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London Universe Race: The Werewolf Alchemists
By: Zorbak the Ebil Moglin Date: August 18, 2020, 11:53 pm
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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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