DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: New Orleans/London Vampire/Werecreatures/Werepyre P...
*****************************************************
#Post#: 5644--------------------------------------------------
RP Profile: Kage Musica and Kajit
By: Zorbak the Ebil Moglin Date: August 19, 2020, 12:02 am
---------------------------------------------------------
"I wasn't slacking off... I was napping. There's a major
difference. Napping serves an actual purpose, whereas slacking
off is the lack of doing anything worthwhile." - Kage Musica
"A good quality weapon is like having a companion. It will take
care of you if you take care of it, and the two of you will
become an unstoppable team."
"Silver doesn't do much to my clan... Other than give us
something to use against you. You picked the wrong alchemist to
mess with."
"Our clan makes weapons. I'm not the oldest or best blacksmith
in my clan, but I'm definitely got plenty to offer. When it
comes to weapons: If you can think it, I can make it."
"One day, my goal is to make the perfect weapon. One that won't
break, one that can cut through anything, and, hopefully, find
it the perfect master who will use it to protect the people he
cares about."
"Intention... It's the most important aspect of a weapon. If you
seek to use it to just kill people, it will become nothing more
than a tool of destruction. But if you seek to protect others,
then it becomes a symbol.... A symbol of your determination, and
the extension of your will to fight for those you believe in.
That's when the true glory of weapons comes out. Those who use
them to just kill will never unlock their true potential. He
stops and thinks. Or maybe that's people I'm thinking of...
Either or I guess..."
During a conversation when Kage reforged Kindron's sword, Shinso
into a spirit purification weapon.
Kindron hands over Shinso, which pulses that it's ready for the
reforge, though nervously.
Kindron: Don't worry... I'm sure this will make you stronger,
Shinso.
Kage: Don't worry... I promise there's nothing to be nervous
about, my friend. He says to Shinso.
Kindron: Wait, you can understand Shinso? I thought only I could
understand him.
Kage: I guess you would normally, since most users are the only
ones who truly understand their weapons... But I talk to weapons
all day when I'm in the blacksmith shop, even ones without wills
of their own. He smiles and chuckles to himself. It's not often
I see people who take such good care of a weapon and care so
much about them. He looks to Shinso. Don't worry, my friend... I
won't hurt you. I'll take good care of you while you're with me.
You'll be out fighting again before you know it, stronger than
ever. He says to Shinso.
Shinso pulses, communicating it's gratitude to Kage for helping
it get stronger.
Kage: Don't mention it. That's what I'm here for. Helping those
like you is why I became a blacksmith. He looks to Kindron's
other two swords, Decaforce and Four Sword. You've taken care of
your weapons. Those two are also grateful too for you helping
them even if they can't express or show it. You rescued them
from being forgotten and gave them a place at your side with
great respect for them. You're the type of person that I don't
get to see enough of. Not many people treat weapons with the
respect they deserve and understand the soul of the weapon.
Kindron: Well... I just did what I felt was right. I thought the
swords deserved a chance to do some good... That's all. I found
both of them broken and abandoned, and it felt like a real
waste.
Kage: You and I are gonna get along great, my friend. He says
jokingly.
"Kage's one of those 'brilliant, but lazy' types... But when you
need him, he always steps up." - General Kain about Kage
Kajit Quotes.
"I's gonna be a hero someday's!" - Kajit the Forest Moglin
"I's love being with the alchemists. They's nice and they's take
care of me. They's even play's with me sometimes."
"Kage is good people's. He will help's anyone he can's even if
he doesn't seem like it. He's just likes to nap lot's."
Name: Kagurei "Kage" Musica
Alias: "Silver Spear Kage"
Alchemist Title: The Silver Alchemist
Moglin Companion: Kajit the Forest Moglin
Age: Unknown
Species: Werewolf Alchemist
Gender: Male
Hunter Group/Team: Werewolf Alchemists (runs his own blacksmith
shop)
Weapons:
- Silver Knives: These are knives he uses in battle, which are
formed from his clan's Silver Claimer alchemy. The knives are
designed through alchemy by Kage himself, and are designed to be
able to be manipulated when thrown. The knives are alchemic
designs, filled with spirit purification runes that make them
able to purfiy spirits and dark spirits. Thanks to this, the
silver knives are very useful in combat, whether it's combat at
close range, or the knives are thrown at an opponent. The knives
can be manipulated by Kage, who can change the shape of the
blade, such as making the blade shoot spikes from it if it
strikes an opponent, turn the knife into a restraint, or even
extend the knife using the metal in the blade. The silver used
in these knives is 99% pure condensed silver, which has almost
all impurities removed from it, and has the silver molecules
tightly compacted so that more silver can be manipulated when
the form of the knives change. While these purification knives
are very useful against dark spirits (like most werewolf alchemy
usually is), these are also somewhat dangerous because they can
be used to kill members of the alchemists, since the alchemists
are still vulnerable to silver. While Kage himself isn't
vulnerable to silver, other werewolf alchemists around him are,
so he has to make sure none of these fall into enemy hands.
- Blacksmithing Hammer: This is a special hammer that Kage
developed for his blacksmithing work. This hammer is pretty
large for a blacksmithing hammer, and is able to be used in
battles if needed. Unlike his silver weapons, this hammer is
made of spirit purification metal, which can grant spirit
purification properties to objects it strikes or purify spirits
the hammer strikes. When used in battle, this hammer is quite
effective against spiritual opponents, but also against normal
opponents since it is still a decently sized hammer. When used,
the weight of the hammer can do heavy impact damage, as the
hammer is very dense and is about as dense as it looks. While
Kage can swing this hammer without a problem, most other
opponents would have some trouble even holding it. When striking
objects, the hammer can shift matter, where Kage can use it to
modify matter using alchemy on striking something. For example,
if he is making a sword, he will use the hammer on what will be
the blade to change the metal into a blade shape depending on
what he is making. Usually, changing takes multiple strikes, so
it isn't too useful in battle, but this is a very useful tool
for making weapons thanks to it being designed to make Kage's
weaponsmithing easier. This weapon isn't bound to Kage, but
unless one can harness magic-based alchemy, one cannot use this
hammer, due to it being designed for an alchemist and Kage
designing it so it couldn't be used against the alchemists if it
were ever stolen by the vampire ninjas. This hammer is very
strong, but one can still dodge or block it's attacks if they
can handle the force of the hammer. While fairly large, this
hammer still has the normal weaknesses of a hammer, like the
staff of the hammer being easier to cut through than the head of
the hammer.
- Condensed Silver Skull Necklace: This silver necklace is
Kage's own supply of condensed silver, in which he can change
the necklace into items he can use. The silver can be reshaped
and formed almost any way he wants, where he is able to form
almost any shape granted the silver isn't stretched too thin.
Usually, he will make a spear out of the weapon, as a spear is
his signature weapon as he often makes his necklace into a
silver spear that he can use on opponents. He can also form the
silver into a sword or a shield, or even form it into armor.
Because of how condensed the silver is, Kage is able to form
larger shapes than one might think, as shown by his silver spear
and shield can be made bigger than normal spears and shields.
Kage can even turn the silver necklace into gauntlets, something
else he frequently does as well. Like his knives though, he has
to be careful to keep this out of enemy hands, due to this being
dangerous to the clan. It is also worth noting that Kage cannot
change the amount of silver he has (IE he can't condense anymore
silver, and to make more silver, he'd have to use another source
of silver), so even with alchemy he can only manipulate silver,
not create silver to use. This necklace is normally worn around
Kage's neck, and weighs more than one might think. While Kage is
very strong and doesn't mind the extra weight, most opponents
would have trouble holding pure silver as dense as Kage's
necklace.
Companion:
- Kajit the Forest Moglin: Kajit is one of the forest moglins
that eventually came to live with the alchemists after his
village was nearly destroyed by a dark spirit, and the moglins
that were left decided to live with the alchemists since there
weren't enough to restart the village on their own. Kajit is a
forest moglin who specializes in life magic, whether it's
healing, purification, or even certain nature magics that
utilize plants and earth around him. Kajit is a standard forest
moglin, with no real special abilities of his own beyond the
basic magics of the forest moglins. However, after he desired to
become a hero, Kage made him a small sword and shield gauntlets
to fit his moglin stature (Though per Kajit's requiest, the
sword and gauntlets have no special abilities of their own other
than being strong enough to block stronger attacks and have
spirit purification properties, and the sword and shield
gauntlets can absorb physical impacts more easily than one might
think since it is meant to block objects and people much larger
and stronger than Kajit), and Kajit started training as a
swordsman under another alchemist who taught him a speed based
style that utilizes his speed and uses jumping attacks to make
up for Kajit's short stature, but also allows him to cut through
larger opponents. Essentially, Kajit is able to cut through
large opponents that normally moglins wouldn't be able to hurt,
as he learned to concentrate his physical force into his strikes
to create slashing waves and stronger attacks than something his
size would be capable of. As such, Kajit is a very skilled
swordsman, one that most people don't take seriously due to him
being a moglin and many make fun of him for wanting to be a
hero, though he does prove he is a great swordsman by the fact
that he knows how to use the swordsman's wavelength, a skill
only used by advanced swordsman that can be used to attack
enemies in unique energy forms or deflect energy type
projectiles, as well as focus and cut through most objects many
swordsman wouldn't be able to. However, Kajit has stood by Kage,
because Kage believes that Kajit could become a great warrior
with the proper training, and the two have become great friends
over the years. While Kajit is extremely fast and a great
swordsman (which is his greatest strength since his magic is
more about healing and purifying than actual combat), he's still
a moglin, and one can kill him as easily as any other moglin.
For the most part, moglins still have hearts in their chests
that are near the center of their bodies (unlike a humans that
is more to the left of the center of the body), and a moglin can
still die if their head is removed. Unlike other creatures,
forest moglins have no regeneration, which means that Kajit
cannot regenerate wounds, though he can consciously use his
magic to heal himself when needed, but this is something he has
to do consciously and cannot do passively.
Werewolf 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.
- 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.
- 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.
- 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).
- Alchemic Transmutation: Alchemists are able to convert matter,
changing matter as they see fit. This can be as simple as
turning lead to gold (though this is technically taboo among the
"don't create money taboo"), or dispelling elemental energies or
converting them. An alchemist, if they know their environment
and composition of what they're manipulating, can use it to
convert matter in a variety of ways. This is the main ability of
alchemy alongside it's spellbooks and unique alchemies, which is
designed to change things that harm spirits into something that
will strengthen them instead. While this does cover elementals
to some extent, this is far more than just converting
elementals, but includes general changing of matter, such as
changing the form of a metal to make a stronger metal, or
weakening certain materials if they are trying to weaken armor
or weapons in battle (though certain types of weapons and armor
might be immune to this ability if the werewolf doesn't know how
the power of the weapon or armor/shield works, or what it's made
of). There are two aspects to this power, and that is change of
form and change of shape. Changing the shape can simply change
the shape of something into another shape (usually used on
inorganic objects to change their form), and changing the form
changes the matter into a different kind of matter (usually
changing one element or compound into another). However, they do
have to know not only what they're manipulating, but also what
they're manipulating it into. This means that if they try to
manipulate a substance they don't understand, or don't know what
the thing they're trying to convert is made of, this power
doesn't work properly, and often completely fails or rebounds on
the user. It takes years and experience to become good with this
skill, as simple natural talent isn't enough to master alchemic
conversion skills which make the base of all alchemy. The proper
use of this also requires some scientific knowledge, with those
with scientific knowledge often having advantages that other
alchemists might lack (such as those with science knowledge will
know more easily how to manipulate molecules while normal
alchemists focus more on the elements themselves).
- Werewolf Battle Transmutation Magic: In order to battle their
enemies, the werewolf alchemists developed a specific brand of
alchemy designed solely for battle. This alchemy is the main
alchemy most alchemists use when not using their own unique
skills, as it's the basic combat alchemy many are taught upon
learning alchemy. This alchemy uses wind and earth manipulation
using alchemic magic, allowing a werewolf alchemists to take
advantage of the two major elements that connect to almost every
other element. In the alchemist's eyes, aside from darkness and
light, earth and wind are the two major elements that make up
the world, which they are able to use. Almost any physical
material is made of earth, or almost any lightning, fire or
water is created using air and gases in the air. Once mastered,
most werewolves have highly skilled alchemic magic they can use
in battle, being able to manipulate the earth and wind to fight
opponents. This could be as simple as creating shockwaves to
attack, or more advanced alchemists can do things like freeze an
area using wind, or they can create lightning or fire using air
as well. Depending on how it's manipulated, earth and air hold
the connection to most of the elements in the world, and some
advanced alchemists have even learned to use certain advanced
techniques like using ice or glass to focus light into attacks
as well depending on the alchemist. This depends on the
creativity and scientific knowledge of the alchemist, as this is
a power with many possibilities, and those with strong knowledge
can find many ways to use this power effectively. However, this
is a magic power, so those with magic resistance or magic
immunity may be immune to most of the magic other than physical
damage from certain attacks. Those who have other alchemic
abilities or can counter earth and wind can also easily counter
this combat as well the same way as normal earth and wind
manipulation, since this essentially equates to earth and wind
manipulation using magic.
- Earth Healing/Purification, Healing Magic, and Plant/Animal
Restoration: Werewolf alchemists with a powerful enough
connection to nature are able to interact with the environment
around them, which mostly involves healing and restoring. The
first thing one can do, is heal destruction of the earth around
them, such as purifying toxic influences or healing areas
damaged by things like fires or human interference, where the
werewolf is able to restore the planets life force using their
connection and using their alchemy in order to heal the life
force of the planet. But werewolves with this power don't just
stop at healing the earth, they are also able to heal others, as
well as healing plants and animals. They are able to heal almost
any manner of life, restoring a person's injuries and being able
to purify negative influences like toxins and poisons or energy
poisoning. Thanks to their connection, they are able to tell
when something is wrong with the earth, creatures or the life
around them, and able to take appropriate action to fix the
situation. For the most part, this results in different ways to
heal and purify, being designed to help the world around them.
This isn't too useful in battle, just being healing power and
purification, but it does help when needing to heal others or
healing plants, animals or the world's life force. This also
requires the werewolf to know what they are healing, as they
cannot heal or purify unless they know what is wrong or causing
the problem, meaning that certain supernatural infections or
afflictions might not be curable with their power, as certain
afflictions unknown to them often require research to figure out
how to counter.
- Bio-Alchemy Magic: This alchemy was originally an extension of
healing and purification, but instead is a type of alchemy
designed solely to allow werewolf alchemists to use their
alchemy to study living beings and make alchemic modifications
to strengthen them. This art is often used by some more
ambitious werewolves to understand the structure of living
beings, where they learn how to modify beings based on their
biological knowledge. This art can be dangerous though, as this
art goes into two major taboo's among alchemists, and also
involve two forbidden arts. The first is combining living beings
together and creating what alchemists refer to as 'chimeras'
which are creatures usually spliced together with alchemy to
create a more powerful creature. This art was forbidden among
alchemists for "twisting" life, which they see as a crime
against the world's life force. The second is that they are not
allowed to create new beings, as they feel that creation is not
their job, and because any attempt to create life has usually
resulted in death or losing parts of the body to the point some
haven't been able to use alchemy. Overall, when used properly,
this art is about biological understanding of beings, and being
able to strengthen them using alchemy. When used as intended,
this is usually used as a way to boost those that are allied
with them, using this to often bring out more power and physical
ability in those that they deem worthy of power. This is usually
a lengthy process, and not useful in battle, so this is more of
a side ability used outside of battle. This usually depends on
the alchemist's ability, but most don't dedicate fully to this
given the taboo's unless they're rogue alchemists who have
turned on the other werewolf alchemists. Due to this, there are
few true masters of this art in the werewolf alchemist tribe.
- Bio-Alchemy Combat Magic: This is an alchemy magic that is
another bio-alchemy type magic which is a combat magic used in
battle. This alchemy boosts the body's physical stats using
alchemy, by strengthening the muscles, bones and even skin of
the user so that they will be temporarily stronger. However, not
only does this enhance someone physically, but this temporarily
opens up the flow of energy in a being, and allows them to
channel greater energy through their bodies, usually as a way to
allow the user to enhance their supernatural powers and allow
them to channel higher level attacks that they wouldn't be able
to use otherwise. This is also useful when absorbing mana from
the air around them, as they can focus more power when absorbing
it with this method. This is designed to allow a fighter to
fight using enhanced bodies, usually best used against those
that are resistant or immune to magic due to this being a combat
based power and enhancing supernatural skills rather than just
attacking with magic. Alchemists with this skill can enhance
themselves or others, and can often choose how much to enhance
themselves. However, the higher the multiplier, the higher risk
of damage done to the body, as bodies using this can only handle
so much pressure that this magic puts on the body to enhance it.
After a certain multiplier, most bodies will begin to tear
themselves apart, most of the time, even keeping regeneration
from working effectively. If the user overuses it still, they
can even do damage to their own bodies that can't be reversed,
such as damaging their ability to generate energy.
- Potion Crafting Alchemy: Just as many types of alchemists do,
the werewolf alchemists are great at using their alchemic
knowledge for more than just changing things in battle, and can
use their knowledge of the world for other applications. The two
major applications are potion-making and item crafting, two arts
that are common among alchemists. Werewolf alchemists use
potion-making to make medicines of many different kinds, and use
their knowledge to cure illness, both supernatural and natural
in nature. They are able to use this for themselves to fix
illnesses their people might suffer, but they are also able to
use this for many other purposes, such as using potions that can
make plants grow more easily, or make potions that might purify
supernatural afflictions. Many alchemists in this clan
specialize in potions that purify the corruptive effects of dark
spirits, which are one of their main enemies since they are
close to the spirits of the world. Typically, they have ways of
purifying almost any dark spirit corruption, as well as being
able to make specific potions that might be able to cure other
supernatural afflictions. Most learn this to boost nature, such
as using a potion to fix a tree that has been damaged by poison,
or they may use this to grow new plants or trees in a forest to
help boost the forest's ability to sustain life. They will often
even use this to help animals as well, such as helping a sick
animal with a potion so that the animal doesn't die. Since both
plants and animals are essential parts of nature, most
alchemists are skilled in potions that can help both, with many
more advanced even having potions to help other creatures like
humans and vampires if they learn enough about their physiology.
This art is very useful, but is limited by the knowledge of the
user. If a user doesn't know enough about herbs, or about
potions, they might not be able to do much. They are also
limited by their ingredients, as the alchemist can only make
potions based on the ingredients they would use, and without
those ingredients, they might not be able to make potions as
effectively.
- Item Crafting Alchemy: Just as many types of alchemists do,
the werewolf alchemists are great at using their alchemic
knowledge for more than just changing things in battle, and can
use their knowledge of the world for other applications. The two
major applications are potion-making and item crafting, two arts
that are common among alchemists. The art of item crafting is
fairly simple, in which alchemists use their alchemy to craft
anything they might need. For example, items such as clothes,
armors, and weapons can be made using alchemy. Alchemists are
easily able to manipulate and change materials based on their
alchemic knowledge, and this art uses that outside of battle to
help alchemists make things. Usually, most alchemists will also
use their magic knowledge to infuse certain magic into their
items, such as making a weapon that can utilize certain alchemy
spells, or making stretchable outfits that won't snap when human
form werewolves change into werewolf form. This can be as simple
as changing materials shape so that they take a certain form,
such as changing the form of a jacket to more easily fit one's
body, or could be for making certain materials more easily, such
as forming a sword easily using metal. This is very useful for
many werewolf alchemists, and thanks to this, many can even
learn to make their own weapons, armors, or even just normal
clothes. However, the major thing to keep in mind is that all
items have to made from the right amount of materials, as the
laws of equivalent exchange still apply to item crafting. For
example, a sword wouldn't be able to be made from a sliver of
metal. This is also typically something that can be used in
battle to make weaponry, but can only be used simply, and the
finer use (such as making magic items) often requires
concentration and time.
- Musica Blacksmithing Alchemy: The Musica's have their own
blacksmithing techniques, but they also have ways of creating
supernatural weapons for people, in which they are able to fuse
classic blacksmithing with supernatural power to create unique
weapons. Typically, the Musicas specialize in creating
supernatural items, weapons and armors, and are able to fuse
almost any supernatural power to create unique weapons, granted
that they have someone who can act as a conduit for the power to
grant the weapon. Typically, the Musicas have made a number of
weapons and items for other clans, as they are a major
blacksmithing clan among the alchemists. As such, their work is
usually seen with other alchemists who use weapons, and each
have their own ways of making their own brands of items. The
Musicas are limited only by their imagination and what they have
access to, in which they still have certain laws of equivalent
exchange they have to follow. Typically, for an item to have a
supernatural power of it's own, the Musicas have to use the
power of an alchemist (usually the alchemist commissioning the
weapon if it is designed to have the same power as the user),
and they usually have to have the right material or something
they can turn into the right material using alchemy. Once they
have these things, they are able to create whatever items they
are trying to create, which can take almost any form of item
that the Musicas are commissioned to make. The Musicas have
designed swords, shields, armors, gauntlets, and many other
weapons and equipment used by the alchemists, usually each one
unique since each item is created and nothing in the Musica clan
is mass produced due to each equipment item often requiring
unique methods to make it. Since Kage is from the blacksmithing
clan of the alchemists, Kage is a trained blacksmith in the
clan, and is able to use the clan's own brand of item crafting.
However, he often uses his own brand of weapon-making, but can
use this art as well.
- Unique Blacksmithing Art: Spirit Weapons: Kage's weapons and
equipment are notable among alchemists because he is one of the
unique people who can fuse spirits into swords without damaging
or destroying the spirit, and he is one of the best blacksmiths
for making transforming weapons and items, something that many
blacksmiths even in the Musica Clan cannot make. Kage is known
as a rare prodigy blacksmith, and is able to create high value
weapons and equipment that are highly sought after by many who
have heard of the Musica clan. Due to this, despite being a
fairly young alchemist, he has become a very popular blacksmith
in the tribe, and a lot of people admire his work. For the most
part, Kage is able to make spirit weapons by fusing spirits into
the weapon as he's making it, and is known for being able to do
so with no damage to a spirit, and even has arts for removing
spirits from the weapons if the need should arise to send the
spirit back into the world (usually after the death of the owner
if no one else is wielding the weapon). Very rarely, Kage has
also been able to create weapons and items with multiple spirits
in them. Kage's weapons are also among the more powerful
alchemy weapons in the clan, due to his unique blacksmithing
abilities that are able to bond far more power to items than
most would be able to. Kage never forces spirits to become
weapons, and instead leaves the decision to the spirit itself.
Typically, he will often get together with the spirit or spirits
and the person he's making the weapon or item for together, and
make sure both want the spirit in a weapon or equipment before
making the weapon or item, as Kage is very careful about not
forcing spirits to become items if they don't want to due to the
alchemists forbidding the "twisting" of spirits to one's own
ends. Most of his weapons and items, while powerful, are not
indestructible though, and can be destroyed like many other
weapons (even if they're usually stronger). Typically, those
with magic immunity will be immune to many of his weapons and
items, since they use alchemy magic in some form. Though his
spirit weapons are usually very strong spirit purification
weapons, usually designed to fight dangerous spirits as well.
- Unique Blacksmithing Art: Transforming Weapons and Items: Just
like his spirit weapons, this is another trait of many of his
weapons and equipment he's made that is unique to him. Kage is
one of the few blacksmiths able to create transforming weapons
and items, usually by bonding multiple weapons together to
create a new weapon that can change forms at will. This is
another highly sought after set of equipments that Kage can
make, and one that makes him a highly desired weapon and
equpiment maker. Using this, Kage is able to make weapons that
can change forms under specific circumstances, usually to allow
the different forms to be useful in different situations. For
example, Kage once made an armor that was able to change form
and change it's defenses based on four different forms that it
could take (each based on a different element at the time).
There are a few ways to do this for Kage. One way is that he has
been able to make weapons transform with their owner into more
powerful forms by tying certain weapon forms to the owner's
transformations (such as a werewolf able to go into an enhanced
mana mode would let the weapon change into a similar enhanced
mana mode), or changing the weapon form based on the form the
alchemist is in (like having a specific weapon form for when the
alchemist is in werecreature form, and a different form for when
they are in human form). Another method he has is making swords
that freely change forms whenever the user wants that are all
the same power but useful for different situations, such as
making swords that can be used for different situations (For
example, he could make a sword that would be able to change
between a fire sword form and an ice sword form). Typically,
each form has it's own abilities, or enhanced abilities of it's
original form. This depends on what Kage wants the weapon to do,
and usually does this by making weapons that he can combine
together to create a more powerful weapon using the weapons as
forms for the blade. Typically, all of his weapons and equipment
still have the same weaknesses, and any powers are countered
like their normal power counterparts (example: Fire sword
countered best by ice).
- Teleportation Gate Magic: This was designed by the alchemists
after other races started using teleportation arts. However,
instead of simply moving from one place to another, the
alchemists developed their own art which uses magic glyphs to
create a gate between two areas. Instead of using a
teleportation spell, the two glyphs instead bend space to
combine two points. For alchemists, they use this simple aspect
to temporarily combine two areas through this magic, using
special magic to bend space itself. Typically, this is seen as
fairly difficult magic, but once one gets the concept, it
becomes quite easy. Those familiar with how dark energy bends
space and time will easily understand how this works, as it uses
a very similar concept, except that this uses magic to
essentially do the same thing. There are a few downsides to this
travel though. The first is that users must know where they are
going, meaning that they can only go to places they have been
before. They cannot open portals to places they don't know
specifically, and most cannot use this in battle to simply
create teleportation to teleport projectile attacks since this
takes a fair amount of concentration. If one doesn't know where
they are going, the spell will not work properly, and won't go
anywhere, rather than many other teleportation arts that would
send the user somewhere randomly. Another thing to note is that
this art cannot travel dimensions or through time, as the magic
is nowhere near strong enough to create distortions of that
level.
Unique Alchemy Spells:
- Silver Claimer Alchemy: This is the unique alchemy of the
Musica clan, in which they are able to manipulate silver, a
metal that normally would hurt the alchemists, but doesn't hurt
the Musica clan due to a strangely inherited immunity to silver
the Musica clan has had since the early days of the alchemist
tribes. No one knows why the Musica clan is immune to silver, or
why they can manipulate it using their own brand of alchemy when
most other alchemists cannot even touch silver. However, the
fact remains that this silver manipulation alchemy is the
signature of the Musica clan. Through this alchemy, the Musicas
are able to control and reshape any alloy with silver in it, and
can control it as needed. Through this, most Musicas will have
supplies of silver on them in some form, and will use their
silver to create weapons or use it to spear opponents. This
alchemy is fairly unique among the alchemists, as few other
alchemists outside of the Musica clan are able to effectively
control silver or even hold silver to manipulate it. This
alchemy can switch silver between metal and liquid form, which
usually the liquid form is to change the form of the silver to
then make it a new solid form (IE Changing a silver knife into a
liquid silver then turning it into a silver spear before it
hardens into silver again). This alchemy is the Musica clan's
own battle alchemy, in which they use this to fight dangerous
spirits. When used, they are able to use spirit purification
with this in order to attack dangerous spirits, and their
alchemy does blunt force damage not only to the body, but does
blunt force damage to the soul as well which can weaken someone
the more they are damaged (though this is usually meant to be
used on dark spirits and hollows or humans with dark spirits in
them). This alchemy is a metal based alchemy, so it's weaknesses
lie with metal manipulation. For example, being in contact with
metal means that electrical based attacks will have a highly
increased effect, and certain wind and water blasts might be
able to cut or blast through the silver used in this alchemy.
The purification effect of the silver also only works if the
silver makes physical contact with the opponent, and depending
on the power of the opponent, the purification won't always be
effective quickly, as some opponents can resist purification
powers.
- Unique Book: The Gray Book of Silver: This is Kage's own
spellbook, which houses his own brand of unique spells. His
spellbook is known as the Gray Book of Silver, known for it's
silver spells. Unlike his silver claimer alchemy, Kage's unique
spells don't use metal silver, but instead generate magic based
constructs that are akin to silver. Most of his spells are magic
based constructs, even though they look and act like silver to
Kage. When used, Kage is able to manipulate the silver in his
spells just like normal silver, except that the silver is not
actually newly created silver. The silver has the same
properties and characteristics of 100% pure silver, which is
something no one can make. Because of this, his silver has a
strength to it that normal silver doesn't have, and can do major
damage to both vampires and werewolves. Combined with the
enhanced purification power of his spells due to the spells
having the enhanced silver, this makes his spells far more
powerful than his normal silver claimer alchemy, and allow him
to control and create attacks through his spells far more
easily. However, unlike real silver, this is just a construct,
which means that once the magic energy is used up in it, the
constructs will dissipate and won't last forever. While Kage can
manipulate the spells, the constructs are still magic based
power made into a physical form that is only temporary. If one
could negate magic, they could essentially make these constructs
disappear. Each spell usually only lasts for a few rounds after
it's finished casting, and keeping the spell going can cost a
lot of power, so it's usually best to use the spell, and then
try to manipulate it to attack, but not keep the spell around
for too long, or else this can cost a lot of power to maintain.
One can also do more damage to him with lightning attacks if
used properly, since many of the silver spells are in physical
contact with Kage.
- 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: Garon: This spell is a basic spell which Kage
forms a silver blade over his hand. Once he has done so, this
spell can then extend the blade, and spear opponents with the
blade. The speed of the blade is extremely fast, and is able to
move faster than normal humans can track. This is known for
being a very fast extension, and can spear an opponent at medium
distance in less than a second. Usually, once speared, the
silver can change shape, to which Kage can then have the silver
create smaller blades with spear off the main blade to spear
into the opponents, or he can turn the silver into liquid silver
to poison opponents. If he misses with this, Kage can change the
direction of the extension, in which the extension can bend and
shift as Kage desires using his silver claimer alchemy. This
spell is pretty basic, and uses the silver to spear opponents.
When used properly, this spell is hard to avoid due to it's
speed, but unless it strikes a vital, this is more just like a
normal stab unless Kage creates addition parts to the attack,
which usually just stab enemies again. The only danger comes if
Kage tries to poison using liquid silver, as some opponents can
take heavy damage from liquid silver (namely werewolves and
vampires). This spell only operates on one hand, and doesn't
have to spear someone, as Kage can just use this to attack an
opponent with the blade, using his hand like a silver sword. And
since Kage is using this in contact with his hand, electrical
attacks will do heavy damage to him as silver is a big
conductor, and can run through the attack back to Kage himself.
- Second Spell: Rigron: This spell throws chains with hooks on
the end of them that can be used for a few different purposes.
The first is that this can be made to spear opponents with the
hooks, and then pull on them to slash the opponent as the hook
cuts them when forced back. The hooks are designed to dig into
an opponent when they hit, and can be used to trap an opponent
by wrapping the chains around someone with the hooks acting like
an anchor in the opponent. If around the opponent, the form of
the attack can be changed, where the silver can be used to
create a contained metal wraping around the opponent to trap
them using this silver. This spell can also be used to pull up
rocks from the ground, where the hooks are able to hook into
rocks and then pull rocks up. The rocks can be thrown or the
chains can try to hit the opponent with the rocks attached to
the hooks. This is how the attack is meant to be used, though
Kage tends to gravitate towards using them to spear opponents
and trap them, occassionally using this to hit people with
rocks. This spell can be avoided if one avoids the chains
wrapping around them, or if they don't let the hooks dig into
them. Fast opponents can usually move faster than this spell if
they know it's coming, and strong enough opponents may be able
to break out of this trap if they are able to break metal. Since
these chains come from Kage's hand, one can even use electrical
attacks on them, and electrocute Kage while he's using this.
- Third Spell: Gashield: This spell creates a large metal circle
in front of Kage. This is meant to shield him from attacks,
using a liquid silver to catch projectile attacks. When an
attack hits, the silver hardens, and the coats the attack in
liquid silver while it's in the circle, and then fires it back
at the opponent. This is also able to respond to physical
attacks, in which those who hit it will cause the circle to
react by shooting spears from the circle to try and spear the
opponent once they are close enough to the circle. This is a
defensive attack that is designed to turn an attack back on the
opponent. Because the circle is liquid silver, Kage is able to
control the liquid silver, firing blasts of liquid silver at the
opponent with intense force that can shatter one's bones when
hitting opponents. This can block physical and energy based
attacks, as the attacks are stopped in the liquid which absorbs
the kinetic energy of the attack to stop it in it's place. Of
course, not all opponents are hurt by their own attacks, and
some might even be able to cancel attacks caught in the circle
(IE a fire attack could explode in the circle and not be there
long enough to be reflected. Opponents can also break through
this shield with certain types of attacks. This usually does
best blocking water, fire and lightning attacks, but can block
many other kinds of attacks as long as the circle isn't
overpowered by stronger attacks, which can overwhelm and
disperse the silver if an opponent is able to break through the
attack. Usually, the best way to do so is to concentrate an
attack right through the center, though opponents can also just
go around this attack since it only stays in one spot in front
of Kage and doesn't block every direction.
- Fourth Spell: Garozu: This attack fires a stream of small
silver spikes from Kage's hand, where he is able to create
masses of small silver needles to fire at opponents. When used,
this spell fires the masses of needles at an opponent in a
flurry of needles, and are meant to spear opponents. When used
properly, this can be used to spear groups of enemies with this
attack, as this is designed to hit opponents with multiple
needles. Typically, Kage can fire up to 50 needles per second
with this attack, and can keep this attack going for up to 10
seconds depending on how long he wants to use it for. However,
using it for longer than a few seconds usually requires more
power. When the needles hit something, they can spear someone by
changing their form to spike outward if embedded in someone, or
they can melt into liquid silver to poison someone. This attack
is at it's best when Kage fires at groups, as this can take out
a small group with masses of needles, though this can be used on
singular opponents to hit them. This hits a wide area, making it
harder to dodge as well, unless one is farther away where there
is more space between needles. The closer one is to Kage's hand,
the harder this is to dodge. However, one can dodge this if they
move fast enough and move out of the attack range, which usually
is wherever Kage's hand is pointing that is generating the
attack. Since Kage can only use this from one hand, the safe
spot is usually behind where Kage is firing the technique if one
can get to the other side of Kage. Even though Kage can turn and
fire the technique, one just has to stay behind Kage to avoid
the attack, or they can use something to block the attacks, like
a barrier or wall (if it's strong enough to block the attack).
Strong enough winds can also blast away the needles as well, as
well as magnetic attacks could repel the needles or attract them
to a magnetic attack instead of the opponent depending on how
it's used.
- Fifth Spell: Garondoruk: This spell is used to create a silver
armor over the body, which can protect the body defensively from
attacks. This armor can be changed as needed, in which Kage can
modify the armor depending on how he wants to use it. The armor
usually takes the form of a heavy armor, which is designed to
block many forms of attacks. At first glance, this looks like a
standard knight's armor which is used by old knights. However,
this armor has a few things it can do, such as being able to
form shields from the wrists, or being able to generate blades
from the hand using the silver manipulation of Kage's silver
claimer abilities. Normally, this armor would limit mobility,
but Kage is able to use his silver claimer power to manipulate
this armor so that it can change shape so that it doesn't limit
his mobility. This armor is mostly defensive, but does offer
some attack abilities using silver manipulation. This spell can
be held in place for as long as needed, as long as Kage has the
energy, and doesn't cost much to keep this spell going. However,
while this spell is active, he cannot use other spells as this
spell has to be deactivated before he can use another spell. The
silver in this spell can be manipulated into other shapes, like
forming weapons in his hand from the silver, or forming shields,
or even forming other weapons like metal whips depending on what
Kage wants to do, but he has to thin the armor in order to
create weapons, which means that he cannot create more silver,
and can only manipulate what the armor has. Kage can create what
he wants using the armor, but this thins the armor due to using
the armor's mass to create whatever it is Kage wants to make.
And like much of his silver spells, his main weakness is
lightning, or anything that counters metal manipulation.
- Sixth Spell: Ganzu Garon: This spell fires off multiple spiked
balls at opponents, in which these balls do heavy impact damage
if they hit. The spiked balls can also stab opponents with the
spikes coming out of the spike balls, and the spikes can also
extend using the silver inside the spiked balls to try and spear
opponents if Kage manipulates the spiked balls. The spikes on
the balls can even be fired from the spiked balls at any time,
and can be fired to try and spear opponents as a sort of
secondary attack to surprise opponents. When fired, Kage can
manipulate where the balls go, and if they hit opponents when
fired at them, the impact damage is strong enough to shatter
bones on impact due to the spiked balls being pure silver. This
is a useful attack spell that is designed to use the spiked
balls offensively, though the spiked balls can still be
manipulated. Usually, when used, the spiked balls can orbit
around Kage and then be used to attack, or the spiked balls can
be just fired at opponents to try and hit them. Typically, there
isn't too much defensively that can be done with this, other
than using the spiked balls to block physical attacks. When
used, the orbs are fired at opponents unless Kage specifically
manipulates them, and the impact damage from the spell only
works if Kage can put enough force into launching them at
opponents if he does manipulate them and change their momentum.
This spell is still dodgable if an opponent understands how
Kage's power works, and these can be blocked by stronger
opponents if they can handle the weight and force of these
spiked balls.
- Seventh Spell: Garon Zegar: This spell creates silver claws
around Kage's hand, in which his hands become sharpened silver
claws. This is fairly similar to the werewolf gift that turns a
werewolf's claws into silver, but instead of just changing the
claws, this changes the whole hand into a silver claw, covering
the whole hand. When used, the silver claws are able to slice
opponents just like any other werewolf claws, but have the added
effect of silver due to this spell being another silver spell.
When this spell is active, Kage can manipulate his claw hands,
in which he is able to do things like extend his claws to spear
opponents from further away, or he could make his claws more
like whips. When using this spell, even Kage's claw slash waves
generated using his werecreature lunar spirit style gain spirit
purification properties, and traces of silver that can be used
against other werecreatures or against vampires vulnerable to
silver. This spell is a fairly basic attack spell, and can even
be used to form his hand into a sword shape if Kage desires to
(similar to what his first spell does). However, Kage can still
only manipulate as much metal as he has, and cannot make more
when this spell is active. When used, this spell also requires
energy to maintain, and while it doesn't use much, it does still
require energy. It is also worth noting that Kage cannot use any
other spells when using this spell. These claws can also still
be dodged or blocked like normal werewolf claws, as long as one
can counter Kage's attack abilities, or know how to counter his
silver. And much like his other spells, Kage is more vulnerable
to lightning when using this spell since silver is in contact
with his body.
- Eigth Spell: Giro Doruk: This spell creates two large
knight-like shields that form off of Kage's wrists. When used,
these shields are designed to block attacks. This spell is a
modified version of his first shield spell, but instead of being
a large shield, these shields are on Kage's wrists and he is
able to use them to block attacks. These shields are highly
resistant to heat and cold, with the silver in this spell being
a special variation that doesn't react to temperature. Because
of this, this makes a great defense against fire and ice
abilities. This spell also has stronger silver in the shields,
as the silver is more condensed than Kage's first shield spell.
While Kage can change the shape of the shields into blades to
try and stab opponents with, the main focus of this is to be
used defensively. This is similar to his Garon Zegar spell,
except that it is designed for defense instead of offense. Using
this, Kage can defend any attack as long as he can move the
shields to block the attack, which only requires moving his arms
to point the shield where Kage wants to block attacks from.
While useful for defense, there isn't much attack options with
these shields, as this spell isn't really meant for attacks. And
just like his previous spell, he does require energy to maintain
these shields, and no other spells can be used while this spell
is in effect. And just like his previous spell, lightning does
more damage to him since the silver is in contact with his body.
It is also worth noting that this spell is not able to be
manipulated as easily as one might think, as the silver is too
dense to be manipulated and once manipulated enough, the spell
will dispel if Kage cannot keep the silver in a condensed state.
- Tenth Spell: Ganzu Rigron: This spell fires chains out of the
ground, which are made of silver and have hooks on the ends of
them. When used, the chains come out of the ground, and then try
to wrap around an opponent or opponents to trap them. The
primary purpose is that this is supposed to trap opponents, but
the other purpose is that once trapped, the chains are able to
constrict and crush opponents while trapping them. By using the
hooks to anchor the chains into the opponents they trap, the
chains then squeeze and crush the opponent. The chains are able
to track and change attack directions thanks to Kage's silver
manipulation, in which he can control the chains as they're
fired from the ground. Kage can also change the hooks into other
things, like making the hooks into blades that can spear and
then wrap around opponents. If caught in this, the spirit
purification portion of Kage's alchemy will weaken any dark
spirit caught in it, as well as any werecreature vulnerable to
silver. This is a very useful spell, and is a great spell for
trapping opponents due to the chains coming out of the ground,
and can usually grab opponent's legs, sometimes before they're
aware of what the spell does. Where the chains come out of the
ground is up to Kage, as he can make them come out of the ground
right under an opponent. He can also have them come out of the
ground in front of him and then grab them, using them like whips
to attack opponents if he so chooses. Those trapped in this
spell can break out if they are strong enough, or if they can
utilize something that can cut through metal. Because of the
metal nature, it is wise not to use lightning to counter this,
due to the fact that the chains can absorb the lightning and use
it on opponents (unless the chains are connected to Kage, then
the lightning will be useful). Typically, dodging these chains
are the best option for avoiding this attack.
- Eleventh Spell: Eijasu Garon: This fires a single chain, but
at the end of the chain is a large spiked ball that can be
controlled by Kage. This spell comes from Kage's hand, in which
he is able to hold the chain as it is fired, and he can swing it
around as needed. Unlike previous spells, this spell is charged
with electricity, so that it can strike opponents and
electrocute anyone close to the spiked ball or chain. When used,
this is designed to be swung around and using the spiked ball to
hit opponents. However, the silver is also under Kage's control,
so he is able to
fire spiked ball on end of chain that can be controlled and be
able to change direction to try and hit opponents. Kage can also
make the chain wrap around opponents by manipulating the metal,
using the spiked ball like an anchor to keep an opponent from
being able to escape easily. The spiked ball, much like his
other spell, can also fire it's spikes at opponents, or the
spikes can extend to spear opponents. And as stated, the
lightning running through this attack can electrocute anyone
within a few feet of the chains or spike ball. This is a very
useful attack that can be used creatively depending on how it's
used, and is meant to be a mostly offensive spell. If one wants
to avoid this attack, dodging is usually the best option, or
using a strong enough object to block the attack that isn't in
physical contact with the opponent to avoid the lightning
generated by the spell. The chain can be broken by anything that
can sever metal chains, and some stronger opponents may even be
able to catch or stop the spiked ball, though they would have to
be careful that Kage doesn't manipulate it into another shape to
trap the opponent.
- Twelfth Spell: Garo Seoshi: This spell creates a a large
sphere of silver around Kage, and is designed to protect him
from any attacks that hit him. This spherical barrier is able to
defend against almost any form of attack, and is able to be
controlled by Kage. Due to how much silver is in this sphere,
Kage is able to manipulate the silver into other shapes, in
which he can create attacks from the sphere. One example is that
Kage can have the sphere create silver spikes that can come out
of the sphere and try to spear opponents if they are too close
to the sphere (which is very useful for blocking and attacking
those trying physical combat attacks on Kage when he uses this),
or Kage can even fire spikes of silver from the sphere by
sacrificing some silver mass in the sphere to create the spikes
of silver. This is a mostly defensive spell, but thanks to
Kage's silver manipulation, he is able to attack using the
sphere. While this can fire silver spikes at opponents from the
sphere, this does require giving up mass, and any attacks made
do also require using mass from the sphere. This is able to
defend against many attacks, but opponents that can pierce metal
may be able to pierce this attack. The silver is able to defend
against many attacks, and once made, requires energy to maintain
the sphere. Due to how much energy this requires, Kage cannot
keep himself protected forever, as this takes more energy than
normal spells to maintain since it's meant to only really defend
against stronger attacks and is currently Kage's strongest
defensive spell.
- Thirteenth Spell: Gigano Garanzu: This spell creates a large
silver drill that moves towards enemies. This is a very powerful
spell that is comparable to higher level spells that usually
create things like large dragons or other constructs, except
that this creates a large silver drill. When used, this large
silver drill is strong enough to drill through most defenses,
being a purely offensive spell that is designed to counter
higher level spells. When used, this drill is able to pierce and
dispel many forms of attacks, and the drill is able to do heavy
damage to anything the drill hits. This spell is very strong,
and is able to even generate electricity through it's spinning
drill by generating static electricity using vibration so that
it can fire off electricity at opponents. This isn't the main
use of this, but is more of a side effect of the drill's
spinning and vibration. This spell is fairly basic in how it
operates, and doesn't allow for much manipulation, but is one of
Kage's more powerful spells. This spell doesn't require any
special emotional or physical empowerment, but it does use a lot
of energy due to how large the spell is, and it being similar in
nature to other larger and stronger spells. This is usually best
dodged, as the drill can pierce most defenses fairly easily, and
using energy or physical objects usually isn't enough to stop
this drill. One should also avoid getting too close to it due to
the electrical energies generated by the spell.
- Fourteenth Spell: Darai Garon: This spell is a powerful spell
that rains silver spikes down like rain drops, which come from
above and rain down in a diagonal fashion. These silver spikes
are fairly small, but rain down in large numbers on specific
areas depending on where Kage is trying to aim his attack.
Usually, this rains down silver spikes down in a specific area,
usually where an opponent or opponent group would be. This can
rain down these spikes over an area, in which they spear
anything that they strike. These are designed to spear opponents
and use the velocity they are generated to use gravity to the
advantage of the spell when the spikes are fired downward. When
the spikes hit the ground, they stick into the ground, pointing
up, and can create a field where spikes are everywhere if the
spell is maintained, allowing it to restrict an opponent or
group's movements severely as they cannot move freely without
risking stepping on one of the spikes. Another way to use this
is that after the spikes fall, Kage can turn the silver into
liquid silver and then use the liquid silver to wrap around
opponents by creating a large lake of liquid silver that can
trap opponents who step in it. This is another very versatile
attack that is designed to attack opponents in various ways.
Kage can even pull some of the spikes and form them into
weapons, or form all of the spikes into weapons when they are
generated (like spears or spiked balls) depending on how
creative Kage is with the attack. This is a very difficult
technique to dodge due to how many spikes rain down, but an
opponent can find safety around Kage, as Kage manipulates the
silver so that the spikes don't hit him. It is also possible to
block this attack by using barriers or objects that can absorb
the impact of the silver spikes.
- Fifteenth Spell: Garanzu Mogluruk: This is currently Kage's
most useful spell, and the highest level spell he has available.
This attack creates a group of silver moglins, which are solid
silver and are able to move around like normal moglins despite
being all silver. When generated, the metal moglins attack the
opponent, and are able to fire any of the spells that Kage has
learned in a smaller capacity to fit their smaller nature. For
example, if they fire the Darai Garon spell, the spell will rain
down less spikes, and cover less area. However, the usual spells
they use are mid-level spells. These moglins are created and
controlled by Kage, and they act according to what he wants to
do. These metal moglins act like familiars to attack opponents,
and can do things like forming their bodies into weapons, or
generating other spells like chains and spike balls to attack
opponents with. The amount of spells the moglins can use depend
on how much power that Kage gives them, as he can give them
however much magic energy he wants so that they will be able to
generate their own spells. These moglins are very strong, and
designed to be able to withstand most attacks since they are
solid silver. And if an opponent hits them with lightning, the
metal moglins can fire their electrified metal at opponents in
other forms to try and spear them with the lightning-enhanced
metal. The metal moglins don't look like much, but they are very
powerful and can manipulate their silver just like Kage can,
making them quite dangerous when they fight as a group.
Typically, the number of them is hard to keep track of by most
opponents, especially with each generating their own attacks.
When used, the moglins can only be destroyed by destroying the
silver they are made of, or by doing enough damage to Kage while
he's manipulating the moglins. The attacks can still be defended
against like most of his other techniques, or dodged by
opponents with enough skill to dodge the moglin group.
Typically, physical attacks are not too useful on these moglins,
and usually only strong enough destructive energies can destroy
these metal moglins. The moglins don't speak, so they are hard
to predict, but they can still be beaten by skilled opponents if
the opponents know how this works.
Werewolf Lunar Fighting Spirit:
- 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 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. Kage is able to use this in combination with his
silver claimer abilities to create silver armor from his fur,
though this requires using his silver necklaces silver to do
so.
- 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 3 Gift: Call Earth Spirit: This allows a werecreature to
call on an earth spirit to attack their enemies. By using some
earth to invoke the earth spirit, the werecreature calls on the
earth spirit to attack anything or anyone that the user wants
the earth spirit to attack. The earth spirit is able to use the
earth around it to attack opponents, or it can attack using it's
spiritual power. This essentially gives the user an ally in
combat, and allows a user to either have the spirit attack for
the user, or can be worked alongside to attack. Depending on the
spirit, some spirits might have different abilities, like some
might take specific elemental forms (for example, might might
turn into a stone rhino, or one might turn into a large concrete
bear) depending on the spirit and what the spirits abilities
are. This gift is taught by an earth elemental spirit. When
used, the earth spirit can be countered like any other earth
power, as they usually use earth abilities to attack opponents.
It is also possible to attack the spirit if one has some sort of
spirit energy, or spiritual attack power that they can use.
Typically, wind is the usual counter to earth, or one can use
things like fire to create lava, or use electricity on certain
types of earth (like metal).
- Rank 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.
Werewolf Basic Race Abilities:
- Werecreature Physiology: Many are familiar with werecreatures,
and know what they are. When it comes to these creatures, there
are many types of werecreature, just as there are many types of
vampires. Typically, most werecreatures are similar at the base
level, which is usually discussed before their specific
abilities. Most know werecreatures possess claws, tail, even
sharp teeth, and usually are human-like with animalistic bodies
(some may stand on two feet, but some might stand on all fours
depending on the creature). Most werecreatures have a very
similar base, even if most have different ways of manifesting
the supernatural abilities of that base among different
werecreatures (like some have different connections to nature
than other werecreatures). Almost all werecreatures have this
base physiology, no matter what they are, enough that even other
types of werecreatures still act somewhat similarly. Most
werecreatures are either born into a pack or tribe, or turned
into supernatural creatures through a werecreature bite (usually
a bite, some may have other ways to turn people). Werecreatures
started out as a type of cursed beast that put a curse on man,
but that curse ended up creating a race of supernatural
creatures many see as the counter to vampires, and have
developed a strong connection to nature. Of course, there are
many types of werecreatures, from werewolves (the most known),
were-cats, were-jaguars, were-tigers, to even were-rats and even
other rare variations. However, most of these cursed creatures
do often share a weakness, in that most are vulnerable to silver
and mercury (though some creatures might have other weaknesses,
as some creatures might be vulnerable to other things instead of
silver). Most of the alchemists are werewolves, but there are
clans of other werecreatures, since the werewolf alchemists
started out as a group of outcasts from other tribes and packs.
- Werewolf Nature Connection: Most werewolves has a powerful
connection to nature, which lets them sense the condition of the
nature around them. This lets them not only sense people close
to them who do things like step on the grass, but also lets them
do things like tell when plants are dying, or letting them
communicate with animals depending on the tribe/pack and their
affinities. For the most part, this isn't too much of a skill
that's useful in a fight, as it's just the basis of a werewolf's
abilities. However, it also does give them a sense where they
can sense all nature around them, even without seeing it
directly. This helps greatly for them to see the flow of
nature's energy and learn how the power of nature is channeled.
They are also able to use this connection to heal plants and
animals with the life force of the world around them. This not
only gives the user basic connection to the earth though, as it
also gives them a connection to things like the water, which is
also of the earth. This means werewolves with this connection
can also even use their purification and interaction with water
and creatures of the water. Typically, many werewolf tribes
focus on their connection to nature in different ways, and many
will often figure out how to utilize this in their tribe, though
this is still a basic of werewolves on their own that they can
learn. This power is not a battle ability, so it doesn't really
grant them much in battle. The only real advantage it can give
is if the werewolf knows the area they are in due to being close
to the nature there, and can gain an advantage when fighting
opponents in familiar territory.
- Werewolf Spiritual Tuning: Similar to other creatures like
moglins who have a connection to the world, werewolves with this
specific nature connection have a special connection to the
spirits that make up the earth and the elements of the earth,
and are far more tuned to the spiritual realm than most
creatures would be. These spirits are normally invisible and not
able to be interacted with by most people, even most who think
they know all the spirits often find they don't know how the
spirit realm dictates the very world's elements. This may seem
simple, but this lets werewolves connect to the world much more
than most who connect to nature, as they aren't just connected
to nature, but are able to also interact with those spirits for
another way to interact with nature. Depending on the tribe,
some tribes have specific ways to use this, and some can even
develop their own ways to use this to their advantage depending
on their affinities. Werewolves that have this connection
understand the importance of the world's forces, and can see not
only the flow of the planet's life energies, but also how the
spirits impact that balance of the world itself. They are also
able to perceive the world's flow of life and death as a result
of this power. For the most part, this just lets werewolves have
a closer connection with the world around them, not really being
too useful until one learns to use spirit art magic. For
werewolves with this ability, their main enemy is dark spirits,
as dark spirits are the type of creature that will go after
anyone that "sees" or "senses" them. Once a creature has seen or
can perceive dark spirits, it opens up a new realm of knowledge,
but also means they're more likely to be attacked by dark
spirits.
- Werewolf Tribe Connection/Empowerment: Almost all werewolves
gain empowerment by being part of a tribe or pack, which is why
many will travel together. Not only does traveling together
allow them to cover each other in battle and allow them to fight
together, but a connection to a pack or tribe can empower
members of the tribe or pack. The more of the pack that are
together means a stronger boost in abilities. This amplifies
both physical and supernatural abilities when together, and may
even grant other special effects based on the tribe, such as
werewolf alchemists having a stronger ability to sense magic
when working together, or another wolf tribe that might gain
enhanced spiritual connection when working together. This
depends on the tribe or pack, and this power is a natural
encouragement for werewolves to work together rather than being
alone. Most werewolves would see strength in unity, and weakness
in being the lone wolf (no pun intended). This power is designed
to unite tribes and packs together, and sometimes when packs
join other packs, their abilities can blend together, such as
two different tribes that join together could passively gain
some of each other's abilities if they become truly unified.
However, this requires that the werewolf submit to the pack, and
those that are not a part of the pack are usually cast out of
the pack otherwise those that interrupt this connection, and see
those that "work alone" as infections to their connection to
each other. Of course, one without a tribe or pack doesn't lose
power by not having a tribe or pack, but just that those that do
will gain power and focus as they work with others. The
alchemists typically gain enhanced magic when working together,
and certain alchemists may even gain special combination
abilities (for example a fire alchemist and lightning alchemist
might gain an ability to combine their magics into one powerful
magic through this connection).
- Werewolf Lunar Empowerment: When reaching a high enough power
as a werewolf, a werewolf can essentially gain a powerup where
they gain power and ability through lunar light. While
werewolves can still fight at their full power during the day,
most werewolves are at their best when in moon light, and many
werewolves are able to fight using enhanced physical and
supernatural stats. This technique is just a base powerup, which
werewolves gain at a certain level of power and training to
harness the full nature of their nightly nature. Those with
werewolf nature connection are connected to the moon just as
much as the earth, and this power symbolizes their embrace of
their nightly nature. The more full the moon, the more powerful
the werewolf becomes, with the full moon amping them to their
max capabilities (aside from special moons like blue moons or
red moons). Depending on the type of moon, usually determines
the powerup. In the full moon, a werewolf is at their strongest,
with their nature power and their magic gaining a large amp.
This makes the werewolf's physical and supernatural abilities
far stronger, but doesn't gain any other real abilities in terms
of new abilities unless they are of a special tribe that does
gain abilities in full moons. However, the werewolf can gain
special abilities during blue moons or red moons (more on red
moon and blue moon powers next) depending on the werewolf and
what tribe they are a part of. This power is a passive ability,
which is something the werewolf doesn't really have control
over, as it's simply part of their nature connection. Typically,
those that can create sunlight in nighttime can slightly
interrupt this power, and can return a werewolf to normal power
if the werewolf is hit with it enough times, since lunar power
can only operate in the absence of the sun light.
- Red Moon Enhanced Moonlight Power: When in the red or blue
moon, the nature connection and lunar empowerment abilities give
the werewolf special enhanced modes, where they are able to draw
the unique moonlight into their power. When in the red moon, the
werewolf gains a corrupted mode where their abilities all become
more powerful and they gain a massive powerup from the red moon.
Most werewolves gain more power with the red moon than they do
with the blue moon, but this comes with a price. Typically, when
in the red moon, most werewolves become much more ferocious and
they seek to kill their enemies as brutally as they can. While
most werewolves learn to control this with time and training,
werewolves still have to be careful on these nights, and many
werewolves who do lose control often hide from the moon light
when this night comes around due to the dangerous of who they
might hurt, as some have even killed their friends and family
during this kind of night due to the nature they gain. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werewolf abilities become corrupted and are able to hurt almost
any creature due to the corruptive energies they generate in the
presence of a red moon. Only the most ferocious of werewolves
typically carry red moon energy outside of red moon nights, and
many try to avoid the power altogether due to what they become.
However, those that do try to utilize this outside of nights of
the red moon must be careful, or else they could eventually lose
their sense of self and become feral werewolves, as the
unnatural red moon light can eventually overwhelm the rational
mind and eventually destroy a werewolf's ability to think
rationally. Of course, a counter to this ability is sun light
manipulation, due to sun light being able to counter lunar light
manipulation, and some sun light manipulators are able to
completely negate the powerup of the red moon if they use it on
a werewolf enough, though keeping them from regaining the amp
requires usually getting them out of the moon light.
- Blue Moon Enhanced Moonlight Power: Just as the werewolves
gain abilities during the red moon, they also gain special
abilities during the blue moon. During the blue moon, the
werewolf gains a purity with their nature connection that
surpasses their normal connection, and gains highly enhanced
ability to connect to nature during this time. During this, the
purity of their connection lets them use their supernatural
abilities at a highly reduced cost, and can amp their special
abilities considerably. To an extent, depending on the werewolf,
some can even gain unique abilities only usable during this
time, such as some with magic being able to use special spirit
magic that purifies corruption and gives the werewolf a pure
neutral nature. This lets them more easily influence the world
around them, for better or worse depending on the werewolf, and
allows them to use enhanced power at reduced cost. While in this
mode, the purity of their power is also able to damage almost
anything due to the neutral pure nature of their connection with
the world. When in this mode, werewolves also gain a calm focus,
and lose much of their natural ferocity in favor of
concentration and purity of mind (For better or worse). However,
while it is possible to store the energy of a blue moon up for
later use, it is hard to use when not in a blue moon, and
werewolves cannot usually handle too much of this energy outside
of nights of the blue moon. Due to how unnatural stored blue
moon energy is, it can overwhelm a werewolf's natural
connection, and temporarily damage a werewolf's nature to the
point that they could lose part of their werewolf connections to
nature and the moon. Typically, sun light manipulation (if it
can be created in the presence of this moon light) can counter
this power, and do more damage to werewolves who use this since
sunlight typically counters lunar light manipulation.
- Werecreature Trait Suppression/Shapeshift: Werecreatures have
an ability where they are able to change forms. Typically, this
depends on the werecreature, but most werecreatures will either
take a werecreature form as their base, or a human-like form as
their base depending on their heritage, and certain other
factors. Depending on their base form, they are able to
shapeshift between their human form and werecreature form, with
the base form being the natural form and the other form being a
form they can use using shapeshifting. Werecreatures who take
their werecreature forms naturally can shapeshift and suppress
their werecreature traits, in which they are able to pass as
human by using this power. A werecreature is able to suppress
all of their traits to the point that they come across as human,
and even feel human to those with supernatural presence sense
abilities. Those that take human form typically use this to
release their full werecreature form, in which they can
typically use their werewolf form like an enhanced form that is
stronger than their normal mortal form. There are other
werecreatures who have other ways to use this, but these are the
main two aspects. Typically, it does take energy and stamina to
transform or suppress one's traits depending on which is the
base form and which is the form the werecreature has to
shapeshift into. As such, werecreatures cannot stay in their
other form indefinitely, as they will eventually run out of
energy or stamina to maintain this. Typically, this is used to
allow a werecreature to pass as human for those that need to use
this to take human form, or used among human form werecreatures
to take a battle form when fighting, so this is usually only
meant to be used temporarily anyway. However, once they do run
out of energy or stamina, they can no longer use this to
transform, and will revert to their normal base form (whichever
form that their base form is).
- Werecreature Cursed Bite: This is the ability that allows a
werecreature to bite someone with their werecreature fangs. When
they bite someone, they can choose whether not to leave this
cursed bite mark behind. This is used not to kill someone, but
is designed to turn those with this cursed bite into
werecreatures like the werecreature who uses this. When changed
into a werecreature, the werecreature becomes a werecreature the
same as the original werecreature who bit them, such as a
werewolf would turn someone into a werewolf upon biting them.
While the user might have unique abilities that might manifest
depending on the tribe and training they are a part of, the
werecreature will usually be more or less like the one that
cursed them initially. The person can be cured of this cursed
bite within a certain amount of time, however, this can only be
cured if a special formula (which is fairly known by
supernatural hunters and most know how to make this formula) is
administered before the new werecreature eats the flesh of a
human or animal, as once they do, their curse will often corrupt
their natures after feeding and it will make the change
permanent. If the werecreature that casts this is killed, the
person affected can be changed back, but they may be permanently
changed if the person has devoured flesh while being a
werecreature. However, if they haven't done so, then they can be
returned to human when the original werecreature dies if they
don't have access to the formula to turn them back to normal. It
is also worth noting that those that are immune to being changed
into supernaturals won't be affected by this, as there are some
creatures and even some humans that have ways of making sure
they cannot be changed by supernaturals, depending on the
creature and what they have access to.
- Werecreature Claws: Just like one might expect from their
animalistic appearance, almost all werecreatures have claws of
some kind that extend from their fingernails. Most werecreatures
have ways of keeping their claws maintained, and most
werecreatures can leave their claws long, or some will keep them
trimmed so they're not so bothersome in day to day activities.
Typically, their claws are one of their biggest weapons in
combat, in which most werecreatures use their claws to slash
opponents, with many even having claw slash techniques they can
use in battle depending on their abilities. While claws are
naturally sharp, werecreatures can actually sharpen their claws
like they would a sword, usually sharpening them with a strong
substance to the point that they can become razor sharp.
Depending on the werecreature, some claws may be different
sizes, or some might have slightly different capabilities, but
there are plenty of ways for a werecreature to use their claws
in battle. Most werecreatures are very dangerous and can easily
rip people to pieces with their claws depending on their skill
level. For the most part, avoiding the claws just requires the
opponent to avoid the strikes of the user when the user is using
their claws in battle, as their claws are a type of short-range
close combat move. Most long distance claw slash attacks can
also be dodged or blocked (Depending on the werecreature and
their abilities if the opponent can account for the user's
enhanced strength, and their abilities), though opponents should
be careful of werecreatures who have claws that are able to cut
through metal, as some werecreatures do have much stronger claws
that can claw through metal objects.
- Werecreature Bite/Teeth: As one might expect from seeing a
werecreature, almost all werecreatures have some sort of sharp
teeth. Typically, most werecreatures teeth are designed for
tearing apart flesh of either animals or humans (depending on
the werecreature and what they survive on). Due to this, many
werecreatures will use their teeth to bite opponents in battle,
and are usually strong enough that most werecreatures are even
able to bite through limbs with their bite (depending on the
werecreature and their strength. Different werecreatures may
have different teeth, but overall, werecreatures are able to use
their teeth to some degree, with some werecreatures even having
certain abilities to enhance their bite. There are some
werecreatures that are able to absorb life energy through a bite
attack, in which some werecreatures have the ability to take
life energy through biting others depending on the creature.
Some werecreatures are known to have enhanced bites, like
werepyres (werecreature/vampire hybrids) having an acid bite, or
some might have special techniques that utilize their bite in
unique ways. This mostly depends on the werecreature and their
abilities, as each werecreature is different. Typically,
avoiding a bite in battle is as simple as maintaining one's
distance from an opponent, as this can usually only be done at
short range unless the user has a special bite attack that can
be used from a distance, which is usually rare. For the most
part, these teeth aren't really made for battle, but more are
specifically for eating. Werecreatures can use them in battle,
but there is a lot of risk in doing so since werecreatures might
take hits that might knock their teeth out just like any other
creature.
- Werecreature Fur: Werecreatures, as one might expect, generate
fur in their werecreature forms. Depending on the creature, the
fur will typically be different depending on the werecreature,
but usually almost all werecreatures have this to an extent.
This is usually not noticeable on a human form, since a human
form suppresses most werewolf traits, but in werecreature form,
almost all werecreatures have fur, which has a few functions.
The first is that, like other creatures with fur, this helps
them stay warm in harsh temperatures, and depending on the
creature, they may even have summer fur that helps keep them
cool in hot temperatures. However, there are certain
werecreature that can use their fur as a weapon. For example,
there is a werewolf gift that turns a werecreature's fur into
something akin to steel armor, or some werecreatures can fire
their fur at opponents like firing needles with certain
techniques. Overall, this depends on the werecreatures and their
abilities, as most werecreatures are different in nature and
different werecreatures usually have different ways to utilize
this. Typically, the fur is more defensive than offensive, so
it's not really useful to attack unless a werecreature has a
means to attack with their fur (though some can learn skills
that will allow them to attack with their fur). Aside from
special techniques though, fur is more for environmental
adaption more than to be used in battle, so this is more just a
part of their physiology that helps them survive rather than
helping them fight. It is also worth noting that fur is also
more vulnerable to fire, as fur can be flammable under the right
conditions.
- Werecreature Anger Amplification: Typically, werecreatures are
far more emotional than vampires are. As a result, werecreatures
gain power from their intense emotions, specifically their anger
when they are feeling strongly. Many werecreatures are empowered
by anger, and are able to gain boosts through their anger while
it's in effect. The most common method of using anger is a rage
frenzy, where a werecreature will temporarily lose control of
themselves and act in pure rage towards whatever is causing them
anger. Depending on the werecreature, this may happen under
different circumstances (like some werecreatures might react to
other stimuli like certain kinds of light), or some
werecreatures even have specific arts for using this, like
utilizing their anger in special techniques that empower their
rage frenzy with different abilities (depending on the
werecreature, tribe and abilities). This is an ability that most
werecreatures have to deal with and is more of a hindrance to
their daily lives, since many werecreatures might have short
tempers, but most advanced werecreatures have learned to control
this, and only really use it when they want to rather than
letting their emotions control them. Overall, the arts used
depend on the creature, but most have to control this at some
point, as this can lead to werecreatures attacking allies when
they are in their frenzied states, and werecreatures may not be
able to control who they attack (as they might go after someone
other than the intended target) depending on the situation.
Overall, the main use of this is for those with techniques to
utilize this in combat, which all usually only work temporarily
while the user is in a rage state. And even if they don't have
any special techniques, the rage state is only temporarily,
lasting as long as the stimulus persists that drove them into
it, or a certain amount of time passes after going into the
frenzy.
- Werecreature Agility and Werewolf Cling: Werewolves have a
natural agility, in which they are able to move very effectively
in battle. Part of this is speed and flexibility, where they are
able to move around and attack based on the type of werecreature
they are. Even werecreatures that are larger than normal beings
have a strange agility that they are able to use that lets them
move effectively, usually letting a creature jump around, or
even use their agility to move silently across an area. In
addition to this, werecreatures also have a natural ability to
use their claws to cling to surfaces, where they are able to dig
their claws into a surface and then stick to that surface. Most
werecreatures use this on trees, where they are able to stick to
a tree, or use their momentum and use their claws to change
their trajectory in a fight. Some werecreatures have certain
abilities in doing this, such as some that will hide in the
trees and steathfully strike (like those with panther powers) or
some might use their claws and agility to make their way up
trees and drop down on their opponents, or some might just jump
off surfaces to attack opponents. This usually depends on the
werecreature, as different werecreatures have different hunting
styles depending on what kind of creature they are and what
abilities they possess. Typically, it is very important to keep
track of werecreatures in battle, as their agility may be hard
to keep track of, and some will use stealth if the user loses
track of them to stay hidden until they're ready to attack.
Opponents can usually dodge a werecreature as agile as they are,
as long as they are able to keep track of them and can react to
what they do. Those that know werecreatures often know just how
agile and dangerous werecreatures can be, especially ones that
utilize this in combination with stealth.
- Werecreature Hardened Body: Werecreatures typically have much
stronger bodies than humans do, as their muscles, bones and even
their skin is thicker than a human's. While not as strong in
human form (as they typically will be the normal level of a
human when in human form), their werecreature forms are much
stronger and are able to take reduced damage from attacks due to
how strong their bodies are. Werecreatures are usually natural
fighters, and usually have ways to utilize this, such as some
might learn certain heavy stander abilities that resist
knockback and stun to a degree. Werecreatures are able to use
their bodies hardened muscles in a variety of ways, as
werecreatures can even use their stronger muscles for stronger
attacks depending on the training the werecreature has.
Typically, this partially depends on the training of the
werecreature, and partially on the werecreature themselves
depending on what type of werecreature they are. For example,
certain werecreatures may have stronger bodies than others, with
certain werecreature types might have a strong body, while
others might have specifically stronger bodies. Of course, just
like with most of their physiology, werecreatures also have
certain abilities and arts that might enhance their defense,
with some even training their durability so that they can become
more resistant to damage. Some more trained werewolves have even
been known to block swords to a degree, though whether or not
they can do this depends on the strength of the opponent.
Typically, opponents can more easily pierce opponents with
silver, or certain stronger attacks can also do damage. While
stronger, they do still take damage from attacks, even if it's
just reduced. Many werecreatures are also vulnerable to fire to
a degree as well, though some werecreatures might be resistant
to fire if they possess the ability to use it.
- Werecreature Regeneration: Werecreatures, like vampires, have
supernatural regeneration that can be used to heal themselves
when they have taken damage. Werecreatures have strong
regeneration, and can regenerate from most damage. Werecreatures
can usually regenerate anything as long as their heart or brain
isn't destroyed. Werecreatures also regenerate faster than most
other vampires, due to werecreature regeneration being slightly
different than vampire regeneration. Of course, some tribes even
have special regeneration techniques, so some werecreatures may
even gain special regeneration techniques of they are available
to them. This is a passive skill that heals werecreatures, and
this power is sustained by their devouring of flesh of either
animals or humans, depending on what the werecreature wants to
eat to sustain their power (which may or may not depend on the
tribe they're born into). Werecreatures, unlike vampires, cannot
regenerate limbs, but they do regenerate any damage to their
bodies, and can regenerate even fatal wounds that might kill a
vampire (typically, vampires regenerate more parts of their
body, but werecreatures regenerate faster and more easily).
Werecreatures usually are able to regenerate almost anything
save for decapitation unless silver is used on them. For most
werecreatures, silver is usually the best thing opponents can
have, since silver can be used to interrupt most werecreature's
regeneration (though some werecreatures may be vulnerable to
other elements like gold depending on the creature). Certain
holy powers can also help kill werecreatures more easily due to
their cursed natures. Certain things like death scythes and
other regeneration negation weapons/abilities can also be used
on werecreatures, just like vampires. However, decapitation or a
silver bullet to the heart is usually the easiest way to kill a
werecreature (though decapitation works on almost any
werecreature where silver might fail depending on the creature).
- Werecreature Body Temperature Regulation: Similar to how
certain supernaturals are able to adapt to environments around
them, werecreatures are able to adapt to environments around
them thanks to their supernatural physiology. For the most part,
a werecreature's body usually has ways of regulating their body
temperature, whether it's in battle or outside of battle. Most
werecreatures will be able to adapt to hot or cold environments
depending on the creature. Usually, this is most present during
different seasons, when a werecreature often has different coats
of fur to handle each season (depending on the werecreature). In
addition, each werecreature is able to regulate their body
temperature through their body's own methods as well, which have
the same abilities as humans to try and regulate their
temperatures. However, werecreatures are much more easily able
to adapt to extreme temperatures thanks to this, and they are
able to survive in almost any environment, from the hottest of
deserts to the coldest of icy weather. Most werecreatures can
adapt for certain environments specifically, depending on where
they live, as most werecreatures usually specifically adapt to
wherever they tend to stay. Some even adapt by other methods,
like certain werecreatures might have a higher body temperature
than normal because of their werecreature nature. The last
advantage is that this helps them against people who use heat
and cold as weapons, which allows the werecreature to handle
extreme heat and extreme cold (granted they aren't being burned
with fire, or frozen with ice). However, while they adapt to
temperature easily, they cannot adapt to being burned by fire,
or frozen with ice, and while they can adapt to the heat
generated by fire or the cold generated by ice, they can still
be hurt by fire and ice abilities (depending on the
werecreature, as some might have certain resistances and
immunities). This also doesn't apply to things like vacuum
environments and being underwater, since this only really
applies to adapting to temperature and not certain other
environmental factors.
- Werecreature Animalistic Senses: Werecreatures all have
animalistic senses, which allows them to sense far more than
what humans can. While they still have human senses as well
(sight, smell, taste, touch and hearing), they also have other
senses depending on the werecreature. Animals are often known
for being able to senses changes in the earth that humans
cannot, and this sense is just one of the senses that
werecreatures have. One such example are how some creatures have
an electromagnetic sense to sense the flow of ions in the
earth's atmosphere, and they are able to use this to not only
sense changes in the earth itself, but they can also use it to
navigate far more easily than humans can. Most werecreatures
have much higher tuned senses, and this doesn't just apply to
their normal senses. Most werecreatures are also able to do
things like seeing in the dark, or many have a specific ability
to sense the presence of others with a sort of sixth sense of
the environment around them and can use it to focus on anything
living. The specific senses depend on the werecreature, as all
werecreatures typically have different senses depending on the
type of werecreature they are and what animalistic traits the
werecreature possesses. Typically, this isn't too useful in
battle, though some werecreatures can use these senses to sense
when danger is nearby, as werecreatures can learn to hone their
senses to a point where they can even sense when someone is
trying to sneak up on them or is going to attack them. While
useful though, these senses are not always accurate, and certain
natural phenomena might also be able to affect a werecreature
due to these senses if an enemy has a way to take advantage of
these senses.
- Werecreature Earth Communication: As part of a werecreature's
connection to the world and the spirits, they are able to
communicate with the earth, including the life on earth. While
they may not have connections to certain life forces depending
on who they are, all werecreatures, in some form, have some sort
of communication they can use. For example, many werecreatures
can communicate with animals and some can even communicate with
plant-life if they have a strong enough connection to the force
of the Green (a life force connecting all plant life). Usually,
this communication allows them to not only befriend the entities
of the world, but this also allows them to call on allies during
battle, such as some who can call on animals or plants to fight
for them depending on the werecreature and what creatures or
organisms will listen to them. Typically, animals and plants can
be called to help the werecreature, with some even having unique
training depending on the tribe, as some tribes have specific
gifts designed to call on animals or plants to help the
werecreature. This isn't really a battle power so much as more
of a communication power, as most werecreatures usually use this
to keep animals and plants from certain battles they might face,
or they may make friends with certain animals or entities due to
their strong connections to the earth. This usually depends on
the werecreature, and some werecreatures speak to specific
aspects of the earth whereas others may have a more general
communication with the life in the world. This depends mostly on
the individual, but mostly, the only way this is used in battle
is to call animals or plants to fight or help out in some way,
and the animals or plants can still be destroyed as normal, with
them still being able to be killed in battle (though some
werecreatures may have gifts that strengthen animals and plants,
so that should also be taken into account if one needs to fight
a werecreature with this ability).
- Werecreature Gift Affinity: Werecreatures developed gift
training depending on the tribe specifically for werecreatures
in the same manner that vampires developed their discipline
training. This allows werecreatures different training to gain
different abilities, which are usually taught by certain
spirits. Unlike vampire disciplines taught by clans, werewolf
gifts are not just taught by tribes, but also by individual
spirits that might know of them. Once a werewolf has their
affinities, and someone to train them, the werewolf is able to
learn werewolf gifts based on the tribe they are in, or what
spirits will teach them. Overall, most werewolf gifts are
dependent on the tribe, as each tribe has its own set of
abilities to learn. This could be as simple as combat
enhancement skills, or learning to call on spirits in battle, or
some like the Glass Walkers even have unique gifts involving
manipulating technology. As one might expect, each set of gifts
is different in nature, so naming them all is nearly impossible,
let alone naming their strengths and weaknesses, but all
werecreatures are usually able to learn these in some capacity,
with some advanced users of certain gifts being able to combine
gifts depending on what they can do. Overall, each gift works
different, and has it's own strengths and weaknesses, but each
gift does have it's own strengths and weaknesses, due to each
gift having limits of what it can do. For example, combat based
abilities are limited to combat and may not include supernatural
powers (though there are some that enhance supernatural
abilities as well), or some that might have consequences (such
as some used too long might take a toll on the werecreature's
body). This depends on the gifts learned, and the gifts learned
depend solely on the tribe the werecreature belongs to or the
spirits teaching them gifts. It is also worth noting that most
werewolves gain gifts solely based on the tribe they belong to,
and no werewolf gains random gifts unless they are part of no
specific tribe and are just taught by spirits in general since
those with no tribe have no specific ties to any one tribe. This
also may not cover certain things like werepyres who have
combination abilities with vampire disciplines, or other
werecreatures with power from things like demons or angels that
might be able to combine gifts with angel or demon arts
depending on their natures.
Combat Abilities:
- Musica Silver Claimer Combat Style: This style is the Musica
Clan's specialty, where they have come up with specific combat
techniques and styles that focus on their ability to manipulate
silver in combat. Usually, this mostly handles weapon styles
that have techniques such as using a silver sword that can
extend or snake around, or using gauntlets to create shields
using their silver manipulation. In terms of combat, the Musicas
are specifically combat trained to manipulate silver due to
their family's silver claimer abilities, and utilize this in
many different ways both defensively and offensively. This style
is modified from other weapon and combat styles, but has plenty
of unique attacks that use shapeshifting weapon techniques to
throw off opponents. This is a balanced style that utilizes not
only offensive techniques doing things like creating weapons and
gauntlets using silver, but can also be defensive using silver
to create shields and defensive tools. By balancing this in
combat, Musicas are able to utilize their combat style to the
fullest, and use this style very effectively. This also combines
their werewolf fighting style into their combat style, where
they are able to do things like encase their claws in silver to
generate a silver infused claw slash wave, or they can create
claw gauntlets that can extend and spear someone in combat, or
even do something like use the rock bullet technique to throw
small silver orbs that can pierce opponents with enough force.
The Musicas are usually not about fighting since they focus on
blacksmithing, but they are also no pushovers in physical
combat. Kage is a powerful user of this style, and utilizes his
silver necklace to create weapons and shields for this fighting
style. Kage is able to creatively use this style better than
most Musicas would, since he is a very smart fighter and
tactician. Kage's specialty is using spears, where he usually
uses mid-range attacks using spears, or he can extend his spear
at longer ranges to try and hit an opponent from further away.
- 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:
- Musica Clan Blacksmith Weapon Communication: This is a unique
ability that Kage has as a blacksmith and a fairly unique talent
altogether. Kage has an ability that lets him commune with the
spirits of weapons, even if the weapon is not an intelligent
weapon. For Kage, he sees the soul of weapons and can
communicate with any weapon due to this ability. This is a
passive ability that is fairly unique to Kage, as most
blacksmiths don't have this ability, but Kage is a very rare
prodigy that can sense weapons. This gives him a huge advantage
when making weapons, as Kage can commune with them, and when
modifying weapons, he can often question them to find out things
about their owners that he wants to know. Typically, Kage only
makes weapons for those that he knows will treat them well, as
he is the type that treats weapons as he would people and
respects weapons as much as he does any other living person as
he sees the weapons as living beings. Kage can even commune with
weapons that may not like their owners, and may even get the
weapons to try and resist their owners if he can appeal to the
spirit of the weapon. Those that mistreat their weapons are ones
that usually Kage can have the weapon try to resist the
influence of the person wield it, such as convincing a gun to
not fire, or having a sword not use it's supernatural abilities.
This usually depends on the weapon, and how loyal the weapon is
to their user, since Kage cannot force the weapons to side with
him. Normally, Kage just speaks with weapons he's making,
modifying, or has made, and is pretty well known for trying to
make sure all of his weapons find good owners that will take
care of them. Of course, this isn't too dangerous in battle, as
many weapons wouldn't turn on their users, and weapons loyal to
their users probably won't side with Kage or help him.
- 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. Kage is a pretty durable fighter, and is very adaptable
in combat. He is the type that learns as he fights, and has a
natural talent for changing his combat style to better battle
opponents and more accurately use his combat skills.
- 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). Kage has a permenant connection with only one person
currently, and that person is his friend, Kajit. Since Kajit is
the only one that he really thinks might need help in a pinch,
he's the only one that Kage has really connected with so that he
could help Kajit if he were ever in trouble.
- 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). Kage is a human form werewolf,
and a pretty balanced fighter when he fights. He is extremely
fast and strong, with his strength to lift heavy silver and his
speed to be able to move extremely fast being his main physical
combat focuses. Due to wielding silver and being able to use it
to block attacks, Kage doesn't focus too much on durability and
lets his werewolf regeneration handle his durability.
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. Kage mostly uses his werewolf form as an
enhanced battle form which may not be as strong as many awakened
forms, though he can stay in his werewolf form much longer than
most opponents can stay in their transformations which usually
gives him an advantage in combat.
Weaknesses:
- Kage's own biggest weakness is lightning attacks due to his
main ability being the use of silver. Lightning can do far more
damage if focused on any silver in contact with Kage, due to
silver's conductive nature. Because of this, Kage has to be
careful around lightning users, as their attacks can seriously
hurt him. To an extent, wind users are also a danger, since wind
can be used to slice through his attacks if a user is skilled
enough. Kage's biggest strength is his silver claimer abilities,
where he is able to manipulate silver, so users with powers to
take advantage of how he's using silver can easily counter him.
Typically, lightning is the best way since lightning can be used
to electrocute his silver, but other attacks can also counter
his silver. Opponents that can break or pierce silver with
attacks, such as swordsman who cut through metal or similar
combat abilities can also break through Kage's silver even when
it's at its toughest. It is also possible that Kage can be beat
using acid techniques that melt away his silver, though doing so
takes a lot of acid to eat away his silver completely. Kage's
silver is also still bound by equivalent exchange laws, where he
cannot create more silver than he has, and can only manipulate
what he has on him. And due to Kage's laziness, Kage isn't quite
as tough as he could be, since he doesn't like to put in the
work unless he has to.
- Kajit's major weakness is his size. For the most part, Kajit
has to rely on jumping around using a special sword style so
that he can attack opponents vitals, unless he wants to try and
cut off their legs. Kajit is strong for a moglin, but opponents
that have things like concentrated mass, or opponents that are
larger than normal supernatural creatures might be a bit
difficult to pierce due to Kajit being so small in stature and
not being able to muster up the same force as mortals. Kajit's
size also means that killing him is easier, as a good sword can
slice through him easily, and stabbing him in the chest has a
pretty good chance of landing a fatal blow due to how small his
chest is. While his size does give him a speed advantage, it
definitely doesn't give him a strength advantage. While Kajit
does have healing magic, he has to be conscious to use it, and
cannot utilize it if he is too weak or cannot concentrate. Kajit
is a great swordsman, and has overcome his limitations pretty
well by utilize his speed in a manner that lets him move faster
than most mortals can track, but his lack of strength is a
weakness that he hasn't been able to overcome completely. Since
Kajit's combat ability is his only real fighting ability, Kajit
is limited to physical combat, as his magic is about healing and
purification, not combat. It is also worth noting that as a
forest moglin, Kajit's major weakness is dark magic, with dark
mage moglins being the major rivals of the forest moglins. Kajit
may be a skilled warrior, but there are plenty of people more
skilled than him. Kajit's determination to be a hero is
impressive, but his determination can only go so far.
- 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). Due to
Kage's Musica clan silver claimer power, silver doesn't work on
negating his regeneration. However, he is vulnerable to gold and
mercury instead, as his clan has different metals that affect
them since silver doesn't affect them at all. Kage can also be
killed if his head is cut off, just like any other werewolf or
most werecreatures.
- 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). Kage is pretty
prideful, but mostly in weapons and his ability to commune with
them. Kage's pride is mostly in the fact that he is a prodigy
blacksmith, and he believes he is the best of all the
blacksmiths since he has yet to meet a blacksmith that can make
weapons like some of his more unique weapons. While Kage doesn't
like fighting if he doesn't have to, he will always take
challenges to his pride as a blacksmith seriously.
- 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. For Kage, his silver spells are
still solid, so magic immunity usually isn't a problem, though
magic negation and anti-magic are still a big problem for him.
- 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. Kage is
pretty careful with the taboos, and avoids breaking them. The
only one that he tiptoes with is the one that says no
manipulating spirits, since he forges spirits into weapons, but
he gets around this by always asking permission of the weapon
user and the spirits to make sure it's okay and that they want
the spirit to be a part of the weapon.
- 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.
Personality:
- Kage: Kage is a prodigy blacksmith who is extremely good at
what he does, but he is also one of the laziest alchemists in
the tribe. Kage is the type of person that only does the minimum
amount of work to get by, and will usually nap in his free time.
Kage is very prideful of his blacksmithing skills, and considers
himself the best blacksmith in the world due to his fairly
powerful and unique weapons. Kage is usually mistakenly seen as
a type of person that cares more for weapons and how they're
treated than caring for people, even though he does care for
people. Kage is a pretty calm and collected person, and usually
seems more angry or disinterested than he normally is. Kage is
the type of person who mostly just wants to do his own thing,
and usually hides his emotions from others. However, Kage is a
very caring person, and the type of person that doesn't believe
in doing dishonorable things, as he feels he doesn't need to do
anything dishonorable to be the best. In battle, Kage is
extremely smart and strategic in battle, with him being the type
to usually be great at outsmarting opponents. While he's not the
smartest person in the world or the best tactician, he is still
a great combatant and good at fighting opponents. Usually, Kage
relies mostly on his natural talents rather than hard work, as
he has a natural talent for combat as well as blacksmithing, and
doesn't really train too hard since he prefers to do minimal
work. However, Kage's talent for combat and his strategic
thinking have made him perhaps one of the best blacksmiths and
fighters. If Kage weren't so lazy and wanting to not fight, Kage
could easily have become a Dawnguard by now if he trained and
honed his alchemic abilities. Kage has kept certain options in
reserve, as he plans to learn to utilize spirit energy if he
ever need to train and get stronger, since his spirit energy is
fairly strong.
- Kajit: Like most forest moglins, Kajit is a happy and cheerful
moglin who almost always has a smile on his face. Like many
moglins, Kajit is pretty trusting of others, and quick to
befriend people. However, Kajit is also very cautious due to his
small stature and the fact that he can be more easily killed
than most creatures. However, despite everything, Kajit is a
very friendly person who will befriend almost anyone he thinks
is a good person, and he is the type of person that always tries
to see the best in people. Kajit considers Kage his best friend,
and is never far from Kage. Kajit's goal is to be a
well-respected hero, and he learned to fight with a sword solely
for the purpose of being able to fight opponents and protect
people. Kajit is a very skilled warrior, and is a very honorable
fighter who will never take advantage of opponents due to him
having his own code of honor that he follows above all else. In
battle, Kajit is pretty strategic about how fights as he doesn't
want to risk getting himself killed by being careless since he
can be killed much more easily than other creatures. Kajit
usually relies on his skills as a swordsman, and his fighting
style that uses jumping and concentrated attack waves to attack
people he normally wouldn't be able to hurt. For Kajit, fighting
humans and human sized supernaturals is like a human fighting a
being the size of a 3 story building, so one can understand why
Kajit is so cautious. Though Kajit will rarely ever hesitate if
the time comes to save a life, as he feels it's his duty as a
hero to help people, and will always fight anyone he feels is an
evil person.
Bio: Kage Musica was born in the alchemist clan's society, and
born to the Musica family. There isn't much special about Kage's
parentage, as his mother and father were blacksmiths like many
in the Musica family. Kage, though, is unique in that he was
born with a natural talent that was rare even among the werewolf
alchemists. Not only was Kage born with a natural combat talent
that made him able to keep up with elites from a young age, but
Kage's natural ability to make unique and powerful weapons made
him a very unique member of the alchemist society. However,
despite his natural talent, Kage was lazy from a young age, and
opted to only get by on minimal effort as he mostly just wanted
to nap his days away. While Kage did develop his blacksmithing
abilities since it was required that he contribute to the
alchemist society. After becoming a blacksmith, Kage had made a
name for himself due to his unique weapons, and him being able
to make powerful weapons that many wanted to get their hands on.
However, Kage was the type of person that never let anyone get a
weapon from him unless he trusted them to take care of the
weapon. Somewhere along the way, he met and befriended a young
forest moglin named Kajit when he came across a dark spirit
attack on a forest moglin village, and saved the forest moglin
village with the help of a few other alchemists. Afterward, the
moglins went to live with the alchemists, because they didn't
have the resources or numbers left to rebuild their village, so
many of them offered their services to the alchemists. Some
helped in shops, while others sometimes helped entertain the
children of the clan. Kajit was one of the moglins who helped
the blacksmiths, and eventually started helping Kage with his
blacksmithing. Kage and Kajit became good friends, and Kage even
made a sword and shield gauntlets for Kajit after Kajit said he
wanted to be a warrior and hero. Now, Kage and Kajit travel
together, as Kajit helps Kage with his blacksmithing, and the
two often fight side by side. While Kage originally wanted Kajit
around to help so he wouldn't need to do so much work,
eventually Kage started to enjoy having Kajit around and the two
have a strong enough friendship now that the two would do
anything to help the other.
Theme: Anyone's Guess (
HTML https://youtu.be/XkgmMTpjCWM
)
Battle Theme: Animal (
HTML https://www.youtube.com/watch?v=gNdLzy1mBwI
)
*****************************************************