forces see a
       scope of balance beyond what the alchemists themselves can see.
       For the most part, the alchemists have settled most of their
       disagreements with the Parliaments though, so going against the
       alchemists is not really necessary, especially after Sirion
       became an emissary of the Gray, a force that connects all life
       and now acts as the intermediary between the alchemists and the
       Parliaments since the Gray is like a governing body of all the
       other Parliament forces. However, the Parliaments are very
       strict with avatars of their powers, and the Parliaments will
       only allow their powers to be used in certain ways to maintain
       balance. Users that break that balance or that utilize their
       power for their own gain are not just cast out of the
       Parliaments, but they are ordered killed as the Parliaments have
       no patience for those that break their rules. As such, becoming
       a member of the Parliaments becomes its own risk, since most
       avatars never live to die of old age as they eventually break
       the rules at least once or twice and then are no longer
       acknowledged as avatars. As such, accepting becoming an avatar
       is usually a risk unto itself, and most users have to weigh
       whether or not they want immense responsibility on them.
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