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London Profile: Thalia Mackenzie
By: Coolcat207 Date: October 25, 2020, 5:47 pm
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"I've been fighting your kind and then some when I was human.
Fighting you in this form just make things so much easier."
"I was supposed to take over my father's organization with my
older brothers when he retired. As you can see, it went downhill
pretty fast."
"Nah, I'm not big in bands. I just play for fun. Maybe one day."
~Thalia when someone said that she should start her own band due
to her skills in guitar.
"Although I'm not really a hunter in a traditional sense, my
family make weapons for hunters so they can kill the
supernatural forces. And now, I'm one of them thanks to some
witch b*tch. Not sure if it's irony or just flat out petty as
hell."
"I thought that my brothers pushed me away because they thought
that I wasn't ready to be a part of the organization. Turns out
that they did it to protect me. Wish I knew it sooner."
Demi: I got a question. I bet that you can do just about
anything. Why are you so keen on getting Vaitla back?
Thalia: tsk, you kidding me? My partner turned my brothers' men
against them. A witch betrayed me and cursed me. The bastards
responsible for my family's death gets off scot free and you're
asking me why I want Vaitla back?
Demi: Yes, I do.
Thalia: frowns and gaze upward to the full moon. It was my job.
I was suppose to carry on the tradition and I screwed it up. Now
I'm the only one left of my family, and I'm not even human
anymore.
Demi: ....Maybe you still can. Look, I know how you feel. Even
though I asked for this new life, adjusting to it wasn't easy. I
was scared of hurting someone I didn't want to hurt. But he was
there to help me. Even though you're not human anymore, you're
still you. It's just going to take some time. You don't need a
pure bloodline to keep something going.
Name:
Thalia Mackenzie
Age:
Stopped aging at 22
Gender:
Female
Species:
Former: Human
Current: Werewolf
Height:
5'5
Weight:
Unmeasured
Appearance:
Look below
Organization:
Former: Vaitla (Disbanded)
Current: White Howlers
Rank:
Former: Scout/Negotiator/Dealer
Current: Alpha Beta
Family:
Mother: Unnamed (Deceased; Killed by a vampire)
Father: Unnamed (Deceased; Killed by a dark witch)
Four Unnamed Brothers: (Deceased; Betrayed and Murdered)
Nationality:
Welsh-American
Werewolf Tribe Gifts:
Desperate Strength:
~In times of great trauma, desperate people have displayed
amazing feats of strength and endurance. With a burst of
adrenaline, a mother can lift a truck off a pinned child, or a
father may smash through a wall to save his family. Through
strength of will, a Bone Gnawer may channel that same desperate
energy. If another packmate has fallen or been captured, the
Garou may use this hideous strength in a desperate effort to
help his pack.
Primal Anger:
~The metis learns to focus the anger within her heart and use it
to increase her Rage. The anger takes a physical toll on the
werewolf, and it is up to her to unleash it on her enemies.
Haunting Howl:
~One of the howl-Gifts peculiar to the tribe, this eerie cry
often echoed across the desolate moors prior to a White Howler
raid. In the years since the White Howlers’ fall, this cry has
become more alien and forlorn. Willpower expenditures are
unaffected. No foe can be affected by more than one use of this
Gift per scene.
Blood Scent:
~Part of the White Howlers’ reputation as excellent trackers
stemmed from Gifts such as this one. The Garou with this Gift
finds it childishly easy to track down any human, beast or
supernatural being whose blood he has tasted. the Howlers
parlayed this Gift into the tactic of letting a wounded enemy
escape, only to unerringly track him to his lair and the rest of
his clan. Once learned, this Gift’s effects are permanent.
Shining Sigils:
~When this Gift is active, glowing sigils representing the
Garou's tales of Renown appear upon their skin or pelt. The
marks shine a luminescent woad-blue, although Honor, Glory, and
Wisdom all gleam with their own subtle inflections of color.
Temporary Renown appears as reinforcing details on the permanent
Renown symbols.
Howl of the Banshee:
~The werewolf emits a fearful howl that causes those who hear it
to run in terror. All who hear the howl must either have a very
strong will to resist it or flee in terror.
Spectral Authority:
~Any spirit the Philodox knows by name is a potential servitor.
With this Gift, the werewolf can summon and command any spirit
she knows by name. Only one command is possible at a time, and
the spirit departs after fulfilling the one request.
Lion's Bite:
~Lion's children learned many things from their patron,
including some hunting tactics more familiar to big cats than to
wolves. The Garou with this Gift gains an unerring ability to
bite down on the throat of his prey, choking it unconscious or
to death, or even crushing its windpipe as lions do.
Pain-Strength:
~The White Howlers were hardy enough to shrug off the effects of
pain, but some learned the trick of letting their pain fuel
them. The wounds of a White Howler actually gave him Strength,
allowing him to achieve great feats of might at the cost of his
own blood.
Territory:
~The Red Talon with this Gift doesn’t need to patrol his hunting
ground to know what transpires there. With bit a moment of
concentration, he may extend his senses to any area he has
marked. White Howlers can mark a land as their own by carving
sigils in stone in the area. Stones marked in this way can be
used over and over, by the Garou who carved them. The duration
remains the same; the werewolf reactivates the gift by adding
additional details to the stone in question.
Ley Lines:
~By manipulating ley lines — part of an energy web that
crisscrosses the planet — the Fianna can disorient would-be
trackers or hunters. The victims of this Gift find themselves
following false trails, making wrong turns or walking in
circles. The user’s trail simply disappears!
Blooding Fury:
~The Fianna often wondered if the White Howlers were the masters
of their Rage, or if Rage was the master of the White Howlers.
This Gift only added to the Fianna's trepidation. By wounding
herself, the Garou is able to tap into a fresh reservoir of
Rage, for good or for ill. The Garou must injure herself with a
claw or bite; the character takes one level of unsoakable
aggravated damage, and regains all her temporary Rage. This Gift
can be used only once per scene.
Sense of the Deep:
~Up until the Fall, Lion's tribe was convinced it was their duty
to Gaia to hunt down Her enemies even beneath the surface of the
earth. This Gift aided them in their endeavors to fight
Wyrm-things in their own burrows. A werewolf with this Gift is
at home in a subterranean environment, almost moreso than above
ground.
Last Stand:
~The Garou channels the strength of Gaia herself, becoming one
with the earth upon which he stands. While he may not retreat or
even move from that spot for the duration of the Gift, he gains
many powers through Gaia’s might.
Call Elemental:
~The Garou is able to call one of the four classic elementals to
his aid (earth, air, fire or water). Thalia's main element is
earth which she has little to no problem using in or out of
combat.
Fog on the Moor:
~This Gift transforms the Fianna into a ghostly outline of
himself, allowing him to pass through anything except silver as
though he were incorporeal. He may communicate and strike
opponents normally. He cannot be harmed by anything except
silver; all incoming attacks pass through him. This gift
instantly transform the Garou into a ghostly form. It also
allows the Garou to stay in that form for one rp turn, though
the Garou may change back at will. The character cannot
regenerate while in this form.
Mad Strength:
~The greatest White Howlers were even more terrifying when they
succumbed to their Rage. When he is driven to the breaking
point, the werewolf’s strength is massively increased.
Werewolves affected by this Gift undergo a bodily change when
berserk; their thews bulge and twist disproportionately, giving
them an almost monstrous appearance.
White Fire:
~This forgotten Gift is the last link to the sacred bone-fires
that the White Howlers kept before their Fall to the Darkness.
The werewolf can hurl a stream of blinding white fire from his
hand, searing the flesh from the bones of his foes.
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.
Sense Silver:
~As consummate warriors, Ahroun must be prepared for every
eventuality — including silver weaponry. This Gift, taught by
Lunes, allows the Ahroun to detect the presence of silver.
Luna's Armor:
~The Child of Gaia may call for Luna's protection in battle.
This Gift even allows limited resistance to silver.
Mark of the Wolf:
~The werewolf marks those she comes in contact with, leaving
them to carry the same aura of the predator the Garou does. This
subtle curse can wreak havoc in a target's private or
professional life, and is a favorite of many homids looking to
provoke discord in the ranks of the enemy.
Lunar Magic Abilities:
Child of Moonlight:
~There are many werewolves who can use a form of lunar magic
either through gifts or from the magic itself. Although the
Silver Fangs tribe pride themselves of being experts of this
kind of magic, the White Howlers are also well known for this
magic as well due to their previous pack being experts in this
kind of magic. The White Howlers can gain power from the moon,
drawing power from it and using it's energy to fight opponents.
This power uses lunar light. This power lets the tribe members
enhance their power with the moonlight, and can make them
stronger the closer they are to the moon. The second part of
this power is that they can use a form of light manipulation to
manipulate the moon light energy, using lunar energy in battle
to fight opponents. This lets them use this energy similar to
light, but this is not light in the traditional sense and has to
be used differently. The main use of this is to counter light
users, since lunar light is a type of counter to light as lunar
light is reflected light. Experts of this power can even create
moonlight in the day time, as well as creating the rare blue and
red moon energy, though these energies aren't as effective in
the daytime when the sun is shining. However, this light does
strengthen those that draw power from the moon like them, such
as other children of the moon. This light is a type of light
manipulation, and can be countered the same way as normal light,
with the most common counter being darkness.
Pure Moon Manipulation:
~The user can create, shape and manipulate lunar energy/matter
of beneficial nature; that which strengthens, enhances and
causes anything/everything it comes across to flourish,
representing the sustaining and preserving side of the moon,
which in turn ignores most of the common limitations and
weaknesses of its normal elemental variety. In essence, this is
about solely controlling the pure positive powers of the moon.
This ability can heal wounds, empower themselves and allies and
perform purification on those like cursed/tainted objects,
locations and living things.
Dark Moon Manipulation:
~User can create, shape and manipulate lunar energy/matter of a
darker, detrimental nature; that which damages, destroys, and
consumes anything/everything they come across, representing the
hazardous destructive side of the moon, which in turn ignores
most of the limitations and weaknesses of its normal elemental
variant. In essence, this is about solely controlling the
negative powers of the moon. This ability can unheal wounds or
make inflicted wounds worse than it is, empower themselves and
their allies to cause more damage to their surroundings, go into
a lunar mind state or induce insanity on their victims. Those
who use this power has to be careful or they will submit to the
darkness to the point that they become mindless beast that are
chained to the dark side of the moon.
Esoteric Moon Manipulation:
~The user can manipulate the esoteric side of the lunar forces.
As a result, this element has magical properties that can be
used in various, unexpected ways. In addition to this, wielders
will be able to access the mystical abilities of the Moon that
were only described in myths. Demi can access the Moon's power
to increase her strength and projects shockwaves.
Mystica-Arbora:
~The spell allows the caster to camouflage themselves, nearby
objects and allies, and their surrounding environment from
unwanted onlookers. The spell disguises the user and their
allies as trees (hence the etymology of the incantation) and
other items such as their equipment as other natural objects e.g
rocks.
Illusion Manipulation:
~Spells exhibited by Lujanne and Moon mages. They are capable of
creating illusions, from giant monsters to duplicates of
themselves and others. These illusions can also be used to
create disguises for a moon mage, such as when a moon elf named
Lujanne disguises herself as a human.
Werewolf Lunar Fighting Spirit Combat Abilities:
Werecreature Combat: Lunar Fighting Spirit:
~This is a basic werecreature combat style taught among some
basic werewolves. Because werewolves not part of a clan didn't
have a lot of the same capabilities, they developed this as a
means to fight their enemies. Combat based werewolves are able
to learn this style, which concentrates their combat ability
into special techniques that utilize their werecreature
physiology. Most werecreatures have different ways of utilizing
each ability, but for the most part, this is a very basic
fighting style that typically works with any kind of
werecreature as it's highly customizable depending on the
creature. While werewolves were the main focus of the original
style, other werecreatures have since figured out how to create
their own versions of the style as well. This style utilizes
many different kinds of techniques, and some clans have found
their own gifts or abilities that have been used to enhance this
considerably over the years. This was designed to fight stronger
werecreatures, but also designed to fight vampires and other
supernatural creatures, so the techniques this uses are
specifically tuned to fighting supernatural rivals. Most
fighters usually find ways to use this to amplify their combat
in different ways, with some even using it to amplify their
physical combat styles to amplify their abilities. Because of
how easy it is for werecreatures to adapt this style, most
werecreatures usually learn this if they have no other clan or
tribe to belong to, allowing them to learn to focus their combat
without needing a major clan. This was designed with the same
mindset that humans developed martial arts, in which this is
designed to help weaker opponents fight stronger opponents.
Typically, while a good fighting style, this is a basic fighting
style, and aside from mastering the most basic combat style,
most werecreatures only use this as a basic stepping stone into
other werecreature combat styles, due to it being so basic and
not being designed for complicated combat styles.
Werewolf Lunar Combat Enhancement:
~This part of the lunar fighting spirit has to do with a
werecreature's connection to their moon empowerment.
Werecreatures who gain an empowerment from the moon are able to
use this empowerment in this fighting style, in which they use
their lunar connection to enhance their abilities during the
night in order to combat their enemies. The amplification comes
from their connection to the moon, and the level of
amplification depends on the phase of the moon just like their
normal moonlight empowerment. As such, werecreatures tune their
combat to the phases of the moon, and gain better combat stat
amplification depending on how full the moon is. As one might
guess, the full moon will grant the highest level of
amplification (not counting special phases like blue moons and
red moons), and the new moon grants the lowest level of
amplification. This combat is the basic amplification of this
combat style, in which it was designed to originally counter a
vampire's connection to the night, and enemies who could get
stronger during nighttime. This combat style is basic, but works
well for a basic combat ability, and allows for a werecreature
to see how this style is impacted by the connection to the moon
so that they can more easily incorporate this into other combat
styles. The main danger of this empowerment comes from the red
moon, which can overwhelm certain werecreatures. The other
danger is if an opponent is able to amplify themselves more than
this, as this only empowers a werecreature depending on the
moon, which means that lesser light phases of the moon are the
best times to fight a werecreature, or fighting a werecreature
during the day can remove this amplification completely, as it
only works when the moon is in the sky.
Werecreature Combat Affinity/Combat Tuning:
~As werecreatures learn to tune their combat, they eventually
learn an affinity for combat once they've learned to tune their
abilities toward combat. This doesn't take away their normal
supernatural abilities, but instead just hones their combat and
tunes it to the enemies they fight. In this combat style they
learn to tune to the opponents they face, and learn to easily
adapt their style to fight certain types of opponents. For
example, if fighting a martial artist, a werecreature would
adapt and take a more martial artist style approach, such as
blocking and countering similar to martial artists in order to
combat the style specifically, or they may use their
supernatural abilities to their advantage and use skills to get
around a martial artists skills. This combat tuning can be used
a variety of ways depending on the werecreature, as some may
prefer stealth combat, some may prefer normal combat, or some
may even have special combat styles they adapt. This is designed
to allow a werecreature to fight a large number of creatures,
and many study the strengths and weaknesses of other races in
order to come up with techniques to best certain supernaturals.
For example, there is a technique among werecreatures that allow
them them claw the throat of a human form dragon, which is
designed to interrupt an elemental breath attack, in which
clawing the throat may not kill the dragon, but will stop the
elemental breath attack. This depends mostly on the creature,
and the combat ability of a werecreature, so many werewolves are
typically different in how they use this. It is also worth
noting that certain creatures may be harder to adapt to,
specifically unusual creatures, or artificial ones, and those
that adapt to combat similarly to this kind of tuning will also
be able to adapt to counter this adaption.
Werecreature Warrior Spirit:
~This power is a special technique that uses werecreature
fighting spirit and hones the senses of the werecreature to
extreme levels. In the case of a werecreature's fighting spirit,
this is designed to allow a werecreature to tune to his enemies,
and use their fighting instincts to observe and predict the
opponent's movements. With the proper training, a werecreature
can learn to predict the movements of an opponent, depending on
how much of the fighting style the werecreature is able to
observe. By adapting their combat ability, the werecreature
learns to fight the specific styles of an opponent, and is
designed to allow a werecreature to eventually learn to predict
the moves of combat styles. While this does act almost like a
sixth sense, the main purpose of this training is to open up the
mind to observe and counter opponents more easily, and with
enough observation, a advanced combatant could even learn to
predict an opponent's moves before the opponent knows they are
going to use a move themselves. This kind of technique is very
useful for werecreatures who combat stronger opponents, and
allows a werecreature to learn the style of an opponent and how
they attack and defend, usually allowing the werecreature to
find ways to counter a style if the werecreature can observe it.
However, this is not a perfect read on more experienced
opponents, as more experienced opponents may be able to do the
unexpected, and some opponents may be unreadable due to certain
abilities they might have. Those with this kind of training
(like martial artists, swordsman, and other attack spirit
trained skills) can also learn to counter this, since they also
possess similar training to use a training similar to this.
Werecreature Combat Spirit Defense:
~This training is similar to martial arts, where a user is
trained in pure defense. By training the defense style of the
werecreature, a werecreature learns to concentrate their
fighting spirit in order to defend themselves against certain
kinds of opponents. Like martial artists, this requires a number
of training aspects. The first is being able to concentrate
physical force into the werecreature's defense, in which a
werecreature has to learn to utilize certain blocking and
dodging maneuvers in order to strengthen their base defense and
allow them to block or dodge attacks. The second aspect of this
is that a werecreature focuses on not only training their
muscles to withstand stronger impacts, but also learns how to
tense the muscles in response to an attack, so that the tensed
muscles can lessen the impact and absorb more of the kinetic
force. Some advanced users are even able to stop bladed weapons
to a degree, and some can even use this to stop certain kinds of
projectile attacks with enough training and defense
concentration. While somewhat difficult to master, this is a
very useful defensive power that werewolves can learn. Masters
of this style can even strengthen their muscles to the point
that their muscles are almost like steel when using. However,
this technique is not perfect, as certain attacks can break
through defenses, and this also may leave a werecreature
vulnerable as opponents can wait for a werecreature to untense
their muscles before attacking, attacking when the werecreature
is in a more vulnerable state, rather than trying to break the
defense. Breaking through this defense is more about patience
and waiting for the moment to attack, rather than just trying to
break this style, as it's designed to be defensive and block
even some stronger combatants. The strength of this usually
depends on the werecreature, and how skilled a fighter they are.
Werecreature Combat Spirit: Form Negation:
~Just like anyone else, werecreautres know that attacking
carelessly can be dangerous, especially against supernaturals.
This training technique was developed as part of the attack
focus training, in which werecreatures developed this particular
training to attack someone who is either intangible or in some
sort of energy or elemental form. This uses the combat spirit
ability, along with the combat trained instincts and senses to
focus the users attack to the opponent's real body, rather than
the form they are in. Many might considering this a
"supernatural" feat, but this is purely a combat feat that
requires focus and concentration that werecreatures learn to
hone through their training as they get to an advanced level.
For example, someone in an energy form could be attacked, but
instead of attacking the energy form, the werecreature focuses
on attacking the body of the opponent rather than carelessly
attacking the energy form. When done properly, the attack will
hit the person even though they are in energy form. At first,
this often requires concentration and honing a werecreature's
combat senses, but over time, advanced users will learn to use
this subconsciously. This works on almost any intangible, energy
or elemental form opponents can take, as long as the user
concentrates properly. Since each form is different and each
person requires a different focus, each person has to be
attacked different when used, making this something that has to
be tuned to each opponent individually. Opponents can counter
this by displacing their form, specifically to prevent their
actual body from being hit, essentially dodging this technique.
Because this uses attack force focus, simply dodging the attack
in an intangible form isn't how one avoids this, as they have to
know where the user is focusing their attack, which opponents
who know how this training works can figure out where the user
is going to attack.
Werecreature Combat Spirit: Energy Negation:
~Just like how werecreatures learned to fight supernaturals in
energy form, they also learned how to use their attack focus to
focus their attack force to develop their own answer to
opponents who use energy attacks. When using this, werecreatures
learn to focus their attack force to energy itself, where they
used their martial arts honed senses and instincts to learn how
to focus their attack to dispel energy attacks. When used, a
user focuses the force of their attack on the energy itself, and
by doing so they can attack the bonds that hold the energy
together using their attack focus. When used properly, this will
dispel the energy at the point of the attack and dispel the
energy of projectile type attacks or other energy techniques
that the werecreature focuses on. This technique is difficult to
master, but is a very useful technique for any werecreature, as
this gives many werecreatures something they can use to fight
tough supernaturals with strong supernatural abilities. This
only works on energy type attacks and defenses, and doesn't work
on solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
attack focus training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and requires different attack focuses) and must be
attacked using form negation rather than energy negation. The
most this can do to someone in elemental form is negate some of
the energy used to keep their body in it's elemental or energy
form. Opponents who want to counter this can counter this by
changing the position of the energy used, if they know how this
ability works (which those who see similar abilities will know
how it works) so that their attack doesn't hit the point the
attack focus needs to hit.
Werecreature Skill: Rock Bullet:
~Since most werecreatures didn't have a lot of projectile
attacks without supernatural abilities, this technique was
developed solely for that reason. When used, a werecreature
grabs a simple rock, and concentrates the force of their throw
to throw the rock with incredible power. If done properly, a
simple pebble can become a deadly weapon, which can hit almost
like a bullet. Some werecreatures develop special arts around
this, with some even using certain abilities they might have to
empower what they throw or throw more dangerous items depending
on the werecreature. This only requires the werecreature to have
the strength and the focus to throw an object, and doesn't
really matter what the object is as long as the werecreature can
throw it with some force. Stronger werecreatures have been able
to throw this hard enough to blast through some opponents, and
some have practiced this enough that they can even throw these
attacks from a larger distance, with some even trying to hit
opponents while hiding from them, as a means to attack while
using stealth. Advanced users can even focus the throw so that
the rock will ricochet off a surface, using it in places where
the object can bounce off surfaces and attempt to hit the
opponent multiple times if the user misses. Some supernaturals
can focus things like magic and other amplifications into this
as well, allowing for customization of this attack. Typically,
this attack is best dodged depending on the werecreature.
Depending on the user, some have better arts for this than
others, and those with projectile amplifications usually get
more out of this than normal werewolves. Typically, this can be
blocked if one can handle the force of impact, and earth users
can also take advatange of this and control the projectile if
they are skilled enough.
Werecreature Skill: Impact Strike:
~This is a basic combat ability, in which a werecreature focuses
their power into their attack. At the point of impact, the
werecreature focuses their power into the point of their impact,
and reverberates the force through the point of impact based on
the werecreature's combat attack. When done successfully, the
attack will reverberate when it hits something, doing more
damage to the area around the attack. This can be used on people
or objects, and only requires the werecreature to focus their
point of impact and focus their attack to vibrate on the moment
of impact to create a reverberation. Depending on the item or
person attacked, this does varying degrees of damage, with
stronger uses of this being able to shatter even concrete if
used properly. Depending on the attack and how the werecreature
reverberates this attack, this determines the attack's damage,
as certain reverberations can do more damage to objects if used
properly. As some might now, there are frequencies of waves that
can do damage to objects or people when used, which is what this
technique tries to do. While this isn't really a supernatural
power, it is designed to do more damage to stronger opponents if
the attack hits, and if used at it's strongest, this might even
break an opponent's guard. Tuning to the right frequency and
reverberation of attack is something that is very difficult
though, and even masters of this may not always get the best
result. Things like movement, attack and defense can influence
this, and opponents can even dodge this entirely to avoid the
effects. Typically, this doesn't disorient others as people
might think, but instead just does more damage when using
physical attacks.
Werecreature Skill: Claw Slash Wave:
~This is a basic attack where a werecreature attacks with their
claws, except that they focus their claw slash in order to hit
the air so strongly that it creates a wave of physical force.
Instead of just relying on a claw slash, this was designed to
create immense physical force that can attack opponents. When
used, this creates a powerful wave of compressed physical force
that can slash an opponent even if they aren't in range of the
actual claws. When used, this extends the attack using the wave
up to 4 feet in front of the opponent. Supernatural
werecreatures can actually fuse this power using other air
abilities due to how surprisingly customizable this technique
is, in which they can create certain other attacks with this,
such as some who use cold wind can create a freezing claw slash
wave. Once advanced enough, users can even learn to fire these
claw slashes at opponents in a wave attack, in which they learn
to fire the slashing waves upon creating them to try and hit
opponents farther away. Typically, the waves created by this are
invisible unless fused with some sort of supernatural power, so
they are impossible to see. Typically, opponents who want to
dodge this need to react as the werecreature uses the attack, as
usually they won't know a wave is coming till it's too late, due
to this being mostly just a manipulation of physical force in
the air. However, those familiar with this attack style can
usually figure it out fairly quickly if they know how
supernatural fighting styles work as there are plenty of
supernatural fighting styles that use shockwave style attacks.
Werecreature Skill: Sonic Howl:
~This technique turns a werecreature's howl into a weapon, in
which a werecreature will be able to focus the force of their
howl into a powerful wave that acts as a projectile attack.
There are two versions of this attack. The first is one that
simply is focused on blasting opponents in front of the user,
where the user simply fires it like a concussive wave to do
damage to an opponent when the wave is released. This technique
is designed to be released and fired at opponents as a type of
projectile wave attack. The second is where the user releases a
larger wave that is released in a 360 wave around the user, and
blasts away anyone who is close to the user. This cannot be
fired at opponents like the first version, but instead attacks
anyone within a 6 foot radius around the user. Advanced users
who can learn to howl at certain sound vibrations can even learn
to use these waves to disorient people who hear their howls,
allowing an extra layer of attack to this technique. Typically,
this is just a wave attack that is useful for a number of attack
options, but is still quite useful in battle when used
creatively. Some users learn to combine this with other
abilities, such as some who combine this with other wind
manipulation to create certain wind attacks out of the howling
wave. Typically, dodging the projectile attack normally just
requires moving out of the way, as the wave being released is
usually obvious by where the werecreature's face is pointed, and
a werecreature always has to lean forward to use this. The
second version instead focuses on the werecreature using this
upward, and will lean up to release a screeching howl. When this
happens, an opponent can usually avoid the attack by getting
away from the user before the attack is released, as long as the
opponent can get out of the radius of this attack.
Werecreature Skill: Counter Wave:
~This is a purely defensive technique that werecreatures
developed to be used against physically stronger supernaturals.
When used, this allows a werecreature to focus a sideways
movement to attack an opponent's own attack. When used, this
requires a werecreature to focus the physical force from their
arms into either a sideways, upward, or downward motion, and
concentrates the force of the air displaced by the movement to
increase the force of the attack. This attack is purely
defensive, designed to attack an opponent's attack in order to
deflect it. For example, if an opponent is throwing a punch, the
proper use of this technique would be attacking the wrist to
deflect the attack in a specific direction, depending on the
best direction the werecreature can deflect it. Usually the
standard move is to deflect an attack to the side, which is
designed to open up an opponent to attack them. This is designed
as a way to not only deflect, but allow for an attack after the
opponent's move has been deflected. Advanced users of this are
able to not only attack with an arm movement, but some are able
to also attack with the elbow or knee, depending on the combat
style of the werecreature, which can allow for stronger counters
if done properly (But this takes practice and experience to
learn how to modify the technique in this way). Opponents can of
course dodge this wave, though this is usually meant to be used
while on the defensive, so opponents should keep an eye out for
this. Typically, this is hard to avoid if the opponent is caught
off guard, but some opponents might be able to move away and
cancel their attack if they see the werecreature about to
deflect their attack, but the opponent should be careful that
they don't leave themselves vulnerable during this.
Werecreature Skill: Shield Breaker:
~This technique was designed by werecreatures to break through
defenses. When an opponent blocks, this technique is used on the
opponent, usually designed to break through more defensive
fighting styles. This is done simply by attacking an opponent
with what appears to be a normal open palm attack, but instead,
the user focuses their physical force into the attack in order
to power through the block. By focusing all of the attack
forward into the defense, a werecreature with this skill can
break many strong defense techniques. If used properly, the
attack will not only hit the defensive technique, but also allow
the user to hit the opponent if they successfully break through
the opponent's defenses. Advanced users of this can even learn
to focus their attacks to attack their way through energy
defenses, with some being able to use this to power through
barriers and energy defenses with enough force. This was
designed specifically for opponents who main their defense, as
werecreatures wanted a way to attack opponents who had good
defense who would normally block all their techniques and
attacks. When used, this is difficult to master, as it requires
martial arts knowledge as well as normal combat focus, as the
creators of this technique created it based on certain martial
arts techniques. As this is designed solely to break defenses,
dodging is usually the best means to avoid this attack due to
it's defense breaking ability. However, there are certain
defensive or counter attacks that can counter this, such as
opponents who use defense techniques that deflect an opponent's
attack to the side, or other counter techniques that dodge and
then attack an opponent.
Werecreature Skill: Claw Spear:
~This is a combat technique that was designed to use a
werecreature's claws to attack an opponent and utilize the
piercing force that could be generated around the werecreature's
claws. When using this, a werecreature's focuses their combat
ability around the point of impact, and does an open hand attack
to the opponent. By focusing the attack force around the hand
and at the fingertips, the attack is designed to allow the claws
to spear into the opponent. This uses the same concept as a
stabbing motion, except that it uses the hand of the
werecreature to stab an opponent. Concentrating the force into
the point of impact, users of this can even pierce through armor
with enough force, as this was designed to attack stronger
enemies, including armored foes. Some advanced users have even
been able to use this to break through opponent's defenses, even
spearing through an opponent's arm when the opponent tries to
block the attack. Depending on the skill and power of the
werecreature, this can be very effective in battle, even though
the motion may seem simple. Many werecreatures will attest that
this may be easy to do on weaker opponents, but harder opponents
will provide far more resistance than one might think, requiring
a werecreature to have to learn to focus a lot of force into
this attack. As one might imagine, this is a thrust attack that
is designed to spear an opponent, so opponents can usually dodge
the attack, or some can deflect the attack away from them using
certain defense techniques.
Werecreature Skill: Windmill of Slicing Wind:
~This attack is designed to attack groups of enemies, with this
being designed to repel opponents. This uses the claw slash
wave, but instead of a normal attack, the werecreature focuses
their claw slash wave by spinning in a circle, allowing a user
to create a whirling circle of force around them generated from
the spinning of their claw slash. Instead of moving vertically,
the claw slash waves move horizontally, and as the user spins,
they are able to generate more physical force using their
concentration of force into their claws. When used properly,
this attack uses a spin that can not only create a circular
force, but anyone close by or who tries to get through this will
be repelled by the physical force of the wave of the spin.
Advanced users of this, or some supernatural power uses can even
use this to repel energy projectiles and other supernatural
abilities. Depending on the werecreature, this is able to be
used as long as the werecreature is able to keep spinning, and
the wave is maintained by the attack wave generated from the
spinning done by the werecreature. Typically, this is good for a
quick defense, though prolonged use of this can create dizziness
and disorientation if maintained too long, as spinning at the
speeds the werecreature has to spin at can be taxing even for
most tougher werecreatures. Opponents who want to avoid this can
attack from move away when the user attacks, if they know the
attack is coming, and opponents that want to attack can do so
from either above or blow where the defense has no force (as the
force is concentrated in a horizontal fashion).
Werecreature Skill: Vacuum Wave:
~By focusing the force in their hand into more of a wave,
werecreatures are able to create force wave attacks by pushing
their hands forward with enough strength to force the air into
an wave that is fired at the opponents. This attack is designed
to essentially be an open palmed attack that pushes the air
towards the opponent in a martial arts style move, which can hit
an opponent with incredible force. Some users of this have used
these waves to shatter concrete (usually at master levels), and
users of this are able to hit opponents from a slight distance.
Unlike the claw slash wave, this attack is designed to push a
shockwave of force at opponents in it's base form. However, this
is only the beginner version of this technique. Advanced users
learn how to do this, but instead of firing it as is, advanced
users twist their hand during the technique, not only still
concentrating more force to bring into the attack by using the
rotation to draw in the air, but the wave fired uses a whirlwind
when done correctly. If done correctly, the user twists their
hand when pushing the air into a wave, and this creates the
whirlwind that is fired at opponents. However, in addition to
doing more damage, this also has another effect, which the
masters of the style originally designed this technique to do.
When used properly, the whirlwind sucks the air into the
whirlwind and creates a vacuum inside the whirlwind. When
inside, the air becomes extremely still, and the air is
completely removed. This not only temporarily leaves no
breathable air in the wave, but also is designed to put out fire
and lightning attacks, which cannot be used in the vacuum
attack. Since fire cannot burn oxygen in a vacuum and lightning
needs static, this attack removes both of those things needed.
As such, this was designed mostly against fire and lightning
users, but works against wind users to interrupt certain wind
abilities due to the whirlwind. As one might guess, this is a
dangerous technique, and requires immense martial arts mastery
to even attempt the true form of this technique. Of course,
opponents can block or dodge this, assuming they can handle the
wave. Typically, the air returns to normal after the wave is
gone, which is usually not long enough to suffocate someone or
do any real serious damage.
Werecreature Skill: Ground Wave:
~This is a very complicated attack that releases a wave through
the ground. Depending on how it's used, there are usually two
main ways this is used. Both attacks are executed the same way,
where the user punches the ground with a concentrated attack,
and both attacks are released in a 360 fashion. The first is
designed to focus the force more downward, where the earth is
dislodged and launched at opponents with immense force.
Essentially, this version of the attack is designed to release a
wave that breaks apart the earth and launch the pieces of earth
at the opponent. Proper uses of this essentially turn the earth
into small bullet-like projectiles when launched that can do
severe impact damage. The second is where the user punches the
ground and reverberates the shockwave outward rather than
downward, and releases the shockwave to dislodge the earth under
the feet of everyone around them. Proper use of this version of
the technique can be used to knock the earth out from people's
feet within a 10 foot radius, which can knock most opponents off
their feet. Typically, this attack is a very advanced ability
that requires not only heavy training, but for some it may
require specific supernatural training on certain surfaces (IE
concrete might not always be usable for this if the werecreature
isn't strong enough to break concrete). Opponents that want to
avoid this should attempt to move away from the user. The first
version can be avoided by using cover to hide from the smaller
earth projectiles, while the second one can simply be dodged by
moving far enough away to avoid the wave of the attack. Another
method of dodging this is to move into the air, where certain
airborne enemies might be able to avoid both versions of this
attack.
Werecreature Skill: Rage Impact:
~Using their anger, werecreatures can use a werecreature
technique to empower themselves when they reach a high enough
anger level by focusing on their anger and bringing it out into
their physical reactions. Once used, this technique amplifies
all of a user's physical stats temporarily as long as they
maintain their anger. Typically, the biggest increase goes to
strength and speed, in which the werecreatures use their anger
to motivate stronger attacks. When in this form, the
werecreature's attack speed and strength are enhanced, making
them even more dangerous, with some advanced users even
generating immense heat from their bodies. In their rage impact
state, they can do severe damage to most opponents, hitting with
the incredible force and usually brute-forcing their way through
attacks in their anger. Werecreatures with this are also fast
enough that they are hard to keep track of, being able to
disappear from view with their incredible speed. However, this
doesn't last long, and must be used to channel rage in order to
activate. Typically, the average rage reaction is about 8-10
seconds with some being shorter or longer depending on the
werecreature. Since most rage reactions are not unlimited, most
minds cannot handle channeling the rage needed for this for too
long, and only those with constant rage issues would be able to
use this (and even then constant rage can shorten one's life).
This can be just as dangerous to a user as the opponent due to
it's risks.
Werecreature Skill: Werewolf Crash:
~This technique lets a werecreature use their power to charge at
opponents in a wave, allowing them to basically charge an
opponent with immense force to do heavy impact damage to an
opponent when it hits in a dash attack that the werecreature
uses on opponents. This technique requires immense speed and
strength focused by the werecreature, and when used, the
werecreature is able to attack with incredible force. This can
be done a variety of ways, such as a shoulder charge, a dash
that turns into a kick or punch, and even just dashing into an
opponent head-on. This attack is a strong attack type, and some
users are able to use this to break through defenses if they can
generate enough force for this attack. When using this, the
werecreature has to be able to close a gap fast enough to hit an
opponent before the opponent can react, but can't use it too
close or the attack won't gain enough momentum. This technique
also locks the user in one direction, and the user cannot change
direction easily, having to stop and restart the attack if they
miss. This technique is a standard crash attack that is designed
to power through some opponents and defenses, so it can break
defenses, although stronger opponents may not be as affected or
may even be able to stop the user depending on the opponent.
Typically, dodging is the best way to avoid this, and users may
be vulnerable once they stop moving, as they usually have to
switch stances after coming out of this attack.
Werewolf 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/Passive Abilities:
Enhanced Unarmed Combat:
~The users excel in melee attacks without wielding weapons.
Rather than relying on weapons or equipment, they draw on their
own strength and skill to fight. Users are able to use different
styles of martial arts, they can also perform many different
combination strikes, counters, and disarm their foes with their
bare hands. As a child of a supernatural family, Thalia has
learned how to defend herself alongside her older brothers.
Although she's more in the weapons making and selling in the
hunter business, Thalia still needs to learn how yo defend
herself since her family has made some supernatural enemies.
Vampire Hunter and Supernatural Hunting Expertise:
~Although she doesn't exactly hunt in the traditional sense,
Thalia is not only an expert of vampire hunting, but is a great
supernatural hunter in general. Since her family has made some
supernatural enemies due to making and selling weapons that can
harm them, they need to know how to defend themselves against
them. Thalia has been taught at a young age the folklore and
other myths to know their strengths and weaknesses. She used to
handle herself against some supernatural creatures as a human
(she has three claw marks by the side of her stomach), but now
as a werewolf, she is even a bigger threat to those who dare to
harm her new family.
Tracking and Hunting Expert:
~Thanks to her training and hunting with her older brothers,
along with her new cursed skills of a werewolf, left her with an
expert sense of tracking targets. She is able to do very subtle
things, like tell whether a foot print is her 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 her opponents go
thanks to things like walks on plants, and animals that are
unusually silent in one direction. She has a sense of when
opponents are near, as well as usually knowing which way her
opponent is going. And thanks to her cursed werewolf powers,
this is made more effective.
Skilled Marksman:
~Due to living in a blacksmith family, Thalia knows how to use a
gun. Although not as much of an expert in guns like some of her
brothers, Thalia has some knowledge of guns and how to use it
without hurting herself or those she doesn't want to hurt. She
normally keep things small like having a handgun by her side.
Though she does know how to jam a gun by bending it's firing pin
and how to even disarm a gun user.
Supernatural Hunting Weapons Expert:
~Thanks to some specialized training with her blacksmith family,
Thalia has mastered using a number of special weapons which are
mostly meant for hunting. She can use things like boomerang
crosses, silver throwing knives, and holy water with ease, being
an expert in supernatural hunting weapons. Thalia doesn't rely
too heavily on these weapons, as some of these weapons harm her
as well.
Supernatural Exorcism, Weakness and Trap Knowledge:
~Thalia learned everything she needed to know about beating
supernaturals, from exorcising demons and angels, the weaknesses
of almost every type of supernatural, and how to hunt and lure
out most supernaturals as well as trap them. Thalia is an expert
in these fields, having trained and learned almost every way
from her father and older brothers on how to kill supernaturals,
even knowing the different breeds of supernaturals recorded by
some supernatural hunters.
Northern Wolf Kung Fu:
~A martial art that she learned from Demi. Northern Wolf is a
deadly and fearsome fighting style from the streets of Shanghai
that specializes in group fighting tactics, low realm combat,
and ground-fighting. Wolf is a vicious art with high level
striking, gripping, ripping, and tearing techniques that can
kill with the hand. Northern Wolf Kung Fu fights from low lunge
positions that moves throughout multiple opponents, both in a
straight line and in circles. This low realm running uses fast
leg work and leaping, with one hand momentarily on the ground at
times. From this dynamic low realm maneuvering system Wolf Kung
Fu masters scissor style throws, kicks, reaps, and sweeps
primarily either for breaking the leg and/or bringing opponents
to the ground for Wolf's ground-fighting, strikes, and Chin Na
attacks.
Canton Dog Kung Fu:
~A martial art she learned from her eldest brother. Canton Dog
is a ferocious street, and ground fighting style, with an evil
reputation. Eye gouging, groin attacks, finger breaking, throat
attacks, leg breaks, and even tearing off lips and ears are
signature wounds from one quick Dog attack. This style, like all
the animals arts, is savage and brutal for real combat. These
aren't just self defense moves, but toughened and powerful
attacks.
Imperial Lion Kung Fu:
~Since the animal tribe totem is a lion, it makes sense that
this martial art is taught to the tribe. Lion is a tremendously
powerful and effective fighting style both standing and on the
ground, and fights with highly toughening grips, claw and fist
weapons that can tear out, or crush the throat of a man in
seconds.
Enhanced Axemanship:
~Users demonstrate an aptitude for the ways of the axe. The user
is able to wield an axe with great proficiency in brute power
and destructive features to kill strong enemies. They are able
to perform feats such as stopping large incoming objects, break
through objects (possibly even steel), and use wide sweeps to
attack many enemies at once, they may also be proficient in
wielding throwing axes to add a ranged attack to their
repertoire.
Animalistic Combat:
~The user can combine using animal imitation with physical
fighting, they can fight with the brutality of a bear, the speed
of a cheetah, the ferocity of a tiger, the agility of a leopard,
the dexterity of a monkey, the flexibility of a snake, etc.
Quadrupedalism:
~User can move, act and run on all four limbs in a quadrupedal
manner, enabling them to move about more efficiently on all
fours than simply standing on their legs. Quadrupedalism is a
form of terrestrial locomotion in animals using four limbs or
legs. An animal or machine that usually moves in a quadrupedal
manner is known as a quadruped, meaning "four feet" (from the
Latin quattuor for "four" and pes for "foot"). The majority of
quadrupeds are vertebrate animals, including mammals such as
cattle, dogs and cats, and reptiles such as lizards.
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.
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.
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).
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).
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.
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.
Transformation(s):
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.
Thalia can only change into her werewolf form at will. Though
she can also partially shift by showing bits of fur, claws and
fangs.
Lunar Berserker Form:
~This form was imbued into the extinct clan which Saix now
carries and teaches to the new members of the tribe. This form
lets a werewolf enter a berserk stage through the power of the
moon, the full moon being their strongest and most dangerous. In
this state, the user delivers continuous, devastating damage to
enemies in any form. This can also be done with a weapon or
their bare hands/claws. This form is also affected depending on
the moon power they're in such as the red moonlight power or the
dark moonlight power, which makes them even more deadlier and
feral. In this form, they need to be careful or else they lose
themselves to their beast. In this form, Thalia remains silent
in this berserker form, giving into her feral insticnts as she
tears through anything she sees, though she tries to focus on
those who mean her harm.
Weaknesses:
Most werecreatures have two major weaknesses. The first is
silver, in which silver can interrupt their regenerative
abilities. If one is to take down a werecreature, it is
important to have silver on hand as taking down a werecreature
without it is very difficult. However, depending on the
werecreature, some werecreatures might not be vulnerable to
silver, as some might be vulnerable to other things like mercury
or gold or other materials depending on the werecreature.
However the second option proves dependable against almost any
werecreature, no matter what their first weakness is. The second
option is cutting off the head of the werecreature, in which
they do die if their head is taken off. Werecreatures cannot
regenerate limbs or their bodies, so cutting off pieces of their
body means that part of the body won't grow back. While they can
reattach limbs, they cannot regrow limbs from nothing, and if
their head is removed, they cannot survive without the body,
just like any other creature. As one hunter put it: "Cut off the
head, and the animal is dead." While silver may not always work
on a werecreature, cutting their heads off always will, and
cutting off limbs can seriously hinder a werecreature.
Werecreatures, unlike most vampires, cannot regrow certain body
parts (basically, they cannot regrow anything a human cannot
regrow), but they can regenerate more easily from wounds that
they can regenerate, such as slashes and stabs will usually not
kill a werecreature even if in the heart, unless the
werecreature's regenerate is interrupted by something like
silver (or other metal weaknesses that must be stated).
As children of the moon, their counter of their lunar powers and
magic are sun based abilities such as solar light or solar
magic. They are also affected by the phases of the moon when it
comes to power, such as the full moon obviously being their
strongest moment for their power while the new moon being their
weakest. The tribe's weakness is their own hubris, which might
be one of the reasons why they fell to the darkness in the first
place. Their pride are as bad as The Get of Fenris tribe or the
Alchemists. Although this tribe has been secretly rebuilt
slowly, the werewolf couldn't help but be overconfident from
time to time which gets them into trouble.
Weapon(s):
Anything she can reach
Celtic Axe:
~The axe is a gift that Saix gave her after her initiation into
the pack. The axe is a Welsh axe that harbors the mystic powers
of the moon. When the moon enters the full or new phases, the
density of the blade increases, and it becomes slightly heavier
as a result. The blade is made out of silver and adamantium,
making the blade very durable and able to harm most supernatural
creatures such as werewolves. The blade is imbued with the moon
spiritual powers, its power is at its strongest during the New
Moon and Full Moon. Thalia can also use her magic or her gifts
with this axe.
Personality:
Thalia is a very serious and mature person, even before she was
cursed. Due to Saix and his pack taking Thalia in and helping
her control her curse, Thalia became attached to her new foster
family and is loyal to them since her human family was wiped
out. She is a strong and confident force to be reckoned with and
is a bit more violent than her brothers, Reece or her other pack
mates. Although she may seem aggressive, she does have a caring
heart and only show her soft side to those she cares about such
as playing on her guitar.
Bio:
Thalia's family were blacksmiths that worked with different
hunters for generations. Although they don't actually go out and
kill monsters, their lives are still dangerous since they make
the monster killing weapons. Thalia is the youngest and only
girl out of the five children. Despite being part of a
blacksmith family that makes monster killing weapons, Thalia had
a pretty decent life. In her late teens, her father retired and
place the eldest brother as head of the organization. Although
the eldest brother ran the organization fairly, he didn't
include his sister at first since she wanted her to have a
normal life, thus putting a strain into the relationship. When
Thalia graduated from college, she returned to try to make
amends with her brothers after the death of their mother. When
she found out the real reason why they pushed her away was to
protect her, she forgave them after scolding them to be more
direct next time.
Thalia help out her brothers from time to time when it comes to
dealing with some of the weapons. When the brothers had an
argument with one of their workers, the hunter conspired with
Thalia's old college friend who's a witch, against the brothers
by leading a horde of vampires toward the organization. Although
Thalia survived, the witch used a old werewolf pelt to curse
Thalia into a werewolf. Freaked out, Thalia tried to attack the
witch but she knocked her unconscious and pinned the murders on
her before dumping her into the woods.
Weeks turned to months as Thalia went into hiding and plotting
her revenge against the ones who did this to her. During her
night out hunting, she confronted one of the hunters who were
responsible for her family's demise. Enraged, she shifted
without thinking and attack the hunters. Although she killed
him, she walked into a trap for the others to kill her. Unknown
to her, a werewolf named Reece was around and manage to subdue
her captors and rescue Thalia. When Thalia came to, she noticed
that she was in a log cabin in someone's room, with Ginko and
Reece walking in with food. After a short introduction, Reece
took Thalia into his pack. After a short conversation with her
alpha, Thalia is adopted into the pack so they can help her
exact revenge.
Thalia not only came closer to exact revenge but she grew closer
to the White Howlers tribe, especially to Reece. She was also
taught how to control her new cursed form along with how to use
lunar powers and gifts. One day during a full moon, Thalia,
Ginko and Reece cornered the witch and hunter responsible in
Northern Ireland. The battle was fierce but Thalia manage to
kill the ones who made her suffer so that they don't do the same
to another poor soul. Although happy that she got her revenge,
she was upset that she's the last member of her family. Reece
reassured her that she can stay with the White Howlers until she
finds a new home, which Thalia agreed to. Though after spending
so much time with the small tribe, she decided to stay with them
since she considered them her family, along with helping Saix
find more of his family and friends.
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