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       #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
       )
       *****************************************************