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RP Profile: Werewolf General Kain Silverfang
By: Zorbak the Ebil Moglin Date: August 18, 2020, 11:58 pm
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"If you are to be a warrior, you cannot live without a code.
It's the only thing that keeps good people's mind from cracking
when their hands become soaked in blood. Because at some point
or another, every warrior has their moment of brutality." -
Werewolf General Kaanis "Kain" Silverfang to a werewolf pack
that tried to attack them.
"You have only seen the blue crystal claws of mana I possess...
Pray you don't see the crimson red claws of the Blood-Claw. Or
you will not survive long enough to ponder your fate." - Kain to
an enemy he was fighting using his unique mana crystal spells
"I'm still a Dawnguard... But these days I focus on my family's
potion shop."
"Even if you are the strongest of your tribe, you are no match
for our arts. Go home and warn your brethren that if they fight
us, they will die. Your clan's dark power will be your own
destruction." - General Kain to an enemy
"The alchemists started as outcasts. Then we surpassed the other
werewolf tribes. Funny how things work out."
"I surpass my enemies in my own way and on my own terms. That is
my pride as an alchemist. And what it means to be a true
warrior." - General Kain to an enemy who told him he'd be more
powerful using dark arts.
"You won't have heard of us. We've been secretive ever since the
days of early man. We are the Alchemists. Very few groups ever
get lucky enough to come across us."
"Should I be intimidated by that sword of yours? But you seem to
be confident... So be it. Let's find out how tough you really
are under that exterior. You'll find weapons don't make the
man."
"Everyone has a mask they wear to hide their true selves.
Whether it's suppressing certain desires that they don't want to
share, or trying to suppress their feelings towards someone they
may or may not care about. Everyone hides something. Everyone."
When Kain was supposed to fight someone.
Kain: So you're supposed to be like a vengeful spirit?
Enemy: That's right. You can't kill what's already dead.
Kain: Poetic... But wrong.
When Sirion recruited Kain.
Sirion: I want you to be my bodyguard.
Kain: What do you need with a bodyguard? You've won every fight
you've been in. Including beating me every time we've fought.
Sirion: You're among the top of my elite guard. You're the best
person to watch my back in hard times. You never know what might
come.
Kain: Fine... But you know I'm just a shop owner now. My days of
being the Bloodclaw are done.
Sirion: I know. This is more about you being the one to train
the new generations of Dawnguard. You are the one that can guide
them because you know what the wrong paths lead to firsthand.
"When he was younger, General Kain was much more savage when he
fought. He could tear his opponents to pieces with just one claw
slice. That was how he got the nickname 'Blood-Claw Kain.' He is
a deadly opponent, even if he has chosen to give up his brutal
fighting style." - King Sirion about General Kain
"If you want to become an elite, he's the one that makes the
final decision after I suggest someone for the group. Only those
he approves of become Dawnguard, and he only approves of those
that are seekers of knowledge over power. If he thinks you just
want the elite alchemist arts, then he will deny you
immediately. A lot of people have tried to use him to get access
to those arts, but he always sees through them. If anyone were
to succeed in gaining those arts by decieving him... I fear that
they would not want to know just how brutal and painful Kain
would be in hunting them down." - King Sirion about Werewolf
General Kain to Kierra when Kierra was asking about becoming a
Dawnguard elite.
Name: Kaanis "Kain" Silverfang
Title: Werewolf General Kain
Former Title: Bloodclaw Kain
Alias: The Moon Crystal Alchemist
Age: Unknown
Species: Werewolf
Gender: Male
Family:
Cousin: Kirnan Knightly (Formerly Presumed Dead, but recent
events indicate he might be alive)
Niece: Kierra Darkwolf (Took her mother's name after her
father's "death")
Hunter Group/Team:
- Werewolf Alchemists
- Head of King Sirion's Elite Dawnguard
- Owner of his potions shop, Silverfang's Potion Shop
Weapons:
- None
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 skillsets 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 trasmutation, an art forbidden that tries to bing 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. 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 emmision so
that they generate more mana and expel more mana into the
enviroment 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. Kain uses his mana specifically
in his unique alchemy, and has become a mana user in his years
of training. Thanks to his large reserves of mana, he is usually
a pretty tough mana user.
- 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 powerup, 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. Kain doesn't use this really, since it would
weaken his mana user abilities
- 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 glyps 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.
- Magic Spell Chain Cast: This is an advanced magic skill that
was passed on, which only the most advanced magic users can use.
This power allows a magic user to chain cast multiple spells at
once. When used, the user simply concentrates their spell, and
the spell is charged multiple times, up to five times alongside
the first. For example, if one were to chain cast a fire spear
spell, one could chain cast up to five fire spear spells without
needing to charge each one individually like most other magic
users would, and can do so without having to focus his magic
through something like a wand. This spell is a highly advanced
magic ability that only a few magic users have ever obtained,
let alone mastered. However, there are some downsides to this
ability. Due to chaincasting, the toll on powering these skills
increases, costing 1.5 times more power than the spells would be
normally to charge, which can become very taxing if overused.
While this is good for speed casting, it is also very draining.
Another disadvantage is that only the same spell can be used, so
different spells cannot all be cast at the same time such as one
couldn't do something like charge two fire spells and two ice
spells or two different fire spells at the same time. The spell
has to remain the same in order to charge this due to how this
works, so for a fire spell, one would have to make all the
charges the same fire spell as the first one, such as making
four fire spear spells. Kain learned this as part of his
advanced magic training, which he has learned to utilize this
aspect of magic, and can chain cast his spellbook spells when
needed.
- Snap Cast Spells: This ability is a special magic spell that
instantly casts a spell using instant activation instead of
requiring other factors when an instant activation normally
wouldn't be possible. When used, one can use this type of magic
enhancement to instantly cast spells without using any magic and
without cost by using a special concentration technique to
activate the magic. However, while this may seem like something
to use often, this ability can only be used once every 10
rounds, due to this art putting a lot of strain if used more
than that due to how the spell works. By bypassing the cost and
activations of spells, the spell activation is instant without
any power loss like typical instant activation spells. Any spell
can be cast using this, though this doesn't erase costs that
happen after the spell is activated (such as some black magic
spells requiring sacrifices during the spell to complete like
resurrection or necromancy spells). The major downside to this
spell is that it cannot be used too much, and cannot negate
certain costs, but this ability is still useful. Luckily, most
users of magic can master this easily, but even masters still
cannot use this too often, since it can strain even the best
magic users. This means that while strong, one cannot rely on
this too much, since it often takes time in order to use this
again. Even the most advanced of users cannot use this beyond
using it once every 10 rounds. This is another power that Kain
gained through advanced magic training, which he learned to
utilize this similarly to other advanced magic users, and can
utilize this with almost any magic spell when he's able to use
it.
- 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 importantance 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 percieve 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). Kain has
had many years to learn how elements interact, and is very good
at changing elements when grabbing them, and can even use his
elite art alkahestry skills to utilize this from a distance.
- 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. Kain is especially fluent in potion-making, since
his family owns a potion shop that has been in his family for a
long time, and now Kain runs the shop after trying to retire
from fighting. Kain typically has potions he can make for just
about every situation, something he tries to focus more on
rather than fighting what he sees are pointless and never-ending
battles.
- Kain's Specialty Potions: Kain has two specialties in this art
beyond just the normal applications of this, in which Kain has
two main potion types he's known for that he is known for
making. The first is his healing potion, which boosts healing
abilities when poured into a wound, and can rebuild a wound's
tissue when combined with his alchemy. The potion works by using
certain magic spells on certain herbs, and uses the spell to
give the herbs a special healing effect on almost anyone the
potion is given to. This potion has special enzymes in it that
fix the body according to the DNA, and will repair the body as
best it can when poured on someone. The only problem with this
potion is that it cannot be injected when the person is healthy
and then have it act when the person is in danger, and has to be
applied after a wound or injury has happened, or as the potion
is eventually cycled through the body and cast out like any
other herb or mineral typically is. This also cannot fix certain
supernatural conditions or illnesses, as it's mostly focused on
healing injuries, but it can fix damage to the body that has
been done by illness. The second is his blood potion, which he
gives to those that have lost a lot of blood. This substitutes
the need for a blood transfusion in a lot of severe blood loss
cases, and he is able to give this to almost anyone that has
blood in their body as it tells the body to generate more blood
rather than instantly producing blood. This potion contains a
lot of nutrients the blood transports, but also contains special
enzymes that promote the creation of new blood cells, greatly
speeding up the body's production of blood. However, using this
can be dangerous, as the body can be overwhelmed by larger
amounts of blood flowing through the body, and can do damage if
too many blood cells are created at a time. Thus, it is only
useful when one has lost a lot of blood, as too much blood can
do things like burst blood vessels and even drown the user's
lungs in their own blood. Kain is careful with this potion, as
blood manipulators often try to get a hold of it so they can
boost their ability to generate blood.
- 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.
Dawnguard Elite Arts:
- 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 transfering 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 fo the arts are.
- Unique Elite Art Creation Magic: This is a unique ability that
Kain has that he developed. So far, he has not been able to
teach this ability to anyone else, and as far as he knows, he is
the only alchemist with this ability. This allows Kain to use
his alchemy to create new matter, in which alchemy would
normally require changing existing matter. This is an ability
that no one knows whether to consider taboo or not since he's
not creating organic matter (though many do consider it taboo
since they feel creation's dominion of the gods, not the
alchemists) or breaking the laws of equivalent exchange (as he
still has to use equivalent magic energy to create). This allows
Kain to essentially use his magic in a way that no other
alchemist has been known to do, unless they have special
alchemic objects usually created through forbidden arts. This
alchemy is much like normal alchemy, except that Kain doesn't
have to use normal elementals and can create them instead of
having to change them. So far, this mostly is a way to create
new matter, and Kain has been able to mostly just do this to
create new objects, new gas (such as creating new oxygen), or
creating new energy particles (like creating new plasma energy).
This is seen as a dangerous art, and Kain is often only able to
use it under specific circumstances, as it was deemed a
dangerous art that could cause damage to the natural order. It
is also worth noting that this magic uses much more energy than
normal alchemy, and requires more power to generate new matter
than it does to simply convert matter into a new form. While
this may sound intimidating, Kain is still only able to use this
like his normal alchemy and elite alchemy types, and doesn't
have any unique abilities with this except that he can create
new matter in his attacks instead of finding matter to convert.
Kain also has to know the molecular structure of what he wants
to create, and has to know what he's making in order to use this
(like in order to create metal, he has to know the structure and
properties of the metal he wants to create) and he cannot create
new elements, as he can only create more of existing elements).
He also cannot create organic matter with this, and can only
create inorganic objects like physical objects and cannot create
new life with this. It is also worth noting that in order to
create, he has to use magic energy equivalent to the matter he's
creating, meaning that he still has to operate with equivalent
exchange, but uses magic energy instead of matter when using
this power.
- 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. Kain only really uses this to temporarily bond
with spirits, and doesn't have any permanent spirits.
- 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 fo their normal
alchemy. Since Kain developed this alchemy, he is a master of
using it, but like others, he has to be careful when he uses it.
As such, he will only use it against spirits too strong for
normal spiritual purification, though he can use this to destroy
spirits even high level elites can't destroy, and can use this
far more effectively than other elites since he developed and
perfected this variation of alchemy specifically to fight
stronger dangerous spirits, and to counter the spirit
destruction arts of the vampire ninjas.
- 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 bioalchemy 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.
- 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. 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 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 techninques 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. Kain is a master
blood manipulator, despite it being a taboo, as it he developed
this art specifically to fight the vampire ninjas using a
physical power that they wouldn't be able to destroy with spirit
destruction, since blood is a physical substance that could be
focused on the physical plane. Kain even has a few unique blood
arts he developed, in addition to having a number of basic blood
arts as well.
- 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.
Moon Crystal Alchemy and Blue Moon Book Spells:
- Unique Alchemy: Blue Crystal Alchemy: This alchemy utilizes
Kain's mana, and crystallizes it using alchemic magic.
Essentially, this art uses a little alchemy on Kain's mana, and
turns it into a solid form of mana while retaining the spirit
purification power of alchemy. Typically, the most noteworthy
use of this is when Kain uses this to make blue crystal claws
out of crystallized mana, which he calls his mana crystal claw
technique. This is an art that Kain's family has passed down in
their family, as Kain's family has always been fairly strong
mana users with high mana levels. This allows Kain to use his
mana to create crystals in almost any form he desires, from
projectile spears, to weapons he creates out of mana, to even
firing his mana user attacks as crystallized mana (such as
firing a blast of mana like a cannon ball of crystallized mana).
Depending on how this is used, this allows Kain to use his mana
for more than just blasting people with, as he can use it to
spear opponents with a solid form. In solid form, the mana
crystals are even able to focus and pressurize light into a beam
from the claws, in which the crystals also act like mirrors that
reflect light and use mana amplification to strengthen light
attacks focused through the crystal. While Kain cannot focus
light on his own usually, he can use these claws on other
sources of light to focus the light like focusing light through
a magnefying glass. Kain is still able to use his mana
amplification skills with his crystallized mana, and because of
this technique, Kain usually frequents this alchemy. Typically,
people confuse this with his blood claw ability since he uses
this to attack people with crystal claws of a similar nature,
but his blood claw technique is visible by the color. While this
technique crystallizes the mana as blue, his blood claw
technique is crimson red. Those that want to avoid this can do
so the same as normal mana, such as using other energy to
counter it. This is also still vulnerable to mana negation
techniques, though this technique is still usable without spirit
purification if magic negation is used (as long as it's not mana
negation).
- Unique Spellbook: The Blue Moon Book: This book is Kain's own
unique book. When used, this lets him utilize his book's spells
to create blue lunar energy manipulation constructs, generated
from his magic. This has the blue moon purity to damage
opponents, but without the pure lunar enhancement aspect that
would normally cause the light to overwhelm the user. This
allows Kain to utilize blue moon light type energy without
needing to worry about worrying about the amplification aspect.
Using this book, Kain has a multitude of attacks, some which
utilize the blue light to attack, and some that crystallize the
blue light into a solid form or focus it into a beam using
pressure applied by magic to pressurize the blue light into
specific forms. Kain has had this book for many years, and has
gained a great many spells in this book compared to most
alchemists. Typically, the moon light powers in this book are
countered by other light abilities (as this ability is a
specific type of light and Kain cannot control all forms of
light) and countered by darkness (which counters most powers of
light. Since this doesn't have an amplification effect, it also
means this cannot be absorbed by Kain, his allies or even by
other supernatural creatures in general. While this can do
damage to almost any kind of creature due to the purity of the
lunar energy, it isn't quite as powerful as normal blue moon
energy without the amplification aspect, and it can still be
countered like normal moon light energy. However, one does have
to be careful around some spells, like some that utilize
concentrated moon light into lasers which can pierce shadow and
other light manipulations. This is still also counterable by
other energies that can defend against other light techniques,
and can be avoided like other light techniques. As for spells,
Kain does have quite a few, but he hasn't had a new spell in
years, so he believes he's reached his limit on how many spells
he can gain, or his next spell must require a power that he
doesn't have currently.
- 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/usuable, 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 unusuable, 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 unlcok 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.
- First Spell: Lunas: This spell fires a crystal in the form of
a crescent of blue moon light at the opponent. The crescent is
created using Kain's crystallized blue moon light, and is
extremely sharp, being able to slash opponents on impact. This
is a basic attack spell, creating fairly small crescents,
designed to resemble the crescent moon at the opponent. This
attack is made of crystallized blue moon light, so it does blue
moon light damage, and magic damage on impact. Because of how
sharp the crescent is, it is able to hit extremely hard, and
able to cut people down if they are not wearing armor. Usually,
this is fairly small, only being about the size of half a
basketball (since it's in the form of a crescent and not a
sphere), and can slice through anything that normal crystals can
with the force it is shot at the opponent. When fired, this is
meant to be fired with intense force, and hit with immense
impact force. While not the fastest spell, it still moves very
fast compared to certain other spells, and is thin (not being
too thick in mass) in order to keep the crystal from becoming to
massive to move fast. As such, the crescent is fairly thin and
designed to be fired in rapid succession, in which Kain can fire
this spell multiple times (though he has to say the name and
cast the spell each time this is cast), and is a very basic
attack spell. While this moves fast and hits hard, most armors
can block this, as long as the armor or shield can handle the
impact force. Energy defenses and shields and can also handle
this attack, as it is still a very basic attack. Opponents can
also dodge this if they move fast enough, as it fires like any
magic projectile. While it's not possible to manipulate it
usually, it can still be dodged or blocked like any projectile.
This cannot be dispelled like normal energy because it is
crystallized and has become physical matter, but it can still be
sliced through or destroyed like any crystal.
- Second Spell: Lunaruk: This spell creates blue moon crystal
claws over Kain's hand, similar to his crystallized mana claws.
This works very similarly except that Kain cannot manipulate the
claws shape unless using one of his unique spells (which later
spells do allow certain attacks to be used from this claw). In
this form, the claw is mostly just a basic attack tool, where he
creates the claws around his hands and can attack with the
claws. The claws are much stronger than his crystallized blue
mana claws, and are able to attack with more force than his
normal crystallized mana claws can. These claws are stronger
than his crystallized mana claws, but not as strong as his blood
claw technique. This is a great technique for physical combat
and only requires Kain to keep the claws manifested, not
requiring power to maintain unlike his other claw techniques.
When manifested, these claws can even attack dark spirits with
spirit purification, allowing Kain to attack spiritual opponents
with these claws unlike his normal claws. This is meant to be a
purely physical spell, which amplifies Kain's claws, until he
uses later spells that allow the claws to do different things.
While useful, these claws are a close range attack, and Kain
cannot use any other spells other than specific spells that
utilize these claws when these claws are active (unlike his
other claw techniques which can utilize his spells that aren't
connected to these claws). Typically, opponents that want to
counter this can still dodge the attacks, and opponents can
block these as long as Kain doesn't do something like use a
werewolf claw slash wave to attack, as he can still use his
werewolf lunar fighting spirit and werewolf gifts with this.
This still has the same weaknesses as crystals, and can be cut
and pierced the same way. As with his previous spells, one has
to attack the crystals physically, and cannot rely on dispelling
the magic energy since it's a solid shape.
- Third Spell: Oruda Lunaruk: This spell fires small spear-like
projectiles from Kain's Lunaruk spell (his blue moon crystal
claws), and allows Kain to fire these projectiles like bullets
at an opponent. When fired, they are fired from the tips of the
claws, and are aimed at the opponent depending on where the tips
of the claws are facing (He has to hold his claws so the tips of
his claws are pointed to the opponent in order to use this).
When used, these small spear-like projectiles are designed to
pierce opponents, being fired with the force of bullets. When
using this, Kain is able to attack with the projectiles, and can
fire these in rapid sucession from his claws. These are also
crystallized blue moon energy, and Kain's spirit purification
can also do damage to spiritual opponents when firing these, as
the projectiles can attack the spiritual plane. These are useful
projectile attacks that don't take a lot of energy to fire, and
are fired from all the claws at once, firing five projectiles
per shot. Since this can happen in rapid succession, this means
that the number of projectiles can stack up in multiples of five
(5 from the first shot, then 5 more to make ten when fired
again, etc). This spell is a great medium and long range attack,
as Kain has learned to fire this great distances, though the
crystals that make up these projectiles are physical, so they
can be stopped like any other physical matter (such as using
strong enough shields and objects to block them. Like his other
other two spells, this fires the crystals in a physical form, so
they are countered physically, and cannot be dispelled like
energy normally would.
- Fourth Spell: Lunasashield: This spell uses Kain's
crystallized blue moon energy to create a solid shield in front
of him. When used, the shield appears in the form of a circle
and is translucent when used so Kain can still see through the
shield. This shield is designed to block attacks, and absorb
impacts depending on what attack is being used. For example,
this could be used to stop a physical attack, or this could be
used to absorb the impact of an energy attack (such as being
able to absorb a lightning attack). This spell is much stronger
than normal crystal, and is able to block most attacks as it's
almost as strong as the strongest carbon. Because of this, this
shield is designed to block most attacks, and can be used for
blocking almost any attack that hits the shield. While this can
block many things though, it can still be broken by strong
enough attacks, since no shield is unbreakable. Typically, those
that can cut through things like strengthened carbon can cut
through this, or opponents can just wait for this spell to
dispel before attacking (though this is usually used in response
to an attack, so users that use an attack can just wait to use
another attack after the spell disappears). It is also possible
to move around the spell and attack from the other side, since
this spell only creates a circle in front of Kain, and can only
block attacks in front of him. This means that the best way to
get around this is to just get around Kain where his shield
can't block the attack and attacking him from there (which is
usually to his sides and behind him). Once at a spot, one can
attack him if he hasn't dispeled this spell yet.
- Fifth Spell: Lunazeruk: This spell uses Kain's mana crystal
claws to fire a powerful blue moonlight spear at opponents that
has two aspects. When used, Kain can fire these mana projectiles
like spears of blue moonlight at an opponent. This requires that
Kain's Lunaruk spell to be active, and allows Kain to create
blue moon light from his crystallized claws to create a small
spear-like attack that is thrown at opponents. Usually, the blue
moon light gathered is formed in the hand, and then formed by
Kain's manipulation of of his spell. Once thrown, the blue moon
light crystallizes using some of the moon light energy of Kain's
Lunaruk spell, and becomes solid by the time it hits an
opponent. By doing this, the attack is thrown with intense power
and speed, and does far more impact damage as the weight doesn't
slow down the attack at all. The second part of this attack
happens once the attack hits an opponent, in which the blue moon
crystals break off into microscopic pieces and are left in the
wound, prevent regeneration due to the crystals interferring
with regenerative abilities. When used, this attack is a single
spear-like throwing attack, and only fires one spear per spell
use. However, the spell is useful for negating regeneration
temporarily since the blue moon crystals stay in the wound for
up to 5 combat rounds. As one might expect, this attack can be
dodged or blocked by skilled enough opponents since it is a
fairly basic attack. While very useful, the attack does have to
hit before it can negate regeneration, and the crystals have to
remain in the wound in order to prevent regeneration.
- Sixth Spell: Begirusen Lunas: This spell creates a large blue
moon light crystal which is fired at opponent. The crystal is
fired similar to the lunazeruk spell, except that this spell
doesn't explode on impact. When the blue moon light crystal hits
a surface, the crystal releases waves of blue moon light,
focused from the crystal into a laser-like form that fires in
multiple directions at random. The light beams are focused
light, and able to pierce through anything laser-like light
beams can pierce through, including being able to pierce metal
and even harder substances like diamond. The crystal itself
doesn't do much damage on it's own, but is more just like the
conduit for the light beams. After releasing a number of light
beams the crystal dissolves and disappears, as the light beams
use up the power of the crystal. This spell is designed to
misdirect opponents, and make them dodge the crystal as the
primary attack, but then use the light beams as a secondary
attack that catches most opponents off guard. Because of this
aspect, it is a very useful spell but usually only fools
opponents once. And because of the randomness of the light
beams, this may or may not hit the opponent. And since these are
light beams, reflective surfaces can actually deflect the light
beams if the opponent knows the light beams are coming. It is
possible to dodge both aspects of this attack, and if an
opponent is far enough from the crystal when the crystal hits
something solid and fires light beams, then the opponent can
usually avoid the light beams.
- Seventh Spell: Lunareido: This spell is another spell that is
fired from Kain's Lunaruk spell (his blue moon crystal claws).
When used, this spell fires a single light beam from Kain's
index finger at wherever Kain is aiming his finger, which he
only has to point his finger at what he wants to shoot with the
light beam. When fired, the light beam generates blue moonlight
focused by the blue moon crystal in his Lunaruk spell, condensed
and designed to pierce through an opponent's defenses. This
laser is designed to be fired at an opponent to pierce through
things like shields and armors, as this can even pierce through
stronger materials due to the intense vibrations the light gives
off. Because of the vibrations, this attack is designed to more
easily pierce stronger materials, such as adamantium. This spell
fires the light beam like a laser, and is even strong enough to
pierce through shadow or darkness powers (as long as the user
isn't used some sort of black hole type power to absorb light).
And if Kain aims this properly, he can also reflect his light
beam off reflective surfaces if he can angle the attack so it is
reflected at certain directions to try and hit opponents who
might dodge this attack (IE an opponent avoids the light beam,
but the light beam is reflected off a surface back toward the
opponent). This spell is a very useful spell for attacking
opponents, and is a purely offensive spell. However, as one
might guess, this is countered by using reflective surfaces,
since this spell does use blue moon light. As stated earlier,
darkness powers like black holes can also be used to absorb
light attacks. This can also be countered by anything that
counters moon light power, since it is still moon light even if
it is more powerful than normal light beams.
- Eighth Spell: Lunazerusen: This spell is another spell
activated from the Lunaruk spell. When used, this spell fires
the blue moon crystal claws at the opponent from Kain's hand.
This fires his crystal claws at opponents in a wave of blue moon
light, which is generated by the blue moon light in the claws.
When the claws hit, the claws explode, being designed to hit an
opponent with the claws and then explode in the wound for more
damage, or explode near an enemy and do damage by the crystal
shards that are broken from the explosion. When the claws
explode, they explode in a blast of blue moon light, which does
blue moon light damage, and damage from the crystal shards if
the shards are embedded in the wound. When the shards are in the
wound, there is a high chance that supernatural regeneration
will not work properly, and the wounds will not regenerate
properly due to the shards still in the wounds. While the wounds
still regenerate, the shards stay in the wounds, doing more
damage as the wound is closed around them as the shards move
around inside the body once trapped in the body. As such, this
is another spell that can be very dangerous to opponents, as the
shards can even get into the blood stream and cause a heart
attack if the crystals reach the heart. However, damage from the
claws hitting and impaling an opponent, as well as the explosion
of the claws is also still dangerous to opponents, and this is a
very useful spell to attack opponents. This works best at medium
range, as being too close may also hit Kain with this spell as
well, so staying in close range will prevent Kain from usually
using this attack, but this is an attack that can still be
dodged or blocked if an opponent can account for the force of
the explosion of the claws and the power at which the claws
strike before exploding.
- Ninth Spell: Baolo Lunaruk: This spell is a movement-based
spell, which lets Kain move around as a burst of blue moon
light. When this spell is activated, Kain becomes surrounded by
blue moon light, which enhances his speed immensely by the blue
moon light acting like a conduit of movement and allowing Kain
to move using the blue moon light. When active, Kain can
temporarily turn intangible with the spell and become a mass of
blue moon light, using it to travel around, or he can just use
it to move faster in combat. When in his intangible blue moon
light form, he may not be able to attack, but this can be used
defensively if he is trying to evade a spell as he moves like a
mass of light rather than just enhanced speed. When in normal
form, he can be hit, but he can attack opponents with enhanced
speed and strength due to his increased movement. This spell
balances offense and defense, allowing Kain to switch between
these two "modes" of movement at will as long as the spell is
active. This spell is best used when combined with his Lunaruk
spell, as his blue moon crystal claws are able to strike
opponents even when Kain is in his intangible form, due to the
blue moon crystal claws not going intangible with the rest of
his body (since the crystals are crystallized blue moon light
already). However, this spell does have some weaknesses, in that
darkness attacks and sun light attacks can counter his blue moon
light energy form, forcing him back to normal. This form also
can be countered by other intangibility forms, or those that can
attack intangibility forms using abilities that negate form
(like attack spirit abilities).
- Tenth Spell: Lunazerurdo: This is another spell that is fired
from his Lunaruk spell. This is an advanced version of the
Lunareido spell, in which Kain fires light beams from his claws.
However, with this spell, the claws fire light beams from every
finger on one hand, not just from one finger. This works much
the same way as the Lunareido spell, but instead fires five
light beams instead of just once. This spell also is much
stronger, and the light molecules vibrate more, generating an
almost blue static around the light beams to do more damage on
impact. When hit by these light beams, the attack also runs the
blue static current through the wound, doing electrical damage
and blue moon light damage due to the special lightning. These
light beams, much like the Lunareido spell, can pierce through
metals and many other stronger materials. But unlike the
Lunareido spell, the vibration of the photons and the
concentrated light don't reflect off surfaces, so opponents
cannot reflect attacks using reflective surfaces as the photons
and concentrated light instead melt a whole in most reflective
surfaces. This makes this spell very difficult to block unless
one has a strong enough darkness power to absorb light, or using
sun light to negate the blue moon light. This is a purely
offensive spell, designed to pierce defenses far more
effectively than the Lunareido spell, and is a stronger version
of the spell. However, it is worth noting that while being
stronger, this spell also costs more power to use than
Lunareido, making it a stronger but more costly spell. This
spell can still be dodged though, and unlike Kain's Lunareido
spell, he cannot reflect this in any way back at the opponent,
so opponents need only dodge the light beams once.
- Eleventh Spell: Lunas Begir: This spell is similar to the
Lunaruk spell, except that instead of creating claws out of blue
moon light crystals, this spell creates two blades, one each
coming out of Kain's wrists and over his hand that he can use to
stab opponents with. This spell is a variation of the Lunaruk
spell, one that uses blades coming out of the arm rather than
claws to attack. When used, the blades can spear and cut just
like one would expect, with them being just sharp as one might
expect. These blades are sharp enough that they can even cut
through metal, making them very strong blades. And thanks to
Kain's attack combat style, he is able to also utilize this in
combination with slashing waves instead of claw slash waves
while this spell is active. This spell is very useful for
attacking opponents, and useful for countering opponents' bladed
weapons more than Kain's Lunaruk spell normally is. This spell
is fairly basic, and more just a conduit for some more advanced
spells like ones his Lunaruk spells have. He can also fire
certain spells that his Lunaruk spell could, such as firing a
laser from his blade using his Lunareido spell, though some
don't work with this, as this usually has its own attack spells
that usually work with this spell. This spell is still a combat
based spell, and designed to be used at close combat, so
opponents can usually counter or block these, and the strength
of the blade's attacks depends on how Kain's physical abilities
compare to his opponent. Opponents can usually dodge or block
these blades, assuming that Kain doesn't use them to try and
slice through metallic objects like shields or armor. Opponents
that can cut through crystal can also cut through these blades
if they are skilled enough.
- Twelfth Spell: Or Lunaruga: This spell is used after the Lunas
Begir spell, and is only used if the Lunas Begir spell is
active. When used, this spell fires a spinning crescent slash
wave of concentrated blue moon light from his Lunas Begir
crystal blades at an opponent. This spell is similar to Lunas,
but instead of firing the crescent slash normally, the crescent
slash spins, building momentum and power that can be used to
more easily cut through objects. When used, this is fired from
Kain's Lunas Begir blade, in which the spell is fired from the
tip of the blade. The wave is able to slice through metal and
other objects, and can even pierce through shadow attacks due to
how concentrated the blue moon light is in this attack. This
spell only fires one crescent wave, but the wave is much
stronger than the normal Lunas spell, and is a mid-level spell.
When this hits, this does not only slashing impact damage, but
also does blue moon light damage to who or what it hits. This
spell is a purely offensive spell, designed to pierce defenses
(usually), as it can also be used to slice through some energy
defenses if this can overpower the energy defense. This can
still be dodged though, which is the best way to avoid the
effects of this spell completely. This can be blocked by strong
enough defenses, as long as the defense can account for the
force of the slash and the fact that this slash can cut through
many energy defenses and armors/shields. Opponents can also
avoid this by using sunlight to counter the blue moon light in
the wave or strong enough darkness (strong enough to create a
black hole effect) to absorb the light.
- Thirteenth Spell: Ganzu Lunareido: This spell creates a
smaller flurry of light beams that are fired from Kain's Lunaruk
or Lunas Begir spells, and fire them in very rapid succession to
try and overwhelm opponents. This is great for attacking groups,
as the flurry of light beams can target multiple opponents.
Instead of one concentrated light beam, this fires a number of
concentrated light beams that can be used like lasers to try and
pierce opponents. This spell is an advanced variation of the
Lunareido spell, but uses multiple light beams instead of one
constant stream of light. This is usually best used from Kain's
Lunaruk spell, as he can fire from each finger rather than his
Lunas Begir spell that can only fire two light beams at a time.
The major advantage to this is that the light beams are still
just as fast and strong as Kain's other Lunareido spells, but
fires more rather than firing just one beam from his Lunaruk or
Lunas Begir spells. Like the other Lunareido variation spells,
this spell is aimed wherever Kain's Lunaruk or Lunas Begir are
pointed, and are fired from the tips of the blades or the claws.
As such, this can be moved around to aim at opponents who try to
avoid the attack, or be used to take out a group. However, just
like his other Lunareido spells, they can still be dodged or
blocked the same way, assuming one has defenses that can defend
against this attack. And just like his other light beam based
spells, sunlight and black hole-based darkness can also still
counter this attack more easily. Much of the same strengths and
weaknesses of his other Lunareido spells still apply to this.
And since this is more like the Lunazerurdo spell, this cannot
reflect off surfaces, and just melts through most objects.
- Fourteenth Spell: Lunas Zerarusen: This spell is an advanced
version of the Lunas spell, in which Kain can rapid fire smaller
Lunas crescent slash blue moon light waves at opponents. These
waves are fired from Kain's Lunaruk or his Lunas Begir spell, in
which he can fire these waves from the tips of the blades.
Similar to his Ganzu Lunareido spell, this rapid fires his
spells from either the tips of his Lunaruk or Lunas Begir
spells, and is another technique create for taking out groups of
enemies. Unlike his Ganzu Lunareido though, this spell also has
a secondary function, in which the smaller Lunas spells are
fired similar to the Or Lunaruga spell that fires them spinning
to build momentum and power as they move. This spells crescent
wave slashes fired not only slash opponents though, they go
through and then spin around to try and hit the opponent
multiple times, as the spell is controlled by letting Kain focus
on who he wants to hit with this spell. This spell's waves will
focus on the person or people Kain wants to hit with the spell,
and constantly turn and try to hit the opponent after it hits or
passes by them. This spell is a very useful attack spell, in
that it makes a flurry of smaller Or Lunaruga spells that are
much harder to avoid due to how many and how often they can
change direction to try and hit the opponents. This spell is a
useful attack spell, not just for attacking an opponent, but
taking out groups of opponents, and is typically one of Kain's
major attacks when using midlevel spells since this spell is
very useful. However, this spell does require concentration, and
attacking Kain can prevent him from controlling this spell
properly, so opponents should opt for attacking Kain rather than
trying to constantly avoid the slash waves. It is also worth
noting that this spell can also be avoided or blocked if an
opponent moves fast enough, or has the proper means to do
something like put up a barrier around themselves.
- Fifteenth Spell: Ganzu Lunargis: This spell is a spell that is
used after Kain uses Lunas Begir. When used, this allows Kain to
fire a flurry of smaller blue moon light crystals for the tips
of his blades, and is used to fire smaller crystals in rapid
succession. The crystals are fired from the tips of his Lunas
Begir blades, and cannot be used with his Lunaruk crystal claws.
When fired, the crystals seem small and not too dangerous at
first, but when they hit an opponent or object, the crystals
explode and release small fragments into the wounds or objects
the crystals hit, making them able to poison opponents with blue
moon light crystals, or even be able to restrict blood flow in
the body if these get into the blood of the opponent. When used,
these crystals are designed to do damage and build up damage
with the more crystals hit, making this almost like a machine
gun-style attack (with the crystals being like explosive ammo).
This is a useful attack spell that is pointed at opponents from
the tip of Kain's Lunas Begir blades, and is useful for
attacking opponents. When used, these crystals can be very
effectively if they hit vitals, and can do more damage if the
opponent tries to regenerate the wounds due to the crystal
pieces left behind. As one might expect, this can be dodged or
blocked, as this attack isn't too strong compared to some of his
other spells. While a useful spell, this spell cannot break most
defenses, and is designed for quickly taking out groups of
opponents. The biggest use of this spell is that Kain can fire
these small crystals like bullets with extreme speed, but these
crystals are still able to be countered like any other
projectile if one accounts for the explosive nature of the
crystals.
- Sixteenth Spell: Zegron Lunaruk: This spell is another spell
that requires Lunas Begir to be active. When used, the blades
detach from Kain's arm and form a staff that he can use to
attack opponents with. This forms a crystal staff that Kain can
hold and hit opponents, and makes a great melee weapon that Kain
can use. When in use, Kain can use other Lunas Begir spells,
such as firing a Lunas Zerarusen from the tip of the staff,
allowing this to utilize his attacks in a slightly different
way. The main thing is that he can fire any of his blue moon
light beam spells at opponents from the tip of the staff, which
makes this a great way to attack opponents and still have a way
to hit opponents long range. This spell can utilize any spell
that utilizes Lunas Begir used so far, and can separate into a 3
section staff, using a light beam to attach each section like a
chain, allowing Kain to attack with the staff's edges like a
whip. This weapon is very useful in combat, and extends Kain's
attack range in combat using this staff instead of just using
claws or his Lunas Begir blades on their own. This spell can be
used as long as Kain can keep the spell active, which doesn't
require much energy to maintain as this spell is necessary for a
few other spells to use and is designed to be maintained easily
over time. As one might expect, this is mostly just a simple
melee weapon, which is used to hit opponents and knock them
back. This weapon doesn't slice or pierce opponents, unless it
fires a slashing wave or light beam spell which has to be done
after this spell is activated. While a useful spell that can be
used to defend or attack, this spell can be avoided or blocked
like any other staff weapon.
- Seventeenth Spell: Kiroro Lunas Begir: This spell fires Kain's
Lunas Begir blades, or the Zegron Lunaruk staff at an opponent.
When used, the spell is pointed and fired at the opponent, and
when the blades or staff hits, the blades or staff explode on
impact to do more damage to the opponent. However, unlike the
exploding claw spell, this explodes in a different way, in which
the blue moon light crystals become pure light energy and
explode in a blast of pure blue moon light. When the crystals
explode, this not only creates a blue moon light flashbange
effect, but fires blue moon light beams in random directions
from the explosion to try and hit opponents. This spell is
useful for fighting darkness users, as it not only fires light
beams that can burn through shadows, but it can also be used to
temporarily negate shadows completely due to the flashbang
effect. This spell is a very useful spell that can be used to
attack opponents with a surprise effect, as many often expect
this to operate like his explosive claw spell. Of course, just
like one might expect, dodging this is possible if one can move
fast enough, as one can usually avoid it if they are far enough
away. This is another spell that Kain has to be careful with,
because he can hit himself or his allies with this spell if
using it on an enemy too close to himself or an ally. The light
beams can also be blocked by reflective surfaces, assuming one
can still see enough to defend against the light beam, since the
flashbang effect often blinds people while in effect.
- Eighteenth Spell: Lunagiruk: This spell creates an armor made
of crystallized moon light on Kain, allowing him a strong
defensive armor that he can use to protect himself from attacks.
This works similarly to the Lunaruk and Lunas Begir spells, but
this creates armor. However, there are a few unique things about
the armor. The armor does come with claws that can be used just
like the Lunaruk spell, allowing Kain an attack option. The
armor is designed to be mostly defensive, and with the claws,
Kain is able to still attack using this. Since the claws work
like Lunaruk, Kain is still able to use his other spells while
this is active. This armor's main focus is defense, allowing it
to protect Kain from many forms of attacks, using blue moon
light crystal to make an armor that is as strong as other metal
armors. This armor is also very useful against dark spirits, due
to the fact that the armor has spirit purification power (since
it's an alchemic spell), which grants Kain some resistance
against spiritual abilities when in use. This also allows him
some defense against anything that can be purified, since the
armor has a purification effect due to the blue moon light. When
Kain is done with this armor though, he is able to make the
armor explode off his body, making it able to damage opponents
with the crystals breaking off of the armor. This armor is very
strong, but is a bit of a danger to Kain, as this eats up a lot
of power to maintain due to the armor needing constant magical
energy to stay manifested. Because of this, Kain cannot use this
for too long, so he cannot just default to this armor like one
might think. While good for defense, sun light also does more
damage, as sun light based beams not only beat his blue moon
light crystals, but also are focused like light through a lens
by the crystals, making them more concentrated.
- Nineteenth Spell: Geo Lunazerudo: This spell creates two large
crystal claw hands that come out of the ground, which are
connected to what appear to be crystal arms that go underground.
This spell is able to move along the ground it comes out of, and
it's main ability is to trap opponents. The hands are able to
grab opponents in order to try and trap them, but also the hands
are able to slash opponents, as the hands have crystal claws on
them. While this spell cannot fire other spells Kain can fire
with Lunaruk, this is still a very useful spell, as it lets Kain
focus on an opponent and have the hands attack the opponent
while he can remain at a distance. This spell is great for
attacking opponents, as the hands are very hard to destroy due
to being made of blue moon crystal. The hands can also try to
crush opponents using the hands by trying to bring them down on
an opponent. This is a spell that can be used very creatively,
since the claw hands are able to move around and attack
according to how Kain wants them to. However, this spell is able
to be avoided or dodged, assuming the opponent is fast enough to
avoid the attacks. These hands also are limited in where they
can go, as they can only move along the ground they come out of,
so if they come out of the dirt, they can only move where there
is dirt. It is also possible to cut through these hands if one
can cut through the crystals (which can be done by those that
can cut through metal, or have certain abilities like swordsman
wavelength manipulation). It is also worth noting that these
hands don't have any spells that they can use on their own like
Kain's Lunaruk or Lunas Begir spells, as this is more just a
single spell.
- Twentieth Spell: Detosa Lunas Begirusen: This spell generates
a number of crystals that come out of the ground. There are two
parts to this spell. The first is that the crystals come out of
the ground and try to spear opponents, in which the spears are
able to spear opponents if they hit the opponent (assuming the
opponent can be speared by the force generated by the spears
coming out of the ground). The second part to this spell is that
the tips of the crystals generate blue moon light beams that
fire at opponents once out of the ground, designed to fire at
anything Kain is concentrated on. Unlike previous spells, Kain
doesn't have to aim these light beams, as he just has to
concentrate on the target of the spell. The light beams are
concentrated light beams that can not only pierce through armors
and shields, but can also pierce through shadows. And due to the
blue moon light and spirit purification, this is also very
useful against dark spirits due to the purification nature of
the light beams. This spell is able to fire multiple light beams
for as long as Kain wants the spell to fire light beams, but
each spell does still cost energy to fire off. This spell is
useful, but staying off the ground can make this harder to hit,
and avoiding the light beams just requires an opponent to move
fast enough to avoid the light beams as they're fired. While
Kain can fire multiple light beams, he cannot keep this spell
active for too long, as this does drain magic power to use and
drains it fast as each light beam fired requires more energy in
addition to the energy used to maintain this spell. It is also
possible to stop the light beams if one can cut through the
crystals as Kain cannot fire lasers unless the top of the
crystal is not damaged. It is also possible to interrupt this
spell's targeting of opponents if one attacks Kain directly, as
he does have to concentrate to keep this focused on an opponent.
- Twenty-First Spell: Miberna Ma Lunas: This spell creates a
flurry of larger crescent blue moon light slashing waves that
Kain can use to attack opponents. When used, this creates a
number of the crescent slash waves, and unlike previous spells,
Kain is able to command the crescent slash waves. Usually, he is
able to issue one word commands, in which the waves respond to
his commands. There are a few main commands he will often issue,
with the main one being "Attack" to have the waves attack
opponents, where the waves will try to slice through opponents
as many times as they can before being issued another order. He
can command them using "Spin" to make the waves spin to build
momentum and power before attacking, or he can use the command
"Combine" to combine the waves into larger, stronger waves. He
can also issue the command "Dodge" to have the waves dodge enemy
attacks, usually as a means of defense. He can also use the
command "Defend" to have the waves protect him from attacks. The
last one is "Fire" in which the waves will try to hit the
opponent and explode in bursts of blue moon light, usually as a
way to finish off the spell. There are other commands, but
overall, this is a fairly simple command, as it's more or less
like commanding familiars in battle. These waves can be dodged
by skilled enough opponents, and opponents who listen to Kain
and know the commands may be able to use this to their advantage
as opponents can usually figure out what the commands do by the
commands called out. It is also possible to interrupt this spell
by attacking Kain, or using some means to prevent him from
coordinating the waves. This spell may seem useful, but it is a
high level spell, and cannot be used for too long as the energy
consumed does take a toll after a while, though this is a very
useful spell to use against stronger opponents.
- Twenty-Second Spell: Gigara Lurudo: This spell is Kain's
strongest defense spell, in which he creates barrier using blue
moon light energy. This energy creates a spherical barrier that
protects Kain from most manners of attack. Unlike what one might
expect, this is not a crystallized barrier, and is a pure blue
moon light energy barrier. When used, this barrier's specialty
is blocking dark dark spiritual attacks, or even blocking
darkness attacks due to the concentrated light that is strong
enough to destroy shadows that try to pierce the barrier. This
is a very strong defensive spell that can defend not just
against dark spirit or shadows, but is also very effective at
blocking attacks. And when Kain needs to strengthen the barrier,
he can use his mana amplification on this spell to create a much
stronger barrier. While this cannot attack opponents, this is
much stronger than any of his other defenses, since the spell is
designed to be a total defense. However, just like all of his
other top level spells, this does cost a lot of energy to
maintain over time, and is only useful against blocking stronger
level enemy attacks. This spell can be broken by high level
attacks (usually highest level attacks are the only thing strong
enough to pierce this defense), but it is possible. One can also
wait till this spell is dispelled, as Kain cannot keep it active
for too long, and then the opponent can attack again once the
barrier dispels.
- Twenty-Third Spell: Lunaga Begiruzen: This spell is one of
Kain's stronger attacks that generates an explosion of blue moon
light from his body. This spell activates and generates the
energy to create a powerful explosion of blue moon light, which
is then violently released in the form of an explosion of blue
moon light. When used, opponents close to Kain will be blasted
back, and when Kain creates this explosion, the explosion fires
light beams from the explosion of light that move outward at
random, designed to take out opponents close to Kain. When used,
the explosion of light acts like a flashbang, and temporarily
negates the use of shadows completely as long as the flashbang
effect is active. This spell is a very powerful explosive spell,
and uses Kain's own body as a conduit of blue moon energy. As
one might expect, this is a very useful spell for attacking
opponents, especially attacking those vulnerable to blue moon
energy, and thanks to the spirit purification power, this also
purifies dark spirits and other spirits that are hit with this
attack. However, while an impressive offensive spell that
negates the need for defense, this spell can also hurt Kain's
allies if they are too close, and opponents further away won't
be as affected by this as those close to Kain. Typically, when
Kain calls this spell out, opponents will have a short time to
get away before the spell activates, as the spell has to be cast
verbally, so smart opponents usually should take the opportunity
to move away. This also takes a lot of energy, and this cannot
be used too many times as it is a higher level spell.
- Twenty-Fourth Spell: Shin Lunareido: This spell creates a
large beam of light that comes down from the sky, in which the
blue moon light becomes a massive blue moon light construct in
the form of a dragon. This is one of Kain's highest level spells
that is similar to certain other higher level spells, and is
designed to attack opponents with a high level blue moon light.
When used, the concentrated light is able to incinerate many
opponents, and is purely destructive power that is used to burn
opponents with concentrated blue moon light if the dragon is
able to pass through someone. This spell is a very powerful
spell, and designed to be the second most powerful spell Kain
has. When used, the dragon can even be amplified with light
beams from Kain's other spells, and the dragon is not only able
to damage opponents with blue moon light, but it can also do
things like slash opponents with its claws or bite with its
teeth. This spell is extremely powerful, and is fired at
opponents as one of Kain's more powerful attacks. However, this
spell, like other high level construct spells, requires a lot of
energy from Kain to use, and also requires emotional power to
use this spell (for Kain, he must be in a calm and peaceful
state of mind, as the peaceful state is what powers this blue
moon spell). When used, this is a great spell, but this spell
also leaves Kain pretty drained after using it even once, so
this is mostly a last resort spell. This spell is extremely
strong, and is best dodged, as most defenses cannot handle the
power of this spell. Even normal sun light attacks or darkness
attacks cannot break through this mass of concentrated light.
The only powers strong enough would have to match the power of
this spell, and then overcome it (which is possible if one has a
high enough level power to counter it, though this would
probably leave them just as drained as it does Kain).
- Twenty-Fifth Spell: Shin Zegron Lunas: This spell is Kain's
ultimate spell, and one he believes is his final spell. This
spell creates a large construct of what appears to be some sort
of blue moon light crystal golem, which is able to generate it's
own light beams of blue moon light without having to rely on
Kain to use spells. However, this isn't just normal light beams
that the golem uses, as the light beams are actually attacks
that act as dimension cutter attacks, slicing through space and
time. This makes the golem's attacks the most dangerous attacks
that Kain has, and is a great construct for fighting opponents.
This is also Kain's most powerful spell, not just because of
power, but because the golem is able to move and attack more
easily and at less power than Kain's Shin Lunareido. Once
summoned, the golem doesn't require too much power to maintain,
and can be used for a while. The golem even comes with arm
blades on the ends so that it can cut down opponents using light
beams, and it is able to move independent of Kain's own
movements. This is a very useful spell, as Kain is able to use
it and then let the golem attack who he wants it to attack, and
the golem can even move to tank attacks to protect Kain if Kain
requires it to. This spell is strong though, but the light beams
that it uses drains it's power. Once the golem runs out of
power, the golem will dissolve into dust and disappear once it
runs out of power. If one wants to destroy this golem, then the
best way to do so is to destroy it's core in it's chest, which
is a glowing blue crystal. If that is destroyed, the golem will
dispel and disappear. Kain also can only summon one of these
golems at a time, and cannot use the spell multiple times if the
spell is active (IE he cannot summon the golem, then use the
spell again to try to summon another golem). This spell does
requrie a lot of energy to use, and while it can be used
multiple times (unlike his Shin Lunareido spell), this spell
does take a toll if overused.
crystal golem that fires dimension cutter attacks
Blood Claw Spirit Techniques:
- Unique Elite Blood Spirit Power: The Blood-Claw: After Kain
fought in multiple wars with the vampire ninjas, he eventually
gained a spirit who taught him the art of blood manipulation.
This is what would become the basis of the blood art that the
Dawnguard would use, but Kain would gain certain abilities
beyond just simple blood manipulation. The spirit taught Kain
many abilities using blood, and different techniques to utilize
his blood manipulation for a variety of uses. This spirit allows
Kain to utilize his blood manipulation in a few ways, but the
base form of this spirit's power is the blood-claw, which Kain
is able to concentrate blood from a battlefield around his hand
till his hand and claws literally become crystallized blood
thanks to the spirit's other power of being able to crystallize
blood using it's spiritual power. This gave Kain a multitude of
special techniques using blood, and allows him to not only
create blood-like claws, but he can fire attacks from his claws
in order to attack opponents using spirit purification blood
manipulation techniques. This is how Kain gained the nickname
Blood-claw Kain back during one of the vampire ninja wars, and
this spirit became Kain's main spirit in battle using his
ability to bond to spirits to bond to this spirit. This grants
Kain a number of techniques using blood manipulation, with one
of his main abilities using blood that is unique to Kain is that
he can manipulate the temperature of blood, either freezing it
or boiling it. Kain has been able to utilize this in a few ways,
where he has burned blood into a crystallike state through
burning pressure, but also frozen blood using his temperature
power as well. However, as powerful as Kain is, his blood
manipulation has the same weaknesses as other blood manipulation
techniques. Many techniques come from Kain's claws, and if an
opponent knows what's coming, they can usually avoid it.
Usually, it's best to just avoid close combat, and usually many
attacks can be dodged or blocked. This technique was taught to
Kain by a blood spirit, one that has since bonded to him to help
him fight. However, Kain tries not to use these techniques
anymore, due to him not wanting to fight using the same brutal
powers he used to use, as he has mostly tried to retire from
combat and using this combat style. Kain is known for two claw
styles, the first is his mana crystal claws which is part of his
unique alchemy, but he is also known for this art using blood.
The way to know the difference is that his blood claw is crimson
red, while his mana claw crystals are blue. This tells the
difference if one cannot tell easily since both powers are
crystallized and have different techniques with them.
- Iron Blood Spirit Purification Blood Techniques: Kain has
combined his alchemy to create a somewhat unique spirit
purification using his blood manipulation, where he empowers
alchemy into his blood to essentially strengthen and increase
the power of the iron of the blood. Normally, there isn't enough
iron in the blood to do much, but Kain has managed to utilize
this technique to use his alchemy to essentially power up the
iron in his blood with spirit purification magic so that it does
massive damage to spiritual opponents, and anything vulnerable
to iron and spirit purification will take heavy damage from
this. This turns all of Kain's blood manipulation techniques
into spirit purificaiton techniques, where he can use blood on
spirits like a priest would use holy water on a demon, or his
techniques can be used to do damage to spirits where normal
blood manipulation wouldn't hurt them. By utilizing the aspect
of spirit purification that attacks beyond the physical, the
blood is able to purify any spirit, and counter most spirit
powers without needing something like spirit destruction powers.
When utilizing this, this is a passive effect on his blood
manipulation, so Kain is able to use this without needing to do
anything. This is a basic amplification of the alchemy that
manipulates the blood Kain is able to manipulate, so it doesn't
require any extra power to utilize. However, those that aren't
spirits aren't effected by this spiritual purification aspect,
and they only take extra damage if they are vulnerable to iron
or spirit purification. Since this is mainly used on dark
spirits and hollows, other creatures usually don't have to fear
unless they have weaknesses to iron (like the death wraiths).
This blood manipulation can also still be countered like normal
blood manipulation, despite it's ability to use this, so
opponents usually don't have to worry about it changing the
basic operation of the blood manipulation.
- Blood Spirit Power: Blood Acidity/Temperature Manipulation:
By manipulating different aspects of his blood, Kain is able to
do more than just throw blood at people. The first thing that
Kain can do is use his control of blood to freeze it into a
solid form, allowing him to create frozen blood attacks that are
able to attack enemies, or he can boil the blood he manipulates
into a boiling blood that can burn enemies on contact. Depending
on the technique, the forms usually have a reason, such as using
certain techniques like creating an icicle projectile using
frozen blood, or hitting opponents with pressurized blood
techniques using boiling blood so the blood boils on contact.
However, this isn't the only thing he can do, as Kain can also
control the acidity of the blood he manipulates. By tuning the
acidic properties of blood, he is able to do acidic damage using
blood and utilize the corrosive aspect of blood to its fullest.
Kain can also do the opposite though, and turn his manipulated
blood into a basic form, usually to counter acidic manipulation,
but also since basic blood can cause severe irritation on
contact even though it doesn't eat away the skin like acidic
blood would. Depending on how it's used, blood can be a very
dangerous weapon, and Kain has had many years to master using
this power to do different things. Kain has fought a multitude
of enemies, and developed many different aspects. Usually, his
most common aspect is usually freezing blood, since he uses
plenty of blood projectiles and freezing blood to try and freeze
opponents. Of course, as one might expect, normal counters of
blood manipulation still work, such as using water to dispel
acidic or basic aspects of the blood, or using certain other
manipulations to counter blood such as earth manipulation to
block blood manipulation, or using lightning to dispel the
liquid in the blood. Depending on the enemy, some may have
creative ways to handle this.
- Unique Elite Blood Spirit Magic: Blood Creation: Using Kain's
unique creation magic depending on the situation, Kain is able
to utilize his creation magic to create blood. Since Kain is
fully aware of what elements make up blood and it's structures,
Kain is able to generate blood using this creation magic in a
specific art that he refers to as blood creation. Usually, he
will create his own blood, knowing his own blood best, but he
can create the blood of anyone he knows specifically. By using
this, he doesn't have to utilize blood from opponents, and can
instead create his own blood to manipulate without having to use
his own blood. Using this, he can create blood in the same way
he would normally manipulate blood, in which he can still do
everything with his created blood that he can do with normal
blood, such as creating his blood claws, creating blood tendrils
and other blood techniques. However, Kain cannot create blood
completely from nothing, as he has to use the equivalent amount
of magic power to how much blood he creates. This is also a
power that is carefully monitored by the alchemists, as Kain's
creation magic is already seen as taboo in some aspects. When
combined with blood manipulation, Kain has also been able to use
this to create blood for the bio-alchemists, specifically the
medical alchemists, for blood transfusions, because he is able
to create blood from magic. This is another of the only times
Kain really uses this. Typically, if he uses this in battle,
it's only when he has no other blood to manipulate, and will
only use it to create as much blood as he needs. However, he
will usually draw his own blood before he creates new blood,
since he tries to avoid his creation powers when possible. For
opponents, this mostly just means that Kain doesn't have a
reason to try and manipulate the blood of others, so it means
opponents' blood is usually safe if Kain uses this instead.
However, the toll does come with this creation technique, just
like his normal creation magic in that it takes more power than
his normal alchemy would. While he might be able to create blood
using the right minerals and items, this isn't something that
would go unnoticed by the alchemists as a breaking of the taboo
of manipulating life, something that would get Kain into
trouble.
- Unique Elite Blood Spirit Power: Living Blood Ice: This
technique starts by Kain splashing blood from his claws at a
surface or on a person. Once used, the blood will freeze
anything that it comes into contact with, and the blood will
move on it's own looking for living things to freeze as it moves
across surfaces. This essentially turns blood into a moving,
freezing force that will freeze any surface it touches. If
splashed on a person, the person will slowly start to freeze
unless they somehow remove contact with the blood. The blood is
not controlled by Kain, but instead is controlled by his blood
spirit, which controls the blood and has it track down living
beings. As such, the blood has some self awareness in that it
won't go after Kain's allies, and will only target his enemies.
Using this, Kain can freeze opponents, but he can also do things
like use the blood to create traps, such as creating a puddle of
blood that will freeze someone's foot and ankle if they step in
it during battle, or using it to give opponents more to keep
track of to throw them off. Typically, this is a power that also
acts like a passive powerup of his normal blood power, unless he
is using boiling or acidic blood when using his blood
manipulation. This technique can be very useful depending on how
it's used, and Kain has plenty of techniques to utilize this to
it's fullest. However, this is worth noting that this is a
passive form of power that his blood can also be controlled by
his blood spirit, but it is also worth noting that Kain's blood
can only freeze if in physical contact with someone or
something, and cannot freeze things from a distance. Only things
in contact with the blood can be frozen. As such, this blood can
be countered and dodged, depending on how the opponent
approaches this. This can also be countered with things like
fire manipulation, as raising the temperature of an object can
prevent it from being frozen.
- Unique Elite Blood Spirit Power: Explosive Blood: This is a
technique similar to blood poison where Kain changes the makeup
of his blood slightly, which makes it able to be ignited with
heat and pressure so that the blood can explode on impact. When
using this, this makes it so that he when throws blood at people
or uses certain types of attacks, he can ignite it with a strong
enough impact, most often using this to create explosive attacks
that can essentially turn the blood into a bomb. This technique
essentially makes his blood manipulation dangerously explosive,
as he can ignite it at will, or even just make part of the blood
combustable (like making a weapon at the end of his blood
tendrils and then making it explosive to essentially blow up on
impact. Depending on how he makes it, he can do this a few
different ways. Normally, the easiest way is to make the blood
explosive enough that it explodes on strong enough impacts,
where Kain will fire attacks using this to essentially attack
opponents with the explosion as well as the attack itself. The
other method to this is to create enough heat to burn the blood
and then turn it into a type of blood grenade power, but this
requires modifying not just the temperature, but the pressure of
the blood since heat alone doesn't make blood explosive.
Essentially, the main aspect of this is to create immense impact
force when the blood explodes, since blood can't really burst
into flames too effectively or even for very long since blood is
not something that can "catch fire" normally. As such, this
requires specific conditions to work properly, though Kain can
making many different blood attacks explosive. However, the main
danger is that if he's too close to the blood when it explodes,
he can hurt himself with the impact force of the explosions, so
he usually has to use this farther away, such as using this when
firing blood projectiles or using a blood tendril from far
enough away. This can be applied to almost any blood technique,
but Kain has to always be careful of the distance it's being
used. This is also able to be blocked or dodged depending on the
technique used, and can be countered with certain other
techniques like using flames to ignite the explosive blood early
if the technique hasn't been fired yet, or using ice to freeze
it so that it cannot explode.
- Unique Elite Blood Spirit Power: Blood Crystals: One of Kain's
powers with his blood is that he can create crystals from his
blood, crystallizing his blood using his blood spirit's power.
This is useful for a few different things. The crystals first
and most obvious use is that he can use them to fire attacks or
make weapons out of them, such as his major crystals usually
create blood claw crystals around his hands that let him attack
opponents, or he can create weapons out of this as well. The
second is that he can empower them, usually with mana so they
can be absorbed by others. When he uses these on allies, it can
do a few things, in which the most common use is that he can
power people up with certain abilities, usually granting them
mana amplification. He can also fuse other spirits to these
crystals and fuse them with others if the spirit wants to become
one with someone, in which he can use this power as a catalyst
to bond willing spirits to new hosts that opt for helping those
Kain empowers. Kain can also use these as projectiles, creating
blood crystals he can hurl at opponents to spear them with the
crystals, or he can use them to hit opponents with immense
force, such as firing balls of crystallized blood like a cannon
at an opponent. This is a very useful skill that Kain can
utilize a variety of ways as well. When crystallized, the blood
is not frozen like one might think, but instead is crystallized
using spiritual power to harden and change the blood into a
glass-like state that turn the blood into a solid state. While
Kain can freeze blood to create a type of crystallized blood,
this blood crystal is more like actual crystal, meaning that it
is very strong and not as brittle as ice can be. As such, this
is a strong technique that also makes up the basis of Kain's red
claws when his blood manipulation powers are being used. When
used, these crystals are specifically vulnerable to lightning,
as the minerals in the blood are still present in the material
and the crystals are conductive of electricity. However,
creative enough opponents have also countered this using fire
manipulation to melt the crystals, and using other powers to
block or dodge the crystals.
- Unique Elite Blood Spirit Power: Blood Tendrils: This power is
one of Kain's main attack types where he creates tendrils of
blood which can do multiple things and be used to attack
opponents, usually coming from his claws. These tendrils can hit
with the force of whips or blades, depending on the form they
take, in which they usually work like blood-tendril whips that
are emitted from his blood crystal claws. The normal tendrils
form can be used like whips, which with enough force, can be
used to slice opponents open due to the force used on them. This
can also be used to grab opponents and trap them, and can even
be used to use Kain's living blood ice to freeze them if they
are trapped by these tendrils. Kain can also form weapons out of
the tendrils, such as turning the end of one into a mace or axe,
or other weapon, which will usually solidify the blood into some
kind of weapon at the end of it. This can be used to grab
opponents, use weapons, or just attack opponents, as these
tendrils can be shaped to just about anything depending on what
Kain wants to do when using them. Essentially, they're sort of
like a semi-solid goo in a semi-solid state, where they can do
physical damage, and can be shaped as needed. They can also be
hardened or softened as needed as well, in which the tendrils
can be modified depending on what Kain wants to do, such as
hardening the tendrils to do more physical damage, or softening
them to make the tendrils hit with stronger impact force. When
they grab someone, the tendrils can squeeze and constrict on
someone, essentially pulling them to pieces with enough
strength. Depending on how much blood Kain uses, he can form as
many of these as he needs to. This power is very useful, and can
be used as long as Kain has enough blood to utilize it. The
blood is essentially shapeshifted and manipulated by Kain using
this technique (Essentially this is akin to Carnage's symbiote
tendrils but with blood manipulation instead of symbiote power).
This can be countered or dodged depending on how it's used, and
opponents can usually still avoid this if they are fast enough
and can counter the variety of options this technique allows.
- Unique Elite Blood Spirit Power: Blood Web: This technique
weaves Kain's blood tendrils together from his claws to make an
almost spider-like web, where he can create a web to trap people
in. By bringing his claws together and connecting them before
pulling them apart to create what appears to be a web from the
claw's tendrils in a criss-cross pattern. When used, Kain can
throw this web at opponents, or he can spread it over an area to
essentially create a trap. This technique is designed solely for
trapping opponents, who can be trapped in this thanks to the
fact the tendrils for this technique are made to stick to
things, including sticking to people as the blood acts like a
slimy glue that can trap almost anything caught in it. Getting
out of this requires immense force, or some sort of cutting
weapon, as this is a very strong web that is designed solely to
trap people who are caught on it. Though some opponents can
break this, weaker opponents could get stuck for as long as this
technique is in effect. Kain can use this at close or long
range, but this is best used at long range where the web can be
bigger, more spread out and harder to dodge, or he can use this
up close to try and trap someone up close, such as trying to
cast the web around someone to restrain them. And depending on
how Kain uses his power, the blood web charged with spirit
purification or freezing blood power to do other damage as well.
Typically, the best way to avoid this is not to touch the blood
web, and if caught in it, one's best option is water or earth
manipulation that can interact chemically with the blood to
chemically change it's ability to stick to opponents. This can
be dodged as one might expect, or even blocked depending on how
it's used. And of course, if Kain is in contact with the web,
lightning is also a great thing to use on him as Kain can be
hurt by lightning powers since blood is a conductor.
- Unique Elite Blood Spirit Power: Blood Owl Bomb: This
technique turns Kain's blood into balls that act as concussive
force bombs, which are created and then thrown at opponents.
This uses his explosive blood to create an explosive like attack
that explodes on an opponent on impact. When thrown, the balls
explode, releasing a high velocity concussive force which can
damage opponents close to where the bombs burst. This technique
doesn't actually use flames or bomb techniques, but instead just
simple concussive force to damage opponents around where the
balls explode (Unless this is used with pressure, not heat). The
explosion is controlled by Kain directly, and he can determine
when it goes off, or they just go off when they hit something or
someone, making it a fairly versatile technique depending on how
he pressurizes the blood used in this technique. This can also
be amped using his special blood techniques, such his most
common use of this being utilizing the living blood ice to
freeze opponents who are hit with this impact force. Even if the
opponent is immune to blood effects (like Kain's iron and spirit
purification), the impact damage can still do immense impact
damage if this technique hits an opponent as the impact force is
the main point of this technique. This one is one Kain does have
to be careful with though, as he can hurt himself with the
impact force, or his allies if they are too close when this
explodes. Typically, this technique is best dodged rather than
blocked due to the high level impact force, but certain
opponents can counter it with the right techniques, such as
using a pressurized water blast to hit the attack when it's
thrown at the opponent. Certain opponents can also use solid
objects for cover when trying to dodge this, such as hiding
behind a building or behind trees (Depending on where Kain and
the opponent might be fighting).
- Unique Elite Blood Spirit Power: Bloody Ice Canon: This lets
Kain fire blood projectiles by focusing the blood to his hand,
and then pressurizing the blood into a blast that is then fired
at an opponent. Depending on the size and shape, he can modify
the projectiles speed and strength by manipulating size and
shape. When fired from his hand, the blasts are fired at
opponents, and do heavy impact damage if they hit as this is
designed to be another impact force technique. The normal size
is roughly about the size of baseball, and he fires it like a
cannon ball with enough force to shatter ones bones on impact.
However, he can also create smaller, more bullet like
projectiles which can be fired with immense speed and piercing
power, in which he can fire them in a smaller form, but have
them strong enough to pierce most substances. The smaller
bullets can even break metal weapons and pierce most opponents.
Depending on the projectile fired, stronger and slower shots can
be blocked by walls and barriers, but the smaller ones are best
dodged rather than blocked. Though the smaller ones do pierce
opponents, they also do less damage as they are smaller in
nature compared to the larger shots, but the larger shots also
do more impact damage rather than piercing damage. And depending
on how he fires it, he can fire these shots in very rapid
succession, even firing smaller bullets like a machine gun if he
builds enough blood before hand. As one might imagine, this is
best used up close where the opponent has less time to react to
it. When used by Kain however, this technique also has another
purpose. When the blood makes impact, it uses the living blood
ice to freeze opponents, in which the attack not only hits an
opponent with heavy impact force, but also freezes the spot the
projectile hits. As such, this is a very dangerous technique,
one that usually has two stages of being hit. For opponents,
this technique is best dodged rather than blocked, due to it's
freezing effects.
- Unique Elite Blood Spirit Power: Blades of Blood: This
technique creates crescent shaped blades from Kain's blood,
where he can fire them at opponents, usually through focusing
the blood to his hand and firing them like a claw slash wave at
an opponent. Using this, he does a claw slash style attack, then
the blades are fired in a wave at the opponent from Kain's blood
claws. The blades are solid, being able to slice through
opponents like solidified slashing waves and are usually
concentrated to more easily slice opponents with it being strong
enough to even slice through metal with enough force. This
technique is basically like firing a werewolf claw slash attack,
and not too much different except this technique is made for not
only being able to slash an opponent multiple times, but
depending on the number of blades, can be used to fire at a
group. This is useful especially when used with his other blood
techniques, like using his blood ice to freeze opponents who are
hit by these blades, or using acidic blood to eat away at
opponents when the blades hit the opponent. As a result, this
power can be used a varety of ways, and is quite dangerous in
that Kain can change up the attack to keep opponents guessing.
However, these attacks are always fired from Kain's blood claws,
and while he can change up the type of blood technique he uses,
he cannot usually change where the blades are fired from, making
this more predictable than one might think since the blades are
always fired like a claw slash. This attack can be blocked by
strong enough defenses, or it can be dodged by fast enough
opponents. Typically, the best way to counter this is to avoid
it, but if one cannot avoid it, then one can use certain
stronger objects to block the technique if they have access to
them, though the slicing power of this blades usually allows to
slice thorugh metal, so dodging is usually the best way to avoid
this. This can also be countered by using water manipulation,
since water can absorb the impact of the blood as well as
dissolve the blood (if it doesn't freeze the water in the
process).
- Unique Elite Blood Spirit Power: Blood Traps: This lets Kain
leave his blood behind and turn it into a trap where his blood
can turn into spears and spear those nearby, where they can be
damaged if they are close to where the blood is. This trap can
be remotely activated by Kain, or he can make his blood react to
movement around him, which he can make it react like a landmine
depending on what he wants to do. When activated, this is
basically to damage opponents nearby, often designed to spear
the feet when they walk nearby, or spear them from the walls if
the blood is on the walls. Kain has to use this technique before
throwing blood, as he has to determine if he wants to detoniate
this remotely or set this power to movement. Kain can also use
his with certain other blood manipulation techniques, such as
utilizing this with his blood ice to have the traps explode and
freeze the parts of the opponents that are in contact with the
trap and explosion of the trap, or using the acidity to spear
opponents with acidic blood for more easily piercing opponents.
However, this is another power that if Kain isn't careful, he
can injure his allies and he could hurt himself with due to the
impact force. While he can stop the trap from going off if his
allies or himself might trigger it, the trap could still damage
him before he can react to it or if he doesn't know he or an
ally is going to trigger the trap. Certain powers can also be
used to trigger the trap from a distance if the opponent knows
it's there, as triggering it from a distance can harmlessly
prevent it from hurting them. Though the best way to avoid this
is to not trigger the traps in the first place and just avoid
them, since this requires an opponent to get close to trigger.
- Unique Elite Blood Spirit Power: Blood Armor: This is a
variation of Kain's crystal blood power, where he crystallizes
blood around his body to create armor, instead of just creating
crystal claws. He can form this armor around his whole body, or
around parts of his body, depending on what he wants to do. In
addition to making simple armor though, he can also make
crystallized weapons and shields out of his manipulated blood or
modify the shape of the crystallized blood, if he needs to take
a different shape, such as making his hand into a mace or axe,
or creating tendrils from the armor as he can change the shape
of the armor. However, this does require energy to hold in place
for long periods of time, and the more defense used, the more
energy and blood is needed for it to work. This technique is
often best used to defend against attacks, or amp Kain's
physical attacks, such as armoring his hand so he can punch
something strong if his strength isn't enough on it's own, or
defending against attacks. Using this armor for long periods of
time can drain his energy quickly, so it's best used in small
bursts, and not held up too long. Although this does let him
create armor as he needs it, and modify it as he needs to if he
does, so it does help him a lot in battle. Typically, there are
advantages and disadvantages to how he uses this, as there are
two main ways to utilize this armor in battle. The first is that
he can create armor that covers most of his body, but leaves his
joints open so he doesn't get hindered in his movement, or he
can create a more defensive armor covering his whole body, but
his movement gets slowed as a result. Both have an advantage and
disadvantage, such as lighter armor being vulnerable at the
joints, or his heavier armor making him much slower. Opponents
who want to break this will find it's like trying to cut through
metal, so it most often either requires immense force or more
concentrated attacks to pierce. Lightning and fire are also
fairly decent ways to break through this armor as well.
- Unique Elite Blood Spirit Power: - Blood Shield: This lets
Kain create shields of blood which can protect him from attacks
using his blood manipulation. This creates crystallized shields
of Kain's manipulated blood, which can harden and protect him
from many forms of attack depending on how they're used. He can
form these in almost any shape he desires, such as a simple
wall, or a dome around him depending on how much blood he has to
utilize to block an attack. Normally, Kain will utilize this to
create shields on his arms to block attacks, using shields like
a gauntlet with shields, or utilizing blood to absorb attacks in
liquid form. Typically, the shape can be anything Kain wants it
to be, utilize it whether it's connected to his body or not
whether it's shields formed on Kain's body or from armor, or
used to create walls and shields not conencted to Kain. This is
another technique that can be modified with the situation,
though the same rules apply that larger shields or more powerful
shields require more blood and more power to make or maintain,
making this another technique that should only be used in small
increments to avoid attacks rather than just keeping the shield
up constantly. And since this creates a physical shield not
having to be connected to Kain, this can also block Kain's view
if he keeps it up too long. This technique is very useful though
if Kain concentrates it and uses enough power to defend against
attacks, but can be broken with enough force, and can still
block Kain's view of an opponent when in use since the shield
technique is solid and not transparent or translucent like some
other shield techniques. This is also weaker to lightning and
fire attacks since it's still basically a giant blood crystal.
Shields on Kain's body are usually easier to use, but require
Kain to use the shields to block specifically, which means he
usually has to move his arms since the shields are usually on
his arms. Shields and barriers around Kain that aren't connected
to him usually are better to block attacks he can't reach, but
they don't move around when cast, and only stay in one spot,
limiting their ability to block attacks.
Mana User Abilities:
- Mana Manipulation: Every mana user learns to summon the mana
from their own body. Every mana user is able to generate their
mana after learning how about mana, where they are able to use
it for different things like amping power, forming attacks, or
using it for other purposes. While most associate mana with
magic, which mana is most often used for, groups learned that
mana is useful as a raw energy that can damage most creatures,
as even those with magic are able to be hurt by mana itself even
if they're immune to magic. Not only that, but mana users found
that mana is highly customizable in combat, with some mana users
have different types or unique types of mana they develop over
time, such as the demon mana or chi/mana. This depends on the
user, but every mana user learns to manipulate their mana in a
variety of ways with it being very easy to manipulate into new
forms while still keeping it's raw energy power. Some develop
two to four types of mana if they're creative enough. Out of all
the types of energy the body uses, mana and chi are the two most
adaptable energies in most mortal bodies. However, that doesn't
mean it can't be countered by other energies, like chi, spirit
energy or even elemental energy depending on what one has.
Energy is easily the best way, though one can also use aura
breaker style techniques as well.
- Spirit Purification Lion Mana Spirit: This is Kain's own
unique mana power he gained from a contract with a spirit. By
agreeing to protect the spirits, he was able to apply his spirit
purification power to his mana and bond a willing spirit to his
mana to create a powerful mana spirit. When using this mana
power, he is able to channel the spirit's power, and lets him
utilize his spirit purification mana that is extremely powerful
and useful for battling dark spirits and anything vulnerable to
spirit purification. And when Kain needs an extra boost in power
for his spirit purification mana, he can summon the spirit to
manifest in the form of a blue mana lion, which can fight
alongside Kain in battle. This lion spirit is able to act on its
own according to what it wants to do, and will usually help Kain
in any way it can. This spirit is a powerful spirit, and it
grants Kain enhanced alchemy as well, in which he can even use
his blue mana crystal claw alchemy in combination with this in
order to create more powerful spirit purification claws.
Typically, only the strongest of dark spirits or other dangerous
spirits can resist this power, though there are some dark
spirits and some dark arts users that could resist this power if
given the chance. Typically, this mana is countered like any
other, and using positive spirit power can easily use this power
as an amplifier, or one can use dark arts to counter this power
if their dark arts are strong enough. This spirit can also be
destroyed using spirit destruction arts (assuming the opponent
has them), so that is another main weakness of this spirit.
While the spirit cannot be hurt by spirit purification (spirit
purification makes this mana spirit stronger), it can be
destroyed with spirit destruction, and if destroyed, Kain cannot
bring it back if it is destroyed.
- Surrounding Mana Manipulation: Those with enough understanding
of mana, and the sense of mana that comes with manipulating mana
eventually learn to control mana from the environment around
them. This lets a mana user not only use this to use more
powerful mana, but also use it to replenish their own mana
they've used. However, this is difficult to use, as absorbing
mana is quite difficult, since some of the absorbed mana is used
just trying to absorb the mana, which makes this sort of a pain
to use, so most mana users save this as a last resort. While
powerful, this mana is hard to absorb and hold on to, usually
requiring concentration to absorb completely. This is
essentially a replication of how some chakra users developed
their own "Sage Mode", but instead of using chakra, they used
mana to do this. This is why most mana users try to use weapons
that gather mana for them, so they don't expend energy doing so.
This mana is stronger than normal mana, but costs more power to
maintain. The most used method for this is empowering oneself
through what mana users call "Mana Mode."
- Dark Mana: When the mana in an area is used up completely, and
the mana user tries to pull more mana, the result becomes the
generation of dark mana. Dark mana is essentially the opposite
of normal mana, being empowered by darker energy than normal
mana. When there's not enough mana in an area, the result is
that the leftover energy pulled up is fused with dark energy,
and creates a more evil type of mana energy. Because of how easy
mana is to manipulate and fuse to other energies, this mana is a
natural mana for depleted mana in an area. This mana is
dangerous, and often taboo among mana users, as stories of
people becoming disfigured or not being able to use things like
their mana power amp correctly have led to a misconception about
dark mana. Dark mana can be controlled, and while not as
customizable as normal mana (since the only energy that can be
combined with it is demon energy), it is still very strong, and
as long as it's properly controlled, it can be used effectively.
This mana is dangerous to the user though if proper control is
not taken, something that can be used against them. And except
in certain situations, one can only use this if mana is pushed
completely out of an area, or the mana in an area runs out
completely. Only certain select people can draw dark mana in the
presence of normal mana. And while normal mana's strength often
depends on the user, dark mana is the same for everyone, making
it evenly matched with any other dark mana, for better or worse.
- Mana Magic: Those who use mana often find that converting mana
into magic becomes easier, often turning mana attacks into magic
attacks, such as turning a mana spear into a flame magic spear
or using mana power amplification to convert to buff magic. This
is dependant on what the user can do with magic, as not all mana
users have the ability to use magic. This is a double edged
sword, as while everyone has mana and can learn mana if they
practice enough, those not having an affinity for magic often
won't be able to use this power. However, those that can have
far more range, making this a great power to pair with magic
users in general. Those that use this find that magic has
reduced cost and is more effective with this type of method,
with mana being more easily focusable into magic when mana is
used as an energy more than just a power source for magic since
most mana users understand more than most magic users where mana
comes from and what makes mana so useful. Most mana users don't
focus on magic, but some can use it.
- Mana/Magic Negation: There's a few things mana users usually
have issues with, one of which is stronger mana users who can
use their mana to overpower theirs, and others without a talent
for magic that can use their magic to overpower the user's mana,
usually a problem for mana users with no real magic ability.
This skill was designed to use mana to replicate a frequency
that cancels out all mana in an area, not allowing any mana use.
This skill was designed mostly to counter magic users by non
magic users, in which all mana gets cancelled out and forcing
all opponents to rely on other abilities. This also works well
against stronger mana users who would normally overcome the
user's mana as well. Each mana user has a unique method of using
this, such as a finger snap activating and deactivating this
(which is fairly common) or some releasing a wave. Of course,
the one thing to note is not only does this cancel out mana for
the opponent(s), but also cancels out mana use for the user. So
this negates mana and magic for everyone, not just the opponent.
Also, only mana-based magic can be affected, as things like chi
magic, celestial magic and other forms of magic that don't rely
on mana are not affected by this. However, this can be useful
for drawing out dark mana, since mana vanishing from an area
means there's no mana to draw from, making this an easier way to
summon dark mana without having to waste the mana in an area.
- Radiating Mana: Similar to those with auras, mana users, when
using their mana, radiate mana from their bodies, creating an
almost aura-like mana around them. This is the body's natural
expulsion of extra mana produced by the body, and often times
acts like a defense similar to auras. This can dampen attack and
grant mana users power to draw from without wasting the mana in
their bodies, allowing them to generate mana attacks more
easily. This also lets mana users use this mana for things like
power amplification and mana regeneration, as this mana can be
drawn back into the body at will to be used for more power. This
mana aura type power is simply the radiation of mana from the
body, and normally doesn't effect the body negatively. Most mana
users feel this wastes usable mana, so they try to use this as
their primary source of power for mana attacks, and this is one
of two ways they try to deal with the expulsion of mana from the
body during combat. This is useful for using in combat, but
really doesn't mean their attacks are any stronger than normal,
as absorbing mana generated from their own body doesn't count as
surrounding mana absorption, so this power is not the same
thing, and is more along the lines of just reabsorbing their own
mana.
- Full Mana Containment Mastery: This is the second way that
mana users tried to keep from wasting power in battle. This way
is a bit more dangerous to the user than the other, but provides
a bigger power boost than using mana similarly to an aura. This
method, instead of using the mana that radiates from the body,
cuts off the mana's exit from the body, containing the mana
inside the body. As one can imagine, containing mana is a bit of
a double edged sword, as while they do keep the energy in their
body and gain a bigger supply of mana than normal mana users,
this method becomes very hard on the body, and can result in
damaging the body. This is usually supplemented by feeding some
of the extra mana into regeneration, preventing too much damage
too quickly, but this can eventually cause more damage than can
be regenerated by the body if used for too long. Usually, this
is meant to be used in battles where the user needs a power
boost beyond normal mana amplification, in which this can
provide such a boost, however, the strain means that users
should never stay in this state for too long otherwise the
strain could do permanent damage not just to their bodies, but
to their body's ability to generate mana. This is a strong
powerup, but dangerous if not properly used.
- Mana Power Amplification: This is the main reason most mana
users use mana, which is so that they can use this to power up
their bodies and supernatural abilities. This power uses any of
a mana users mana abilities to power themselves up. This ends up
being a passive powerup once concentrated through the body,
granting a temporary increase of physical stats and temporary
enhanced mana and other supernatural abilities. When in affect,
the mana enhances all other supernatural abilities, like holy or
unholy abilities, powering them up with mana. And depending on
the mana used, this can power up the user with special abilities
as well, depending on what they can do with their mana. Some
using holy or unholy mana can do things like amp their holy or
unholy power, while creating more of a defense against the
opposite power. Depending on how much mana is put into the
amplification, often determines how much of an increase the user
can get and what type of mana they're powering themselves up
with.
- Dark Mana Power Amplification: This is very similar to normal
mana amplification, but using dark mana. If one can use dark
mana, they can also use this to empower themselves using this
the same way as they would with normal mana types. However, dark
mana works slightly differently, in that it has a different
amplification effect on the body. While it does amp physical
stats and supernatural abilities, it amps someone with darker
power, and amps them far more heavily than normal mana
amplification. However, instead of granting a normal mana
enhancement, it gains an overall raw power boost, making things
like one's aura and natural energies far stronger than any other
mana type. However, this comes with a cost, as any mana user who
uses this will find that the strain on the body is very high
when using this, since dark mana is much harder to keep
contained in the body through power amplification, and takes far
more power to use. This means that using dark mana provides a
much higher boost than almost any other type of mana, but at the
cost of doing damage to the body. This damage is akin to the
same kind of damage that full mana containment does, except that
dark mana doesn't just do damage to the body, but over time, if
used too much, can mutate the body if too much damage is done to
the body.
- Mana/Dark Mana Regeneration: This is another reason mana users
like to use mana, in that they developed a way to funnel mana
into regenerating the body passively, making it so their mana
heals them from most injuries. This is a supernatural type
regeneration, and can be used using mana or dark mana, or any
other mana the mana user can use. Often times, most mana users
prefer normal mana for this, not wanting to waste more power
than they have to since other types of mana take more power to
use. Since mana is good for regeneration and doesn't really
require extra gimmicks, most mana users just prefer to keep it
simple and use normal mana. Dark mana, on the other hand, is
questionable by most to use since dark mana has harder effects
on the body. Normal mana can regenerate most injuries, including
replacing limbs, though dark mana does the same thing, but heals
much faster than normal mana. Dark mana is more preferrable to
some because it takes less time to heal fatal injuries, but they
must be careful because dark mana can mutate the body if it's
not used properly, and if it's used too much, then it can damage
the body as well when healing it. Usually, normal mana is
dependable enough though that unless one is pierced in the heart
or brain or beheaded, most mana users can regenerate, with them
really only needing dark mana to heal fatal injuries faster than
normal mana.
- Mana Armor: This skill is a technique by mana users that lets
them up their defense by hardening the mana around their bodies,
similar to other energy users. There are many ways mana users
use to defend their bodies against attack, as each mana user
often does something different. This lets them up the defense
for parts of their bodies, making them able to withstand
attacks, or amping their defense so they can reflect attacks.
Usually, the most common technique is hardening the body using
mana which helps defend against physical attacks and concussive
attacks, and reduces or negates damage depending on how strong
the defense of the mana is against the power of the attack.
Another use of the same method is when others use mana to
protect themselves while they deflect an attack, similar to a ki
user. This technique lets a mana user stop or push an attack
away, and they can do this without damaging the integrity of an
attack, such as knocking away an explosive attack without making
the attack explode. Some even use mana to create armor of mana
around their body. The exact method of using this varies
depending on the user, with some being able to just harden their
body, some preferring the mana shield or mana barrier
techniques, or creating armor. However, this method is still
vulnerable to aura breaker weapons, and stronger attacks can
still break this armor skill no matter what form it takes.
- Mana Shield/Barrier: The mana shield skill can be used to
create shields of mana around the wrist as another method of
using this, which can be used to block attacks. The shields can
be as big or small as one wants, and can be used as long as the
shield isn't broken and the user has enough mana to use the
technique. These shields are meant to be used defensively,
acting like protective shields that don't need to be held by the
hands, allowing the user to carry weapons and still use the
shield when necessary. This technique is effective for defense,
but only if the shield can block the attack, since all it takes
to avoid the shield is getting behind the user, or attacking an
area not covered by the shield. The other ability, mana barrier,
creates a spherical barrier around the user, which is another
method of shielding oneself from attacks. The mana barrier
blocks attacks, as long as the barrier isn't broken, can protect
the user. The cost of using this technique compared to the mana
shield or mana armor is usually more though, not just for the
technique itself requiring more energy as it's a lot more energy
being used, but also because this technique requires energy to
maintain. Of course, both of these techniques can be broken with
enough force, and can be instantly broken with things like aura
breaker weapons or strong enough energies that can be used to
counter the user's mana.
- Mana Wave: This is an attack wave which mana users fire from
their physical attacks, or just fire it from their hands. This
wave is very adaptable with some people firing it different
ways. This wave is designed to fire a concussive wave which is
fired at opponents, damaging them on impact and knocking them
back with pure concussive force. This does the same damage as a
physical attack, and can be increased or decreased in size.
Usually, larger waves are used to hit more enemies or hit a
larger area, but smaller waves are used to compress the wave and
hit smaller areas much harder. The waves are customizable to an
extent depending on how the mana user wants to use this
technique. Most mana users fire these from physical or weapon
strikes, or can even fire this from the sound waves of their
voice by fusing their voice waves with mana. It's also possible
to concentrate this in a 360 AoE form to blast back everyone
around the user, but this requires more power to do, and
depending on how much power is put into the attack, the wave may
be stronger or larger if more power is used to generate it. This
is easily dodgable, as one can dodge the wave easily by moving
out of the way, or for the AoE attack, they just need to get
away from the user until the attack spreads out and disperses.
This attack can also be broken with enough force, or protected
against with barriers and other shielding techniques.
- Mana Blast/Beams: Just like other energy types and users, mana
users are able to fire blasts of raw mana, or concentrate them
into beam they can fire. This is somewhat similar to ki users
and similar energy users who can fire beams, like hollow ceros.
This technique is designed to use mana's raw destructive power
to damage opponents with strong blasts which usually explode
with mana when they hit a target. The blasts are usually large
balls or shapes made of mana while the beams are usually just
beam projectiles fired at opponents. The attacks are easily
customizable, in which some can focus these from weapons to
create weapon attack waves or blast mana from other parts of
their body. Most use their hands to generate the mana they need,
but some mana users channel mana more easily in different ways,
such as using a breath style attack to fire a mana beam (similar
to a dragon breath attack), or they just fire from their
finger-tips, or from their hands. Some even learn to kick or
punch blasts at people to give the blasts extra momentum. This
is dodgable by opponents, and most attacks can be defended
against with strong enough defenses.
- Mana Constructs/Weapons: One thing most mana users do with
their mana is create powerful weapons and constructs out of
their mana. This is far more useful than other energies due to
the raw power of mana, and even among some who have physical
weapons, they still use this from time to time to create other
weapons they can use in fights or other constructs useful to
them. Some do things like make guns that fire mana bullets, or
some might create certain weapons to use on opponents. The
variety of weapons and constructs usually is limited only by
the user's imagination and if they have enough mana to make the
weapon or construct they want to make. Some have even been able
to make canons out of mana, though making larger or more
powerful weapons often requires more mana than simple weapons
like swords and other melee weapons. Constructs also can be
granted specific properties, such as creating a grenade style
projectile that explodes with mana on impact. As one might
imagine, other energies and weapons can counter these, and
strong enough defenses can counter more destructive constructs.
- Mana Bullets/Mana Spears: This is another fairly simple
ability among mana users, who use their mana to create small,
fast projectiles, or larger spear-like projectiles. There are
two main categories of attacks, which, again, are highly
customizable among each mana user. The mana bullet technique was
designed to fire small, speed based projectiles using mana,
which can be fired multiple ways. The two most common ways are
usually a finger flick, flicking small projectiles at opponents
with immense speed, or firing the bullets from a radiating mana
aura, which fires them directly after they're created in the
radiating mana. The mana bullets are designed to be like bullets
fired at opponents, and work similar to gun bullets except the
bullets are not metal. The mana spear technique is very similar,
but fires larger spears designed for piercing opponents more
than speed. The mana spears are designed to pierce defenses, and
can be used to pierce things like barriers, defensive techniques
or through armor if concentrated properly. These techniques are
both pretty effective, and most mana users canuse both of these
powers effectively. Of course, these can still be dodged and
blocked, though the mana spear is better dodged than blocked
since it's designed to pierce defenses.
- Mana Familiars: Similar to other familiar techniques, mana
familiars are designed to replicate magic familiars in a way, an
ancient magic user art which summoned an animal to work
alongside the magic user. For mana users, they generate mana
familiars based on what they want to create, in which they
create mana familiars that are designed to help them in fights,
somewhat similar to the elemental familiar technique used by the
Darkfires, but used with mana. The familiars attack depending on
what they are, and depending on what's created, may have special
properties, such as bird familiars flying or wolf familiars
having claws and teeth to attack with, or even creating monsters
that can attack using mana like a dragon familiar that can
breath mana almost like a flame. Depending on the imagination of
the user, they can generate almost any kind of creature. Though
the larger the creature or more creatures made, the more energy
is used and the less power each or bigger familiars have since
larger familiars and making more familiars requires more energy
to be used and more focus between each one. Some mana users even
learn to create a permanent familiar they can keep with them at
all times, with some having familiars similar to magic users
that they just keep with them which could be almost any creature
the mana familiar is designed as. Once created, the familiar can
manifest itself as long as the user has mana, and can act on
it's own, also being able to share its senses with the mana
user.
Lunar Fighting Spirit 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:
- 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: 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: 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: 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: 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: 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: 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. Kain can only do this with his lion
mana spirit, and when used, he can utilize this to gain the
powers of a lion temporarily, as well as gain much more powerful
spirit purification power.
- 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: 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. Kain's had a long
enough fighting career and done a lot of good for the spirits
that he was able to learn this as a reward for his dedication to
protecting the spirits, in which the spirits bestowed this gift
on him. However, just like anyone else, if Kain died, he
wouldn't be able to come back until the spirits allowed it.
Basic Werewolf 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:
- Silverfang Raging Water Fist Style: This style is Kain's own
family martial art, passed down from his father. In Kain's
family, the Silverfangs have a number of martial arts styles,
and this style is one of them. This style is focused around
focusing attacks to more condensed areas, and using fluid motion
to strike with immense power, in the same way a fast flowing
river can hit with a heavy impact. When used, this style is a
balanced style that combines offense, defense and counter
attacks using fluid motions that can be used to attack
opponents. This style is designed to be agile and strong, and
allow Kain to attack opponents with much stronger attacks.
Typically, this style would be able to damage opponents through
armor by focusing the attack to reverberate the attack, or this
style can also be used to focus shockwaves of attacks to attack
opponents at a distance. This combines aspects of Wolf Style
Kung Fu, Shito-Ryu and some aspects of Karate. This style is a
great martial arts style, being great for both attacking and
defending. When attacking, the fluid movement is able to strike
with immense power, and while defending, the fluid movement is
able to allow a user to move out of the way or deflect attacks
with more ease than some other styles. When used, this style is
pretty useful, but just like other styles, other balanced styles
may be able to counter this style, as no style is perfect. The
main thing to watch out for in this style is the movement, as
the movement is key to understanding the style. If one can
understand how the movements build power in this style, they can
usually figure out how to avoid the attacks of this style, as
the movements are absolutely necessary in this style.
- Piercing Claws of Blood Style: This is Kain's own personal
style that he developed along with his cousin, Kirnan Knightly
(Kierra's father). This style is a very dangerous style that is
designed to use claws to spear opponents. The main focus of this
style is spearing opponents with the hand, using the claws to
concentrate the force of an attack to a single point and pierce
an opponent with their claws. This is a very dangerous style
that maximizes the use of the claws, and specializes in even
being able to pierce metal due to how strong the strikes usually
are. This style is an open hand style, focusing all the power to
the finger-tips where the claws are so that the claws can pierce
opponents, and makes this style very deadly if striking a vital.
This is a style that is meant for killing opponents, and made
specifically to cause as much damage as possible to the body.
This style can use gripping techniques by using the claws to dig
into what the user grips, as well as this style having defensive
stances where the user attacks an opponent's arm or leg as they
attack to try and pierce it with their claws. This style is
often known among many who have seen it as the "Blood-Claw"
style, as Kain gained his nickname from using this style. This
is perhaps one of the most dangerous styles, as it was
specifically made for murdering opponents, rather than disabling
them. Of course, as one might expect, this can still be
countered with other styles, as any style has it's defensive
styles and experienced enough opponents might be able to avoid
Kain's attacks. In this style, while shockwaves can be used to
attack opponents from a distance, this style is mostly up close,
so opponents usually just have to watch for how this style
attacks.
- Mana Weapon Style: Mana Blade/Weapon: Most mana users have
their own weapon style, since one of the powers involves
creating mana weapons. Most learn to use whatever weapon they
create most, if they don't already have a weapon that uses mana
that they adapt to their mana user skillset. Mana users often
develop their own style, incorporating their mana use into a
specific weapon's style they use. This could be a generic combat
style, or an established style. Either way, most mana users have
their own weapons style they use in combat, which can also be
customized based on the mana user's specific skillset. This is
usually just a pretty basic style, using the techniques of the
mana users to their fullest, such as using mana waves or firing
mana attacks from their weapons. This style is simple, yet
effective and can stand up to almost any other combat style when
the mana user has mastered their combat style.
- Mana Fighting Style: Flow Point: This is a specific hand to
hand fighting style which mana users developed. Instead of
trying to attack just to hit an opponent, this style is set
around the body's energy flow, where mana users focus their mana
into the physical attacks, not only amping their physical
fighting style, but also creating a fighting style that lets
them use their physical attacks to strike points of the body
where energy flows through, such as chakra points and other
points where multiple energies often converge in the body's flow
of energy. When attacked, these points are hit with force enough
to interrupt the body's flow of energy, where those hit with
this will find their flow of energy is strained. Through
repeated hits, opponents bodies will start having trouble
generating energy, as the points of the energy flow become more
and more difficult to maintain the energy flow if constantly
attacked. Usually, these points recover with time, but in
battle, this often is designed so that mana users can interrupt
an opponent's flow of energy, making the opponent's energy
becoming harder and harder to use after taking hits from this
style. This style is effective against any creature that uses
energy from their body, whether it be mana, chi, aura or even
spirit energy.
- 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:
- Physical Strain Mana Radiation: When in battle, mana users
have a passive method of keeping up with stronger powers and
relieving physical strain on their own bodies. When the body is
strained, or the mana user is pushing their body hard enough in
battle, the body will release bursts of mana from the body in
order to relieve the physical pressure on the bodies, and help
the user in battle to keep up with what they're doing in fights,
usually being most useful in physical fights or doing things
like catching attacks or projectiles. This not only helps keep
the body from straining itself too much, but also helps with
stamina management, as the body is able to do this to relieve
tension from trying to find other ways to keep the body from
hurting itself from strain. This is a passive technique, in
which mana users do this without thinking about it, as once mana
users learn to use mana, the mind figures out that this method
helps relieve the strain of fights to an extent. Of course, this
only works to an extent, and if the body uses this too much, it
can waste the mana in the body, which means that it's still
important for a mana user to not over-strain themselves, and
after a while, this either becomes unusable if the user runs out
of mana, or loses it's effectiveness over time as the strain
gets greater as fights go on.
- Mana Puppet: This was based on the technique developed by the
quincies, which lets mana users use the mana in their bodies to
control themselves, even if their body is disabled. This lets a
mana user use their body by controlling the mana, in which they
are able to control their own bodies like puppets. This skill is
very useful when the body has sustained injury, allowing the
user to control their body even when injuries have disabled the
ability to use their body. This technique lets a mana user fight
even when their body isn't in the condition to, though this can
be a double edged sword to users since it can make their
injuries worse. There is another use for this ability however,
in that this also comes with the ability to manipulate their
mana in other objects, specifically their weapons. Some mana
users actually take advantage of this so that they can control
their weapons using something akin to weapon telekinesis by
controlling their mana in the their weapon. This lets them do
things like use larger weapons like platforms, or use weapons to
attack with from a distance depending on the person. However,
they can only control their own mana, and cannot control other
people's mana.
- Mana Energy Flow Training: Similar to other energy users, mana
users train their ability to use mana in a few ways. The first
way is training the body to generate and be able to use more
mana, in which mana users train their bodies to handle more
mana. This first method is only the first stage, and designed to
be used in conjunction with the second part of this training.
The second part of this training is learning to open up the
body's flow of energy, allowing more energy to flow through the
body. These two methods are designed to be used in conjunction
with each other, and when done properly, proper balance is
maintained in the body. As the body trains and learns to
generate and handle more mana, the body also opens it's flow of
energy to handle the increased amount of mana. This training is
a long process, which mana users grow in power over time. Those
that train with these methods can grow stronger, generating more
and stronger mana over time, as well as training the body to
handle the increased flow. Usually, weaker mana users strengthen
more quickly, but stronger mana users grow more slowly, as
weaker mana users have a lot of room to train and improve, but
stronger mana users have a harder time opening their flow of
energy more, as eventually they slowly stop getting as much from
training over time. Another thing to know is that larger bodies
are usually able to generate more mana, while smaller bodies
usually don't generate as much mana. however, through training,
almost anyone can get stronger.
- 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).
Transformations:
- 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. Kain is able to change into his human
form when he wants to, though this is mostly for hiding among
human society, or fighting opponents when he needs a slightly
smaller form.
- Enhanced Nature Mana Spirit Mode: This is Kain's own unique
transformation, in which he combines his alchemic spirit
purification mode with his nature's mana mode to create a more
powerful form that utilizes both. Kain is able to utilize the
powers of the spirit purification mode, such as enhanced
alchemy, which his specialty is his blue moon light spells or
his blue mana crystal claw alchemy that he can use. When in this
form, his spells and his blue crystal claw alchemy are both
enhanced, as well as amplified by the nature mana that Kain
absorbs when using this. As this also uses the mana mode
enhancement, this amplifies Kain's abilities considerably, not
only increasing his magic power, but also amplifying his
physical abilities. Kain can even use his Blood-Claw style and
his blood claw abilities in this form, since they are still
alchemic abilities that he can utilize. However, this does still
have the same weaknesses as the spirit purification form, such
as dark spirit powers or demonic powers might do more damage to
Kain, and spirit destruction powers can also do heavy damage to
Kain in this form. In this form, Kain is also vulnerable to
anything that negates mana, such as other mana users who negate
mana in an area, or powers that can counter mana. As such, while
this grants enhanced power by combining two enhanced modes, it
does mean it also has the same weaknesses.
Weaknesses:
- 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). Kain has
typical werewolf weaknesses to silver and having his head cut
off.
- 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). While Kain tries
not to be prideful, he can get prideful about his status as a
Dawnguard, which is something opponents can take advantage of in
combat.
- 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).
- Even though mana users can regenerate pretty effectively, they
can still die due to fatal injuries if their regeneration
doesn't act fast enough. There are certain exceptions, as some
people do have enhanced regenerations (like demons and angels)
and may not die with certain fatal injuries, but most mana users
who don't have any other race abilities usually are able to be
killed by their heart or brain being destroyed, or their head is
removed. Though any supernatural creature that is a mana user
still has their normal race weaknesses, such as werewolves being
weak to silver or mercury and vampires being weak to holy items.
While mana users can regrow limbs and heal most injuries, they
can still be killed, and their regeneration can still be
interrupted by forms of regeneration negation.
- While mana's raw energy power may seem impressive, it's still
just a normal energy that can be countered as such. Other
energies can still counter mana, such as chi, ki, aura, spirit
energy and other forms of energy used by the body. Many find
that mana is strong, but other energies, with enough effort, can
be used to block or even reflect mana. To some extent even other
physical objects can be used to counter mana, using things like
boulders and living things for cover depending on the mana
attack. For the most part, all mana skills are dodgable and most
are blockable with strong enough defenses, though one still has
to be careful of the ones that pierce defenses. For the most
part, other types of energy is the best way to block mana, and
stronger mana users can also block other mana users mana.
- Originally, mana users were eventually countered by someone
who developed a technique that became known as the soul shout,
in which they used their spirit energy to generate a sound
frequency which cancels out all mana in a given area. This soul
shout is designed solely to be like kryptonite to mana users, as
it removes the source of their power, making it so no mana user
can generate mana in an area, and can't even draw out their own
mana as the soul shout removes any ability to use mana,
including dark mana. While the soul shout isn't really too well
known now except among those that use spirit energy, it is still
something some people still know how to use. This is the
technique that the mana negation skill was based on, as mana
users tried to replicate the effects with mana, and generated
something that would negate mana, but didn't know that this
still allowed dark mana in their attempt to replicate this. This
technique is very effective against mana users, and while in
effect, a mana user cannot use any mana, being forced to rely on
either trying to get out of range of the soul shout, or fighting
using other means.
- Another dangerous counter to mana users power is mana flames,
or King Satan's wrath flames. Both flames feed on mana as a
power source (and King Satan's wrath flames can also feed on
anger), so lighting a mana user on fire with mana flames or
wrath flames can be very dangerous to mana users, as it's like
throwing a fireball into a pile of gasoline. If the mana user
doesn't contain their mana properly and push the flames away
from them and get away, they could easily be consumed by mana
flames. Many mana users don't see mana flames or wrath flames
too often, so only a few are familiar with them and how to
counter them. Though most have to learn quickly or be consumed
by flames.
- Another method if breaking through mana skills is with things
like aura breaker weapons. As one might expect, aura breaker
weapons work on just about any energy, and mana is no exception.
While mana is strong, it still is instantly dispelled by aura
breaker weapons and techniques. Aura breakers work well against
mana users, as all of a mana users techniques can be dispelled
by an aura breaker weapon. Of course, anything that dispels mana
would be effective, as some magic users have skills that can
dispel mana. There are plenty of techniques out there, and there
are plenty of stronger techniques that could break through mana
techniques and skills.
Personality: Kain is a fairly calm person, and normally is one
that prefers to remain neutral in most conflicts. Kain has tried
to retire from combat for a long time, but has not been able to
since events seem to keep pulling him back into combat. Kain is
the type of person that, while prideful of his abilities,
prefers to remain honorable, and follows his own code of
conduct. Kain believes that as a warrior, every warrior must
have a code to follow, or else they may lose themselves when
they kill opponents. Kain is a very experienced fighter, and one
that has plenty of stories to tell. Kain is also very good at
reading people, and knowing how they think due to his
experience, as he has had to evaulate a lot of people for the
Dawnguard over the years. Over the years, Kain has not enjoyed
fighting like he once did, and has been trying to get away from
it as much as he can so he can focus on his family's potion
shop. In battle, Kain is a very skilled opponent, using his
experience and combat talent to counter most of his opponents.
Kain is a very strategic opponent, but usually prefers to
overpower his opponents. While he is very smart, he usually
doesn't rely on strategy unless he absolutely has to, as he
prefers to fight honorably, and does not want to win using
tricks or gimmicks.
Bio: Kain is a very old werewolf, having been around since the
alchemists were founded alongside his cousin, Kirnan Knightley,
and his friends Kina and Sirion Darkwolf. When the alchemists
were founded, Sirion, as the strongest, became the king of the
alchemist society, and ruled for years. Eventually, Sirion named
Kain as his bodyguard, and when the war against the vampire
ninjas happened, Kain had to create his own group of elite
alchemists, which he called the Dawnguard. In addition to making
a group, Kain also had to come up with ways to fight the vampire
ninja elite teams, who had powerful advanced skills. As such,
Kain came up with a number of advanced alchemy skills, some of
which tiptoed the line of some taboos of the alchemists. Because
the alchemists were trying to wipe out the vampire ninjas, and
the skills were useful against dark spirits, the alchemist clan
heads allowed Kain to utilize these skills along with his
Dawnguard, as long as they were watched and the alchemists could
make sure no one in the Dawnguard misused their power.
Over the years, Kain has fought many vampire ninja elite groups,
and has fought in each vampire ninja/werewolf alchemist war that
has happened. During one, his development of the blood claw
technique alongside his cousin, Kirnan, earned Kain the nickname
"Blood-claw" Kain, in which Kain became feared as one of the top
level fighters in the werewolf alchemist tribe aside from the
Darkwolf clan. After the last vampire ninja war, Kain has tried
to retire and go back to his family's potion shop, in which he
tried to leave the Dawnguard. However, just as always, something
pulled him back, with this time being the Darkwolf/Darkfire
battle that required Kain to help his friend Sirion against the
Darkfires. The battle took it's toll on Kain, not just because
the Darkfires were formidable opponents, and he didn't like the
idea of Kina marrying a vampire, especially someone that wasn't
accepted by their society (though Qrow was slightly accepted for
a time before events brought the Darkwolfs and Darkfires to
battle each other). During the battle, other events happened, in
which he had to take down his cousin, Kirnan, killing him. These
days, Kain has been brought back to fighting again, thanks to
the current conflicts in London, and has had to once again take
control of the Dawnguard to fight the enemies in London.
Theme: Linkin Park Inspired Jamtrack (
HTML https://youtu.be/aJu93Il1MOk
)
Battle Theme: Basic Metal 8 (
HTML https://youtu.be/wbAZKQssTHE
)
Blood Claw Theme: Arrival of the Undead King (
HTML https://youtu.be/rkpu4Ruz8i4
)
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