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#Post#: 8163--------------------------------------------------
Multi-Dimensional Deity: Saskia Hatarni-Al Zalam
By: Coolcat207 Date: March 11, 2021, 10:31 pm
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"Before there was time, before there was anything, there was
nothing. And before there was nothing, there were monsters."
"After all, a mother defends her children."
"Took you long enough. You kept me waiting."
~Saskia to the dragons when they brought her to the mortal realm
via possessing a virgin girl's body.
"Of course I know Malice. I'm his wife."
"Mother/Father of Monsters, my ass. If you were truly a parent,
you wouldn't let these damn so called heroes or half breed
mongrels butcher your children like it was a common sport! Once
I'm done with them, they'll be reminded on who's really on top
of the food chain."
"I came from the void just like my husband. Just not in the same
area. I was part of the most vile beings who wriggle and writhe
in the pit. It was eat or be eaten. And I was on top. One night,
I made my escape and wandered through the void where I ended up
in Malice's kingdom. He actually caught my eye. One thing led to
another and we got together."
"FALL."
~Saskia to a group trying to attack her that ended up collapsing
on their knees in front of her.
"Pitiful. So many have been overrun by mortals and the gods'
little half breeds... killing everything they deem as a threat
to them or just killing or sport and glory. That... is something
I must correct."
"My husband isn't the only one who has followers. While he has
worshippers like this Hyperion group and his little minions
running around, mine is a bit different from your average
mythical beasts and monsters. Although, I do have those kind of
followers as well."
"I know that your kind are arrogant but you hunters are one of
the worst kinds of it. You think what you usually face that goes
bump in the night are bad? You wouldn't last an hour in my
domain. While your ancestors were huddled around the fire, there
were creatures of the night that were even older and more
powerful than angels. Some of those creatures are my children.
And just like so many creatures of nature, they evolve. They
adapt. They learn. So whatever plan you have up your sleeve, it
better be a damn good one. It has been a while since I've been
to the living world and I am quite famished."
~Saskia to a group of supernatural hunters when they encountered
Saskia and tried to stop her.
"Children of the night! For too long has so called heroes and
hunters had struck you with strife and fear. They lie, steal,
cheat and harm one another in the most vile ways possible to
even each other yet they have the nerve to deem you as the
source of their suffering. And the so called gods of your world
are just as bad as them, if not worse. They have gotten away
with so many heinous crimes than any of us can recall just
because no one can stop them. But not all hope is lost. Join me
and I can assure you that not only you will no longer have to
hide from your tormentors, but also they will hide and quiver in
fear in your presence! If you seek a safe haven or salvation for
yourselves or your loved ones, look no further. I will grant
it."
~Saskia speaking through her lead worshipper to a group of her
followers.
"Although I only care to protect those in my domain, hybrids
such as you also suffer from discrimination and fear. They
expect you to aid them because you are half human but they fear
and despise you because of what you are and what you can do. Why
would you endanger your life and waste your potential for fools
who ostracized and treat you like a weapon? They're only in your
way and they will one day be the cause of your demise. I've seen
it too many times over. Join me. In the kingdom where my husband
and I rule, you will never be alone."
~Saskia trying to get a hybrid on her side.
"Your father made you and then abandoned you, so you pray. You
see signs where there's nothing. But truth is, your Apocalypse
came and went, and you didn't even notice. A mother would never
abandon her children like he did. You'll see."
~Saskia to a demigod when they were sent on a quest to stop an
alpha monster.
"I have many ways of turning people into monsters. Although I
can do things the old fashioned way by biting people, there are
other ways of converting people. For example: I was able to
create monster cells which gives people monster abilities. I
first tried it in one world when the Bubonic Plague occurred. It
worked out far better than I thought."
"And where do you think you're going, little one?"
~Saskia using her powers to stop someone from teleporting away.
"Yes... While the mortal world doubts and questions, I know
exactly what I am. I am the dark goddess of the void. I am the
mother of all monsters. I am your eternal damnation!"
"I may not be as old as Xeles and Toranoraos but I have been
around for a pretty long time, even longer than angels and
demons. And during my time in the void, I have learned and adapt
in order to survive and not on sheer strength alone. There are
times where I have to rely on my wits to survive hence learning
how others behave. So to tell me, and I need you to be honest
with this, as a low class being with a inflated ego such as
yourself... what the f*ck made you think that you can command
me?!"
~A p*ssed off Saskia to a warlock demon lord, who summoned
Saskia in a medieval world and tried to order her around like a
minion. It does not go so well to the point that it cannot be
described to younger audiences.
"Saskia. She is a goddess of the space between dimensions. A
mother of monsters so terrifying that even multiverse travelers
and members from some multidimensional organizations who
specialized in hunting the paranormal turn pale by the mention
of her name. Although they normally avoid her husband Malice,
Saskia is just as bad. Due to the Dark Multiverse being filled
with horrid creatures, there's always an alpha who stands above
all. Saskia is not only the alpha of those creatures but she is
also the mother of them. Some even say that she is the one who
created creatures such as void dragons. Although she isn't as
active as her husband, she is still just as dangerous. When
she's around, no one is safe."
~An old powerful supernatural hunter reading an old story about
Saskia.
Name:
Saskia Hatarni-Al Zalam
Real Name:
Unknown; Lost in Biblical Times
Title:
Dark Goddess of Monsters
Age:
Old as hell
Gender:
Female
Species:
Primordial Dark Deity revived in a Werepire Body
Family:
Husband: Malice Al Zalam
Organization:
Aligned with Malice from time to time
Dark Deity Powers:
Primordial Entity Physiology:
~The user either is or can transform into a primordial being, an
entity that has existed since or even prior to the beginning of
time itself.
Monster Divinity:
~The user has the monster form of dark divinity and divine
powers granting them an immense amount of raw power beyond the
mundane, making the monster divinity users divine beings by
nature, a status which can be obtained several ways. Users can
gain this type of divinity by having a monster ancestry, being
transformed into a monster either by another more powerful
monster divinity, a deity, higher being, by faith, channels,
acts as a vessel for, the power/soul of a deity, to mimic/steal
powers from a divine monster, or be enhanced/evolved to the
point of godhood. However, at times users of the divine monster
are weaker or stronger than deities depending on the type of
divine being they are in question.
The level of this variant form of divinity is variable and
unique by the user's nature, character of being, and species,
thus weaker or stronger users of monster divinity are ultimately
reliant on the user alone or the being that made them.
Saskia is the Shadow Realm version of Eve, who happened to marry
Malice and became the queen of the void. While Malice is known
as the god of evil in the multiverse, Saskia is known as the
goddess of monsters from the classic types (werewolves,
vampires, zombies, etc.) to the eldest abominations that would
give HP Lovecraft a stroke. However, Saskia is typically not a
dark spirit like most believe, but instead is a primordial god
of monsters. Her very existence goes against nature and it
transcends the natural laws of reality along with allowing her
to commit acts of great destruction. However, unlike those like
Xeles and Toranoraos, Saskia is not a multi-dimensional being,
and just like her husband, she cannot reappear in the realms
without a physical body of some kind, which usually has to be
created in a universe and then she is called to it. Although she
doesn't care much about taking over the multiverse like her
husband, she does take a liking in creating monsters along with
seeing creatures such as mortals as prey.
Dark Mother:
~As an archetype, the Dark Mother is a powerful female divinity,
Goddesses that represents life, death, earth, the night,
sexuality, and deep magical energies, and she comes in many
forms. She has also been seen as demonic/divine demonic like
Lilith, however this is not all of the dark mother figures. Dark
Mothers have also been associated with nurturing, birthing,
children, the sick, the elderly, the dead and the dying. Her
image appears in all cultures: African, Hindu, Christian,
Egyptian, Greek, Roman, and countless other cultural and
religious sources.
The Dark Mother has also been called the Dark Maiden or Matron
depending on the physical looking age of the goddess.
Unlike her supposed dark counterpart the Dark Father, they
actually couldn't be further apart in their goals and agendas,
having nothing to do with each other as the dark mother isn't
always an evil figure like the name would suggest. In most cases
it implies to her underworld status or for her somewhat harsher
nature and even for her use of the dark arts.
Alpha Monster Physiology:
~The user is an alpha monster; a superior member of all kinds of
monsters who surpasses them all, in all variety of forms and
breeds regardless of their nature. Having extremely more
enhanced and unnatural abilities that could go beyond the known
monsters in the respective existence, with appearances so
greatly fearsome with physical qualities well beyond the norm
that has caused great fear even to the monsters themselves.
Monsters of this category have more superior status and
dominance over all other monsters possibly including kaijus
(giant monsters), having such supremely and more enhanced
abilities where not the only thing that made them so fearful but
also their ability to even spawn or convert other monsters
unique or common into existence, lesser then the alpha but still
under their command.
These kinds of monsters have been so feared throughout the world
that many considered them either legendary or even nonexistent
because they were so greatly feared they were better off seen as
pure myths because of their fearsome powers that have terrorized
many people at the mere sight or even mention of them throughout
their world.
Similar to the apex predators these monsters are at the top of
the food chain but at an unnatural level due to their monstrous
qualities, having been known as predatory hunters of their very
own class that goes outside the natural order of things, should
they hunt it could be for something other then food but for
sheer pleasure for terror, bloodlust or other that many would
recognize as wrong by nature.
Saskia is the alpha monster of monsters from the void, those who
serve her or those she convert. As much as she wants to, she
does not have control over the monsters in the living world,
especially those with a strong will or an apex predator, though
she can prove a challenge to them or make things difficult for
them.
Life Mastery:
~User can create any form of life (human, animal, plant,
supernatural monsters, etc.) and control them to do their
bidding, when the creatures are no longer useful, the user can
annihilate them instantly. They can also revive extinct
creatures (Dinosaurs, etc), give life to fictional ones
(Dragons, Werewolves, etc.), and potentially create whole
armies. Saskia can create any supernatural creature that comes
to her mind.
Monster Lordship:
~The user possesses absolute power over all existing monsters,
including themselves, and can freely bring new ones into
existence.
The power encompasses all kind of monster from regular monsters,
werebeasts, vampires, zombies, ghost monsters, other undead,
gorgons, sea monsters, swamp monsters, chimera, harpy, hags,
elemental monsters, giant monsters, even divine monsters and so
many more like monsters in the attic, basement, closet and under
the bed, and even possibly the bogeyman itself. The list of
monsters is nearly endless. They can be controlled, summoned,
redefined, banished, erased and recreated at will, user's power
over them transcending any potential resistance or limitation.
Monster Creation/Manipulation:
~User can create, manipulate, and destroy monsters. As the
Mother of All Monsters and through a telepathic link with her
children, Saskia can can create beasts and other extraordinary
creatures with little to no effort. The creatures can be
anything like a small companion to powerful beasts like Dragons,
Sphinx or demonic beasts. All of Saskia's creations and their
own progeny are psychically connected to her, and she can use
this link to send them messages and forcibly compel them to do
her bidding, even while in the Shadow Realm. The monsters that
mainly fall into that category are mostly the ones void like the
void dragons, the Dark, similar creatures from Malice's
territory or primordial monsters that were created under her
influence.
Monster Empowerment:
~User becomes stronger, faster, more durable, etc. when they
come into contact with monsters, possibly unlocking abilities
related to the affinity and enhancing the existing powers. Some
users may be able draw sustenance from the connection or even
slow or stop aging.
Beast Master:
~The characters beast master, an individual who can tame, train,
groom, maintain, handle, breed, raise, understand, communicate
with, and ride on any beast that they encounter. The beasts can
be anything from animals to monsters to aliens.
Monster Shadow Realm Deity Immortality:
~Saskia's true form is that of an monster deity that can exist
as a spiritual entity (though his spiritual form, while
powerful, cannot exist in the multiverse without a body which
holds back her spiritual power). However, Saskia's true form
being a spiritual entity means that she is not killable by
normal standards, since she is actually a spiritual deity from
the Shadow Realm. For the most part, the only real ability that
can kill her is spirit destruction, and one has to destroy all
of Saskia's souls she's absorbed before they can get to her.
Saskia does take damage in spirit form if one is able to do
damage to spirits (like spirit purification techniques that
attack beyond the physical), but this usually requires special
abilities to attack her spiritual self, since Saskia is not the
same kind of spirit as a dead soul. For the most part, Saskia
cannot be killed by typical abilities or even by gods unless
they know how specifically to kill her as a spirit. If Saskia
were to die, her spirit would either return to the space between
dimensions where she would have to wait till someone summons her
specifically again, or she would go to the Hell of Souls if her
true form were to be "killed". If she went to the Hell of Souls,
then Malice would just use some kind of dark arts to revive his
wife or create a new version of Saskia, since Malice actually
loves his wife. This means that unless Saskia is either
destroyed with spirit destruction in her realm (where it would
be difficult for even a deity to match her power in her own
realm), or her soul being taken by Death or Toranoraos and
sealed away in the Hall of Souls. The best way would be to use
spirit destruction on her, which can kill her, though her spirit
cannot be destroyed in the living realm. However, as long as one
kills her physical body, they don't need to erase her soul to
keep her from coming back, as killing Saskia's physical body
prevents her from reentering the universe unless she is given
physical form. So to get rid of Saskia in a universe, they only
need to kill her physical body and make sure no one gives her a
new body to inhabit.
Dark God Time/Space Disconnection:
~Saskia is not affected by time or space manipulation abilities,
specifically time stops or time travel powers in any way. Being
disconnected from time and space due to being a deity of the
space between dimensions were time and space are not usually a
factor, Saskia is not affected by changes in time, or changes in
space. This means that things like time stops, time reversals,
or even time acceleration powers have no real effect on Saskia,
and things like spatial distortion, spatial movement, or spatial
separation have no effect on Saskia due to her being
disconnected from space and time. This is fairly standard for
primordial deities, or many other stronger deity-level beings
who existed before space and time were material, and they
usually are not bound by space and time like normal beings. If a
timeline shift does happen, the information of the time shift
and what is different is immediately known to Saskia,
specifically in the form of who or what is changing time and
it's effects on her specifically. If someone changes time, she
will exist in both timelines (the old timeline and new one
created from the time travel). When it comes to spatial movement
or distortion, Saskia is able to adjust to any distortion,
movement or separation spatial energies can affect her with.
This combination also makes Saskia immune to almost any form of
space-time distortion powers, in which she cannot be hurt or
affected by things like dimension cutter attacks. For the most
part, Saskia is not able to be hurt by time or space, though
that doesn't mean that she's completely invulnerable, since she
can still be damaged like a normal being when in some kind of
solidified form (usually best to hurt her in her humanoid/mortal
form).
Corruptive Presence:
~Just like her husband has his evil whispering presence, Saskia
has her own presence that reflects her power. Saskia has a
corruptive presence that appeal to people's desire for power. If
they give in for whatever reason, Saskia use her corruptive
power to turn them into monsters. Her presence is often
described as a dark fog seeping it's way to grab it's hold on
anyone it comes across, and even those with immunity to
corruption can still be influenced by this (though those with
training to control their minds or have some anti corruption
power will be able to somewhat control and resist this
presence). This power isn't exactly like her husband's evil
power whereas Malice tries to sway people to do evil deeds, but
an ability that can bring out people's desire for power, whether
it's the power to conquer as many as possible, the power to
protect someone they love or they just doesn't want to be weak.
Dark Monster Goddess Shapeshift:
~Just like many gods, Saskia can take other forms. She is able
to take almost any form that she chooses, with his most
preferred form currently being the alpha vampire body she is in.
She is able to take any form though, from animals to even taking
the form of other races. She is able to take the form of just
about any living race, which is usually used for interacting
with any race that she is trying to interact with. For example,
she can take a human form when interacting with humans, but can
take the form of animals to hide among animals. If she were to
appear on a planet with a different race, she'd be able to
appear to them as their own race. This even hides most of her
presence, making it so she doesn't affect others with her
presence. She very rarely will appear as dangerous monsters,
usually only to turn into creatures with claws or sharp teeth.
However, it is worth noting that while in these forms, she is
usually in the mortal realm, and she doesn't have the same power
in the mortal realm that she has in the space between
dimensions. Her power is usually limited just like her husband,
in which she cannot utilize her full ability when in the mortal
realm. She also has to use supernatural power to change her
form, so she cannot keep changing her form endlessly, since her
power is highly restricted in the living world. Unlike Xeles,
she cannot really change her physiology, and just uses this to
take on some physical traits of other races, and disguise her
presence to a degree. As the mother of monsters, Saskia is more
fluent with this ability than her husband due to her not needing
to use darkness to shape shift.
Dark God Time/Space Shadow Travel:
~Just like most supernaturals, Saskia can travel almost anywhere
in the multiverse. Not only can she enter the Hell of Souls that
connect to every universe just as Toranoaroas's Hall of Souls
does, but Saskia has the ability to teleport using darkness.
Unlike normal beings that can only use normal shadows though,
Saskia can shadow travel in pure darkness using the Deep Shadow
Realm to get around like most dark spirits can. Unlike most
people who cannot travel between universes, Saskia is able to
travel between universes using the Deep Shadow Realm as a guide,
though she cannot enter other universes unless she has a
physical form. While Saskia can't travel through time, her
ability to shadow travel allows her to go through universes and
go anywhere in the universe if she knows where she wants to go
(there only needs to be a shadow or some form of pure darkness
somewhere where she wants to go). She can also go to the Deep
Shadow Realm at will, as well as being able to teleport to the
space between dimensions from the living realms when she wants
to in order to bring allies from that space with her. This
travel mostly is just for getting around, and the only real
thing to note compared to other supernatural teleportations is
that Saskia can travel between dimensions. It is worth noting
that Saskia can travel to other universes, but cannot enter
universes unless she is either in some physical form, or is
given physical form in that universe. Saskia has plenty of
followers in multiple universes, and can travel the space
between universes with no problem using the Shadow Realm, so she
has plenty of places in the darkness she is able to go. The only
place she really can't go is into Toranoraos's realm or Death's
realm where they will be able to overpower her and cast her out.
Psychic Penetration/Torture:
~The user can torture the target mentally, spiritually and
psychologically. Saskia learned this from her husband, Malice.
She is able to do this to both mortals and immortals along with
penetrating the minds of such. She can also make then go insane,
berserk or simply her puppet if she wants to depending on the
person she invades. She can even break the will of others to the
point of either keeping someone in line or making an enemy join
her side.
Fear Inducement:
~The user can evoke and increase fear and horror in others
causing the target’s brain to release fear-inducing chemicals.
The target’s perception may be altered, causing them to see
their environment as ominous and the user as dark and
foreboding, or even as a monster.
Intimidation Mastery:
~The user, either innately or through training, is a master of
intimidation and can use it to instill fear in their opponents
and command respect from others. They can intuitively intimidate
by any means and in the most effective ways possible, use
anything at hand to do so and, have no mental/emotional issues
or moral dilemmas either before, during or after the deed. The
user has an intuitive mastery of the associated body language
and choice of words subtly sending all the signals to others,
completely breaking their wills and causing them to fully yield
to the user.
Unlike Fear Inducement, intimidation is mostly about the action
of intimidating someone rather induce fear via supernatural
means.
Submission:
~The user can cause any opponent to yield to them or admit
defeat via various means, including fear, immense energy, mind
control, will control, etc. Occasionally, the user can even gain
subordinates because their enemies submitted to them.
Monster Arts:
~The user can utilize the Monster Arts, a specialized system of
techniques based around monstrous power. This set of skills is
focused on channeling the essence and/or possibly calling on
dangerous and mystifying creatures to perform various feats.
Practitioners may or may not be monsters. Whatever the
circumstance, utilization of these arts enables one to exhibit
unique capabilities such as supernaturally enhancing one’s
body/abilities.
Beast Transmutation:
~The user is able to transform other people into monsters,
cryptic beings and/or mythical beings/beasts, effects can be
permanent or temporary depending on what level of power the user
is. The user can reverse the effect if they so choose to.
Sire Bond:
~The user can form a powerful bond with those they sired such as
their progenies via conversion, able to sense their presence and
compel them to follow orders.
Teleportation Negation:
~The user can prevent themselves or others from being teleported
and/or teleporting and negate any form of teleportation from
Elemental to Spatial teleportations.
Angelic/Demonic/Godly Power Negation:
~Saskia's own version of Unbalanced Chaos. Saskia has the
ability to capable of completely nullifying the powers of
angels, demons and gods. Saskia once nullify the power of a
seraphim. Saskia can also negate powers that are angelic, godly
and/or demonic in nature, forcing such users to use other
methods such as neutral, light or dark powers if they have any.
This power alone is one of the reasons why Saskia is feared
throughout the multiverse.
Progeny Summoning:
~Users can summon forth their progeny to their command and due
to being specifically sired to their summoners, the progeny may
be undoubtedly loyal to them because they are their parents.
They may be compelled to act for whatever reason they were
summoned. As the Mother of Monsters, Saskia can call forth her
children to her.
Absolute Violence:
~Users of this level of brutality tend to have a monstrously
infinite yet flawless array of violent methods, and the said
methods also tend to be unfathomably fearsome and infinitely
shocking, with no boundaries to their barbarity. That being
said, users of Absolute Violence aren't necessarily pure evil
(though they can be so), and most tend to be considered as
anti-heroes.
Enemies will fear and abhor users of Absolute Violence from the
bottom of their hearts. Even the most malevolent of beings will
forever dread the users due to their boundless brutality and
infinite ferocity that can surpass all the powers and horrors of
hell.
Bloodlust Aura:
~Users can project an aura of pure intent and bloodlust that
include aggression, brutality, hostility, and rage. The effect
may be caused by purely physical or mental means, or a
combination of both. This can make allies blood-thirsty and
better killers.
Visible Killing Intent
As there are different forms of it, bloodlust can usually fall
into two discernible forms –
Perceivable Bloodlust: A form of bloodlust that shown when a
person’s desire to kill someone becomes perceivable in the form
of emotions. Even an average person who isn't naturally violent
can show off this form whenever they feel a great amount of
anger.
Visible Bloodlust: A form of bloodlust that’s associated with
deadly individuals that have no hesitation in harming or
killing. People who led a violent life or one that's filled with
constant dangerous situations and events pride themselves on
this form as they're capable of manipulating it to the point of
manifesting their bloodlust into a tangible-like form.
Supernatural Tendrils:
~The user possesses tendrils/tentacles with supernatural powers
and properties. Usually, the most common power is being able to
alter their shape like a shapeshifter or extend said power to
the user themselves. Saskia is able to generate up to 8 of
organic tendrils in amount (think of the Kagune from Tokyo
Ghoul). Besides the amount of tendril, these tendril can preform
various feats such as shaping into into limbs and weapons,
create traps and cages. She can also her tendrils form at will
most notably into creatures such as centipedes, create armor and
blades, limbs, wings and even extending her transformation
abilities to the rest of her body to alter into into a more
monstrous state. She one time used her powers to turn into a
void dragon along with sending off a airborne chemical that will
turn humans into monsters and hybrids.
Monster Cells:
~Monster Cells are pulsating organic lump of flesh and is
roughly the size of a normal human hand. When a human ingests
one, they undergo a physical and mental transformation that
allows them to exceed their human limitations and turn into
monsters. Those who consume a monster cell are also given a
longer life span. These cells are created by Saskia as one of
the various ways of converting mortals into monsters and have
them join and serve her. Monster cells build upon the talents of
the subject, but it comes at the cost of losing the potential to
grow stronger. The monster cells also depend on the potential of
the human itself to create monsters. The stronger the human, the
stronger the monster transformation will be. It appears that
humans with strong natural power transform into more hideous
creatures than weak people who still maintain a lot of their
human appearance. As for supernaturals such as vampires and
werewolves, they can also eat them and evolve into a more
evolved version of themselves though like humans, it depends on
the potential of the supernatural creatures themselves in order
for them to evolve, which usually resulting to some turning into
eldritch horrors or something similar. When the user eats these
cells, they experience bloodlust, sadism, ecstasy, insanity and
a loss of humanity, morality, and even rational thought, in
which they will bend only on mayhem and destruction.
Furthermore, the transformation effect is also very similar to
when a human takes steroids, with some hosts showing intense
pain upon ingestion. In exchange for this, they gain great
strength that allows them to surpass their previous abilities.
If the consumer has a weak will, they will lose their ego and
intelligence and become little more than monstrous animals. Some
stronger willed individuals are able to alternate between their
human and monster forms. The monster cell must be eaten raw and
willingly or else the cell will have no effect. When a human
tried cooking it, not only rendering its morphing abilities
ineffective but also made the user have a horrible stomach flu.
Though thanks to some alternate realms, Saskia found out other
ways of people using the monster cells such as turning them into
liquids which as either drinkable or injected into.
Compulsion:
~Using her mental link to her children, Saskia could control the
various monster lines and instill bloodlust in them, even over
great distances including through dimensions as well, as seen
when she compelled her many children even the more benevolent
ones to attack and turn as many humans as they could. She can
even use this as a variation of her husband's unbalanced chaos,
to make monsters with self control to even mortals and hybrids
with stronger will attack their own allies or go through inner
turmoil which may throw their abilities out of whack with some
effort.
Werepire Abilities:
Werepyre Vampire Dark Nature:
~Werewolves and vampires are creatures of the night by nature,
and have dark natures by default. Werepyres share a mix of the
werewolf's enhanced strength during the night when the moon is
out, and the vampire's own ability to be at their strongest
during the night. Due to this, this mixes a werewolf and
vampire's natures to create a unique dark nature that mixes the
two. Not only does a werepyre gain a werewolf's connection to
the moon, but they also gain the vampire's connection to the
dark. This often grants werepyre highly enhanced affinities for
the dark arts, as well as for dark magic. Because of this,
werepyres are able to learn both combat ability and magic
(usually in the form of dark magic) due to their combined
nature. And depending on the werewolf and vampire, they may also
gain special abilities from their dark natures, such as a
Lasombra born werepyre will be able to manipulate darkness and
have an affinity for any abilities that let them manipulate
darkness. Because of this nature, most werepyres have affinity
for dark powers, and not as much affinity for neutral or holy
abilities (usually they have no affinity for holy abilities). As
such, this affinity does make them weaker to holy abilities, and
those with holy abilities will be more easily able to kill a
werepyre.
Werepyre Shapeshifting/Trait Suppression:
~Just like other races, werepyres have the ability to shapeshift
their bodies. Usually, they do this to take human form
temporarily so they can hide among humans, but most use this to
suppress certain bothersome traits. Typically, most werepyres
will restrain their wings and their tail, and to a smaller
extent, shorten their claws a little. In doing so, this grants a
werepyre much more mobility, and allows them to save their
suppressed traits for when they need them, such as only
summoning their wings when they need to use them to fly.
However, some werepyres learn to take advantage of this, even
using a vampire's transformation abilities to change into other
creatures. Some werepyres might take the form of a bat, or even
take a rat form to avoid suspicion and get into human cities
more easily. There are a number of things that can be done with
this, and with both the werewolf and vampire power, werepyres
have a lot of variety in what they can do compared to each race
separately. This shapeshifting is usually limited though, and
does require a werepyre's energy to use. As such, even going
into a human form is usually only temporary unless the werepyre
opts for a permanent human form through some means, which some
will just to not stand out. Most werepyres can learn special
transformation abilities, like changing into certain beasts, but
this usually depends on the werepyre's heritage and what they
are capable of learning to do with this power.
Werepyre Nightly and Moonlight Empowerment:
~Unlike vampires who gain enhancement during the night, and
werewolves who gain enhancements depending on the moonlight,
werepyres gain both enhancements. While werewolves would be
stronger during the more bright phases of the moon, and vampires
would be more powerful on the darker phases of the moon,
werepyres are at the same strength every night, and are usually
far more enhanced than werewolves or vampires due to having both
enhancements. Werepyres gain passive enhancements and
supernatural enhancements from how much moonlight is present,
with the full moon representing a full power-up to their
abilities. However, unlike werewolves, werepyres are also just
as strong during the lesser phases of the moon, including being
as powerful during a new moon with no moonlight due to the
vampire's night time empowerment. Because of how these two
powers work in combination, a werepyre is at their strongest
enhancement every night, and operate every night even stronger
than vampires or werewolves would be at their strongest due to
the werepyres gaining power from both moonlight and lack
thereof. This makes werepyres far more dangerous than normal
werewolves or vampires, due to them always having an edge no
matter how strong werewolf or vampire opponents would normally
get. Just like both powerups, this is a passive enhancement, but
also increases their werewolf and vampire abilities considerably
when these empowerments are used. The only thing that takes away
these empowerments is being out during the day, or opponents
that use sunlight to prevent this power from being used at all.
Though typically, killing a werepyre is usually best done during
daylight. While many werepyres have resistance to the usual
vampire's weakness to light, werepyres still lose this powerup
during the day.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the werepyre special enhanced modes
just like werewolves, where they are able to draw the unique
moonlight into their power. When in the red moon, the werepyre
gains a corrupted mode where their abilities all become more
powerful and they gain a massive powerup from the red moon. Most
werepyres 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 werepyres become much more ferocious and they
seek to kill their enemies as brutally as they can. While most
werepyres learn to control this with time and training,
werepyres still have to be careful on these nights, and many
werepyres who do lose control often hide from the moon light
when this night comes around due to the dangers of who they
might hurt, as most werepyres often try to avoid killing
unnecessarily so they can avoid supernatural hunters. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werepyre 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 werepyres
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 werepyres, as the unnatural
red moon light can eventually overwhelm the rational mind and
eventually destroy a werepyre's ability to think rationally just
as easily as it can a werewolves. 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 werepyre 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.
Werepyre Werewolf Spiritual Tuning:
~Similar to werewolves who connect with nature and vampires who
use spirits, werepyres 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 werepyres 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 skills of the werepyre, some werepyres have
specific ways to use this, and some can even develop their own
ways to use this to their advantage depending on their
affinities. Unlike werewolves who usually seek balance with
nature, werepyres seek to bend nature to their will using their
dark power, possible as a result of their vampire desire to
control. Werepyres are also able to percieve the world's flow of
life and death as a result of this power. For the most part,
this just lets werepyres have a closer connection with the world
around them, not really being too useful until one learns to use
certain spirit based magic or spirit arts. For werepyres with
this ability, they focus more on usually finding ways to absorb
nature's power, rather than try to preserve nature like most
werecreatures which could lead to some werepyres who learn dark
arts, or even use dark spirits to their advantage as a result.
Werepyre Connection to the Dark:
~Just as werewolves have a connection to nature, vampires have a
connection to the dark that werepyres are able to take advantage
of thanks to the vampire side. In this connection, a werepyre
gains a powerful connection to the dark. It isn't just clans
like the Lasombra that gain this connection, but the Lasombra
are the ones that take the best advantage of this connection.
For werepyres, they are able to use this connection to sense the
world through the darkness, and even gain a special connection
to the shadow realm if they have a strong enough sense of
darkness. This sense allows them to not only sense the world
around them, but sense how they can make the darkness stronger,
and help a werepyre draw on it in order to gain new dark
abilities. Because werepyres often learn to twist vampire and
werewolf powers into something that benefits them, werepyres
were able to do this with the connection to the dark as well,
and learned to use this for a few different purposes. The first
is that they are able to sense everything around them through
the shadows, having a connection to see how much power darkness
has over the world, similar to how werewolves see spirits and
their influence on the world. By strengthening the darkness,
werepyres twist and strengthen their own dark natures, enough
that they are able to use this to make their own dark abilities
stronger just as they use their nature connection to twist the
dark to their advantage, with some stronger werepyres even being
able to control dark spirits.
Werepyre Nature Connection:
~Just as vampires have their connection to the darkness, the
werewolves would have their connection to nature. However,
unlike werewolves, werepyres use this nature connection to bend
it to their will. They are connected to the world in the same
way that the werewolves are, and are able to sense the flow of
nature around them. This has a few different uses, with
werepyres being able to do things like sensing people who
disrupt nature even if it's something as simple as stepping on
the grass nearby, or they are able to sense all the plants and
animals around them and interact with them. As mentioned,
werepyres tend to favor this connection not for trying to
maintain nature like werewolves would, but werepyres are more
interested in twisting nature to their own devices. This is the
basis of a werepyre's abilities alongside their darkness
connection, and allows them to use this to effectively connect
with nature. When the connection is strong enough, werepyres are
even able to sense spirits and their influence on nature, with
werepyres often seeking to enslave spirits to do their bidding.
This helps werepyres greatly, and allows them to use certain
special abilities that are unique to werepyres. Some werepyres
even develop special abilities using vampire and werewolf
combinations of this power depending on what the affinities for
the werepyre would be. Of course, since werepyres twist nature
to their will rather than focus on mantaining it, they tend to
make themselves enemies of most werewolf tribes pretty easily,
and hunters tend to have more trouble with werepyres that can
use this.
Werepyre Dark Hypnosis:
~Many are familiar with some vampire's who have the ability to
hypnotize their human victims. For werepyres, they are also able
to do this, in which they can use different kinds of arts to put
people under a hypnosis. The most common is using their werewolf
connections to nature to connect to animals, in which they can
hypnotize animals to fight for them. However, some also use this
on humans to get them to do what they want, specifically if they
want to manipulate a human into doing something for them. This
art is usually done through eye contact, in which werepyres,
similar to vampires, will usually use some sort of visual
hypnosis to put their victims under this power. This power is a
fairly basic vampire power, but can be far more dangerous when
used by werepyres, in which they can use this for different
abilities as well. Werepyres typically don't focus on this
unless they have to, as this power is usually just used to lure
their prey to them, and werepyres usually just overpower most of
their prey. Those with strong wills are able to resist this
power, and those with immunity to hypnosis abilities would, of
course, be immune to this. This power usually only works with
simple commands, depending on the hypnosis art (as some vampires
have special ways to use this), and typically, stronger commands
will result in tougher resistance. Usually, the best way to use
this is to make simple commands that are easy to follow, as some
more complicated ones will meet heavy resistance. For example,
even a werepyre (who are stronger than vampires) cannot make
someone kill themselves with this usually, due to the command
being a command that will be heavily resisted against in the
subconscious, while a command like making someone give the
werepyre an object in their possession is usually easier to
obey. Typically, the more risk to the victim, the stronger their
minds will be able to fight against the hypnosis. It is also
worth noting that this typically only lasts a certain amount of
time depending on the hypnosis, as some special arts will use
this longer than others.
Werepyre Group Connection/Empowerment:
~Just like werewolves, werepyres are able to gain empowerment if
they are able to be part of a tribe or pack, which is partly why
werewolves often travel in packs as they gain power through
their connection to each other. For werepyres, they are often
solitary, but they have learned to modify this ability thanks to
their vampire dark natures that let them twist their natures to
their advantage. In the case of werewpyres, they are able to
gain power when they are parts of a group or if they are working
alongside other werepyres. This allows a werepyre to gain both
physical and supernatural amplification when they are part of a
group, whether they're a true member or not. Many werepyres will
often try to fit into other groups to take advantage of this,
partly to find people to fight alongside, or find groups to take
advantage of. This usually depends on teh group, but some groups
might grant special effects, like if a werepyre groups with a
Lasombra clan, they might gain enhanced darkness abilities, or
working alongside certain werewolf tribes might grant them the
benefits of the tribe (such as some might have a stronger
connection to spirits and the tribe empowerment might allow the
werepyre to use that connection). Some werepyres will even try
to blend into human supernatural groups to try and gain certain
benefits. Typically, the enhancements one gains depend on the
group, and only get stronger if the werepyre is able to forge
bonds with the group. The stronger the bonds, the stronger their
empowerment gets. This means that while they can use this to
join a group and gain a small enhancement, it is usually better
for the werepyre to find a group that they can work their way
into and forge bonds in the group, so that they can gain greater
connection empowerment. This works on any group, though the
effects are different for each group, and while they do have
strengthening, they may weaken other aspects, such as being part
of a vampire clan might make the werepyre more vulnerable to
vampire weaknesses of the clan.
Werepyre Earth and Plant/Animal Manipulation:
~Just as werepyres are able to sense the flow of nature, so too
are werepyres able to manipulate that connection with their dark
natures. This ability uses the werepyre's dark natures to twist
nature around them, usually to their advantage. The main use of
this is that werepyres are able to make the earth attack
opponents, such as having a spike of rocks come up out of the
ground to spear an opponent, or manipulating nature to create a
mud or quicksand pit in order to trap opponents. On top of
manipulating the earth around them to a degree, werepyres are
also able to use their connection and dark natures to make
plants and animals attack opponents, using this power to use any
means the nature around them has to attack opponents. This could
be having plants trying to trap opponents, or having animals try
to kill opponents that wouldn't normally be violent. This
usually depends on the werepyre and what they want to do, as
some werepyres have better abilities to control nature than
others. Typically, werepyres aren't able to manipulate the earth
as well as earth manipulators do, and usually cannot manipulate
plants as easily as some plant manipulators, but werepyres are
still very dangerous when one fights them in their own element.
This is usually best countered by luring the werepyre out of
forests and nature areas, as fighting them in places like cities
or other areas without much nature for them to manipulate will
usually keep them from being able to use this power too much.
Werepyre Spirit/Dark Spirit Enslavement:
~Unlike werewolves who often work alongside spirits or vampires
who work alongside darker spirits, werepyres focused more on
bending spirits to their will rather than trying to live
alongside the spirits. Because of the natures of werepyres,
usually spirits and dark spirits both avoid dealing with
werepyres, so werepyres had to come up with a way to use the
spirits to their advantage or else they would lose their
advantage over some vampires and werewolves. This power is
designed to allow werepyres to enslave spirits and dark spirits
alike, usually depending on the spirits that the werepyre wants
to use, and depending on how powerful they are. Once enslaved,
the spirits are manipulated by the werepyre, and are forced to
serve the werepyre as long as the werepyre is able to maintain
their hold on the spirits they enslave. Typically, spirits and
dark spirits can be used to do different things, but many
werepyres use them to give themselves advantages, such as using
spirit arts to fight opponents, or calling on spirits in fights
to fight opponents. Spirits can be useful for many things
besides battle though, as werepyres can also tie spirits to
objects or other things, or even seal away spirits that bother
them. Typically, this enslavement only works on spirits or dark
spirits that are at the same level or weaker than the werepyre
in power, as some stronger spirits are typically able to resist
this or may even be immune to this power if they are powerful
enough. The spirits enslaved are also more vulnerable to spirit
killing weapons, or certain spirit purification abilities.
Werepyre Nature's Sleep:
~This is an extension of a werepyre's connection to nature and a
vampire's ability to gain power from sleeping in darker places.
When a werepyre sleeps out in nature, they are able to recover
from exhaustion and injuries far more easily, and are able to go
into sleeps that can save their lives if they are near death.
This is somewhat similar to a regenerative sleep that a dragon
can go into, except the werepyre uses their vampire sleep
recovery and their werewolf connection to nature in order to
initiate this power. This allows werepyres to sleep anywhere in
nature, whether it's in a tree, a werewolf tribe land, or even
in a cave. When the werepyre sleeps, their injuries are able to
heal through enhanced regeneration, and their exhaustion can be
removed fairly quickly. Most werepyres only have to sleep about
4 hours a day due to their advanced regeneration and recovery,
but this is more for the times when a werepyre is hurt from
battle or near death, and the werepyre can sleep until they've
fully recovered. Most werepyres will find caves to hide out in,
or secluded homes in the forest where they won't be bothered.
Typically, the werepyre must go into sleep in order to do this,
and while they don't sleep as deeply as dragons would, werepyres
do sleep deeply enough that they can be vulnerable during this
sleep. Most werepyres can be woken up from this fairly easily,
so they usually don't have to risk dying in their sleep if
someone comes across them, but this does slow down their
recovery a bit if they aren't able to sleep for long periods of
time to recover.
Werepyre Bite: Cursed Bite:
~This is the ability that allows a werepyre to bite someone with
their vampire-like fangs. When they bite someone, they can
choose whether not to leave this cursed bite mark behind.
Usually, werepyres will bite with their fangs when they want to
drink blood, but they can also bite to put a curse on someone.
If they are able to be changed into a supernatural, this curse
will change someone into a werepyre as a result. This combines
the vampire's ability to turn someone into their servant with
the werewolf's mark that marks someone as belonging to the
werewolf. By combining these, the werepyre is able to create
servants out of this method, and bond to them at the same time.
As a result, the person turned will be bonded as the servant,
and the werepyre will become the master. Unlike vampire servants
who can go crazy without the bond between the master and
servant, werepyre bonds can only be broken if the werepyre that
cast it is killed. And like vampires, the werepyre master will
always be connected and know what the werepyre servant is
thinking or doing at any given time due to their connection they
have The person can be cured of this cursed bite, however, this
can only be cured if a special formula is administered before
the new werepyre eats flesh or drinks blood, as once they do,
their curse will often corrupt them at this point and it will
make the change permanent. If the werepyre that casts this is
killed, the person affected will be free from being a servant,
but they may be permanently changed if the person has devoured
flesh or drank blood while being a werepyre. While some people
immune to mind manipulation can avoid the personality change to
a degree, they can be affected by the next part of the werepyre
cursed bite ability.
Werepyre Cursed Bite: Control Servant Curse:
~Just like vampires who make servants out of those they convert
to their kind, werepyres are able to control their servants
curse. Werepyres are able to use this curse as a connection to
their servants, in which the werepyre can act depending on what
they want to do. For example, when their servants need
punishment, werepyres are able to torture their servants through
this curse if they desire to, as the curse can be used to cause
pain to the servants. And depending on what the werepyre wants
to do, the werepyre is also able to do positive things for their
servants as well, such as giving them new power through the
connection, or the werepyre can use the curse to give the
servant healing through transferring life force. Many werepyres
can use this to control their servants, and the variations of
what can be done usually depend on what the werepyre wants to
do. Usually, this control is used to control the servant, and
force them to do what the werepyre wants, though some werepyres
also use it to build special bonds with servants if they are
people precious to them. While this lets a werepyre exercise
control over a servant, this cannot be used to kill a servant,
no matter how much pain they are put in, as the pain is only
administered through the curse and doesn't actually hurt someone
physically. It is also worth noting that this doesn't actually
mind control servants, but rather is used more for reinforcement
of their servants. And as one might guess, this only works on
those that the werepyre makes their servants, as this power is
only used through those converted by the werepyre. Since
werepyres also tend to be very secretive and hunted down for the
danger they present to vampire, werewolf and human-kind, they
typically prefer servants willing to do their bidding, rather
than trying to force people into submission like most think.
This curse can also be removed entirely if the werepyre desires,
as the werepyre can take back the curse and remove the power the
servant has if the servant proves to be too troublesome.
Werepyre Acid Bite:
~Werepyres have a mix of vampire and werewolf physiology, but
also have a unique aspect to their physiology. Their saliva/spit
is acidic, which helps them digest what they eat. When a
werepyre eats someone or something, they typically don't leave
anything behind, and this power helps them quickly digest both
blood and flesh. Many werepyres will even eat the bones of their
victims, with this acid even helping digest bones when devoured.
This is designed to help werepyres so they don't have to eat for
so long, as werepyres typically eat more than vampires and
werewolves due to needing both blood and flesh to survive. Most
werepyres can even use this in battles, in which they can use
their saliva when biting someone to do their acid bite. While
werepyre teeth are still as strong as a werewolf's teeth and
their fangs are as sharp as a vampire's, the werepyre can still
devour someone pretty easily even without this bite. This bite
is more a tool to help with digestion, rather than being used in
battle, and the acidic effect of the saliva isn't quite as
powerful as some more powerful acids. Typically, this is only
done through bites, and while this can be dangerous to people
bit by a werepyre, usually it's not life threatening unless the
werepyre bites into a vital point. This acidic saliva is strong,
but usually only works when the saliva comes into contact with,
so avoiding getting bit is usually the best way to avoid the
effects of this bite.
Werepyre Superior Claws:
~Werepyres have claws similar to werewolves, but because of
their vampire side, werepyre claws are longer and more powerful
thanks to vampires being able to have longer nails that are used
similarly to claws (most vampires have this in some form).
Because of this, werepyres see themselves as having superior
claws, which can slice through more than a werewolf's claws can,
due to the werepyre having longer claws. These claws are strong
enough to usually be able to tear through metal objects, and
werepyres are able to slash opponents with these claws. This is
part of a werepyre's physiology, one that is often used to tear
apart their victims more easily, but also something they can use
in battle to more easily pierce through opponents. Some stronger
werepyres have the enhanced strength to spear through armor and
shields with their claws, making their claws far more dangerous
than werewolves and vampires. This applies not only to the claws
on their hands, but also the claws on their feet as well.
Werepyres also are able to regrow their claws if their claws are
severed or even removed, due to their ability to regenerate.
These claws are naturally sharper than werewolf or vampire
claws, and are typically quite dangerous. Usually, werepyres
have to be careful with their claws, and usually have to
maintain them by trimming them, or else the claws will continue
to grow. Typically, it's usually best to dodge a werepyre's
claws, rather than try to block it, due to a werepyre's stronger
claws and (usually) stronger physique they put into their claw
slashes even without using werepyre skills.
Werepyre Claws of the Beast:
~This is a power that allows a werepyre to use their vampire
side to empower their claws, and allows a werepyre to use their
vampire power to be used to allow the werepyre to create new
techniques. For example, the most common way werepyres take
advantage of this is by fusing darkness energy into their claws,
so that their claw slash waves release waves of powerful
darkness that is controlled by the werepyre. This can be used a
variety of ways, depending on the werepyre and how creative they
get with this power. Some are able to use this to fire claw
slash waves of darkness, or some might even use this to spear
people from a distance by using their darkness in their claws
like a claw extension to try and extend their reach. This power
can use a variety of vampire abilities, with some werepyres even
having other unique abilities, such as some having shapeshifting
abilities, or others having certain strength increase abilities.
This power can amplify the cutting power of a werepyre's claws,
and is used to allow a werepyre to cut through stronger armors
and defensive abilities, with some werepyres being strong enough
to use their darkness to pierce through energy defenses or
barriers. Of course, as one might expect, using holy power can
counter this to a degree if one can account for the increased
power of the slash, but the best way to avoid this is to dodge
the claw slash rather than trying to block it.
Werepyre Invigorating Slash:
~By using their ability to absorb life energy, a werepyre is
also able to absorb life energy through using their claw
slashes, in which their claws are able to absorb life energy as
easily as their fangs/bite is able to. When slashing enemies, a
werepyre is able to absorb a small portion of life energy if the
claws make contact with someone, depending on how deeply the
opponent is cut by the claws. This power is designed to help
when a werepyre takes down someone who is their prey, as
absorbing their life energy is part of the feeding process that
the werepyre takes advantage of so they can get more from their
victims. This is specifically dangerous with certain other
powers, such as if the werepyre has Bolshevik vampire powers
that can set up feeding connections by touch. This power can
even be used with other werewolf and vampire powers that absorb
life energy, depending on what the werepyre's capabilities are,
or how they apply their abilities to absorb life energy. When
absorbing life energy, this can be used to replenish the
werepyre's power if used properly in battle, and werepyres are
able to use this to weaken opponents in battle. However, unlike
one might expect, this is actually a conscious ability, as it
requires concentration to use this power. This means that it is
not particularly useful if the werepyre is too injured to
concentrate, and isn't useful unless the werepyre wants to take
the life energy of someone they slash. The best way to avoid
this is to not let oneself get slashed by this attack, and given
the werepyre's strength and claw slash power, it's usually best
to dodge this attack rather than try to use defenses the
werepyre might be able to pierce through. This also cannot be
combined with other werepyre abilities like the Claws of the
Beast, due to this requiring concentration to use and other claw
slash powers usually also requiring concentration.
Werepyre Vampire Discipline Learning:
~Depending on werepyre, and their training, werepyres are able
to learn the vampire disciplines of any vampire clan that they
have an affinity for. Every vampire clan has their own set of
abilities and disciplines, which werepyres can learn if they are
trained, or they have a strong enough affinity that they can
learn these skills. For example, a werepyre born of the Lasombra
clan would be strong in shadows, or certain other clan born
werepyres might be stronger in other abilities. There are a
variety of vampire disciplines, from physical combat, to
transformation abilities, to even alchemic abilities. This
depends on the werepyre, and what training they can obtain. Most
werepyres usually learn vampire disciplines in order to find
ways to enhance their power further, in which many will combine
these with werewolf gifts to create special werepyre abilities.
All of these often work similar to how they are used by
vampires, and aside from certain modified disciplines, most
still have the same strengths and weaknesses. What disciplines a
werepyre can learn is dependent on their vampire heritage and
their training, and unless they have an affinity for the
discipline, they may not be able to learn it. For example,
physical combat based disciplines usually work well for
werepyres, but those without certain magic affinities that are
required for alchemy won't be able to learn any thaumaturgy
skills. And since vampires typically see werepyres as freaks and
reject them from their society, most werepyres will have
difficulty finding teachers who are willing to teach them,
especially with werepyre's who twist natures to their advantage
like many do in order to twist vampire and werewolf powers for
themselves. Miriana has the knowledge of previous Wolfwing, who
mixed and matched certain disciplines among other werepyres
they've met to allow them to find ones that are useful to them
specifically.
Werepyre Werewolf Skill Learning:
~Werepyres are able to learn werewolf gifts, which are skills
used by werewolves in a manner simliar to how vampires use their
disciplines. Each tribe has their own set of skills, many of
which are taught by spirits. Typically, learning gifts can be a
bit easier for werepyres, since werepyres have the ability to
twist and enslave spirits, whereas vampire disciplines usually
have to be learned by vampires of a certain clan. Werepyres are
able to learn any werewolf gift or power that they have an
affinity for, and can learn these skills as long as they are
able to find a way to learn them. Since many of these gifts are
taught by spirits, a werepyre usually only needs to find a
spirit they can either convince to teach them, or twist/enslave
to teach them. Just like disciplines, werewolf gifts are usually
determined by affinities and tribe. Just like how werepyres use
disciplines, werepyres also use werewolf gifts just like
werewolves would use them, and can use them just as effectively
as any werewolf. Depending on what tribe the werepyre is born
from, they may be able to learn certain abilities, and many
werepyres usually learn these to combine with vampire
disciplines to create their own werepyre skills. As one might
expect, any werewolf gift or skills used have the same strengths
and weaknesses (unless they are modified by the werepyre), and
can be fought against the same way. And as one might expect, one
still needs to have an affinity to learn a skill. For example, a
physical combat based werepyre (which is common), will be able
to use physical combat gifts, but ones that require affinities
they don't have might not be able to be learned (such as magic
based gifts cannot be used unless the werepyre has an affinity
for the magic used in the power). Saskia has the gifts and
disciplines of previous Wolfwings that have been gathered from
other trainings they've done.
Werepire Skills:
Werepyre Passive Skill: Deadly Predator Spirit:
~Werepyres, similar to werewolves, have their own way of
utilizing their fighting styles. Where werewolves have their
lunar spirit fighting abilities, or vampires that use things
like clan abilities, werepyres developed their own power that
uses their twisted darkness and nature abilities. This lets a
werepyre focus their dark natures, and mix it with their combat
in order to use certain supernatural and combat based werepyre
skills that are powered by their dark nature and their will to
fight. This is the most basic aspect of the werepyre's base
combat, and powers most of the werepyre battle skills. This
takes a werepyre's dark nature and uses it in combat for
different effects. There are typically two major skill types,
passive skills and combat skills. Passive skills are usually
just passive upgrades to a werepyre that grant specific effects,
while battle skills are conscious attack skills that the
werepyre can use in a fight. Many of these skills combine
vampire and werewolf abilities, or some may be created by
werepyres specifically to combat opponents. Typically, there are
a number of skills werepyres can learn, but most also develop
their own specific skills, as there are those that opt for
combining their own abilities uniquely. Since each werepyre is
usually born of different heritages and has different potential,
it is hard to categorize what werepyres have affinities for what
skills, since different werepyres will have different abilities.
Most of these abilities are combat or supernatural power based,
using a werepyre's combat ability, and can be countered by other
combat abilities or supernatural abilities depending on the
skills.
Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
~This is the second part of learning werepyre skills, in which a
werepyre has to learn to manipulate the dark nature they are
born with. Some are able to do this better than others, but most
werepyres are born with dark natures that let them draw out this
dark nature, in the form of using their werepyre energy to mix
their darkness power from their vampire side with their cursed
nature of their werewolf side to create a unique energy which
they call cursed darkness. This is somewhat similar to corrupted
darkness, except that the werepyres use this naturally, rather
than having to create it. When using this, they can use this
like any normal darkness abilities, with the exception that this
darkness can be used to even fight other darkness users similar
to corrupted darkness thanks to the cursed nature of this
energy. This is the base power of their combat skills alongside
their deadly predator spirit. This darkness powers most of their
battle skills, while their deadly predator spirit usually powers
more of the passive abilities. As a werepyre gets more
experienced, they may learn to do more advanced darkness
abilities, and may even make their battle skills more powerful
if this skill becomes stronger since it's the base power of most
of the battle skills. Typically, the way to counter this is holy
energy, though the best is probably holy light which counters
both the cursed nature and the darkness power. However, normal
light can be used if it is concentrated enough to overpower the
darkness, assuming the werepyre doesn't have any other enhanced
darkness abilities.
Werepyre Passive Skill: Arcane Terror:
~This is a passive skill that is generated by werepyres. Most
werepyres learn this as part of their basic training where they
are able to enhance their natures to terrifying levels. Similar
to vampires who use disciplines that weaponize their very
presence, werepyres also use this as a passive way to intimidate
others using a fearless nature. Those not immune to fear
manipulation will find themselves filled with fear when faced
with the werepyre, as this is a passive skill that is always in
effect. Depending on the presence of the werepyre, most use this
in some fashion to strike fear into their opponents, usually as
a tactic to scare off hunters and other opponents who might be a
threat to them. This skill also gets stronger when the werepyre
becomes angry or hateful, in which their negative emotions can
fuel this and make this power stronger to generate more fear in
others. Typically, this skill means that it takes someone with
strong willpower to not be overcome with fear. Some werepyres
who use this can weaponize it in a way to attack the mind, but
usually only advanced werepyres will use it in this way. Those
that are immune to fear manipulation or the effects of emotional
influence would be able to resist this though, as will people
with strong wills that can overcome their fear. This skill also
only works as long as the werepyre is fearless, and if they
become afraid, then this skill will stop working completely as
long as the werepyre is afraid.
Werepyre Passive Skill: Unstoppable Will:
~Similar to how some vampires and werewolves have certain
training to avoid certain emotional changes (like the Darkfire
Disciplined Mind), werepyres have their own special training
where they passively focus their willpower into their darkness
power. This grants them a passive skill that strengthens their
willpower considerably, and can instantly free them from certain
negative status effects. Using this, werepyres are able to break
out of certain negative conditions like fear manipulation,
psychic paralysis and stun abilities, and other body
manipulation abilities. By using their immense willpower, their
dark natures break them out of most psychic holds or
manipulations that try to attack the mind or body, which is
usually overpowered by the werepyre's own will. This power is a
passive skill that is designed to be similar to skills like
Disciplined Mind, and designed to help the werepyre focus their
minds in battle. As one might imagine, this is a necessary skill
to have in battle, so that werepyres can keep focused when they
are in battle. Typically, this power uses a werepyre's willpower
with their dark natures, so this skill only amplifies the mind
as much as the willpower and dark nature of the werepyre will
allow. While some have stronger willpower or dark natures than
others, the combination usually determines how strong this will
be. If a psychic power can overpower the werepyre's willpower,
then it is possible to overpower this skill and affect a
werepyre on a psychic level.
Werepyre Passive Skill: Shadows of the Dawn:
~While most werewolves and vampires wouldn't be able to fight
effectively during the day, werepyres have developed a skill
that lets them fight during the day just as effectively as they
do at night. By using the shadows of an area they are in, they
are able to utilize amplification during the day, which
amplifies them as much as the night would. By absorbing the
shadows, the werepyre isn't affected by daylight, and can get
around just as easily in the day. For most werepyres, they will
find light unpleasant (Unless they are a type of werepyre that
is not restricted by night, aka if they have daywalker power in
them), but they will not be hindered by the light as long as
they have shadows around them. Typically, the darker the place
they find, the more amplification they will find, though they
can fight effectively enough even with little shadow. While they
may not gain amplification during the day from the night or the
moon, they can use this skill to at least fight at their normal
level even if they would normally be hindered during the day. Of
course, while this skill does allow a werepyre to fight during
the day, that doesn't mean they don't still have vulnerability
to holy or light based abilities due to their strong darkness
nature. And if an opponent takes away their shadows during the
day, they will lose their darkness amplification they gain from
this ability and might be weakened depending on the werepyre.
Werepyre Passive Skill: Terror of the Night:
~Werepyres who train their combat usually train both vampire
disciplines and werewolf gifts, in which they combine the two.
In combat, this usually results in them combining combat
abilities of werewolves and vampires. For example, werewolves
will use certain vampire abilities like celerity training or
potence training that enhances physical combat, and also use
certain werewolf gift training like lightning reflexes and pain
resistance. Every werepyre has different balances of abilities
depending on what they can do, but most werepyres use this skill
to combine werewolf and vampire combat abilities in order to
combine the best of both races combat skills. This makes
werepyres extremely dangerous in physical combat, especially
ones that focus on physical combat, since this skill allows them
to utilize two different races combat abilities in ways that
surpass the original powers of clans and prides. Werepyres,
depending on their training and affinities, can combine their
combat training in a number of ways, with some even combining
certain other combat techniques with their werewolf and vampire
powers (such as martial arts styles and weapon styles).
Typically, this makes each werepyre different, and amplifies
their combat abilities depending on their abilities. Because of
the number of combination options werepyres have, all werepyres
have unique combat abilities. However, while this is an
impressive ability, most werepyres are limited by what physical
affinities they have. For example, a werepyre that is more bulky
may have more strength and defense, but may not gain as much
speed, or a werepyre that is smaller in stature might be faster,
but lack the physical strength. This also depends on the
training of the werepyre and what skills they can learn that
boost their physical combat, as the physical combat makes this
power what it is.
Werepyre Combat Skill: Dark Howl:
~This skill is based on certain werewolf howls that utilize a
werewolf's power. Among known gifts of werewolves are the Lupus
gift of shattering howl, or the Get of Fenris gift scream of
Gaia. Depending on the howl used, a werepyre is able to use
their dark nature to combine with this howl to create a powerful
sound wave which is designed to inspire fear into others. This
emits a powerful shockwave which can knock opponents off their
feet and disorient them using physical force. In addition, most
werepyres can also paralyze opponents when they use this, using
the dark nature stun an opponent if they are caught in the
soundwave of the howl. Depending on the powers used, this can be
further enhanced, such as werewolf gifts that empower one's
howl, or vampire disciplines that amplify a vampire's voice
somehow. This power can be useful, as the wave is strong enough
to shatter stone when the sound wave hits, making it a good
combat tactic, even if the opponent isn't affected by the
paralysis or the fear manipulation. As such, this skill can have
many uses, and some werepyres can even emit frequencies that
might knock people out if they are able tune their howl to
certain frequencies. This power is a pretty basic skill, and it
mostly uses the voice of the werepyre to utilize it as a weapon.
Because of how this power works, the sound waves become the
major weapon, and if an opponent knows this, they can usually
find ways to counter it, such as using water to dull the sound
waves, or using something to block the sound waves completely.
This also requires the werepyre's voice, so a good punch to the
throat could interrupt this ability completely if an opponent
catches the werepyre getting ready to use this skill, or using
some sort of power to prevent the werepyre from howling.
Werepyre Combat Skill: Dark Rage Impact:
~This skill is a combat power that lets a werepyre enter a
temporary beserker state. This state uses anger and negative
emotions to strengthen the werepyre's dark nature, amplifying
their darkness and physical abilities temporarily. When in
affect, the anger and hatred of the werepyre makes the darkness
power strong enough to overpower many other stronger forms of
darkness and light, and allows a werepyre to use their darkness
in far stronger capacity than they normally would be able to. In
addition, a werepyre also gains highly enhanced combat abilities
in this state, including making them move faster and increasing
their strength immensely. By combining certain abilities like
the werewolf gift desperate strength and the lunar werewolf
fighting spirit ability rage impact and the vampire celerity and
presence abilities, the werepyre is able to use this to
dangerous effect, amplifying their abilities beyond vampire and
werewolf amplifications of similar abilities. While this is a
strong technique though, this is only a temporary increase in
power, and a werepyre that uses this may lose control of their
emotions depending on how strong their control of their anger
is. Because this uses anger and hatred to power this skill,
stronger uses of this skill result in far less control, but
grant far more power in amplification. Meanwhile, weaker uses of
this mean not as much amplification, but the werepyre will be
able to keep themselves in control of themselves. This power
also only works for a small amount of time (up to 2 combat
rounds), as this power is only meant to temporarily increase
one's power. Any werepyre that uses this for more than 2 rounds
will take physical damage as their amplification will damage the
werepyre's body as they try to continue to fight using this
amplification.
Werepyre Combat Skill: Life of Gaia:
~Werewolves are familiar with how nature connection to the world
works, and the connection to the earth, while vampires are
familiar with how to steal life energy (at least many are in
some form). By combining these two aspects, a werepyre is able
to absorb and manipulate the life energy of the world around
them, whether they use it to attack, or they even absorb it to
make themselves more powerful. Because werepyres twist the world
to their advantage, this power is no different, in which
werepyres usually use this in order to twist the world's
energies to their own benefit. Most werewolves would normally
use a power like this to redistribute life energy more evenly
among creatures of the world to balance life, but werepyres
often will use this more for themselves rather than the world
around them. Most werepyres use this to absorb it to heal
themselves, or they may use it to attack opponents with if they
are vulnerable to it. This is similar to certain sage abilities
of some other races (IE absorbing energy from the environment),
and this power is more or less like absorbing life from the
world's energy. Some werepyres can even use this to heal others,
or some more advanced werepyres might even be able to manipulate
certain creatures without conscious thinking minds (like plants
and animals) more easily due to their ability to twist life
energy to their advantages. Just like any life energy though, a
werepyre must be careful with this, as they cannot absorb too
much life energy or they might disrupt their own balance of life
and death energy, and they must also make sure they don't
overwhelm themselves with this energy as too much energy will
physically damage them. Typically, only a certain amount of life
energy can be absorbed from certain areas, as the plants and
animals will often die when this is used (unless the werepyre is
simply redistributing it to heal plants or animals, or using it
to heal someone), and once gone this energy cannot be absorbed
any longer unless the werepyre moves to a different area that
has life energy. This also requires the werepyre to know how to
read the life force of the planet, which may require special
training.
Werepyre Combat Skill: Poison Claw:
~By utilizing a werewolf gift called spur claw that allows a
werewolf to learn how to poison their claws, werepyres
replicated this ability and created a werepyre ability that
allows them to secret poison from their claws. When used, this
poison is administered through claw slashes when the claw makes
contact with an opponent, and the poison is spread into the body
when the claw pierces the skin. Normal claw slashes become
poisonous to opponents, and depending on the werepyre, they are
able to generate poison depending on how they use this. The most
common poison generated is a neurotoxin which paralyzes
opponents when administered into bodies. If the poison spreads
through the body, the opponent will have reduced ability to
move, and if enough poison is administered, the neurotoxin could
even paralyze the heart, which could kill the opponent if they
are vulnerable to death if their heart stops. Most werewolves
will use their training to create new poisons every so often, as
every poison user knows to account for the body's ability to
eventually create immunities to a poison. Among other poisons
used by werepyres include certain acidic poisons that do more
damage in the wound, or hallucinagenic poisons that cause
hallucinations and impaired judgement. This skill does require
physical contact with the werepyre's claw though, and cannot be
administered to an opponent through a claw slash wave (as the
claw itself has to make contact and pierce the skin to work).
Because of this, dodging the claws is the best way to avoid this
attack, or people with resistances or immunity to poisons might
have a reduced effect when it comes to being poisoned by this.
Werepyre Combat Skill: Shadow Lurk:
~This ability allows a werepyre to use the shadows to hide. When
used, this skill lets a werepyre stand in the shadows, and even
without melding into the shadows, the werepyre is able to use
their darkness to blend into the shadow. Usually, this works
best if the werepyre suppresses their presence so that their
presence cannot be sensed. When used, werepyres can hide from
most creatures, even hiding from other werewolves and vampires
depending on what they want to do. Typically, more advanced
werepyres can eventually even learn to travel through shadows
through shadow melding, depending on their affinity for melding
into darkness (usually best used through shadow lord werewolf
tribes or Lasombra vampire clans). Werepyres originally
developed this to hide from supernatural hunters, and to hide
from other dark creatures that might try to hunt them down. Of
course, many werepyres these days consider it cowardice to hide
from their opponents, so they mostly learn this as a way to
learn how to use shadow lurk to travel through shadows or to
meld into shadows, so that they have a better way to use this,
and a way to get around. However, just like other creatures,
werepyres have to be careful where they shadow meld, because the
shadow realm can be a dangerous place if they use shadows to
travel, especially if they accidentally travel to the wrong part
of the shadow realm (like Xeles's domain). When used, this isn't
really a combat skill, as a werepyre mostly use this to get
around or to just hide if they need to, so there's no damage
done with this skill. Usually, the only way to sense a werepyre
who is using this is by sensing their presence some other way,
such as hearing or smell that might detect traces the darkness
cannot cover up, since this only covers up a werepyre to the
sense of sight and the other presence senses. While this is
useful, it is also noteworthy that maintaining this stealth for
long periods of time can be draining as it requires energy to
maintain this stealth due to it requiring the werepyre's
darkness.
Werepyre Combat Skill: Dark Shield:
~When a werepyre is in danger of attack, they are able to create
a barrier of darkness around themselves. This helps them defend
against attacks, in which they use this as a defensive move to
prevent themselves from taking damage from attacks. When used, a
werepyre uses the cursed darkness from their bodies to create a
barrier, in which the darkness locks the werepyre in place,
allowing them to use the darkness to defend against attacks when
in effect. When used, the darkness uses intense power to protect
the werepyre, and can defend most normal attacks and plenty of
projectile attacks. When used, this locks the werepyre in place,
making the defense stronger than most other barrier skills by
using the emission of darkness from the werepyre's body to
strengthen their defense. Because of how this skill works, they
cannot move while this barrier is in effect, and this requires
darkness energy to keep the barrier going. This barrier is very
difficult to break, but certain strong enough piercing abilities
can break through this shield ability, as difficult as it might
seem. Usually, besides aura breaker abilities/weapons,
concentrated light and piercing lightning abilities are usually
the best ways to break through this, if the opponent can gather
the power needed to break the werepyre. And because this
requires the werepyre's own darkness, this barrier technique is
only as strong as the werepyre's own darkness, as this skill is
powered by the darkness emitted from the body. Certain strong
enough holy abilities can also more easily break this power as
well depending on the holy skills used.
Werepyre Combat Skill: Dark Beast Crash:
~This technique uses the darkness emitted from the werepyre,
usually when the werepyre is in movement. When moving, the
werepyre is able to use their darkness emitted from their body
to enhance their physical and supernatural power when in motion,
and is designed to be used during a dash or jump attack to
amplify the werewolf's impact power. This was based on
werewolves who jump around and use this to try and hit opponents
with the force of their bodies, to which werepyres learned to
utilize their dark natures to do something similar. Werepyres
are able to use this while in motion, whether they are in the
air, or using a dash, they can amplify themselves with this
darkness to try and break through an opponent's defenses.
Typically, this is best used against barriers and energy
defenses, where the werepyre will use this to try and break
through the opponent's defenses. This can also be used to boost
movement speed when in motion, where a werepyre is able to use
this in motion to boost their speed as much as their power
(usually as a means to avoid an attack that they don't have the
speed to avoid normally). Typically, avoiding this attack simply
requires dodging the attack, and the werepyre usually moves in
straight line when using this, unless they use an object to stop
and change direction. Usually, trying to change direction is
difficult with this technique, and when the werepyre comes out
of this technique, they may be vulnerable once their dark
amplification is no longer in effect since the werepyre will not
be using the darkness to amplify their physical movement and
abilities. This is another technique that is also only as strong
as the werepyre's own dark nature, so natures would only be able
to overcome defenses similar or slightly above their level of
power.
Werepyre Combat Skill: Shadow Mist Form:
~This skill combines the fog on the moor ghost form of a
werewolf (similar to intangibility) with the mist form that some
vampires can take. Using a werepyre's dark nature, they take the
form of a shadow mist that is intangible when used. This form is
another power designed to avoid attacks, allowing a werepyre to
use this to let attacks pass through them. When in this form,
the werepyre is mostly intangible and immune to attack. Some
more advanced werepyres can even change this form depending on
their darkness control, such as changing the temperature of the
mist form they take (either heating it up to burn anyone who
gets caught in the mist, or freezing anyone caught in the mist
by reducing the temperature), or some werepyres can adjust the
acidity of their dark mist to make it able to corrode anything
caught in the mist form. This power can be very useful, though
when in this form, the werepyre is more vulnerable to wind
attacks, which can blow away the werepyre's mist form. To an
extent, lightning powers can also affect mist powers (though it
takes a very high voltage due to the higher resistance mist and
air have to conducting electricity). Werepyres can also only
stay in this form for a limited time, and have to return to
their normal forms. One way to attack werepyres in this form,
besides using certain spirit defense powers like Haki or Pai
Zhua training, is to use silver. Because of the power this was
modified from, the werepyre cannot maintain their shadow mist
form when in the presence of silver, and the silver will force
them back into normal form due to the power interrupting the
werewolf fog on the moor power this was adapted from. Even the
best werepyres are still vulnerable to silver when in this form
(unless they are holy natured, in which case gold acts in place
of silver). This means that silver bullets and weapons can not
only force a werepyre into normal form, but they can also damage
a werepyre if the bullet or weapon is in the mist when the
werepyre reforms.
Werepyre Combat Skill: Dark Railgun:
~This skill combines a werewolf's gifts that increase strength
with a vampire's celerity training to create a powerful bullet
technique. By creating darkness and then flicking the darkness
at opponents with their enhanced strength, the darkness is fired
with the speed of the projectile vampire discipline which speeds
up the vampire's projectile attacks immensely. When used, this
creates a dark bullet that is able to blast through concrete and
even certain metals with the force of an anti-tank rifle, thanks
to combining the strength and speed at which it's launched with
the vampire discipline that increases it's speed. As one might
imagine, this skill blasts the darkness at an opponent with
immense force and speed, making it very damaging if it hits an
opponent. The force of impact is usually enough to blast through
most opponents, armor and all. And when using this, the darkness
used is small enough that werepyres can fire these in quick
succession. Because of how this power works, this is a very
dangerous ability, as the werepyre can use this to usually break
through defenses, and with the projectile enhancement, this
technique is also very hard to dodge as a result. This may seem
like a simple attack, but the sheer power of the attack makes it
a great power for werepyres, as it only requires a small amount
of darkness. Werepyres are also able to do this with smaller
objects as well if they don't want to use their darkness (which
some don't want to waste their dark energy), and may choose to
use objects that they flick at opponents like rocks or small
pieces of metal. Typically, anything the size of a bullet can be
fired at an opponent, with even pebbles being devastating when
hitting opponents. Of course, as one might imagine, blocking is
not ideal when it comes to this technique, and opponents should
dodge rather than block. Depending on the strength put into it,
the speed and strength can be adjusted, but increasing the speed
will decrease the impact force, and increasing the strength will
decrease the speed. Typically, while this does generate immense
physical force, if one can dispel the darkness used in the
bullet before it hits, then this won't do any damage.
Werepyre Combat Skill: Wolfbat Swarm:
~When using this technique, this creates a group of darkness
familiars in the forms of bats that possess wolf like features.
Typically, the wolfbats have sharp claws and strong teeth, and
enhanced smell, sight and hearing. These wolfbats are designed
to swarm opponents and attack them, usually opening them up to
other attacks if the wolfbats are able to distract the opponent.
When the wolfbats bite an opponent, they are able to drain life
energy from the opponent and then give it to the werepyre, or
they can suck out the blood of the person they bite similar to a
vampire's bite. The wolfbats can also use their claws to tear
through defenses using their darkness to try and pierce
defenses. Depending on the power of the werepyre's darkness,
this power can do dangerous damage to opponents, and can weaken
them when used properly. This power uses the werepyre's darkness
to create these, and when used, the werepyre can even share
their senses with the wolfbats due to them controlling the
darkness that makes up the wolfbats. These wolfbats are usually
designed to attack in a group, which is designed to overwhelm an
opponent if the group of wolfbats attacks them. Typically, the
best way to avoid these is to destroy them with light or holy
attack abilities, which can destroy them if the attacks are able
to overpower the darkness of the werepyre. These wolfbats can be
also be destroyed by certain other abilities, such as strong
enough energy, or other elemental abilities like lightning or
flames. The wolfbats are typically not too hard to destroy,
though werepyres with stronger darkness abilities will have
stronger wolfbats using this power. This is similar to any other
familiar power, and these familiars are basically like most
other shadow familiars in nature.
Werepyre Combat Skill: Horde of the Beast:
~This is similar to the wolfbat power, except that this uses the
familiar power to create manifested familiars instead of shadow
familiars. When manifested, the werepyre uses some of their
darkness like a summoning, and they summon wolves that are
created from the werepyre's own power. These wolves are like
spawns of the werepyre, where the werepyre combines the familiar
power of a vampire, and mixes in a wolf nature to create what
appears to be a pack of wolves. As such, these wolves are able
to attack as a group, and are usually called to attack opponents
and swarm them similar to the wolfbat skill. When used, the
wolves act according to the werepyre's will, and can use their
enhanced features to attack opponents. Among their attacks, they
also have certain skills like the dark howl, the poison claw,
and the dark beast crash skills. When used, the wolves are able
to use their own darkness enhanced by what the werepyre gave
them upon creating them. Since most werepyres don't have a pack
or clan to help them in battle, werepyres created this technique
to allow them their own group to help fight beside them. Some
more advanced familiar techniques can even attribute life energy
or souls to these wolves if they have strong enough familiar
techniques, and create unique powers for the wolves. However,
the standard usually just gives them darkness techniques, unless
the werepyre empowers them with something else. Typically, these
wolves are weak to anything that can destroy familiars, and
enough damage will eventually dispel them and return the
familiars to the werepyre. Depending on the werepyre, some
werepyres can use certain familiar arts if they have access to
them, though unless otherwise stated, the werepyre's familiars
can be taken out like any other familiar. If one wants to dispel
the wolves, the best way is to attack the werepyre, since the
familiars cannot stay manifested if the werepyre can't
concentrate on keeping them manifested.
Werepyre Combat Skill: Fenrir's Wrath:
~This technique was inspired by Norse mythology, in which
werepyres were inspired by the myth of how the wolf Fenrir was
retrained with special chains. By practicing with their cursed
darkness, eventually Wolfwing VI managed to create this skill
that he taught to other werepyres long ago. After training in
this skill, werepyres were able to generate chains made of their
cursed darkness. When used, the chains use the cursed darkness
to restrain opponents, and use their darkness to form special
runes which can restrain anything that the chains come into
contact with. By using these chains, werepyres focused on
restraining werewolves and vampires, but eventually found that
they were able to restrain almost any creature, as evidenced
when Wolfwing VIII managed to use this to restrain Beelzebub
before Beelzebub used his insects to attack Wolfwing VIII. This
skill is commonly used to restrain opponents in battle,
temporarily weakening them if they are ensnared by the chains.
These chains are very strong, and cannot usually be broken
easily as long as they are manifested. When used, the werepyre
usually has to concentrate to keep an opponent restrained,
though some werepyres can usually set up another attack if they
are able to keep the opponent restrained while preparing the
attack. When used, usually it is difficult to break out of these
chains, though the best way is an aura breaker power or weapon,
or some sort of power negation. However, the best way to avoid
this is to not get caught by the chains, which are generated
from shadows. If one can avoid the shadows and avoid the chains
that come out of the shadows, then they can avoid this technique
altogether.
Werepyre Combat Skill: Dark Forest Summoning:
~This attack was a signature of Wolfwing IX, who developed this
technique using his nature connection and the werepyre plant
manipulation. By using the darkness of the werepyre, the
werepyre is able to spread their darkness over an area like
seeds that summon trees of darkness using their nature
connection, and are able to create these trees almost anywhere
(though summoning these trees in enclosed spaces is not
recommended due to possibility of collapsing structures). When
used, this summons a mass of dark trees which attack opponents
when they get close. This is best used in the forests, where the
werepyre can have their dark trees appear among other trees to
disguise which trees are the werepyre's dark trees. The trees
are able to attack opponents when the opponent is nearby, using
their branches to attack up close, devour them by opening up and
eating an opponent, or by firing their leaves like throwing
stars that can slice through opponents when fired at them. This
is usually summoned over an area, and usually summons enough
trees to limit an opponent's mobility since they have to avoid
the trees attacks, and the werepyre at the same time. However,
the trees can be destroyed with holy or light powers, and a
flashbang can actually completely destroy this technique since
the trees are made of darkness. This also takes a lot of energy
to create, so this isn't something that should be used too
often. Aside from a few more powerful users, most users cannot
use this multiple times. If one does enough damage to the
werepyre, they can also dispel this technique since the werepyre
has to use their power to maintain this ability.
Werepyre Combat Skill: Return from Hades:
~This was developed by Wolfwing III, who managed to develop this
skill in his 3 deaths (it took 3 deaths before hunters realized
the secret to this technique). This skill combined the Fianna
gift, sleep of the hero, with a vampire's ability to go into a
healing sleep (usually by sleeping in a coffin). This skill
essentially lets a werepyre come back from death, in which they
use this to go into a death-like sleep. By using their
connection to nature and darkness, they absorb the power of
nature and darkness, and eventually, the werepyre is able to
come back to life as though they never died. This is the
ultimate skill of the werepyre, and makes it so many werepyres
cannot be killed by just killing them and leaving their bodies
behind. If a hunter kills a werepyre and doesn't properly
dispose of the body, then the werepyre could eventually come
back, making werepyres with this skill very hard to permanently
dispose of. Most werepyres never know if they've perfected this
until they actually die, due to the nature of the condition
required to use this technique (actually dying), so it's not
always certain if they are able to be prepared for this. When a
werepyre is killed, those that kill the werepyre must burn the
remains, mixing salt and silver into the remains in order to
make sure the remains are properly not able to return. If salt
is not used, then the body can still be destroyed with silver
and fire, but the werepyre might become a vengeful spirit as a
result. Without silver, the burning of the remains just means
that the werepyre is asleep longer than the werepyre would be if
their body wasn't burned. While this skill seems intimidating,
many werepyres are never properly prepared for this, and most do
die properly, but if one manages to pull this off properly when
killed, then they are able to use this consistently again and
again if their remains are not properly disposed of. If not used
properly, then the werepyre dies as normal and cannot come back.
The secret to this is the connection to nature and darkness that
is achieved before death, and only with a proper connection to
the energies of life and death can a werepyre use this
effectively to absorb nature and darkness energy after death.
Gangrel Discipline Abilities:
Animalism:
Feral Whispers:
~This power is the basis from which all other Animalism
abilities grow. The vampire creates an empathic connection with
a beast, thereby allowing him to communicate or issue simple
commands. The Kindred locks eyes with the animal, transmitting
his desires through sheer force of will. Although it isn't
necessary to actually "speak" in chirps, hisses, or barks, some
vampires find that doing so helps strengthen the connection with
the animal. Eye contact must be maintained the entire time; if
it's broken, the Kindred must re-establish contact to continue
communication.
The simpler the creature, the more difficult it becomes to
connect with the animal's Beast. Mammals, predatory birds, and
larger reptiles are relatively easy to communicate with.
Insects, invertebrates, and most fish are just too simple to
connect with.
Feral Whispers provides no guarantees that an animal will want
to deal with the vampire, nor does it ensure that the animal
will pursue any requests the vampire makes of it. Still, it does
at least make the creature better disposed toward the Kindred.
The manner in which the vampire presents his desires to the
animal often depends on the type of creature. A Kindred can
often bully smaller beasts into heeding commands, but he’s
better off couching orders for large predators as requests.
If the vampire successfully uses the power, the animal performs
the command to the best of its ability and intellect. Only the
very brightest creatures understand truly complex directives
(orders dealing with conditional situations or requiring
abstract logic). Commands that the animal does understand remain
deeply implanted, however, and guide its behavior for some time.
Beckoning:
~The vampire's connection to the Beast grows strong enough that
he may call out in the voice of a specific type of animal —
howling like a wolf, shrilling like a raven, etc. This call
mystically summons creatures of the chosen type. Since each type
of animal has a different call, Beckoning works for only a
single species at a time.
All such animals within earshot are summoned, and some
percentage of them will heed the Beckoning if it is successful.
While the vampire has no further control over the beasts who
answer, the animals who do are favorably disposed toward him and
are at least willing to listen to the Kindred's concerns. (The
vampire can then use Feral Whispers on individual animals to
command them.)
Quell the Beast:
~As the supreme predators of the natural world, Kindred are
highly attuned to the bestial nature that dwells within every
mortal heart. A vampire who develops this power may assert his
will over a mortal (animal or human) subject, subduing the Beast
within her. This quenches all powerful, strong emotions — hope,
fury, love, fear — within the target. The Kindred must either
touch his subject or stare into her eyes to channel his will
effectively.
Mortals who lack the fire of their inner Beasts are quite
tractable, reacting to even stressful situations with
indifference. Even the most courageous or maddened mortal
becomes apathetic and listless, while an especially sensitive
individual may suffer from a phobic derangement while under the
power's influence. Different Clans evoke this power in different
ways, though the effect itself is identical. Tzimisce call it
Cowing the Beast, since they force the mortal's weaker spirit to
shrivel in fear before the Kindred's own inner Beast. Nosferatu
refer to it as Song of Serenity, since they soothe the subject's
Beast into a state of utter complacency, thus allowing them to
feed freely. Gangrel know the power as Quell the Beast, and
force the mortal spirit into a state of fear or apathy as befits
the individual vampire's nature.
Subsume the Spirit:
~By locking his gaze with that of an animal, the vampire may
mentally possess the creature. Some elders believe that since
animals don't have souls but spirits, the vampire can move his
own soul into the animal's body. Many younger vampires think it
a matter of transferring one's consciousness into the animal's
mind. In either case, it's agreed that the beast's weaker spirit
(or mind) is pushed aside by the Kindred's own consciousness.
The vampire's body falls into a motionless state akin to torpor
while his mind takes control of the animal's actions, remaining
this way until the Kindred's consciousness returns.
Some haughty Tzimisce eschew this power, considering it debasing
to enter the body of a lesser creature. When they do stoop to
using it, they possess only predators. Conversely, Gangrel revel
in connecting to the natural world in this way. They delight in
sampling different animals' natures.
Drawing Out the Beast:
~At this level of Animalism, the Kindred has a keen
understanding of the Beast Within, and is able to release his
feral urges upon another mortal or vampire. The recipient of the
vampire's Beast is instantly overcome by frenzy. This is an
unnatural frenzy, however, as the victim is channeling the
Kindred’s own fury. As such, the vampire’s own behavior,
expressions, and even speech patterns are evident in the
subject's savage actions.
Gangrel and Tzimisce are especially fond of unleashing their
Beasts onto others. Gangrel do so to stir their ghouls into
inspired heights of savagery during combat. Tzimisce care less
about who receives their Beast than retaining their own
composure. Saskia is able to use this not onto supernaturals but
also hybrids and mortals as well, especially those with animal
like powers such as users of the Red.
Animal Succulence:
~Most vampires find the blood of animals flat, tasteless and
lacking in nutritional value. Some Gangrel and Nosferatu,
however, have refined their understanding of the spirits of such
"lesser prey" to the point that they are able to draw much more
sustenance from beasts than normal Kindred can. This power does
not allow an elder to subsist solely on the blood of animals,
but it does allow him to go for extended periods of time without
taking vitae from humans or other Kindred.
Species Speech:
~The basic power Feral Whispers allows character to communicate
with only one animal at a time. With Species Speech, a character
can enter into psychic communion with all creatures of a certain
species that are present. Species Speech is most often used
after an application of The Beckoning, which can draw a crowd of
likely subjects.
Stampede:
~The frontier is an inhospitable place in many ways that offers
a thousand different ways to die. Everything from Lupines to
bandits can kill you. But few things are as dangerous and deadly
as the beasts of the earth that call the frontier home. Those
Kindred that have mastered this gift, not only calling them
forth but commanding them as their own personal army, are
terrifying foes indeed. This power is not common among European
Kindred and is most frequently found among Natives Americans who
are often loathe to teach it to the European invaders.
Conquer the Beast:
~Masters of Animalism have a much greater understanding of both
beasts in general and the Beast in particular. Those who have
developed this power can master their own Beasts to a degree
impossible for lesser Kindred to attain. Conquer the Beast
allows the vampire both to control her frenzies and to enter
them at will. Some elders say that the development of this power
is one of the first steps on the road to Golconda.
Beast Shard:
~With Unleash the Beast, the vampire instills her Beast in a
human or Cainite victim, effectively losing it for a time. With
Beast Shard, she can break apart her Beast into smaller pieces,
infecting multiple characters simultaneously. Characters
infected with her Beast are more susceptible to her Disciplines.
Saskia can use this ability on multiple characters at a time,
and is not limited in further uses. Unlike Unleash the Beast,
Beast Shard does not require eye contact. Saskia can pull this
off simply by using her own blood.
Taunt the Caged Beast:
~Some Kindred are so attuned to the Beast that they can unleash
it in another individual at will. Vampires who have developed
this power are able to send adversaries into frenzy with a
finger's touch and the resultant momentary contact with the
victim's Beast. The physical contact allows the vampire's own
Beast to reach out and awaken that of the victim, enraging it by
threatening its territory.
Unchain the Beast:
~The self-destructive nature of Cainites can be turned against
them by an elder who possesses this formidable power. With a
glance, the vampire can awaken the Beasts of her enemies,
causing physical injury and excruciating agony as the victim's
own violent impulses manifest in physical form to tear him apart
from within. A target of this power erupts into a fountain of
blood and gore as claw and bite wounds from an invisible source
spontaneously tear his flesh asunder. Saskia can only do this by
making eye contact.
Fortitude:
Personal Armor:
~Nobody likes to get hit, not even Cainites. The easiest way to
ensure that one is not hit (or shot, or stabbed) repeatedly is
to take the weapon with which one is assaulted away from one's
attacker and break it. That's where Personal Armor comes in.
This application of Fortitude, derived from one popular in the
12th century, causes anything that strikes a Kindred who employs
Personal Armor to shatter on impact.
Adamantine:
~Adamantine functions as a more potent version of Personal
Armor.
Shared Strength:
~It's one thing to laugh off bullets, rather another to watch
the ricochets mow down everyone around you. Many Kindred have
wished, at one time or another, that they could lend their
monstrous vitality to those around them. Those few vampires who
have mastered Shared Strength can — if only for a little while.
Protean:
Eyes of the Beast:
~The vampire sees perfectly well in pitch darkness, not
requiring a light source to notice details in even the darkest
basement or cave. The vampire's Beast is evident in his red
glowing eyes, a sight sure to disturb most mortals. Zoe's eyes
are different since they turn vermilion instead of red due to
her metahuman power.
Feral Claws:
~The vampire's nails transform into long, bestial claws. These
talons are wickedly sharp, able to rend flesh with ease and even
carve stone and metal with little trouble. The Beast is
prominent in the claws as well, making them fearsome weapons
against other immortals. It's rumored that some Gangrel have
modified this power to change their vampiric fangs into vicious
tusks.
Earth Meld:
~One of the most prized powers within Protean, Earth Meld
enables the vampire to become one with the earth. The immortal
literally sinks into the bare ground, transmuting his substance
to bond with the earth.
Though a vampire can immerse himself fully into the ground, he
cannot move around within it. Further, it is impossible to meld
into earth through another substance. Wood slats, blacktop, even
artificial turf blocks Earth Meld’s effectiveness — then again,
it’s a relatively simple matter for a vampire at this level of
power to grow claws and rip apart enough of the flooring to
expose the raw soil beneath.
By interring himself in the ground, the vampire gains full
protection from daylight when outdoors. It is also the method of
choice for those Kindred who wish to sleep away the centuries;
these vampires lock themselves in the earth's embrace, gaining
strength and power as they rest. Superstitious and paranoid
Kindred whisper that thousands of Ancients sleep within the
ground and will awaken when Gehenna arrives. While so interred,
the vampire is in a transitional state between flesh and earth.
His physical presence exists between the physical world and the
astral plane. As such, the vampire is difficult to sense, even
through supernatural means. However, a disruption to the soil
that the immortal occupies, or to his presence on the astral
realm, returns him immediately to the physical world (and to
full wakefulness), showering dirt outward as his body displaces
the soil.
Shape of the Beast:
~This endows the vampire with the legendary ability to transform
into a wolf or bat. A Kindred changed in this way is a
particularly imposing representative of the animal kingdom.
Indeed, he is far superior to normal animals, even ones
possessed by Subsume the Spirit. He retains his own psyche and
temperament, but can still call upon the abilities of the beast
form — increased senses for the wolf and flight for the bat.
Gangrel are reputed to change to other animal forms better
suited to their environment — jackals in Africa, dholes in Asia,
and even enormous rats in urban environments — a feat that other
Clans learning Protean cannot seem to duplicate.
Mist Form:
~This truly unsettling power enables the vampire to turn into
mist. His physical shape disperses into a hazy cloud, but one
still subject entirely to the immortal’s will. He floats at a
brisk pace and may slip under doors, through screens, down
pipes, and through other tiny openings. Although strong winds
can blow the vampire from his chosen course, even
hurricane-force winds cannot disperse his mist shape.
Some Kindred feel that this power is an expression of the
vampire’s ultimate control over the material world, while others
believe that it is the immortal’s soul made manifest (damned
though it may be).
Adaptation:
~The user body can shift in subtle, rapid ways to deflect the
irritations and threats of her immediate environment. She can
adapt her senses to make due with differences and absences. The
transformation takes one turn to complete. Aside from holy
damage, she suffers no harm from her environment, nor does she
suffer environmental penalties. This includes damage and
penalties from the weather, extreme temperatures, falls, and
natural disasters.
Flesh of Marble:
~Tales have long spoken of the combat prowess of Gangrel elders
and of their inhuman resilience. Poorly informed individuals
believe the stories of swords shattering and bullets flattening
against immortal skin to be exaggerated reports of the effects
of Fortitude. Those with more reliable information know that
such tales result from encounters with vampires who have
developed Flesh of Marble. The skin of an elder with Flesh of
Marble becomes in essence a sort of flexible stone, although it
appears (and feels) no different than normal skin and muscle.
That includes assaults made with fists, claws, swords, firearms,
and explosions, but not fire, sunlight, or supernatural powers
(unless the effect in question is a direct physical attack, such
as a rock hurled by means of Movement of the Mind).
Additionally, while this power is in effect, a character can
attempt to parry melee attacks with his bare hands as if he were
holding some form of weapon.
Loki's Gift:
~A Gangrel with this gift may assume the form of the last thing
she fed upon, be it human, Cainite, or animal. She does not gain
any powers, knowledge, or skills from her victim, just the
appearance. If she takes the appearance of a human or animal,
though, she sheds all signs of her Cainite heritage. After a
vampire drinks from a victim, she may assume the victim’s form.
The change lasts until reverted. However, once reverted, she can
change again, until she feeds from something else. A vampire
trying to break the ruse compares Auspex or other perception
powers with the vampire’s Protean, as per the See the Unseen.
Reversion to the True Form:
~With this power, the vampire forces a shapeshifting creature to
return its true form. Gangrel shift from animal to vampire,
lupines take their human forms, and other shapeshifters find
their default shape with a simple touch. The vampire must touch
the victim’s flesh. This can be done as part of an attack.
Smoke and Mirrors:
~One of the most notable and fascinating powers of the Gangrel
is the ability to turn to mist. Some elder Gangrel have found a
way to harness this power and use it on instinct, converting
themselves to mist in order to avoid the most threatening blows.
The attack automatically misses the user, and they revert to
your physical form once the immediate danger is past. They may
activate this power reflexively once damage is determined, but
as soon as damage is marked down or the scene has moved on from
damage determination, they may no longer use this power on that
damage.
Animal Swarm:
~Upon activating this power, the Gangrel dissolves into a swarm
of small creatures, such as rats, crows, or scorpions. The
creatures remain under the Gangrel's control, and he may direct
them in unison or as individuals.
Shape of the Beast’s Wrath:
~Users of this power are often mistaken for Tzimisce employing
the Vicissitude power Horrid Form. A vampire employing this
power shifts into a huge, monstrous form, gaining half her
height again and tripling her weight. Her overall shape flows
into an unholy amalgamation of her own form and that of the
animal she feels the closest kinship to (wolves, rats, and great
cats are the most common manifestations, though ravens,
serpents, bats, and stranger beasts have been reported). The
vampire’s new shape does bear some vague resemblance to the
war-forms of the werecreatures, but the difference quickly
becomes apparent.
Animal/Beast/Monster Morphing:
~Partially due to her being a deity, Saskia is able to transform
into different kinds of animals, beasts and even kaiju like
monsters. Of course, she can't turn into certain forms due to
restrictions depending on what world she is in.
Unique Discipline after Consuming a Tremere Vampire:
Thaumaturgy:
A Taste for Blood:
~This power was developed as a means of testing a foe’s might —
an extremely important ability in the tumultuous early nights of
Clan Tremere. By merely touching the blood of his subject, the
caster may determine how much vitae remains in the subject and,
if the subject is a vampire, how recently he has fed, his
approximate Generation and, with three or more successes,
whether he has ever committed diablerie.
Blood Rage:
~This power allows a vampire to force another Kindred to expend
blood against his will. The caster must touch her subject for
this power to work, though only the lightest contact is
necessary. A vampire affected by this power might feel a
physical rush as the thaumaturge heightens his Physical
Attributes, might find himself suddenly looking more human, or
may even find himself on the brink of frenzy as his stores of
vitae are mystically depleted.
Blood of Potency:
~The thaumaturge gains such control over his own blood that he
may effectively "concentrate" it, making it more powerful for a
short time. This power may be used only once per night.
Theft of Vitae:
~A thaumaturge using this power siphons vitae from her subject.
She need never come in contact with the subject — blood
literally streams out in a physical torrent from the subject to
the Kindred (though it is often mystically absorbed and need not
enter through the mouth). The subject must be visible to the
thaumaturge and within 50 feet (15 meters). Using this power
prevents the caster from being blood-bound, but otherwise counts
as if the vampire ingested the blood herself. This power is
spectacularly obvious, and Camarilla princes justifiably
consider its public use a breach of the Masquerade.
Cauldron of Blood:
~A thaumaturge using this power boils her subject's blood in his
veins like water on a stove. The Kindred must touch her subject,
and it is this contact that simmers the subject's blood. This
power is always fatal to mortals, and causes great damage to
even the mightiest vampires. This ability is very fatal to
mortals if done right and mortals with regenerative powers (or
basically metahumans) will suffer excruciating pain for at least
one RP round. It will only get worse if not treated in time and
it's even worse for those with weak regerative powers. Although
even the strongest supernatural creatures will suffer great
damage, whose with great defense powers (vampires with fortitude
disciplines) are said to have survived after soaking all of the
aggravated damage. This spell is useless against those who don't
have blood in their bodies.
Elemental Strength:
~The vampire can draw upon the strength and resilience of the
earth, or of the objects around him, to increase his physical
prowess without the need for large amounts of blood.
Animate the Unmoving:
~Objects affected by this power move as the vampire using it
dictates. An object cannot take an action that would be
completely inconceivable for something with its form — for
instance, a door could not leap from its hinges and carry
someone across a street. However, seemingly solid objects can
become flexible within reason: Barstools can run with their
legs, guns can twist out of their owners' hands or fire while
holstered, and humanoid statues can move like normal humans.
This power animates one object no larger than human-sized; the
caster may simultaneously control a number of animate objects
equal to their Intelligence. Objects animated by this power stay
animated as long as they are within the caster's line of sight
or up to an hour, although the thaumaturge can take other
actions during that time.
Vertigo:
~The thaumaturge induces minor disorientation and dizziness
through subtle manipulations in the subject's body. The physical
discomfort is temporary and minor, but a clever thaumaturge can
use it on rivals at the most inopportune times, causing them to
lose their aplomb. A touch from the thaumaturge invokes
disorientation in her victim. Those with healing powers can help
the victim though those with regenerative powers can also do the
trick though they have to concentrate in order to make the spell
go away.
Contortion:
~With a touch, the thaumaturge causes a group of her opponent's
muscles to contract involuntarily, reducing it to twitching
fits. This effect is extremely disconcerting to the subject,
rendering the limb or muscle group unusable. By making physical
contact with one of the limbs of the target, the thaumaturge
renders it useless for the duration of Contortion. A leg
rendered useless makes standing difficult, and the victim
suffers from increased difficulty to appropriate Dexterity
challenges related to her leg, such as dancing or balancing on
ledges. A contorted arm hangs lifeless at the subject's side. A
useless head causes loss of speech and increases the difficulty
of all social skills as the facial muscles spasm out of control.
Again, those with regenerative powers or a mental control may be
able to fight back for control but it requires concentration to
do so.
Seizure:
~Seizure causes the body to erupt into a fit of convulsions. All
the muscles throughout the body tighten uncontrollably, while
the victim foams at the mouth and spasms rack him with agony. A
mere mortal may even choke to death as her tongue cuts off her
air supply. A light touch from the thaumaturge forces the very
unpleasant effects of this power upon the target. For the
duration of the seizure, a target's body writhes, tormenting her
to the point of incapacitation. The victim also suffers physical
damage as her body helplessly twists itself. At the RPer's
discretion, the effects of this power may even cause death in
extremely ill or wounded mortals. This is harder on supernatural
creatures and metahumans if they have better control of their
bodies but it still requires concentration in order to fight it
or their ally can help them.
Marionette:
~The thaumaturge invoking Marionette gains such mastery over the
body of others that she can magically seize control of another
being and force her victim to act according to her own whims.
This control is not as fine as the direct and personal command
of the Dominate power of Possession, but the thaumaturge's true
body is not as vulnerable during the manipulation. Once
established, the Marionette victim is under the complete sway of
the thaumaturge, forced to perform as the thaumaturge's macabre
pawn.
The thaumaturge may affect any target within her line of sight,
but she must keep visual contact with the victim at all times to
maintain this effect. A subject may resist the effects of
Marionette by using their willpower or some power similar to a
vampire's Fortitude discipline when the thaumaturge attempts to
take control. Victims lacking Fortitude or anything similar to
it do not have the physical resistance to defy this effect.
Marionette does not rob the victim of her cognizance, only
physical control over her body. During this time of
thaumaturge's mastery, the target remains aware that some
outside force is manipulating her physical actions, conscious
that they are not her own. The victim may make an attempt to
take a mental or social action, such as activating a power
(discipline, gift, magic, etc.) or speaking (asking for help).
Adrielle is infamous for this ability. At first, she wasn't a
fan of this ability but after the death of her husband, she
embrace this spell and use this as an act of torture on her
enemies such as making them attack their allies, friends or
family members though she can also use them for minor actions
such as making a victim come to her (think of Hama from Avatar
the Last Airbender: )
Readiness:
~Using Readiness makes the caster able to gain a quicker
understanding of a predicament. Enhanced lucidity enlightens the
caster, allowing increased cleverness and better reactions to
changing situations. This power is only usable on the
thaumaturge herself.
Centering:
~By invoking this power, the thaumaturge causes a sudden,
intense calmness in the subject by whispering soothing words to
her. While under this serenity, the target is better able to
focus on tasks at hand, ignoring distractions and annoyances,
including grave bodily harm. Thaumaturges in fear of frenzy
often use this power on themselves to stifle their own emotions
and achieve a state of tranquility.
This power is usable on any one subject within earshot of the
thaumaturge and lasts for one rp turn. During this period, the
target is unaffected by any power or effect (with the notable
exception of Elder disciplines) that will render their focus.
Though much more powerful attacks such as a strong wound like
attack may prove to be difficult.
One-Tracked Mind:
~By extending her powers to other individuals, the thaumaturge
is able to fixate the subject on one action. This
single-mindedness of the target is so complete that they ignore
everything else that occurs around them. Guards are easily
distracted with this power, as their attention becomes fixated
elsewhere, and research becomes a dedicated, focused task. Use
of this power is sometimes colloquially referred to as
"railroading someone."
Dual Thought:
~The rigors of learning Thaumaturgy strengthen the mind and the
will of a thaumaturge. As a result, those skilled with
Thaumaturgy often have the ability to quickly assess a situation
and calculate the options available to them. At this level of
mastery of the Focused Mind, the thaumaturge is able to divide
her attention to two completely separate tasks without penalty
or distraction.
As One-Tracked Mind forces the subject's attention into a single
objective, Dual Thought expands the thaumaturge’s concentration
to the point that focus upon two goals is possible.
Loss:
~This curse affects the target's material worth. It most
commonly causes the target to be stripped of money, but it may
also cause her Herd to diminish, or destroy a Haven. The curse
can target any tangible asset represented as a Background
(basically important status like a wealthy business man). If the
character has no suitable Backgrounds, it targets personal items
of emotional significance. The sorcerer has no control over how
the spell works though the victim of the RPer can decide how it
will affect them.
Enemy:
~This potent curse causes the target's friends and allies to
turn against him, even as it causes the numbers of his enemies
to grow. This may reflect friends and allies who have become
angry with the victim and turn their back on them, it may
reflect contacts and allies who are simply unavailable for a
time, or it may actually result in such characters being injured
or even dying due to ill fortune. The effects manifest within a
week, and the victims of the curse may never recover as long as
they are unaware that it was spell and find a way to break it.
Though those with a strong willpower and/or a really good heart
may be resistant or immune to this spell
The Eye That Wounds:
~The ultimate expression of this malefic path, the Eye That
Wounds does not require time to establish a chain of ill
fortune. It strikes immediately. The ashipu must make eye
contact with her target and utter some exclamation pertaining to
a characteristic of his. It can be praise or insult, sarcasm or
fury, but whatever form it takes, the target is immediately
struck with an agonizing injury that damages that
characteristic.
The target (or object, if the curse is directed towards a
possession of the target) suffers one level of aggravated
damage. Generally, even a single level of damage is sufficient
to slay an animal or destroy most objects. If used against a
mortal, this power will permanently maim them. If used against a
supernatural such as a Kindred (vampire), the curse will inflict
damage shaped by the ashipu's words. If she compliments his
beautiful eyes, they will be burned and he might be rendered
blind until he can heal. If she mocks his honeyed words, the
curse might burn out his tongue and leave him unable to speak.
Other Magic Abilities:
Void Magic:
~The user is able to perform void magic, and manipulate voids,
usually for destructive capabilities. Being the ruler of the
Void, Saskia is terrifyingly a master of this magic, using it
for various purposes making it a dark energy based power that is
as powerful as her husband's.
Connection Breaker:
~Saskia has a connection to spiritual connections that surpasses
that of most beings. This art is a very dangerous art to
opponents. When using this, Saskia can break a connection
between someone and something close to them through physical
touch. This can be a weapon connected to a user, or even another
entity that's connected to them. Usually this involves breaking
a connection to some sort of spirit, like Saskia being able to
break the connection of the Hazeldine demons through a touch,
something he proved when he turned Alice and Alison Hazeldine
against each other by breaking the bonds of Alison's demon and
the demon took over her mind as a result of the broken bond.
This art is very dangerous to those that rely on the power of
spiritual connections, such as weapon spirits (like soul reaper
zanpakuto's, or intelligent weapons). When used, the connection
between the host and the spirit is severed, and the host can no
longer hear the spirit or weapon that was connected to them
which also cuts off their power gained through these spiritual
connections. This art can work against anything with a spiritual
connection, such as weapons or spiritual connections. This can
even break the bonds between an angel and demon and their
vessel, for which is what this art was originally designed for.
When used, this requires a touch, and Zenrael knowing what
spiritual connection he wants to severe. Using his sixth sense,
he can usually tell when someone has an additional presence in
them or connected to them, so he will often use that to his
advantage. However, thankfully, the bonds are not broken
permanently, and are only broken for up to 4 hours. As long as
nothing happens, like the spirit taking over the body or the
death of the host, the connection can be re-established. The
other obvious way to avoid this skill is to avoid being touched,
as this art is used through physical touch.
Spirit Corruption:
~This is usually used to be combined with her connection break
skill, in which she corrupts and manifests the spirit that she
has severed in order to use it to fight the person they were
bonded to. This is usually used for things like bringing out
weapons/spirits bonded to someone and manifesting them to fight
their user. This works on many types of spirits, with it working
great on weapon spirits. Once manifested, the spirits are
temporarily corrupted, and then turned on the user. When used
against things like weapons, Saskia can use her corrupted nature
to influence spirits and this works until the spiritual being is
beaten by the original being and reclaimed (which happens
automatically if the user beats the manifested spirit). Saskia
can choose whether or not she wants to do this, as it's not
always beneficial (such as not manifesting a Hazeldine demon so
that the demon will take over the mind when the connection is
broken, which makes the user lose control), so this depends on
the situation. And unlike the broken connection on its own,
using this can actually strengthen bonds of spirit and user if
the user beats the spirit and reclaims it, to which the spirit
and user's connection is automatically restored and can actually
sometimes grant new abilities when their bonds are restored. As
such, there are situations where this is useful, but at times,
the best use of this is to use this on her servants to have them
fight their weapons and spirits so that they strengthen their
bonds with them. This is useable on enemies and broken
connections, but really depends on the situation on whether or
not it will be useful to Saskia or not. Another form of this
ability is that Saskia can corrupt the opponent by touch, thus
turning someone into a monstrous version of the spirit and the
user's bond, such as making someone with animal spirit powers or
bond into a feral werebeast.
Werewolf Gifts:
Alpha Gifts:
Sense Guilt:
~Being the leader means knowing your friends and foes. Storm
Lords use this Gift to detect any hidden shame or guilt in their
packmates and enemies, to see if such a weakness can be
neutralized or exploited, depending on the werewolf’s decision.
By meeting the target’s eyes for a turn, the character can
search the other’s soul for evidence of guilt or past shame that
still haunts the subject. This is a sensory Gift, not an
invasive one.
Alpha’s Aura:
~An alpha should be an inspiration in war as well as peace. This
Gift heightens the werewolf’s outward projection of confidence,
creating a palpable aura around the Storm Lord in battle.
Enemies suddenly fear the werewolf, re-evaluating their attacks
and rethinking strategies in the face of such an impressive
opponent.
Taste of Flaws:
~A good leader finds out all he can about his enemies before
confronting them. This Gift allows the Storm Lord to sense his
foe’s weaknesses, detecting flaws in his opponent’s speech,
mental faculties or combat style. This Gift does not reveal
specific weaknesses as with the New Moon Gift: Sense Weakness,
but instead reveals an overall picture of the target’s flaws and
shortcomings, allowing the Storm Lord to work around them.
Lordly Will:
~The strongest leaders render themselves immune to unwanted
outside influence, hearing only the voice of their own authority
and those of their advisors. This Gift reinforces the alpha’s
dominance over his own mind in the face of psychic or other
supernatural manipulation.
When activated, this Gift makes the character automatically
immune to all Gifts, Disciplines, Numina and other supernatural
powers that affect the mind — such as Dominance Gifts, Majesty
Disciplines, etc. The Gift’s effects last for the turn in which
the Gift is activated; if the opponent attempts to use another
mind-affecting power on the werewolf next turn, the werewolf
must spend another two Essence to invoke Lordly Will for that
next turn if he so chooses.
Alpha’s Howl:
~With a long and powerful roar, the Storm Lord exalts in his
prowess, skill and nobility over his enemies. The howl thunders
through the ears of his foes, temporarily stripping them of
courage and mastery of their own supernatural abilities. Any
enemies within earshot of the howl (beings who actively wish to
harm the character) will suffer the Gift’s effects. In cases of
more than one opponent, the user should use the highest Resolve
among the group to resist the Gift's effects.
Battle Gifts:
Visage of Fenris:
~By channeling their tribal totem’s rage, the Blood Talons can
plunge themselves into the connection with Fenris-Ur and
manifest an aspect of his fearsome presence to intimidate their
foes. Eyes blaze with primal fury, and the werewolf's snarl
drops several octaves to mimic the growl of Destroyer Wolf.
Worry the Prey’s Heels:
~The werewolf who wishes to catch a fleeing enemy can use this
power to halt his foe’s limbs, slowing down any attempts at
flight. The Gift is most often used on cowards who seek to flee
a fair fight, or when a pack desperately needs to catch someone
who doesn’t wish to be caught. It is said that a coward’s shame
fills the heart of a fleeing enemy and slows his muscles.
Savaging:
~The injuries inflicted by a Blood Talon in his Rage can be a
terrifying sight. This Gift focuses on channeling Destroyer
Wolf’s legendary ability to rend his foes apart as he fought
them, making the wounds inflicted by a character strike fear
into the hearts of those watching.
Primal Anger:
~The more a Blood Talon loses himself to his primal bloodlust,
the more dangerous he becomes. Characters using this Gift
harness the ferocity and wild-hearted anger of their wolfish
natures, using it to enhance their strikes in battle. Every blow
falls with the desperate strength of an enraged wolf on the hunt
biting at its prey.
Heart Stopping Howl:
~The howl of Destroyer Wolf roared across the Pangaean night in
prehistory, terrifying spirits and mortal beings alike. His
Blood Talons are children are capable of emulating this great
howl to strike terror into the hearts of their enemies, reducing
them to gibbering, panicking wretches.
The character howls with all of his breath, loud and long,
creating a roaring howl filled with his rage and hatred. Enemies
affected by the blood-chilling howl find themselves overcome
with fear, trembling and weeping as they attempt to strike the
Blood Talon in their midst.
Stealth Gifts:
Feet of Mist:
~Sight and sound are not the hardest senses for a werewolf to
defeat, but even a bloodhound would wear its nose out trailing a
werewolf with Feet of Mist. The werewolf’s scent fades to
near-imperceptibility.
Blending:
~An expert hunter knows the value of not being seen. A werewolf
with this Gift can blend with the landscape by simply remaining
still — overlooked even in the open.
Running Shadow:
~Sometimes, one must choose between moving silently and moving
quickly. This Gift makes the choice unnecessary. The werewolf
can trot over dry leaves as quietly as tiptoeing carefully.
Shadow Flesh:
~This Gift actually affects the werewolf’s form, making her a
living shadow. While her flesh is transformed to shadowy matter,
she can slip through areas with great ease, even sliding under
doors or through cracks.
Vanish:
~The ultimate in visual stealth, the werewolf can instantly fade
from sight, even in full view. Cameras, heat sensors — no form
of visual detection can perceive the hidden werewolf, although
this Gift conveys no protection from other senses.
Strength Gifts:
Crushing Blow:
~Sometimes a werewolf chooses to kill without using his claws or
fangs — perhaps to elude hunters searching for a “rabid
man-eating animal,” perhaps simply as a gesture of scorn for his
prey. Crushing Blow allows a character to deliver strikes with
bone-shattering force. Few things in nature (or out) can stand
against such power.
Mighty Bound:
~The power of this Gift allows werewolves to leap across
distances that would seem impossible for creatures of their
size. An Uratha who has learned this Gift may spring
effortlessly from rooftop to rooftop in pursuit of his prey.
Iron Rending:
~Werewolves tap into a source of strength that is older than all
the works of man. Iron-Rending infuses a werewolf’s claws with
such destructive power that iron, steel and concrete cannot
withstand his might. A character with this Gift can tear apart
steel like cardboard and claw stone as easily as clay. This Gift
is usable only in Dalu, Gauru or Urshul form.
Legendary Arm:
~With this Gift, a werewolf can hurl even tremendous and
unwieldy objects great distances. Whether this means throwing a
boulder as a projectile at enemies or tossing a packmate over
high flames depends on circumstance.
Wolfslayer Gifts:
Form Lock:
~Shifting shape is instinctive to the People. It’s as completely
natural as clenching a fist or flipping off the guy who’s
tailing you. So, when shapeshifting is denied a werewolf, it is
very frustrating. Some even panic, unaware that hostile magic is
affecting their change. If done right, it will last for 2 rp
turns.
Return to Birth:
~Hishu, while the best form for hiding among the six billion
sheep on Earth, is one of the least combat effective and
everyone knows it. This Gift forces a werewolf back into human
form, though it can’t keep her there. If done right, the
shapeshifter will be stuck in human form for 5 rp turns.
Combat Abilities:
Mixed Martial Arts Intuition:
~Users can combine and utilize multiple forms of martial arts at
once, allowing them to effectively create a new fighting style
unique to them and flawlessly move from one form of martial arts
to the other, improvise new attacks and more. These users are
forces to be reckoned with in battle due to their exceptional
martial arts skills and being very difficult to predict and
counter.
Strength Combat:
~The user can mix physical strength with close-quarters combat,
giving their attacks great force which can potentially cripple,
maim, and kill their opponents.
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.
Berserker Combat:
~The user can infuse berserker rage with physical combat,
allowing them to fight with the ferocity of a beast while taking
and inflicting damage that they couldn't or wouldn't in their
normal state.
Fighting Instinct:
~User possesses an innate aptitude for fighting in any combat by
overcoming limitations and adapt techniques or methods to ensure
victory. They adapt perfectly to all factors, achieving maximum
efficiency in an offense, defense, evasion, and countering,
ensuring optimal success as long as there is the slightest
chance. This enables a user to resist fear and pain, maximize
and surpass physical boundaries, utilize all of their skills in
the most efficient manner, and continuously fight while
unconscious. The user's instinct for battle allows them to pick
out strongest opponent, letting them know who exactly they need
to fight.
Killing Instinct:
~User possesses the capability that enables them to be the
"ultimate killing machine". They have instincts to kill by any
means and in the most effective ways possible, use anything at
hand to do so and, have no mental/emotional issues or moral
dilemmas either before, during or after the deed. They are, in
short, cold and merciless killers. They are focused on nothing
except killing their enemies and how they should do so, putting
all of their efforts into making sure whatever they kill is good
and dead. They can also give off a murderous aura, inducing fear
into their opponents.
Supernatural Hunter Extermination Experts:
~The other reason why most werepyres become experts in
supernatural hunting techniques, besides just using them to
fight other supernaturals, is so that the werepyres can learn
how to fight against other creatures that hunt them. Most
werepyres will learn how supernatural hunters operate, whether
the hunters are human, werewolf, vampire or even demon or angel.
In order to survive, werepyres learn everything they can about
how supernatural hunters operate, and how to avoid most
supernatural hunter traps. This is another aspect that makes
werepyres especially dangerous, as their mix of werewolf and
vampire abilities and senses give them what they need to avoid
most normal supernatural hunter tricks and traps. Because
werepyres encounter a lot of hunters of all types, they will
often not only learn through books and training, but most end up
having to fight to survive against all manners of creatures.
Usually, hunters will hunt down werepyres immediately, and even
vampires and werewolves may hunt down werepyres to remove them
as threats. Because of this, werepyres learn quickly about how
to avoid, counter and kill almost any manner of supernatural
hunters. Most supernatural hunters have to be very creative
about how they lure out werepyres, because of the fact that
werepyres specifically stay on guard against supernatural hunter
strategies and traps.
Presence Suppression/Crowd Blending:
~Most werepyres learn how to suppress their presence using their
shapeshifting skills, and learn how to blend into crowds. Some
will take human form to hide among humans, though more advanced
werepyres can walk through crowds wearing just a cloak and mask,
and they never draw any attention from the people around them.
Many werepyres will do this when they need to find people to
devour, but also so that they can hide in plain sight among
human populations. Because most human cities have masses of
people that get around constantly, most werepyres utilize this
to make themselves hard to track, usually making it where their
presence is overshadowed by everyone else. Even werewolves who
track werepyres may have trouble finding werepyres who are good
enough at using this trick, as some use the masses of crowds to
disguise their scent from anyone who is trying to track them.
They also keep their presences suppressed so vampires cannot
sense them easily, since many vampires have a strong third eye
that can sense their presence if they're not careful. Most
werepyres can even use this to hide out in nature, assuming they
aren't hiding in werewolf or vampire territory, where they use
this to keep their presence in the world as suppressed as
possible. Miriana normally uses this when she's in human form,
especially in cities. This is helpful for her since she usually
wants to be alone.
Assassination/Interrogation Training:
~Most wouldn't think werepyres would be experts in assassination
and interrogation, but one would be surprised how often
werepyres interrogate hunters and other vampires/werewolves that
come after them. Many werepyres could become assassins if they
desired, as some have even had to kill people hunting them. Most
werepyres learn how to kill as silently, and learn how to
interrogate people as needed. Most werepyres have their own ways
of handling situations that require assassination or
interrogation, though most develop some methods of doing so, as
some may use weapons to kill their targets or may use their
supernatural abilities to attack opponents. In addition to
learning assassination techniques, most werepyres will also
often learn interrogation techniques for those situations where
they need to learn something from an enemy. Some werepyres will
interrogate others through pain, though some more skilled
werepyres interrogate by infiltrating a group to get close to
their target by gaining their trust. For werepyres, this depends
on the werepyres and their methods, as every werepyre will often
have different methods for doing the job. The one thing that is
common is that most werepyres have methods to assassinate and
interrogate, which is something many werepyres have no trouble
doing since they are constantly hunted down.
Godly Combat Talent/Adaptability:
~Thanks in part to being a deity, and the bodies she has been
in, Saskia has picked up a natural combat talent that has given
her great adaptability and learning due to the fact that she's
been in the bodies of multiple races and seen most styles of
combat used over his years around the multiverse. While her main
styles are simplistic such as boxing or street fighting, she has
picked up different aspects of other styles, and seems to have a
natural talent for combat beyond that of most beings. Saskia
usually picks up combat pretty easily no matter what body she is
in, and can adapt very easily to the talents of any body she is
in. As such, Saskia is a very dangerous fighter that can adapt
to most opponent's fighting styles, and figure out ways around
different styles, usually by using tricks she's picked up from
other styles. Because of this talent, Saskia has never had to
train herself. Although her husband is more efficient in
physical combat, Saskia is no slouch either and has proven many
times before how deadly she is in combat to the point of
rendering people into paste to even catching even the most
talented martial artists off guard due to her brutal fighting
capabilities. However, like all combat talents, there are those
that can surpass this talent, as Saskia is a case of someone who
doesn't really train and relies mostly on her instincts. Because
of this, she may be vulnerable to more honed warriors who train
to perfect their combat depending on the opponent.
Primordial Deity Supernatural Strengths and Weaknesses Expert:
~Since primordial beings have been around since before the dawn
of time, they have learned everything they can about other races
and have become experts in almost every kind of creature, even
knowing a lot of creatures that have been forgotten by time and
knowing most creatures in the world. Typically, it is important
for primordial beings to know what they can about supernaturals
of all kinds, from the lesser beings to even the deities of
whatever world they live in. Most primordial beings have access
to entire libraries on all manners of supernatural lore and
creatures and can even steal knowledge from mortals through
books and writings of mortals, and they know the strengths and
weaknesses of almost every race that has ever lived in their
universe (not counting some creatures from other universes or
some creatures from the space between dimensions). Some
primordial beings even have connections to the knowledge of the
multiverse (such as some deities who have cosmic awareness due
to their primordial power). There are numbers of useful
information primordial entities can find, which includes spells,
exorcisms and traps used against almost all manners of
supernaturals. For the most part, primordial beings have been
around since before most races in the world and have had the
time to record a lot of information or find the information on
how to hunt down and fight specific types of supernaturals.
Though most primordial entities are not specifically
supernatural hunters in the traditional sense, they do have to
know how to fight supernaturals since supernaturals are usually
among the biggest threats to them as it usually takes strong
supernaturals or even other deities to stop them. This is not
just about learning to counter general energies, but more about
learning what makes each kind of supernatural race and power set
tick, and learning the positives and negatives of many skillsets
and races. For Malice, he not only has access to cosmic
knowledge, but has fought all manners of supernatural creatures.
Primordial Entity Deity and Pantheon Knowledges:
~Just as they have to learn supernatural powers, most primordial
entities also have to learn about deities and pantheons deities
belong to in the multiverse. Even though some primordial gods
may end up becoming demonic type gods, anti-gods, or even dark
divinity gods, there is still a need to learn everything they
can about deities who will likely be among their biggest
competitions since most deities will usually seek to drive
primordial entities or deities out of the living worlds. In this
case, primordial deities often learn about deities and
pantheons, from learning about the deities themselves, to
learning the strengths and weaknesses of deities, and even
learning how they interact with their pantheons to learn how
they train their followers or what deities may have followers do
when it comes to taking on primordial beings (such as followers
of voodoo pantheons in Olympus know about Vobu and often teach
their followers to avoid him). This means that most primordial
deities are usually pretty knowledgeable, and can be even more
knowledgeable if they have access to things like primordial
cosmic knowledge that helps them understand and learn more
easily about the forces of the universe and those that influence
it. Primordial deities know the strengths and weaknesses of
deities and their pantheons, usually knowing which to avoid, and
which they can take down in fights since they will often find
themselves up against certain deities and pantheons depending on
the primordial deity. This could be as simple as learning
exorcism spells of different pantheons, or having ways to
counter the powers of the godly pantheons (like Olympus Vobu's
dark voodoo god power was specifically trained by Vobu to
counter the good voodoo gods who would try to destroy him). For
Saskia, she is no exception, and knows almost every pantheon in
the multiverse, thanks to her cosmic knowledge and having been
around since before the multiverse came into existence.
Primordial Entity Supernatural Hunting and Tracking:
~Though not supernatural hunters, primordial entities know a lot
of the tricks supernatural hunters use through research into
supernatural hunting techniques and observation of mortals, and
picked up a lot of tricks to track people down partially through
experience facing supernaturals, but also through the knowledge
that they have gained from being around since before creation.
This has left them with not only a great sense for hunting down
opponents they need to hunt down, but also left them with an
innate ability to track opponents as they have to track down
souls. Typically, they specialize in tracking most manners of
supernaturals, and even being able to track deities who might be
hunting them. They are able to learn to do very subtle things,
like tell whether a foot print is his target or not by things
like the shape of the boot and how deep the boot-print is, as
well as also being able to tell where their opponents go thanks
to circumstances like walking on plants, and animals that are
unusually silent being signs of predators in an area. They
usually have a sense of when opponents are near, as well as
usually knowing which way an opponent is going. And thanks to
supernatural senses as well as enhanced normal senses, almost
all primordial entities have a great sense of where things are
around them. Depending on the entity, most often learn to track
all kinds of creatures, or they may focus on specific types of
creatures depending on what kind of creatures they fight, so
this is a very important skill to have primordial entities
always have a lot of enemies.
Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge:
~All primordial entities learn how to use exorcisms and traps
for a multitude of creatures and mythologies, due to their need
to know how to counter other races. During their time in the
multiverse, they pick up many manners of exorcisms and traps in
order to take advantage of other races weaknesses that other
species use. For example, primordial entities know that holy oil
works well for trapping angels (And most of the time works
against them as well), and know to make demon traps to trap
demons. Primordial entities are usually learning and picking up
on every recorded way not only they, but many other races, have
of taking on supernaturals and they use this knowledge to fight
their enemies more easily. Typically, each primordial entity
learns this to some degree, depending on the entity and what
universe they live in. Most primordial entities have had a long
time to record ways to trap, exorcize and find weaknesses of
many of the types of beings that live in the mortal realm,
including watching mortals and finding information mortals have
on this subject. As most primordial entities know, knowing
whatever they can about exorcisms, weaknesses and traps not only
helps them take on supernaturals and deities, but also can help
them escape different supernaturals and deities ways of
exorcising, weakening and trapping primordial beings, which is
very useful for their survival. As most primordial entities will
not hesitate to say, they don't get to living since the dawn of
time by being without knowledge of how to fight for their
survival and learning tricks to make their lives easier so they
don't get take out very easily.
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. Primordial entities have this
as well, and since most of them have been around since the dawn
of time, they have had time to hone this to great degrees where
they can use this far better than most beings can with some
being able to learn special ways of sensing murderous intent.
For Saskia, she learned even before becoming Malice's wife, has
survived into the void filled with terrifying creatures, thus
learned to extreme degree how to differentiate and read complete
chaotic murderous intent from not only the mortals of the dark
multiverse, but deities, and even the world itself. Because she
learned how to differentiate murderous intent in such a chaotic
form and differentiate it from literally everything around her
having murderous intent, she has a terrifying sense of when
someone is going to attack her. Even those that suppress their
murderous intent can still be read by Saskia, as she can still
tell when people are going to attack her even if they don't give
off murderous intent. This works even better thanks to her new
werepire body and her sense of stealth because of it. This makes
surprise attacks next to useless against Saskia, so opponents
are usually better just taking her head on rather than try to
sneak attack her.
Passive Abilities:
Goddess of the Void Between Dimensions/Void Dominion:
~Saskia's dominion lies between dimensions, where she became
queen by marrying Malice. This gives her control of the area as
well though she also respects her husband's rules. Those that
serve Malice know that normally, this area would be dangerous to
anyone who ends up between dimensions, and those that travel
between universes are warned about making sure they don't end up
in this void between dimensions. In this area, not only do those
that serve Malice that have become Malicians live, but there are
a lot of creatures that live under Malice's rule, such as the
void dragons who live in the void between dimensions, and the
creatures known as the Dark that have come to be known for
following Kindron Blackfire in the Order of the Dragon after he
brought them out of the void so they could find souls to devour.
This area is not only under their dominion, but like her
husband, Saskia can reshape and modify everything as she desires
due to Saskia having some control. Saskia even has her own area
where she creates monsters and have her own children living in
Malice's kingdom. Because of this, it is very difficult for
deities to operate in this area, as even those like Toranoraos
and Death have no real power when in this domain over the
creatures there. If those who come in this domain doesn't become
Malicians, they will become one of Saskia's children.
Multi-Dimensional Entity Presence Split:
~While Saskia is not a multidimensional being like Toranoraos or
Xeles, Saskia can send a part of herself into universes
depending on how she is called and what kind of universe he is
trying to enter. As mentioned before, she cannot enter a
universe unless invited into it and brought into a physical form
through certain rituals, but thanks to this, she can appear in
any universe. When called into a universe, Saskia doesn't appear
in her full form, but instead, part of her spirit enters
whatever body is created for her (should she choose to appear,
as she is careful to only appear to those that serve her and not
to random rituals due to the fact she's been ambushed or tried
to be commanded by being called into rituals) and then Saskia is
able to move around whatever universe she is in when called. Due
to this, this means that Saskia can appear in multiple universes
at once, with her being able to inhabit multiple bodies (though
she can only inhabit one per universe) across the multiverse at
once. While each body seems to operate independently, Saskia can
spread herself across multiple universes at once when called to
multiple universes. Since she cannot appear completely in one
universe due to the power balance and being cast out by
Toranoraos so she couldn't take over the multiverse, Saskia has
to only send part of herself to universes to inhabit bodies as
she is usually not able to fully appear even in physical bodies
due to her massive presence which can only be felt in the void
between dimensions. However, as stated, this doesn't mean Saskia
is unkillable, as she can be killed still if her body she
inhabits is killed (and if killed, her presence goes back to the
void between dimensions).
Primordial Connection to Cosmic Knowledge:
~Having predated almost the entire multiverse just like most
primordial entities, Saskia has knowledge of almost everything
in the multiverse and gains knowledge of the universe through
her connection to the primordial forces of the universe. Since
Saskia is a deity created by a multidimensional being, Saskia
has knowledge of not just one universe, but of the entire
multiverse. While not a multiversal being, she can use her
knowledge connection to learn the universe she is in through the
primordial knowledge of the universe. This grants her a cosmic
awareness not just of the races and deities of a universe, but
this also grants Saskia knowledge of primordial beings as well,
such as the dark voodoo god Vobu, or other creatures like Galian
and Amara that are primordial in nature. While she can't see
beyond the current timeline like Xeles can, Saskia can tap into
this cosmic awareness to learn almost anything she needs to
know. Because of this, Saskia knows the multiverse better than
most creatures, even knowing places like the Shadow Realm and
knowing of the Spirit realm (though he only knows what
primordial forces tell her about it since she cannot enter that
realm as she is married to Malice). This not only helps Saskia
understand the multiverse, but also helps her learn new things
about the multiverse, such as when new creatures are created,
new universes come into existence, or even when certain types of
forces are released that most beings don't recognize. Of course,
while this does tell her things like what the universe is made
of, and what inhabits the universe, there are limits to the
knowledge, such as how time will play out, or how certain forces
will affect the world if released since some things are not
guaranteed to play out a certain way (as the future is always in
motion and can change at any time).
Werepyre Bat-like Wings:
~Depending on the werepyre, some werepyres may gain specific
vampire wings, but the standard wings of a werepyre are usually
bat-like in nature that reflects the vampire side of their
natures. Using these wings, werepyres are able to fly just like
one would expect. Most werepyres who have these wings are able
to use them like most vampires do, and can usually use their
shapeshifting skills to suppress them when not needed. Some
werepyres may have special abilities using their wings,
depending on their heritage and abilities. However, one thing
many basic werepyres have learned to do is focus their cursed
darkness into their wings in order to use them like shields, due
to the wings being fairly easy to regenerate, and their wings
typically being strong enough to counter certain types of
attacks. Some werepyres may or may not be able to keep their
wings suppressed consistently, as some can only suppress them
temporarily using their shapeshifting abilities, while some may
be able to suppress them easily. However, no matter how one uses
them, mostly all werepyres have vampire-like wings in some way.
In battle, if these wings are damaged, then the werepyre won't
be able to fly, and werepyres with special techniques using
their wings usually have to have the energy to use their attacks
(if it's a supernatural power).
Werepyre Regeneration:
~Werepyres, like werewolves and vampires, have supernatural
regeneration that can be used to heal themselves when they have
taken damage. Werepyres have strong regeneration, and can
regenerate from far more than many vampires and werewolves.
Werepyres can usually regenerate anything as long as their heart
or brain isn't destroyed. Werepyres also regenerate faster than
most other vampires and werewolves, due to werepyres having two
natures that grant them regeneration. Of course, some clans even
have special regeneration techniques, so some werepyres may even
gain special regeneration techniques of they are available to
them. This is a passive skill that heals werepyres, and this
power is sustained by their devouring of flesh and blood of
either animals or humans, depending on what the werepyre wants
to eat to sustain their power. Werepyres can be very hard to
kill if one is not prepared properly, so it is always important
for anyone who hunts werepyres to be prepared. For fighting
werepyres, silver is usually the best thing one can have, since
silver can be used to kill a werepyre just like werewolves.
Silver is often essentially when trying to kill a werepyre, and
usually certain holy powers can also help kill werepyres more
easily. Certain things like death scythes and other regeneration
negation weapons/abilities can also be used on werepyres, just
like vampires and werewolves. Unless they have special
regeneration like demonic regeneration, most werepyres are able
to be killed by either beheading, or destroying the heart or
brain of the werepyre.
Werepyre Heavy Stander:
~Because of the werepyre's body structure, most werepyres are
extremely hard to knock back. Due to their strong and bulky
muscles, werepyres are able to take many attacks without
flinching, and most are heavy enough they are barely knocked
back with impact damage. While werepyres 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 werepyres 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 werepyres 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). Most
werepyres 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 werepyre 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.
Affinity for the Darkness/Dark Arts Power:
~Because of the werepyre's dark natures, werepyres have a nature
steeped in darkness. Typically, darkness is something most
werepyres can specialize in very easily, and some can even learn
powerful darkness abilities, including dark arts and dark magic
(if they have magic ability). Many werepyres can learn a variety
of darkness abilities through their werepyre skills, though many
don't stop at werepyre skills, and some move on to things like
dark arts in order to advance their power further. Most
werepyres learn how best to utilize their dark natures with
experience, and many learn different abilities that will help
them utilize their dark natures to their fullest. Depending on
the werepyre, some have different ways of taking advantage of
this, such as the Lasombra using shadow control vampire
disciplines. Typically, the only werepyres that don't have dark
natures are werepyres that are the spawns of things like holy
vampires/werewolves, or purified vampires/werewolves. As such,
most werepyres are fairly predictable in how they will have dark
natures. However, while they have an affinity for darkness, this
means that they have a major weakness to holy power, just like
vampires and some werewolves do. Most werepyres can utilize this
affinity, but as they gain stronger darkness abilities, their
weakness to holy power goes up alongside their strength in
darkness abilities.
Werepyre Fangs Blood Drain and Flesh Devouring:
~Similar to how vampires have fangs that are designed to draw
the blood of those they bite, werepyres also have this feature.
While they have vampire fangs, they also have werewolf teeth
designed for devouring the flesh of victims. Because of this,
werepyres are specifically built to devour both blood and flesh
of their victims. By devouring flesh and blood, a werepyre
sustains both their vampire and werewolf sides, usually using
their feeding to eat their victims. It is rare for werepyres to
leave anything behind when their done, as their acid bite allows
them to even eat the bones of their prey. Due to being part
werewolf and vampire, werepyres have to eat more to sustain
themselves, so they have to learn how to not waste any prey they
get. This means that when werepyres eat their victims, whether
they be animal or human (as they can survive on either one
depending on their preference), werepyres can't afford to waste
their food. Typically, werepyre teeth are very strong, and even
their fangs are usually strong enough to chew through bones when
paired with their acid bite. Without flesh and blood of either
animals or humans, a werepyre cannot sustain themselves and will
eventually starve themselves if they don't eat. Usually if they
get hungry enough, the werepyre will become feral, and lose
their sense of self until they eat, or some werepyres may lose
their mind and devour themselves if they are hungry enough.
Depending on the werepyre, some may have to eat more than
others, depending on what it takes to sustain their power.
Usually, humans or animals are the two major things that sustain
a werepyre's power, with rare exceptions of those that eat
vampires or werewolves.
Werepyre Monster's Stomach:
~Werepyres are a somewhat unique creature, due to the fact that
they have a unique digestive system. They are able to eat almost
anything, due to their stomachs being extremely strong and many
even being able to eat monsters with poisoned blood. However,
the main thing to note about werepyres is that werepyres are
able to absorb properties and abilities from supernaturals and
monsters they eat, and can use this to gain new abilities. This
is similar to vampire and werewolf abilities to gain power from
eating supernaturals, except that werepyres specifically use
this to get stronger, as their bodies will change and adapt
slightly as they eat monsters and supernatural creatures in
order to allow them to use certain abilities. When eating a new
type of monster or supernatural creature, the werepyre may gain
special physiological changes as a result. For example, if they
were to eat a ghoul (a type of creature that eats corpses), then
their physiology might change to allow the werepyre to eat
corpses as well, or they may gain special abilities the ghoul
had. This is usually dependent on how the werepyre reacts to the
creature's physiology upon devouring them. Some werepyres may
only gain resistances to certain things, or some might gain new
supernatural abilities. It isn't known what causes this with any
consistency, but werepyres are certain of one thing: This is a
very useful way for a werepyre to gain new abilities and
resistances. However, typically, this usually only happens when
a werepyre eats a new type of creature. While the werepyre can
gain powers through vampire and werewolf power gains, this
ability is somewhat unique in that it makes subtle changes to
make the werepyre more versatile without giving them the race
weaknesses (each power gained still has it's normal weaknesses),
and doesn't change the physiology of a werepyre too much
compared to normal power gain abilities that might change the
physiology drastically.
Pain Resistance:
~The user is resistant to physical pain, allowing them to power
through serious injuries and continue to function. The previous
Wolfwing didn't actually teach her this through training.
Instead, Miriana is able to resist pain due to her physiology
and her having been harmed by many weapons known to man for many
years.
Enhanced Violence:
~Users are incredibly skilled at harming others, whether
intentionally or unintentional. Users have no problem using any
means to get their way with others, even if it involves breaking
a few bones or leaving some scars. They don't necessarily have
to be good at fighting or killing to be violent, however, the
intention to harm has to be there, which usually does lead to
the deaths or maiming of others.
Poison Resistance:
~The user is highly resistant to or can tolerate poison, being
able to survive direct/indirect elemental attacks/effects or
traverse through poisonous environment. This means that many
poisons don't really work on Saskia, and things like poison
miasma, or certain deadly poisons usually don't work on her.
Saskia's resistance has been developed to the point that she has
a passive resistance to almost all poisons, and is immune to all
of the poisons she's been exposed to. However, there are certain
poisons that Saskia is not immune to, such as silver or mercury
based poisonings, as she can still be poisoned with liquid
silver or mercury (though she does have a slight resistance to
mercury). The only other poisons that really effect Saskia are
acidic poisons, as she only gets a resistance, not immunity, to
acidic poisons (due to them eating away the body rather than
having other effects).
Werepyre Supernatural Life Span:
~Thanks in part to their regeneration, and the fact that no one
really knows of any werepyres that aren't hunted and killed
rather than dying of old age, no one knows the life span of a
werepyre. While a werepyre can still be killed in battle, or
killed in a few different ways, it is unlikely they'd die of old
age for a very long time. Typically, vampires and werewolves
have regeneration that breaks down over time, which results in
them not being able to regenerate as much and their age starting
to show. However, this process usually takes thousands of years,
and there are vampires and werewolves that have lived for tens
of thousands of years, and some that have even been around since
the heaven/hell wars. Because of this, no one is completely
certain how long a werepyre lives for, but if their lives are as
long as werewolves and vampires, a werepyre will not get old
unless their regeneration starts to break down as they get
older, which means that it's possible that werepyres could live
for an undefined amount of time. While this doesn't mean that
werepyres cannot be killed, it does mean that it is very rare
for them to die of natural means, and even if it were possible,
a werepyre's ability to come back from death using the werepyre
skill Return from Hades may even save them (no one knows for
sure). Because werepyres are hunted and killed long before they
have a chance to get old, usually werepyres have to worry more
about being killed by hunters and other enemies that will hunt
them down to kill them than how long they'll live before they
die of old age.
Supernatural Telepathy:
~This ability lets a werepyre communicate telepathically with
anyone they can connect to, similar to werewolves and vampires.
Typically this power lets them reach out with their mind, 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 whom they can
connect to. However, the user has to know where the person is to
use this since they have to know where to send their thoughts.
However, this doesn't apply to those who establish permanent
connections, such as connecting to other family members or
allies that can be done through special connections. This lets
them 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
(only those with permanent connections). Those who are set up
with permanent connections have to accept the connection, and
even then, they can sever it if they choose to. This is
typically not something that is used in combat, since it's just
for communication.
Werepyre Environmental Adaption:
~Because of a werepyre's body structure, werepyres are very good
at adapting to the environments they stay in, partially thanks
to their connections to nature and darkness, and their ability
to twist those natures. As such, werepyres are very adaptable to
most natural conditions, and they are able to adapt to these
conditions even among those without elemental abilities. The
most common adaption that werepyres have is their resistance to
extreme temperatures. Werepyres are able to handle the extreme
cold of the artic, or they are able to handle the hottest of
desert heat. Usually, werepyres are adaptable enough that they
can shake off freezing water, and they can even shake off lava
without being too affected. This means that most temperature
changes are not going to have much effect. However, this also
applies to werepyres who go to other altitudes, such as higher
altitudes that have less oxygen. Most people would have trouble
adapting to higher elevations, but werepyres are able to adapt
fairly easily even in these situations. Werepyres are able to
adapt to almost any condition nature could throw at them. To
werepyres, they are not usually bothered by these conditions.
For werepyres, many often see extreme cold or heat as just a
slight bother rather than something that might put them in
extreme conditions. However, this only goes so far, and
werepyres don't completely change physiology in order to adapt.
While werepyres can become resistant to temperature changes and
oxygen changes, they cannot change their physiology to do things
like breathing underwater or surviving in the vacuum of space
unless they were to eat certain supernatural creatures who could
and gain their physiology in order to use their abilities.
Werepyre Reduced Sleep Requirement:
~Because werepyres have powerful regeneration, and their
connections to darkness and nature that they gain power from,
werepyres sleep far less than most other creatures. While many
creatures would have to sleep at least 8 hours, werepyres only
sleep four hours a night, and are very light sleepers compared
to other beings. Part of this is because werepyres learn to live
with being hunted all the time, and most develop their sleep to
be light so they wake up at signs of trouble. Unless they are
injured or going into special sleep, werepyres don't need much
sleep. Through four hours, werepyres get enough sleep that they
are able to operate just fine without needing to sleep any more.
While some may still nap during the day just to pass the time,
werepyres don't have to sleep more than four hours, even if some
do. Typically, this mostly applies to those that stay in their
werepyre form constantly, as many human form werepyres often
sleep more like humans than they do like full werepyres. This is
a fairly simple physiology trait, which is standard for
werepyres. And when injured, they have their Nature's Sleep
ability that lets them recover from being injured or near death.
Werepyre Senses and Enhanced Reflexes:
~Werepyres, like vampires and werewolves, have highly enhanced
senses. Werepyres have a werewolf's sense of smell, and they
also have vampire and werewolf enhanced vision, hearing and
touch. While werepyre's ratio of enhanced senses vary from
werepyre to werepyre, most have a mix of werepyre and vampire
senses, which give them more range than most other creatures. In
addition, though, werepyres also have highly enhanced reflexes,
in which they can react far more quickly than most other
creatures thanks to their enhanced senses. Werepyres are able to
use this to their advantage, such as using their senses to hunt
down their prey, or using their reflexes in battle to avoid
enemies more easily. However, while werepyre have impressive
senses, the stronger the werepyres senses, usually the easier it
is to overwhelm them. Specifically, werepyres most vulnerable
sense is their sense of smell, which can be overwhelmed much
more easily than any other sense they have due to them having a
werewolf sense of smell. These senses are fairly basic, and are
common among supernaturals. Every werepyre has a different
balance of senses, and some might have stronger senses than
others.
Werepyre Thermal Sense and Darkvision:
~Thanks to their unique natures, werepyres have to extra senses
that they can use as well. The first is a type of thermal sense,
in which werepyres can see something depending on how much heat
is generated. This is not necessarily a standard thermal vision,
but more that werepyres are able to sense and see objects based
on the heat they give off. This helps werepyres see things they
might miss, and can let them see heat in a unique way by
combining their werewolf senses with their vampire supernatural
sense. The other sense is darkvision, which combines a werewolf
ability to sense what happens when little light is present with
a vampire's dark nature to create a darkvision ability that lets
werepyres see no matter how much light is present. Werepyres are
able to see in pure blackness just as easily as they would
during the day. Due to this, werepyres see just as easily with
no light. Most werepyres prefer night enough that they consider
light more of a bother to their vision than a help. It's not
certain if these could be called senses or just variations of
their sense of vision, but either way, this gives werepyres
special abilities that help them out immensely more than many
other werewolves or vampires. This ability is typically not
easily overwhelmed, though flashbangs and other intense light
sources can affect a werepyre more than a normal being depending
on the werepyre.
Werepyre Third Eye/Presence Sense:
~Werepyres, like vampires, have a special ability many refer to
as a third eye. Using a werewolf's supernatural senses and a
vampire's senses, werepyres are able to use these senses just as
effectively, and are able to use their third eye like many
vampires. In addition to seeing things beyond the physical,
werepyres are able to percieve the presences of others through
this sense, and and able to use this in combination with their
supernatural power of being able to sense others. Werepyres are
able to use their third eye to do a variety of things, like
seeing through things like illusion powers, or using their
werewolf power to sense spirits using their third eye. When used
to sense the presences of others, werepyres are able to use this
to sense not only other people, but they are able to sense what
the person is, as well as how powerful they are as long as the
werepyre can tell what presence they're sensing. However, this
can be deceived by skilled opponents, sometimes things might not
appear correctly if the user can't sense the opponent's full
power or use powers that fool this sense. There are also skills
that hide one's presence so those with this sense can't sense
them, or some opponents can suppress their presence so they're
not fully able to be sensed. While this isn't always the best
judge of someone's abilities, it can provide a slight insight to
help the user as to what they face or what's around them.
Werepyre Meditation and Mind Protection:
~Through meditation and physical training, werepyres are able to
block out outside influences, designed to be a meditation method
to help ki users focus their ki and train their mind. This helps
werepyres center their concentration, and helps the werepyre
grow in their ability to use their supernatural abilities as
they learn the right meditation methods. This also makes
werepyres immune to mind manipulation, as this meditation
creates a protection around the user's mind and allows the user
to learn to block out specific influences, and works similarly
to powers like disciplined mind or iron will. Unlike some who
can still enter someone's mind even if they're forced out, it
isn't possible to enter a werepyre's mind or affect their mind
at all when this protection is active, as some werepyres use
their cursed darkness to create a specific protection of dark
energy around their mind. This uses the body's cursed darkness
to protect the mind, even if that's not the actual purpose of
this meditative training. This also lets the user manipulate
their own mind, concentrating and influencing their own emotions
using their darkness in their mind, usually to help them enter
the right emotional states to use their abilities. Though they
can't enter their own mind's inner world like some mind
manipulation users can, as this is not designed to enter the
mind's inner world, just control the mind in a basic way. Some
werepyres may have specific training of other ways to do this as
well.
Werepyre and Combat Trained Enhanced Physical Stats:
~Werepyres, as one might guess, have highly enhanced physical
stats, which they not only have from their werepyre heritage,
but through any combat training that they might go through in
order to learn to fight opponents. Because werepyres have to
fight vampires, werewolves and hunters, werepyres have to
develop their combat abilities or risk being killed. Many
werepyres are known for their mix of vampire combat disciplines
and their werewolf gifts, in which many werepyres have highly
powerful physical stats that make them among some of the more
powerful creatures. While human form werepyres are rare, human
form werepyres usually have enhanced strength and speed, being
able to outclass many types of supernaturals when used with
their vampire and werewolf combat abilities. Those that don't
have human form normally are often known for defense and
strength, with most werepyres being large, bulky and very
difficult to overpower or take down. However, the stats are
usually dependent on the werepyre, as every werepyre will have
different combinations of physical stats depending on their
heritage, abilities and training. Because of this, it's hard to
specify exactly how to fight each werepyre, though just like
most fighters, most werepyres still have the same weaknesses as
other fighters, specifically that most fighters that specialize
in one or two stats usually have one stat that suffers.
Werepyres are known for having the best of both werewolves and
vampires, which means that strength, speed, defense, durability,
agility, and even stamina are highly enhanced. As such,
typically werepyres are known for being tough combatants. For
Saskia, she's a pretty balanced fighter, with pretty even stats.
And due to being a god, she has higher stats in all of her stats
than most mortals do. However, she is somewhat limited by her
physical body, so certain more enhanced users can still outclass
her at times due to her being limited by physical limitations.
Transformation(s):
Human/Werepyre Form Shapeshift:
~For most werepyres, werepyres either stay in their normal
werepyre form, or they use a human form. Depending on the
werepyre, most use one or the other, and save the other as a
backup form they can use. For example, many werepyres may use
their werepyre form normally, but may switch to human form when
they need more speed and agility rather than defense and
strength. Typically, this depends on the werepyre and what forms
they stay in normally, as their backup forms are usually
temporary forms they take. While physical abilities may change
between forms though, a werepyres supernatural abilities usually
stay the same whether they're in human or werepyre form. Most
werepyres have had plenty of time to forge both their human and
werepyre form into powerful combatants, and many tougher
werepyres have learned to use their human and werepyre forms in
different ways to give them more versatility in battle. However,
it is only their physical abilities that change, and their
supernatural powers stay the same (unless they have some sort of
special exception like a special transformation or something
that utilizes their form in a unique way). Usually, these forms
are best combated depending on the form's stats, and opponents
that switch forms, usually do so to change their physical stats.
So if an opponent keeps that in mind, they might be able to
counter this change which is just a simple change that only
changes the battle slightly compared to what one would think.
Become the Beast:
~While werepyres usually use werepyre or human form depending on
their abilities and this doesn't change much, this
transformation is quite a bit different. This power channels the
inner power of a werepyre, and brings out their monstrous side
in the form of a highly enhanced werepyre form. When used, this
makes a werepyre more beastly, such as increasing certain
werepyre features like longer ears, or making the werepyre's
claws longer, usually to give the werepyre enhanced features
that make them far more dangerous. For example, longer claws
mean that their claws are more powerful, or something simple
like their ears being longer could be improving their hearing.
These changes also apply to amplifying a werepyre's abilities,
where they gain highly enhanced dark nature, and all of their
abilities gain a passive amp. Some werepyres even gain special
abilities when in their beast form, such as some might gain
specific darkness abilities. Some are able to combine their own
vampire or werewolf clan or tribe releases or transformations
with this form to create a more powerful form. When used, this
form is more powerful, but typically werepyres are more
vulnerable to holy powers when in this form (unless they are a
holy or purified werepyre, in which case they gain a different
transformation usually since this is a dark nature
transformation). This form is usually more vulnerable to silver,
or other werepyre weaknesses, as the amplification of power does
also make them more vulnerable to weaknesses.
Released Werepire Form: Mother of all Monsters:
~Although in her standard werepire form, Saskia emits a
horrifying eldritch like aura that will make even hardened
warriors paralyze in fear. Her eyes turn black with piercing red
pupils and takes on a form that resembles void beasts, which
amplifies her physical abilities.
True Form (Locked in the normal Multiverse):
~When in her domain in the Void, in the Hell of Souls, or in the
Dark Multiverse, Saskia is usually in her true form, which is
where her presence is at it's full power. This form is her true
state, and the one that releases her full presence. When in this
form, Saskia's presence is equal to her husband's, but resembles
more of a predator stalking it's prey. This form of Saskia is
the form that one would have to fight her in if they wanted to
permanently kill her, and this is the form of her that is at
it's strongest. This form is her true essence, and can only be
fought in the Void where she is at her strongest (but fighters
would have enough problems getting to her there and would also
have to deal with Xeles or Malice). Because of her presence and
power, she cannot use this in the living world, and she is
heavily restricted in powers thanks to Toranoraos and Death. She
also cannot change into this form in the mortal realms, and can
only take this form when in the Hell of Souls, the Void and in
places where Toranoraos power restrictions don't apply(namely,
the Hell of Souls domain or her own domain between dimensions.
This form is only able to be taken when Saskia is in a state of
unrestrained being, and due to the limits placed on her, she
cannot use her full power anywhere in the multiverse (outside of
the void) under any circumstance as she is always restricted and
even Xeles cannot break this restriction. As such, it is almost
impossible that anyone would encounter this form unless they
accidently end up in the void, and at that point, Saskia is not
the only thing one would have to worry about. Thankfully, this
form is not able to be used at all in the multiverse, so
opponents never have to worry about it (though she might be able
to use it only if a being like Chaos could interrupt the power
balance, which not even Xeles can do).
Weaknesses:
As stated, Saskia cannot appear in the multiverse's living
worlds without physical form done by using a ritual to grant her
a body. Without this, Saskia cannot enter the multiverse, and
she would not be able to interact with her followers in the
multiverse. If she is killed, she is automatically cast back
into the void between dimensions which is her domain. Even
though Saskia cannot be "killed" as a god, whatever body she is
in can be killed, which is how she is limited in the living
world. By limiting her through her bodies, she cannot utilize
her full godly power, and typically is limited by the body she
is in. For example, the body she is in, in the Olympus universe,
is a werepire body that used Saskia's power, and Saskia is
limited by that body in that if that body is killed, she will be
cast out. And this means that while she gains some enhanced
regeneration by being a godly entity, her bodies can be killed
just like the bodies normally would be able to. In the example
of the werepire, Saskia's body is vulnerable to werepire
weaknesses. This also works to limit Saskia based on the
universe she is in, as her bodies cannot travel between
dimensions. For example, her body in Olympus is tailored to
Olympus's power levels, and she wouldn't be able to appear in
London with her Olympus body where power levels are lower in
general. This means that her body has to be tailored by whoever
brings her into the universe specifically to handle that
universe. This is the biggest problem with Saskia's godly power,
as it was a way for Toranoraos and Death to make sure Saskia's
godly power doesn't destroy entire worlds.
While it may seem strange, Saskia is more vulnerable to normal
elementals, aside from those she is immune to depending on the
body. Not many realize this, but Saskia grew up in the void and
had to fight her way to the top to the point that other void
monsters feared and respected her who later on met Malice and
ended up marrying him. And since in Malice's domain, elements
also work different since everything is made of void energy,
Saskia is not always used to normal elements. She knows how they
work, but she is adapted to the dark multiverse and the void, so
she isn't quite adapted to normal elements, and this is
something she cannot fully adapt no matter how hard she tries
since most of her time is spent in the void (as her presence is
always there even when she's in mortal form). In the Dark
Multiverse, the elements are far more chaotic and murderous, so
Saskia is accustomed to violent and powerful elementals of
darkness. When hit with normal elementals, her body is not
attuned to them, so they do more damage. For example, when it
comes to wind, Saskia is used to chaotic wind that tears people
apart actively and is toxic in nature, and she is not used to
standard wind that is shaped by the intent of the user or by
nature. While she doesn't suffer ill effects, normal elementals
do more damage to her as a result, just as normal elementals
counter elementals of the Dark Multiverse. Saskia's body is
immune to most fires that are not holy in nature, and almost
completely immune to darkness as a whole, but other than that,
most other elements work fairly well.
Monster cells has a tendency of making people act impulsive to
the point of them forming hubris. Saskia doesn't understand how
and although she doesn't mind confidence, it can also backfire
depending on the user to the point of them believing that they
can take on high level warriors and deities, which normally
doesn't end well. Users also cannot consume more than one
monster cells since it won't be so effective or it will lead to
self implosion. Although Saskia is the ruler of monsters, there
are certain creatures she cannot control such as creatures
created by Xeles, Orion or Toranoraos. Those with highly strong
willpower or a powerful bond are ineffective towards Saskia's
powers so she can't force them to submission or sever the
connections of people who have symbiosis like entities or
powers.
While having the powers of a vampire and werewolf may sound
great, this also means that werepyres have twice as many
weaknesses due to having two races powers. Just as the werepyre
power comes with great ability, so too does it come with
weaknesses. The most common one is silver, as both most vampires
and werewolves are vulnerable to silver. Usually, werepyres are
also vulnerable to holy power as well, due to their dark natures
and their usually corrupted natures. Another power that works
well is light abilities. While werepyres aren't too bothered by
light usually, light abilities can still do damage to them due
to their dark natures, with holy light working especially well
on werepyres (usually). Typically, any power that kills a
werewolf or vampire will work on a werepyre, though silver is
usually the best thing to use if one doesn't have holy power.
While killing werepyres is difficult, it is possible to kill
them, usually if one is prepared enough. Most werepyres have
dark natures, and those that don't usually just have holy
natures that change their weaknesses from silver and holy power
to gold and unholy powers. Werepyres are strong creatures, but
they are still just as vulnerable as werewolves or vampires even
if their bodies are stronger.
Werepyres typically have the weakness of whatever training they
have. Specifically, if they are trained in a vampire clan or a
werewolf tribe, they will have both the strengths and weaknesses
of the clan or tribe. For example, a werepyre who is trained in
a specific clan will have the same weaknesses as other clan
members, such as the Lasombra who are more vulnerable to light
abilities due to their darkness manipulation. This depends on
the werepyre, and typically this applies to any clan or tribe
they have the powers of. This means that while they are able to
gain more abilities and training, they also gain more weaknesses
to go with those strengths. For example, a Lasombra and Get of
Fenris werepyre would have the weaknesses of both the Lasombra
vampire clan and the Get of Fenris werewolf tribes. Every clan
and tribe weakness cannot be listed due to the long list, and
most werepyres aren't always limited to vampire clans and
werewolf tribes, as some may have heritages in other aspects as
well. For example, a werepyre that has magic will have the
weaknesses of a magic user. This just depends on the werepyre,
and their abilities/training, since each werepyre is unique.
However, some werepyres may lose certain weaknesses depending on
how their powers combine, such as certain vampires immunity to
silver might make a werepyre immune to silver and vulnerable to
something else instead. Typically, this is rare though, and
depends on the combination for powers the werepyre has. Saskia
has the Gangrel weaknesses due to her being able to fall into a
animalistic frenzy in she takes near death injuries.
No one how werepyres became so hated, whether it was a
werepyre's ability to twist dark nature and nature connections
that drove fear into vampires and werewolves or the werewolf and
vampire's rejection of werepyres that drove them to twist their
natures to survive against both vampires and werewolves. However
regardless of what came first, werepyres are typically rejected
by anyone who knows about them, whether it's a human, vampire or
werewolf. Vampires often hunt werepyres down because of how
werepyres often pose a threat to the vampires superiority in
dark natures, werewolves often hunt werepyres down because of
how werepyres twist their nature connections and use their
ability to absorb the life energy of the world itself when they
desire to, and humans often hunt werepyres because werepyres
typically are threats to humans since werepyres are seen as
human eaters just like vampires and werewolves even if they
don't eat humans. Because of this, there is usually no place for
werepyres in the world, and most have to become solitary in
order to survive. Ones that find places in groups or
organizations are usually quite lucky, but working solo is
usually a very difficult thing to do, especial when being hunted
by groups of vampires, werewolves and even humans. As such,
werepyres are typically very untrusting of people who try to
befriend them, and they usually don't work well with others
despite their group empowerment ability that lets them gain
power from being part of groups.
Personality:
Saskia has a kill or be killed mentality due to her having to
fight to survive ever since she was created in the void. She
didn't have too much of a personality until she met Malice.
Thanks to him, Saskia learned how to live and gained somewhat of
a confident personality, mainly a the strong survives
personality. Though when it comes to her children and citizens
of her husband's kingdom, she is has a caring mother like side
to the point of even helping out her husband when it comes to
helping people find their inner selves. She also shows to be a
great listeners and usually helps the allies of herself and her
husband's when they are in distress. While viewing herself as a
loving and caring mother to her children, she is not above
killing any of them if they pose a threat to her other children,
the same goes for anyone in her husband's group if they dare to
even threaten one of her children, going as far as to telling
Malice if one of his subordinates acts up. When explaining what
she had done to someone she had turned, Eve simply called her
infection "a gift". Although her domain is the Void, she does
show care to monsters from different worlds from the classics to
even modern monsters but like the latter, will not hesitate to
kill those she view as threats. She exhibited few emotions
beyond serenity, but her decision to one time pose as a waitress
merely to surprise two hunters suggests that she has a sense of
humor.
Towards her enemies, Saskia is a terrifying person. To her
enemies, she maintain her the strong survive morals but takes it
up a notch to the point of brutally attacking her enemies or
even eating them alive if she's starving. For enemies she finds
interesting, she will toy with them to see how strong they are.
If she is interested enough, she will try to get the enemy to
switch sides or better yet question their morals, which works
well if the enemy are hybrids or supernatural creatures
themselves. Like her husband, Saskia does has a sadistic side
since she is known for torturing enemies or weaken them to the
point of them begging for mercy. Saskia look down on deities,
seeing them as parents abandoning their children and she is also
largely apathetic towards the human race and demigods as a
whole, but occasionally showed disdain or cruel amusement
towards them. This goes as far as when she was in a vampire
form, she began compelling even her benevolent children, to kill
or turn as many as possible against their will once she arrived
on Earth, presumably to build her army. She went about trapping
a bar filled with people, infecting some, and allowing the
others to be killed while she watched on and casually sipped at
a drink.
Bio:
((Will do later))
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