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Alternate London Profile: Jay Mendoza
By: Coolcat207 Date: March 18, 2021, 11:27 pm
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"I may be an animal, but I'm done wearing your leash."
"Anything for a friend."
"If you're gonna talk big, at least try to have something to
back it up. Least case is you being knocked on your ass... and
that's if you get lucky."
Bruno: This was never about expunging your darkness, soldier.
That darkness will always be a part of you.
Jay: Then what was the point?
Bruno: To show you that sometimes killing is the only path to
justice. Quanxi learned that and accepted the darkness that is a
part of her.
"Someone's gotta provide a little optimism here. Unfortunately,
it doesn't seem like anyone around here has the headspace to do
it."
"To be honest, when I heard what happened to Foxhound and ARGUS,
I didn't even bat an eye. After what those bastards has done
along with putting us through hell, they had it coming. Either
way, I swore to my new family that we would always be together
and not to get into some organization."
"Hey, I don't have a problem with vampires or humans in general.
As long as you're not a piece of garbage, we don't have
problems."
Namine: Violence isn't the answer to everything.
Jay: Yeah but there are those out there who only understands
violence.
Name:
Jayden "Jay" Mendoza
Age:
Unknown
Physical Age:
25
Gender:
Male
Species:
Human/Werewolf Hybrid
Height:
6'2
Weight:
Unknown
Appearance:
Look at Pics
Organization:
Former: SCIS Weapons Division
Former: ARGUS/Task Force
Current: None; Freelancer/Runaway
Birth Tribe:
Werewolf Alchemist
Basic Alchemist Abilities:
Werewolf Alchemy:
~This art is specific to this group of werewolves who use
magic-based alchemy, and is not an unholy power, but simply a
power based in neutral magic and soul power. This art is
powerful, and depending on the werewolf or hybrid that is
trained in this, they will specialize in different abilities
depending on the spellbook they gain, and how they interact with
elements. This art is just like people expect, with alchemy
skills being able to convert and change materials. Most alchemy
is set up in 3 stages: understanding the structure of matter,
deconstruction and reconstruction. Most alchemists are able to
use this to some extent, being able to use this to change
materials, usually doing so for battle purposes, such as
changing attacks or changing energy so that the alchemist can
create new attacks out of their opponents attacks. Of course,
the main focus of this alchemy usually ends up being the
spellbooks, which most werewolves of this alchemy magic end up
gaining, that are all different and focus specific skill-sets
for each alchemist in different ways. Usually, most alchemists
have to follow a few rules, such as this alchemy cannot be used
to create living matter from non-living matter (such as trying
to create life from something non-living, with one example being
human transmutation, an art forbidden that tries to bring life
to humans who have died. It is also worth noting that using
alchemy can only affect objects within a certain distance,
unless one is using special arts, so keeping one's distance can
usually avoid this, unless they're firing projectiles at an
opponent.
Spirit Purification Alchemy Magic:
~This one is designed to be one of the bases of alchemy magic.
Because the clan is so focused on purifying and strengthening
spirits, they use this special magic granted to them by the
spirits to purify rather than destroy spirits. Because of this,
all alchemic magic used by the alchemists has this aspect in it
once they learn this magic. While they can use magic without
this aspect, it is much more difficult, and runs the risk of
changing the form of the earth in a way that will affect spirits
negatively. However, by using spirit purification in their
magic, the alchemists power of alchemy passively purifies
spirits, strengthening the spirits that govern the world's
forces and maintain nature, and some can even learn to utilize
spirit energy as a result of their heavy spiritual focus due to
them diving into their spiritual nature. As such, advanced users
of spirit purification who learn to master spirit energy may
even go on to become spirit energy users and gain spirit user
abilities as a result. However, this magic also has another
purpose, in that it is meant to purify dark spirits and hollows,
which the alchemists fight in order to protect humanity. Most of
the time, this portion of the spiritual purification focuses
more on the environment, and not so much on fighting hollows and
dark spirits. The basic form of spirit purification is more
focused helping the world, as the spiritual purification is more
just a basic part of the alchemy and changing the world around
them to better the spirits. When used, this makes normal spirits
far more powerful, and weakens creatures like hollows and dark
spirits. However, this is a simple spirit purification, and one
that doesn't have the right focuses for combating dark spirits
and hollows (as a user has to master the next spirit
purification magic power to use their alchemy to fight dark
spirits and hollows). Typically, this is countered like any
other magic, and doesn't attack the spiritual plane, as this
part of the art is just for purifying the spirits on the
physical plane that inhabit the world. Most of this basic spirit
magic is also not combat based, as it's only meant for use on
the environment to strengthen the spirits or help develop nature
further so that the spirits don't have to do as much in the
physical realm, as the alchemists seek to ease the burden on
spirits.
Combat Spirit Purification Magic: Spiritual Focus:
~This is the part of an alchemist's alchemy that is based in
purifying spiritual beings like dark spirits and hollows. This
power is a purely spiritual power that is designed for combat,
and uses an alchemist's alchemy to attack and purify dangerous
spirits that usually aren't quite on the physical plane. When
used, this is the true form of an alchemist's power, in which
they use alchemy to attack dangerous spirits. Usually, this is
best used in combination with their unique alchemy types and
their spellbook abilities (in which those skills are mostly
developed specifically to utilize this magic). This starts out
as a user having to concentrate, but once reaching a certain
level of alchemy, a user can learn to use this passively without
needing to concentrate. When used, this alchemy specifically is
designed to not attack the physical, but attack the spiritual.
While this still does physical damage, this magic also attacks
the spiritual, which can allow an alchemist to attack and purify
dangerous spirits, but can also use this to attack spiritually,
in which the attacks don't just do physical damage, but
spiritual damage. So if a physical person is attacked with this
spirit purification, this can be used to also attack a person's
spirit directly, in which this alchemy can also purify dark
spirits hiding in people by attacking people's spirits rather
than their bodies. Because this magic is specifically designed
for dark spirits and hollows (or any other dangerous spirit),
this is designed to work on almost any kind of spiritual
corruption, and purify it. The only danger is that not all dark
spirits are able to be purified easily, and depending on the
magic power of the original user, the user's power in this
depends on what their magic capabilities are. Some stronger dark
spirits also resist spirit purification, in which at that point
only spirit destruction powers will finish them off (which can
only be used by elites).
Mana Mastery:
~Most werewolf alchemists use neutral magic, which runs on
normal mana. However, unlike many magic users, some alchemists
master the use of mana in it's basic form in order to strengthen
their magic. Most have learned to harness mana on it's own, and
some advanced in this art that many can even gain mana user
abilities if they desire mastery over their basic mana. This
mastery not only makes them able to use mana on it's own to a
degree, but also has the effect of allowing them to more easily
use their alchemy, and have mastered it so that they are able to
concentrate their mana to use less in battle to more effect,
making them highly experienced energy users. The older members
of the alchemists are usually very skilled in the use of mana,
and usually generate this mana to feed spirits of nature so that
they can strengthen the world around them, as this is the main
use of mana in creatures that is expelled into the world since
all creatures have some form of mana. As a result, some
alchemists learn to enhance their mana emission so that they
generate more mana and expel more mana into the environment
around them when they are not using magic, so that they can
power up the spirits around them without having to consciously
exert their power as often. Typically, mana's major weaknesses
avoid magic weaknesses, as mana as an energy can still hurt
those that have resistances or immunities to magic. However,
there are those that know how to use certain methods for
negating mana entirely, and some have techniques that negate
mana. Some mana users do also gain resistance to other mana, and
any normal mana enhancement can usually be countered by other
energy type users. Those that go on to become mana users also
gain the mana user weaknesses. Since he doesn't have normal
magic powers like most of his peers, Jay uses his mana
specifically in his unique alchemy, and has become a mana user
in his years of training. Thanks to his large reserves of mana
and training, he is usually a pretty tough mana user.
Magic Activation Types:
~With any magic, dark magic or holy magic, it's always important
to know the types of magic and activations that magic uses.
There are many types of activations, and depending on the type a
magic user chooses, their magic could change completely
depending on the arts used and the activation types used. The
most common are usually instant activation spells. These use
more power, but don't require any preparation and can be used in
an instant. While not as powerful as other spells, instant
activation spells are easy to use and are usually very fast to
pull off compared to other spells. The second is incantations,
in which physical incantations are used to trigger more powerful
spells. For the most part, this usually takes slightly longer,
as incantations require a phrase or word to be spoken before the
user can activate their magic. However, some have come up with
their own ways of activating magic, with the most common being
shortening phrases to only a word or two through special phrase
training. Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. This is important for all kinds of
magic, as activation types are the basis of every magic. Alchemy
magic usually uses either movement, or they use glyphs or runes
that focus the attack which they can create with their magical
energy. The spellbooks are all spoken spells, but most of their
other alchemies are done through runes, certain symbols used to
focus the magic, or use movement based activations to focus
their magic.
Magic Glyphs:
~This is a power that forms a basis for many magic spells and is
created by a magic user's magic abilities to focus their magic.
These glyphs focus power into the circle, which is then used by
the user to focus magic techniques. While there are magic
techniques that don't need this, this is more for general magic
like attack magic and defensive magic. This power utilizes
magic, but requires that the user know how elements are formed
and what they're made of in order to be able to do this. This is
a basic power that some magic users are able to use, and this
particular use of the magic glyph is not too much different from
many other magic users. Among using them for focusing magic
attacks, they also have other functions, such as being able to
use them as platforms to jump off of and stand on, or use them
for amping attacks and defense, or even using them to amp
allies. These glyphs are also used in summoning magic as a
conduit for summoning, or some magics like alchemy could be
focused with these glyphs as well. There are even some unique
abilities one can use with these, such as some having certain
amplification powers, or certain arts that utilize these arts
specifically. This may be a basic power, but there are plenty of
people who have become master warriors using this power alone,
utilizing the glyphs for a variety of uses, and some can use
entire combat and magic styles based on how these glyphs are
used. This power is a fairly basic magic ability, and although
useful, can be countered just like other people who use this
ability (depending on how the ability is used). For example,
someone who uses these glyphs for amplification can be countered
with other amplification abilities, or users who use these for
movement can be countered by more agile enemies. This is more of
a versatile base ability, and one that focuses different magic
techniques rather than being a different type of magic unto
itself. Typically, these cannot do damage on their own, as they
are more just a basis of many kinds of magic, and, while
versatile, are not an offensive power except when used to
amplify physical abilities using amplification properties of
these glyphs.
Werecreature Alchemist Nature/Spirit Connection:
~Similar to other werecreatures with a strong magic connection
to the world, the werewolf alchemists specialize in their
connection to both nature and spirits, as they originally
developed alchemy to further their understanding of the world
and it's forces. Through their training and diving into powerful
magic, they eventually developed an even deeper connection to
the world through their nature and spirit connections. Thanks to
this, the werewolves are able to not only sense the planet's
life energy and the life of what's around them, but all werewolf
alchemists are able to sense spirits as well, similar to moglins
and those with special spirit sense training. This allows them
to see and interact with spirits, in which their alchemy is
often used to help benefit the spirits by maintaining the
balance and changing things that were hurtful to the spirits
into things that can help the spirits grow more powerful. These
spirits are normally invisible and not able to be interacted
with by most people, even most who think they know all the
spirits often find they don't know how just how deep the
spiritual plane goes and how many spirits live in this world.
This may seem simple, but this lets werecreatures connect to the
world much more than most who connect to nature (though certain
nature connections may be stronger than theirs, in which case
they will often try to acquire that nature knowledge), as they
aren't just connected to nature, but are able to also interact
with those spirits for another way to interact with nature.
Werecreatures that have this connection understand the
importance of the world's forces, and can see not only the flow
of the planet's life energies, but also how the spirits impact
that balance. This isn't just among the werewolves though, as
all werecreatures trained by the alchemists are trained in this.
Some may learn different ways to do this (IE Werewolves have a
basic nature connection but other werecreatures might connect to
other specific parts of nature), but all werecreatures and those
trained in this learn this aspect in some way and apply this to
their alchemy. They are also able to perceive the world's flow
of life and death as a result of this power. This can eventually
lead to werewolves learning spirit arts, but many don't seek
spirit arts for fear of wearing down the spirits power and
weakening nature as a result.
Alchemic Transmutation:
~Alchemists are able to convert matter, changing matter as they
see fit. This can be as simple as turning lead to gold (though
this is technically taboo among the "don't create money taboo"),
or dispelling elemental energies or converting them. An
alchemist, if they know their environment and composition of
what they're manipulating, can use it to convert matter in a
variety of ways. This is the main ability of alchemy alongside
it's spellbooks and unique alchemies, which is designed to
change things that harm spirits into something that will
strengthen them instead. While this does cover elementals to
some extent, this is far more than just converting elementals,
but includes general changing of matter, such as changing the
form of a metal to make a stronger metal, or weakening certain
materials if they are trying to weaken armor or weapons in
battle (though certain types of weapons and armor might be
immune to this ability if the werewolf doesn't know how the
power of the weapon or armor/shield works, or what it's made
of). There are two aspects to this power, and that is change of
form and change of shape. Changing the shape can simply change
the shape of something into another shape (usually used on
inorganic objects to change their form), and changing the form
changes the matter into a different kind of matter (usually
changing one element or compound into another). However, they do
have to know not only what they're manipulating, but also what
they're manipulating it into. This means that if they try to
manipulate a substance they don't understand, or don't know what
the thing they're trying to convert is made of, this power
doesn't work properly, and often completely fails or rebounds on
the user. It takes years and experience to become good with this
skill, as simple natural talent isn't enough to master alchemic
conversion skills which make the base of all alchemy. The proper
use of this also requires some scientific knowledge, with those
with scientific knowledge often having advantages that other
alchemists might lack (such as those with science knowledge will
know more easily how to manipulate molecules while normal
alchemists focus more on the elements themselves).
Werewolf Battle Transmutation Magic:
~In order to battle their enemies, the werewolf alchemists
developed a specific brand of alchemy designed solely for
battle. This alchemy is the main alchemy most alchemists use
when not using their own unique skills, as it's the basic combat
alchemy many are taught upon learning alchemy. This alchemy uses
wind and earth manipulation using alchemic magic, allowing a
werewolf alchemists to take advantage of the two major elements
that connect to almost every other element. In the alchemist's
eyes, aside from darkness and light, earth and wind are the two
major elements that make up the world, which they are able to
use. Almost any physical material is made of earth, or almost
any lightning, fire or water is created using air and gases in
the air. Once mastered, most werewolves have highly skilled
alchemic magic they can use in battle, being able to manipulate
the earth and wind to fight opponents. This could be as simple
as creating shockwaves to attack, or more advanced alchemists
can do things like freeze an area using wind, or they can create
lightning or fire using air as well. Depending on how it's
manipulated, earth and air hold the connection to most of the
elements in the world, and some advanced alchemists have even
learned to use certain advanced techniques like using ice or
glass to focus light into attacks as well depending on the
alchemist. This depends on the creativity and scientific
knowledge of the alchemist, as this is a power with many
possibilities, and those with strong knowledge can find many
ways to use this power effectively. However, this is a magic
power, so those with magic resistance or magic immunity may be
immune to most of the magic other than physical damage from
certain attacks. Those who have other alchemic abilities or can
counter earth and wind can also easily counter this combat as
well the same way as normal earth and wind manipulation, since
this essentially equates to earth and wind manipulation using
magic.
Earth Healing/Purification, Healing Magic, and Plant/Animal
Restoration:
~Werewolf alchemists with a powerful enough connection to nature
are able to interact with the environment around them, which
mostly involves healing and restoring. The first thing one can
do, is heal destruction of the earth around them, such as
purifying toxic influences or healing areas damaged by things
like fires or human interference, where the werewolf is able to
restore the planets life force using their connection and using
their alchemy in order to heal the life force of the planet. But
werewolves with this power don't just stop at healing the earth,
they are also able to heal others, as well as healing plants and
animals. They are able to heal almost any manner of life,
restoring a person's injuries and being able to purify negative
influences like toxins and poisons or energy poisoning. Thanks
to their connection, they are able to tell when something is
wrong with the earth, creatures or the life around them, and
able to take appropriate action to fix the situation. For the
most part, this results in different ways to heal and purify,
being designed to help the world around them. This isn't too
useful in battle, just being healing power and purification, but
it does help when needing to heal others or healing plants,
animals or the world's life force. This also requires the
werewolf to know what they are healing, as they cannot heal or
purify unless they know what is wrong or causing the problem,
meaning that certain supernatural infections or afflictions
might not be curable with their power, as certain afflictions
unknown to them often require research to figure out how to
counter.
Unique Alchemy and Spellbook Aspects:
Unique Alchemy: Blue Crystal Alchemy:
~This alchemy utilizes Jay's mana, and crystallizes it using
alchemic magic. Essentially, this art uses a little alchemy on
Jay's mana, and turns it into a solid form of mana while
retaining the spirit purification power of alchemy. Typically,
the most noteworthy use of this is when Jay uses this to make
blue crystal gauntlets out of crystallized mana, which he calls
his mana crystal fist technique. This is an art that Jay learned
from his father, Kain, as Jay's werewolf family has always been
fairly strong mana users with high mana levels. This allows Jay
to use his mana to create crystals in almost any form he
desires, from projectile spears, to weapons he creates out of
mana, to even firing his mana user attacks as crystallized mana
(such as firing a blast of mana like a cannon ball of
crystallized mana). Depending on how this is used, this allows
Jay to use his mana for more than just blasting people with, as
he can use it to spear opponents with a solid form. Jay is still
able to use his mana amplification skills with his crystallized
mana, and because of this technique, Jay usually frequents this
alchemy. Typically, people confuse this with his father's blood
claw ability since he uses this to attack people with crystal
claws of a similar nature, but the blood claw technique is
visible by the color. This is also still vulnerable to mana
negation techniques, though this technique is still usable
without spirit purification if magic negation is used (as long
as it's not mana negation).
Unique Spellbook: The Royal Purple Book:
~This spellbook is Jay's own personal spellbook. This spellbook
utilize his book's spells to amplify his physical abilites along
with his mana powers. Using this book, Jay has a multitude of
attacks, some which utilize energy to attack, some for defense
and others for purposes depending on the martial art skill. As
for spells, Jay is still trying to gain new spells for his book,
curious of what else he can learn along with trying to keep up
with his friend, Q.
Connect Spellbook to Self:
~A werewolf alchemist's spellbook is connected to their soul,
and only needs to be summoned when the werewolf alchemist wants
to summon their book. Not only does this help for storage, but
this keeps the spellbook from being destroyed by opponents
usually, as opponents can destroy spellbooks by attacking them.
Though the user can't look at the book to read spells while the
spellbook is not manifested (IE they can't read the book to find
out if they have gained a new spell), they are able to use this
to essentially protect a spellbook from attack by opponents.
Keeping the book from being physical manifested is quite useful,
as the werewolf won't have to worry about their book getting
destroyed, which remove their book entirely which forces them to
start from scratch in terms of gaining spells as a destroyed
spellbook cannot be ever be recovered or fixed once it has been
destroyed. Most alchemists keep their spellbook stored away,
only pulling it out now and then to check for new spells outside
of battle. Should their book be manifested, the user will often
sense and notice the book shining when a new spell becomes
active/usable, but cannot sense or notice this if the book is
stored away (Hence the need to check it outside of battle now
and then for new spells). Of course, this is still a very useful
skill, since most werewolves never want to risk their books
being destroyed and losing their sets of spells they gain,
usually through years of hard work and training with their
spellbooks. This essentially uses a pretty common supernatural
ability normally used for connecting weapons to someone, but
werewolves consider their spellbooks more important than their
weapons. It is worth noting that even though alchemists can
attack the spiritual instead of the physical, not even something
attacking the spiritual can destroy a spellbook. However, there
is an exception to this, and that is the fact that spirit
destruction users can actually destroy a spellbook if spirit
destruction is used on them and their spellbook becomes affected
by the spirit destruction power. Once the spellbook is damaged,
spells become unusable, and enough damage will cause the
spellbook to burn away, causing it to be completely destroyed
once it is finished burning away.
Spellbook Spell Gain Basic Requirements: Balance of the Mind,
Spirit and Body:
~Spellbooks are not like normal spellbooks, and alchemists have
to utilize special training to use their spellbook's spells.
There are three aspects to a spellbook, which are the mind, the
spirit, and the body. Each of these aspects must be at a
specific level in order to use a spell, and an alchemist usually
has to train these up in order to gain new spells. Typically,
users have to constantly balance their mind, spirit and body,
and they learn to do this effectively so that they can learn
what they need to unlock new spells. No matter the alchemist,
they must learn these aspects, with each requiring specific
training in order to utilize. As such, spells are not as easy to
unlock as just powering up one's magic and trying out random
abilities, and often require specific training, or even specific
situations in order to unlock new spells. Even though alchemists
can unlock spells faster by experimenting with different
combinations of power in the mind, spirit and body, there's no
way for users to know what combination will unlock a spell, and
sometimes a user has to grow in power before they can gain a
spell. Even with heavy training and natural talents, no
affinities will magically make the alchemist able to unlock new
spells at will, as even the most advanced alchemists are at the
mercy of the requirements of their spellbooks to gain new
spells. It is also worth noting that alchemists can only unlock
spells in specific numerical order, so they couldn't unlock more
powerful spells before unlocking their other spells that come
before it. In every spellbook, there is the first spell, and
then each spell numbered afterward that comes in order. Even if
a user gets the right conditions for a later spell, they will
not unlock the spell until they have the other spells (IE a
sixth spell would only unlock after the 5th, even if the user is
in the right conditions for it after the third spell). As such,
many alchemists have to train all three aspects, and be ready at
any time.
Spellbook Spell Gain Requirement: State of the Mind:
~This is the first aspect of requirements that the alchemist
must meet in order to unlock new spells in their spellbooks.
This first aspect is the emotional state of the alchemist, and
the state of their mind. Different spells will have different
emotional states that are required to unlock them, as some might
be activated using strong emotions, some might be activated in
desperation, or some might even require a specific mindset to
unlock. For example, many alchemists find that the bonds of
their friendships and family connections often lead to stronger
spells and faster spell unlocks, as many alchemists are about
unity among the alchemists, and work together among the clans
for the benefit of the tribe. Typically, each spell has a unique
aspect of how it is attained, in which some require specific
mindsets, some require specific emotional states, and some may
even require certain levels of desperation in the mind to unlock
a spell. Usually, the strength of the emotions and of the mind
is the main focus of this aspect, and usually the aspect that is
required to reach this requirement depends on the spell and what
it requires. Users can attain this aspect more easily if they
are able to utilize the right mindsets that their spellbook
requires, as most spellbooks usually are constant on how they
unlock with certain exceptions (normally a spell book only uses
one major aspect in different variations, but some spells may
require a specific emotion or mindset to unlock different from
the normal training). There is no way to know ahead of time
which state of mind or emotions are needed, so alchemists can
only strengthen their minds and learn to utilize their emotions
properly to more easily reach states that might help the unlock
new spells.
Spellbook Spell Gain Requirement: Focus of the Spirit:
~The second aspect of this is the spiritual aspect, in which a
spirit must focus to a certain aspect to unlock the spell. For
this aspect, the spirit focuses the magic, and the spirit's
focus and power usually determine what this requirement will
need to be met to gain a new spell. Typically, this is a much
more easy thing to predict, as lesser spells often require less
power, while higher level spells must reach a certain point of
spiritual focus before the spell can be obtained. There are
certain aspects to this though, and not just becoming a stronger
magic user or a stronger spirit. Typically, one of the major
aspects is how strong of a magic user or spiritual power user
one is, as higher level spells require more magic power, and the
requirement is so that a user is at the right level to utilize
the spell. The other aspect is if there is a specific spiritual
aspect that is required, like a spell that might require a
certain aspect of one's magic to reach a certain level (like a
lightning user might have to be able to use their magic to
generate lightning at a certain efficiency before they can
unlock certain spells), or a user might have to strengthen
certain spiritual or magic abilities such as a spell may require
stronger connection to the spirits if a spell requires a user to
utilize that connection to the spirits for the spell. Like the
other aspects, this is different for each spell, and requires a
different balance. And like the other aspects, there is no
training or natural affinity that will make this any easier to
figure out, as no alchemist knows what will unlock their spells
until the spell actually unlocks. The best thing that an
alchemist can do is continue strengthening their abilities,
their alchemic magic, and the aspects of their alchemies and
spiritual connections that might be necessary for their unique
spells depending on the user and their unique alchemies.
Spellbook Spell Gain Requirement: Power of the Body:
~The final aspect of gaining spells is the power of the body, or
the condition of the body. Usually, the body has to be at a
certain level of strength, but also certain spells may require
specific physical conditions in order to meet the requirements
of this aspect. For example, in order for a wind user to gain a
spell that lets them move extremely fast, their bodies must be
able to handle the speeds they are moving, and the reflexes and
thinking processes have to be able to keep up with the speeds at
which the user is moving. Even the most basic of spells have
physical requirements, as even the basic spells will require
some strength to use. For example, magic can have some major
recoil especially when it comes to firing off stronger spells,
the body must be able to handle that recoil or else the spell
will damage the user. This aspect mostly comes into play most
when one is gaining physical stat amplification spells, which
are mostly focused on attacking physically. However, some spells
may require a specific physical state be reached before gaining
a spell, such as someone might have to take damage from a
specific ability to unlock a certain defense spell, or a user
might have to have been hurt under specific conditions to unlock
certain spells that are used in desperation moments. Typically,
those that want to reach this requirement needs to train their
bodies, in which strengthening their physical bodies over time
can usually reach the physical requirements at some point.
However, as with the other aspects, no amount of training or
natural talent, or even combat intuitions can be used to know
how to unlock this requirements as they are just as much of a
mystery as the other aspects. Users typically just have to keep
training until they reach the right aspects required to unlock
the spells, with this being focused on the body's physical
stats.
Bauren:
~Jay shoots small but powerful energy blasts from both fists.
Rerudo:
~It creates a small, glass-like octagonal shield to protect from
a frontal attack.
Redoruku:
~It strengthens Jay's legs with energy, greatly increasing his
agility for the duration of the spell.
Gou Bauren:
~An enhanced version of Bauren, it strengthens Jay's fist with
energy and then discharges that energy in the form of a punch.
Ganzu Bauren:
~It strengthens Jay's fists with energy, which is discharged in
the form of multiple, rapid-fire punches, each with the strength
of a Gou Bauren spell.
Gou Redoruku:
~It strengthens Jay's legs with energy, increasing agility and
strength; this is typically used to strengthen his kicks.
Gou Rerudo:
~An enhanced version of Rerudo, it creates a large, glass-like
octagonal shield to protect against frontal attacks.
Roufou Dibauren:
~Swinging his hand downward, his mana energy coalesces into a
giant wolf paw to slash the opponent.
Fighting Abilities:
Bulk Up:
~An ability which increase one's physical abilities such as
speed and strength. Jay can't constantly use this ability due to
it putting a heavy strain on his body depending on how many
times he uses it so he can only use it once or twice a day (1
per rp battle; 10 rps turns before using it a second time).
Knock Off:
~An ability that can knock anything from an opponent's hand from
weapons to even items. Jay has to get into contact with the
opponent in order to knock something out of the opponent's
hands. Though this ability is pretty useless if the opponent can
summon the said weapon or item back to their hands.
Guts:
~When Jay is paralyzed, poisoned or burned, Jay's adrenaline
spikes and increase his physical power. This also increase his
mana abilities which he also use in combat. After a while, this
does take a toll on Jay's body. Even when his Guts wear off, the
effects of any of the three attacks doesn't take much of a toll
on his body, though it does put a strain on his body to the
point that he can't move without his muscles feeling like
they're on fire (no pun intended).
Mana Abilities:
Mana Manipulation:
~Every mana user learns to summon the mana from their own body.
Every mana user is able to generate their mana after learning
how about mana, where they are able to use it for different
things like amping power, forming attacks, or using it for other
purposes. While most associate mana with magic, which mana is
most often used for, groups learned that mana is useful as a raw
energy that can damage most creatures, as even those with magic
are able to be hurt by mana itself even if they're immune to
magic. Not only that, but mana users found that mana is highly
customizable in combat, with some mana users have different
types or unique types of mana they develop over time, such as
the demon mana or chi/mana. This depends on the user, but every
mana user learns to manipulate their mana in a variety of ways
with it being very easy to manipulate into new forms while still
keeping it's raw energy power. Some develop two to four types of
mana if they're creative enough. Out of all the types of energy
the body uses, mana and chi are the two most adaptable energies
in most mortal bodies. However, that doesn't mean it can't be
countered by other energies, like chi, spirit energy or even
elemental energy depending on what one has. Energy is easily the
best way, though one can also use aura breaker style techniques
as well.
Spirit Purification Honey Badger Mana Spirit:
~This is Jay's own unique mana power he gained from a contract
with a spirit. By agreeing to protect the spirits, he was able
to apply his spirit purification power to his mana and bond a
willing spirit to his mana to create a powerful mana spirit.
When using this mana power, he is able to channel the spirit's
power, and lets him utilize his spirit purification mana that is
extremely powerful and useful for battling dark spirits and
anything vulnerable to spirit purification. And when Jay needs
an extra boost in power for his spirit purification mana, he can
summon the spirit to manifest in the form of a violet mana honey
badger, which can fight alongside Jay in battle. This honey
badger spirit is able to act on its own according to what it
wants to do, and will usually help Jay in any way it can. This
spirit is a powerful spirit, and it grants Jay enhanced alchemy
as well, in which he can even use his mana in combination with
this in order to create more powerful spirit purification
gauntlets. Typically, only the strongest of dark spirits or
other dangerous spirits can resist this power, though there are
some dark spirits and some dark arts users that could resist
this power if given the chance. Typically, this mana is
countered like any other, and using positive spirit power can
easily use this power as an amplifier, or one can use dark arts
to counter this power if their dark arts are strong enough. This
spirit can also be destroyed using spirit destruction arts
(assuming the opponent has them), so that is another main
weakness of this spirit. While the spirit cannot be hurt by
spirit purification (spirit purification makes this mana spirit
stronger), it can be destroyed with spirit destruction, and if
destroyed, Jay cannot bring it back if it is destroyed.
Surrounding Mana Manipulation:
~Those with enough understanding of mana, and the sense of mana
that comes with manipulating mana eventually learn to control
mana from the environment around them. This lets a mana user
not only use this to use more powerful mana, but also use it to
replenish their own mana they've used. However, this is
difficult to use, as absorbing mana is quite difficult, since
some of the absorbed mana is used just trying to absorb the
mana, which makes this sort of a pain to use, so most mana users
save this as a last resort. While powerful, this mana is hard to
absorb and hold on to, usually requiring concentration to absorb
completely. This is essentially a replication of how some chakra
users developed their own "Sage Mode", but instead of using
chakra, they used mana to do this. This is why most mana users
try to use weapons that gather mana for them, so they don't
expend energy doing so. This mana is stronger than normal mana,
but costs more power to maintain. The most used method for this
is empowering oneself through what mana users call "Mana Mode."
Dark Mana:
~When the mana in an area is used up completely, and the mana
user tries to pull more mana, the result becomes the generation
of dark mana. Dark mana is essentially the opposite of normal
mana, being empowered by darker energy than normal mana. When
there's not enough mana in an area, the result is that the
leftover energy pulled up is fused with dark energy, and creates
a more evil type of mana energy. Because of how easy mana is to
manipulate and fuse to other energies, this mana is a natural
mana for depleted mana in an area. This mana is dangerous, and
often taboo among mana users, as stories of people becoming
disfigured or not being able to use things like their mana power
amp correctly have led to a misconception about dark mana. Dark
mana can be controlled, and while not as customizable as normal
mana (since the only energy that can be combined with it is
demon energy), it is still very strong, and as long as it's
properly controlled, it can be used effectively. This mana is
dangerous to the user though if proper control is not taken,
something that can be used against them. And except in certain
situations, one can only use this if mana is pushed completely
out of an area, or the mana in an area runs out completely. Only
certain select people can draw dark mana in the presence of
normal mana. And while normal mana's strength often depends on
the user, dark mana is the same for everyone, making it evenly
matched with any other dark mana, for better or worse.
Mana Magic:
~Those who use mana often find that converting mana into magic
becomes easier, often turning mana attacks into magic attacks,
such as turning a mana spear into a flame magic spear or using
mana power amplification to convert to buff magic. This is
dependent on what the user can do with magic, as not all mana
users have the ability to use magic. This is a double edged
sword, as while everyone has mana and can learn mana if they
practice enough, those not having an affinity for magic often
won't be able to use this power. However, those that can have
far more range, making this a great power to pair with magic
users in general. Those that use this find that magic has
reduced cost and is more effective with this type of method,
with mana being more easily focusable into magic when mana is
used as an energy more than just a power source for magic since
most mana users understand more than most magic users where mana
comes from and what makes mana so useful. Most mana users don't
focus on magic, but some can use it.
Mana/Magic Negation:
~There's a few things mana users usually have issues with, one
of which is stronger mana users who can use their mana to
overpower theirs, and others without a talent for magic that can
use their magic to overpower the user's mana, usually a problem
for mana users with no real magic ability. This skill was
designed to use mana to replicate a frequency that cancels out
all mana in an area, not allowing any mana use. This skill was
designed mostly to counter magic users by non magic users, in
which all mana gets cancelled out and forcing all opponents to
rely on other abilities. This also works well against stronger
mana users who would normally overcome the user's mana as well.
Each mana user has a unique method of using this, such as a
finger snap activating and deactivating this (which is fairly
common) or some releasing a wave. Of course, the one thing to
note is not only does this cancel out mana for the opponent(s),
but also cancels out mana use for the user. So this negates mana
and magic for everyone, not just the opponent. Also, only
mana-based magic can be affected, as things like chi magic,
celestial magic and other forms of magic that don't rely on mana
are not affected by this. However, this can be useful for
drawing out dark mana, since mana vanishing from an area means
there's no mana to draw from, making this an easier way to
summon dark mana without having to waste the mana in an area.
Radiating Mana:
~Similar to those with auras, mana users, when using their mana,
radiate mana from their bodies, creating an almost aura-like
mana around them. This is the body's natural expulsion of extra
mana produced by the body, and often times acts like a defense
similar to auras. This can dampen attack and grant mana users
power to draw from without wasting the mana in their bodies,
allowing them to generate mana attacks more easily. This also
lets mana users use this mana for things like power
amplification and mana regeneration, as this mana can be drawn
back into the body at will to be used for more power. This mana
aura type power is simply the radiation of mana from the body,
and normally doesn't effect the body negatively. Most mana users
feel this wastes usable mana, so they try to use this as their
primary source of power for mana attacks, and this is one of two
ways they try to deal with the expulsion of mana from the body
during combat. This is useful for using in combat, but really
doesn't mean their attacks are any stronger than normal, as
absorbing mana generated from their own body doesn't count as
surrounding mana absorption, so this power is not the same
thing, and is more along the lines of just reabsorbing their own
mana.
Full Mana Containment Mastery:
~This is the second way that mana users tried to keep from
wasting power in battle. This way is a bit more dangerous to the
user than the other, but provides a bigger power boost than
using mana similarly to an aura. This method, instead of using
the mana that radiates from the body, cuts off the mana's exit
from the body, containing the mana inside the body. As one can
imagine, containing mana is a bit of a double edged sword, as
while they do keep the energy in their body and gain a bigger
supply of mana than normal mana users, this method becomes very
hard on the body, and can result in damaging the body. This is
usually supplemented by feeding some of the extra mana into
regeneration, preventing too much damage too quickly, but this
can eventually cause more damage than can be regenerated by the
body if used for too long. Usually, this is meant to be used in
battles where the user needs a power boost beyond normal mana
amplification, in which this can provide such a boost, however,
the strain means that users should never stay in this state for
too long otherwise the strain could do permanent damage not just
to their bodies, but to their body's ability to generate mana.
This is a strong powerup, but dangerous if not properly used.
Mana Power Amplification:
~This is the main reason most mana users use mana, which is so
that they can use this to power up their bodies and supernatural
abilities. This power uses any of a mana users mana abilities to
power themselves up. This ends up being a passive powerup once
concentrated through the body, granting a temporary increase of
physical stats and temporary enhanced mana and other
supernatural abilities. When in affect, the mana enhances all
other supernatural abilities, like holy or unholy abilities,
powering them up with mana. And depending on the mana used, this
can power up the user with special abilities as well, depending
on what they can do with their mana. Some using holy or unholy
mana can do things like amp their holy or unholy power, while
creating more of a defense against the opposite power. Depending
on how much mana is put into the amplification, often determines
how much of an increase the user can get and what type of mana
they're powering themselves up with.
Dark Mana Power Amplification:
~This is very similar to normal mana amplification, but using
dark mana. If one can use dark mana, they can also use this to
empower themselves using this the same way as they would with
normal mana types. However, dark mana works slightly
differently, in that it has a different amplification effect on
the body. While it does amp physical stats and supernatural
abilities, it amps someone with darker power, and amps them far
more heavily than normal mana amplification. However, instead of
granting a normal mana enhancement, it gains an overall raw
power boost, making things like one's aura and natural energies
far stronger than any other mana type. However, this comes with
a cost, as any mana user who uses this will find that the strain
on the body is very high when using this, since dark mana is
much harder to keep contained in the body through power
amplification, and takes far more power to use. This means that
using dark mana provides a much higher boost than almost any
other type of mana, but at the cost of doing damage to the body.
This damage is akin to the same kind of damage that full mana
containment does, except that dark mana doesn't just do damage
to the body, but over time, if used too much, can mutate the
body if too much damage is done to the body.
Mana/Dark Mana Regeneration:
~This is another reason mana users like to use mana, in that
they developed a way to funnel mana into regenerating the body
passively, making it so their mana heals them from most
injuries. This is a supernatural type regeneration, and can be
used using mana or dark mana, or any other mana the mana user
can use. Often times, most mana users prefer normal mana for
this, not wanting to waste more power than they have to since
other types of mana take more power to use. Since mana is good
for regeneration and doesn't really require extra gimmicks, most
mana users just prefer to keep it simple and use normal mana.
Dark mana, on the other hand, is questionable by most to use
since dark mana has harder effects on the body. Normal mana can
regenerate most injuries, including replacing limbs, though dark
mana does the same thing, but heals much faster than normal
mana. Dark mana is more preferrable to some because it takes
less time to heal fatal injuries, but they must be careful
because dark mana can mutate the body if it's not used properly,
and if it's used too much, then it can damage the body as well
when healing it. Usually, normal mana is dependable enough
though that unless one is pierced in the heart or brain or
beheaded, most mana users can regenerate, with them really only
needing dark mana to heal fatal injuries faster than normal
mana.
Mana Armor:
~This skill is a technique by mana users that lets them up their
defense by hardening the mana around their bodies, similar to
other energy users. There are many ways mana users use to defend
their bodies against attack, as each mana user often does
something different. This lets them up the defense for parts of
their bodies, making them able to withstand attacks, or amping
their defense so they can reflect attacks. Usually, the most
common technique is hardening the body using mana which helps
defend against physical attacks and concussive attacks, and
reduces or negates damage depending on how strong the defense of
the mana is against the power of the attack. Another use of the
same method is when others use mana to protect themselves while
they deflect an attack, similar to a ki user. This technique
lets a mana user stop or push an attack away, and they can do
this without damaging the integrity of an attack, such as
knocking away an explosive attack without making the attack
explode. Some even use mana to create armor of mana around their
body. The exact method of using this varies depending on the
user, with some being able to just harden their body, some
preferring the mana shield or mana barrier techniques, or
creating armor. However, this method is still vulnerable to aura
breaker weapons, and stronger attacks can still break this armor
skill no matter what form it takes.
Mana Shield/Barrier:
~The mana shield skill can be used to create shields of mana
around the wrist as another method of using this, which can be
used to block attacks. The shields can be as big or small as one
wants, and can be used as long as the shield isn't broken and
the user has enough mana to use the technique. These shields are
meant to be used defensively, acting like protective shields
that don't need to be held by the hands, allowing the user to
carry weapons and still use the shield when necessary. This
technique is effective for defense, but only if the shield can
block the attack, since all it takes to avoid the shield is
getting behind the user, or attacking an area not covered by the
shield. The other ability, mana barrier, creates a spherical
barrier around the user, which is another method of shielding
oneself from attacks. The mana barrier blocks attacks, as long
as the barrier isn't broken, can protect the user. The cost of
using this technique compared to the mana shield or mana armor
is usually more though, not just for the technique itself
requiring more energy as it's a lot more energy being used, but
also because this technique requires energy to maintain. Of
course, both of these techniques can be broken with enough
force, and can be instantly broken with things like aura breaker
weapons or strong enough energies that can be used to counter
the user's mana.
Mana Wave:
~This is an attack wave which mana users fire from their
physical attacks, or just fire it from their hands. This wave is
very adaptable with some people firing it different ways. This
wave is designed to fire a concussive wave which is fired at
opponents, damaging them on impact and knocking them back with
pure concussive force. This does the same damage as a physical
attack, and can be increased or decreased in size. Usually,
larger waves are used to hit more enemies or hit a larger area,
but smaller waves are used to compress the wave and hit smaller
areas much harder. The waves are customizable to an extent
depending on how the mana user wants to use this technique. Most
mana users fire these from physical or weapon strikes, or can
even fire this from the sound waves of their voice by fusing
their voice waves with mana. It's also possible to concentrate
this in a 360 AoE form to blast back everyone around the user,
but this requires more power to do, and depending on how much
power is put into the attack, the wave may be stronger or larger
if more power is used to generate it. This is easily dodgable,
as one can dodge the wave easily by moving out of the way, or
for the AoE attack, they just need to get away from the user
until the attack spreads out and disperses. This attack can also
be broken with enough force, or protected against with barriers
and other shielding techniques.
Mana Blast/Beams:
~Just like other energy types and users, mana users are able to
fire blasts of raw mana, or concentrate them into beam they can
fire. This is somewhat similar to ki users and similar energy
users who can fire beams, like hollow ceros. This technique is
designed to use mana's raw destructive power to damage opponents
with strong blasts which usually explode with mana when they hit
a target. The blasts are usually large balls or shapes made of
mana while the beams are usually just beam projectiles fired at
opponents. The attacks are easily customizable, in which some
can focus these from weapons to create weapon attack waves or
blast mana from other parts of their body. Most use their hands
to generate the mana they need, but some mana users channel mana
more easily in different ways, such as using a breath style
attack to fire a mana beam (similar to a dragon breath attack),
or they just fire from their finger-tips, or from their hands.
Some even learn to kick or punch blasts at people to give the
blasts extra momentum. This is dodgable by opponents, and most
attacks can be defended against with strong enough defenses.
Mana Constructs/Weapons:
~One thing most mana users do with their mana is create powerful
weapons and constructs out of their mana. This is far more
useful than other energies due to the raw power of mana, and
even among some who have physical weapons, they still use this
from time to time to create other weapons they can use in fights
or other constructs useful to them. Some do things like make
guns that fire mana bullets, or some might create certain
weapons to use on opponents. The variety of weapons and
constructs usually is limited only by the user's imagination
and if they have enough mana to make the weapon or construct
they want to make. Some have even been able to make canons out
of mana, though making larger or more powerful weapons often
requires more mana than simple weapons like swords and other
melee weapons. Constructs also can be granted specific
properties, such as creating a grenade style projectile that
explodes with mana on impact. As one might imagine, other
energies and weapons can counter these, and strong enough
defenses can counter more destructive constructs.
Mana Bullets/Mana Spears:
~This is another fairly simple ability among mana users, who use
their mana to create small, fast projectiles, or larger
spear-like projectiles. There are two main categories of
attacks, which, again, are highly customizable among each mana
user. The mana bullet technique was designed to fire small,
speed based projectiles using mana, which can be fired multiple
ways. The two most common ways are usually a finger flick,
flicking small projectiles at opponents with immense speed, or
firing the bullets from a radiating mana aura, which fires them
directly after they're created in the radiating mana. The mana
bullets are designed to be like bullets fired at opponents, and
work similar to gun bullets except the bullets are not metal.
The mana spear technique is very similar, but fires larger
spears designed for piercing opponents more than speed. The mana
spears are designed to pierce defenses, and can be used to
pierce things like barriers, defensive techniques or through
armor if concentrated properly. These techniques are both pretty
effective, and most mana users canuse both of these powers
effectively. Of course, these can still be dodged and blocked,
though the mana spear is better dodged than blocked since it's
designed to pierce defenses.
Mana Familiars:
~Similar to other familiar techniques, mana familiars are
designed to replicate magic familiars in a way, an ancient magic
user art which summoned an animal to work alongside the magic
user. For mana users, they generate mana familiars based on what
they want to create, in which they create mana familiars that
are designed to help them in fights, somewhat similar to the
elemental familiar technique used by the Darkfires, but used
with mana. The familiars attack depending on what they are, and
depending on what's created, may have special properties, such
as bird familiars flying or wolf familiars having claws and
teeth to attack with, or even creating monsters that can attack
using mana like a dragon familiar that can breath mana almost
like a flame. Depending on the imagination of the user, they can
generate almost any kind of creature. Though the larger the
creature or more creatures made, the more energy is used and the
less power each or bigger familiars have since larger familiars
and making more familiars requires more energy to be used and
more focus between each one. Some mana users even learn to
create a permanent familiar they can keep with them at all
times, with some having familiars similar to magic users that
they just keep with them which could be almost any creature the
mana familiar is designed as. Once created, the familiar can
manifest itself as long as the user has mana, and can act on
it's own, also being able to share its senses with the mana
user.
Werewolf Lunar Fighting Spirit Combat Abilities:
Werecreature Combat: Lunar Fighting Spirit:
~This is a basic werecreature combat style taught among some
basic werewolves. Because werewolves not part of a clan didn't
have a lot of the same capabilities, they developed this as a
means to fight their enemies. Combat based werewolves are able
to learn this style, which concentrates their combat ability
into special techniques that utilize their werecreature
physiology. Most werecreatures have different ways of utilizing
each ability, but for the most part, this is a very basic
fighting style that typically works with any kind of
werecreature as it's highly customizable depending on the
creature. While werewolves were the main focus of the original
style, other werecreatures have since figured out how to create
their own versions of the style as well. This style utilizes
many different kinds of techniques, and some clans have found
their own gifts or abilities that have been used to enhance this
considerably over the years. This was designed to fight stronger
werecreatures, but also designed to fight vampires and other
supernatural creatures, so the techniques this uses are
specifically tuned to fighting supernatural rivals. Most
fighters usually find ways to use this to amplify their combat
in different ways, with some even using it to amplify their
physical combat styles to amplify their abilities. Because of
how easy it is for werecreatures to adapt this style, most
werecreatures usually learn this if they have no other clan or
tribe to belong to, allowing them to learn to focus their combat
without needing a major clan. This was designed with the same
mindset that humans developed martial arts, in which this is
designed to help weaker opponents fight stronger opponents.
Typically, while a good fighting style, this is a basic fighting
style, and aside from mastering the most basic combat style,
most werecreatures only use this as a basic stepping stone into
other werecreature combat styles, due to it being so basic and
not being designed for complicated combat styles.
Werewolf Lunar Combat Enhancement:
~This part of the lunar fighting spirit has to do with a
werecreature's connection to their moon empowerment.
Werecreatures who gain an empowerment from the moon are able to
use this empowerment in this fighting style, in which they use
their lunar connection to enhance their abilities during the
night in order to combat their enemies. The amplification comes
from their connection to the moon, and the level of
amplification depends on the phase of the moon just like their
normal moonlight empowerment. As such, werecreatures tune their
combat to the phases of the moon, and gain better combat stat
amplification depending on how full the moon is. As one might
guess, the full moon will grant the highest level of
amplification (not counting special phases like blue moons and
red moons), and the new moon grants the lowest level of
amplification. This combat is the basic amplification of this
combat style, in which it was designed to originally counter a
vampire's connection to the night, and enemies who could get
stronger during nighttime. This combat style is basic, but works
well for a basic combat ability, and allows for a werecreature
to see how this style is impacted by the connection to the moon
so that they can more easily incorporate this into other combat
styles. The main danger of this empowerment comes from the red
moon, which can overwhelm certain werecreatures. The other
danger is if an opponent is able to amplify themselves more than
this, as this only empowers a werecreature depending on the
moon, which means that lesser light phases of the moon are the
best times to fight a werecreature, or fighting a werecreature
during the day can remove this amplification completely, as it
only works when the moon is in the sky.
Werecreature Combat Affinity/Combat Tuning:
~As werecreatures learn to tune their combat, they eventually
learn an affinity for combat once they've learned to tune their
abilities toward combat. This doesn't take away their normal
supernatural abilities, but instead just hones their combat and
tunes it to the enemies they fight. In this combat style they
learn to tune to the opponents they face, and learn to easily
adapt their style to fight certain types of opponents. For
example, if fighting a martial artist, a werecreature would
adapt and take a more martial artist style approach, such as
blocking and countering similar to martial artists in order to
combat the style specifically, or they may use their
supernatural abilities to their advantage and use skills to get
around a martial artists skills. This combat tuning can be used
a variety of ways depending on the werecreature, as some may
prefer stealth combat, some may prefer normal combat, or some
may even have special combat styles they adapt. This is designed
to allow a werecreature to fight a large number of creatures,
and many study the strengths and weaknesses of other races in
order to come up with techniques to best certain supernaturals.
For example, there is a technique among werecreatures that allow
them them claw the throat of a human form dragon, which is
designed to interrupt an elemental breath attack, in which
clawing the throat may not kill the dragon, but will stop the
elemental breath attack. This depends mostly on the creature,
and the combat ability of a werecreature, so many werewolves are
typically different in how they use this. It is also worth
noting that certain creatures may be harder to adapt to,
specifically unusual creatures, or artificial ones, and those
that adapt to combat similarly to this kind of tuning will also
be able to adapt to counter this adaption.
Werecreature Warrior Spirit:
~This power is a special technique that uses werecreature
fighting spirit and hones the senses of the werecreature to
extreme levels. In the case of a werecreature's fighting spirit,
this is designed to allow a werecreature to tune to his enemies,
and use their fighting instincts to observe and predict the
opponent's movements. With the proper training, a werecreature
can learn to predict the movements of an opponent, depending on
how much of the fighting style the werecreature is able to
observe. By adapting their combat ability, the werecreature
learns to fight the specific styles of an opponent, and is
designed to allow a werecreature to eventually learn to predict
the moves of combat styles. While this does act almost like a
sixth sense, the main purpose of this training is to open up the
mind to observe and counter opponents more easily, and with
enough observation, a advanced combatant could even learn to
predict an opponent's moves before the opponent knows they are
going to use a move themselves. This kind of technique is very
useful for werecreatures who combat stronger opponents, and
allows a werecreature to learn the style of an opponent and how
they attack and defend, usually allowing the werecreature to
find ways to counter a style if the werecreature can observe it.
However, this is not a perfect read on more experienced
opponents, as more experienced opponents may be able to do the
unexpected, and some opponents may be unreadable due to certain
abilities they might have. Those with this kind of training
(like martial artists, swordsman, and other attack spirit
trained skills) can also learn to counter this, since they also
possess similar training to use a training similar to this.
Werecreature Combat Spirit Defense:
~This training is similar to martial arts, where a user is
trained in pure defense. By training the defense style of the
werecreature, a werecreature learns to concentrate their
fighting spirit in order to defend themselves against certain
kinds of opponents. Like martial artists, this requires a number
of training aspects. The first is being able to concentrate
physical force into the werecreature's defense, in which a
werecreature has to learn to utilize certain blocking and
dodging maneuvers in order to strengthen their base defense and
allow them to block or dodge attacks. The second aspect of this
is that a werecreature focuses on not only training their
muscles to withstand stronger impacts, but also learns how to
tense the muscles in response to an attack, so that the tensed
muscles can lessen the impact and absorb more of the kinetic
force. Some advanced users are even able to stop bladed weapons
to a degree, and some can even use this to stop certain kinds of
projectile attacks with enough training and defense
concentration. While somewhat difficult to master, this is a
very useful defensive power that werewolves can learn. Masters
of this style can even strengthen their muscles to the point
that their muscles are almost like steel when using. However,
this technique is not perfect, as certain attacks can break
through defenses, and this also may leave a werecreature
vulnerable as opponents can wait for a werecreature to untense
their muscles before attacking, attacking when the werecreature
is in a more vulnerable state, rather than trying to break the
defense. Breaking through this defense is more about patience
and waiting for the moment to attack, rather than just trying to
break this style, as it's designed to be defensive and block
even some stronger combatants. The strength of this usually
depends on the werecreature, and how skilled a fighter they are.
Werecreature Combat Spirit: Form Negation:
~Just like anyone else, werecreautres know that attacking
carelessly can be dangerous, especially against supernaturals.
This training technique was developed as part of the attack
focus training, in which werecreatures developed this particular
training to attack someone who is either intangible or in some
sort of energy or elemental form. This uses the combat spirit
ability, along with the combat trained instincts and senses to
focus the users attack to the opponent's real body, rather than
the form they are in. Many might considering this a
"supernatural" feat, but this is purely a combat feat that
requires focus and concentration that werecreatures learn to
hone through their training as they get to an advanced level.
For example, someone in an energy form could be attacked, but
instead of attacking the energy form, the werecreature focuses
on attacking the body of the opponent rather than carelessly
attacking the energy form. When done properly, the attack will
hit the person even though they are in energy form. At first,
this often requires concentration and honing a werecreature's
combat senses, but over time, advanced users will learn to use
this subconsciously. This works on almost any intangible, energy
or elemental form opponents can take, as long as the user
concentrates properly. Since each form is different and each
person requires a different focus, each person has to be
attacked different when used, making this something that has to
be tuned to each opponent individually. Opponents can counter
this by displacing their form, specifically to prevent their
actual body from being hit, essentially dodging this technique.
Because this uses attack force focus, simply dodging the attack
in an intangible form isn't how one avoids this, as they have to
know where the user is focusing their attack, which opponents
who know how this training works can figure out where the user
is going to attack.
Werecreature Combat Spirit: Energy Negation:
~Just like how werecreatures learned to fight supernaturals in
energy form, they also learned how to use their attack focus to
focus their attack force to develop their own answer to
opponents who use energy attacks. When using this, werecreatures
learn to focus their attack force to energy itself, where they
used their martial arts honed senses and instincts to learn how
to focus their attack to dispel energy attacks. When used, a
user focuses the force of their attack on the energy itself, and
by doing so they can attack the bonds that hold the energy
together using their attack focus. When used properly, this will
dispel the energy at the point of the attack and dispel the
energy of projectile type attacks or other energy techniques
that the werecreature focuses on. This technique is difficult to
master, but is a very useful technique for any werecreature, as
this gives many werecreatures something they can use to fight
tough supernaturals with strong supernatural abilities. This
only works on energy type attacks and defenses, and doesn't work
on solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
attack focus training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and requires different attack focuses) and must be
attacked using form negation rather than energy negation. The
most this can do to someone in elemental form is negate some of
the energy used to keep their body in it's elemental or energy
form. Opponents who want to counter this can counter this by
changing the position of the energy used, if they know how this
ability works (which those who see similar abilities will know
how it works) so that their attack doesn't hit the point the
attack focus needs to hit.
Werecreature Skill: Rock Bullet:
~Since most werecreatures didn't have a lot of projectile
attacks without supernatural abilities, this technique was
developed solely for that reason. When used, a werecreature
grabs a simple rock, and concentrates the force of their throw
to throw the rock with incredible power. If done properly, a
simple pebble can become a deadly weapon, which can hit almost
like a bullet. Some werecreatures develop special arts around
this, with some even using certain abilities they might have to
empower what they throw or throw more dangerous items depending
on the werecreature. This only requires the werecreature to have
the strength and the focus to throw an object, and doesn't
really matter what the object is as long as the werecreature can
throw it with some force. Stronger werecreatures have been able
to throw this hard enough to blast through some opponents, and
some have practiced this enough that they can even throw these
attacks from a larger distance, with some even trying to hit
opponents while hiding from them, as a means to attack while
using stealth. Advanced users can even focus the throw so that
the rock will ricochet off a surface, using it in places where
the object can bounce off surfaces and attempt to hit the
opponent multiple times if the user misses. Some supernaturals
can focus things like magic and other amplifications into this
as well, allowing for customization of this attack. Typically,
this attack is best dodged depending on the werecreature.
Depending on the user, some have better arts for this than
others, and those with projectile amplifications usually get
more out of this than normal werewolves. Typically, this can be
blocked if one can handle the force of impact, and earth users
can also take advatange of this and control the projectile if
they are skilled enough.
Werecreature Skill: Impact Strike:
~This is a basic combat ability, in which a werecreature focuses
their power into their attack. At the point of impact, the
werecreature focuses their power into the point of their impact,
and reverberates the force through the point of impact based on
the werecreature's combat attack. When done successfully, the
attack will reverberate when it hits something, doing more
damage to the area around the attack. This can be used on people
or objects, and only requires the werecreature to focus their
point of impact and focus their attack to vibrate on the moment
of impact to create a reverberation. Depending on the item or
person attacked, this does varying degrees of damage, with
stronger uses of this being able to shatter even concrete if
used properly. Depending on the attack and how the werecreature
reverberates this attack, this determines the attack's damage,
as certain reverberations can do more damage to objects if used
properly. As some might now, there are frequencies of waves that
can do damage to objects or people when used, which is what this
technique tries to do. While this isn't really a supernatural
power, it is designed to do more damage to stronger opponents if
the attack hits, and if used at it's strongest, this might even
break an opponent's guard. Tuning to the right frequency and
reverberation of attack is something that is very difficult
though, and even masters of this may not always get the best
result. Things like movement, attack and defense can influence
this, and opponents can even dodge this entirely to avoid the
effects. Typically, this doesn't disorient others as people
might think, but instead just does more damage when using
physical attacks.
Werecreature Skill: Claw Slash Wave:
~This is a basic attack where a werecreature attacks with their
claws, except that they focus their claw slash in order to hit
the air so strongly that it creates a wave of physical force.
Instead of just relying on a claw slash, this was designed to
create immense physical force that can attack opponents. When
used, this creates a powerful wave of compressed physical force
that can slash an opponent even if they aren't in range of the
actual claws. When used, this extends the attack using the wave
up to 4 feet in front of the opponent. Supernatural
werecreatures can actually fuse this power using other air
abilities due to how surprisingly customizable this technique
is, in which they can create certain other attacks with this,
such as some who use cold wind can create a freezing claw slash
wave. Once advanced enough, users can even learn to fire these
claw slashes at opponents in a wave attack, in which they learn
to fire the slashing waves upon creating them to try and hit
opponents farther away. Typically, the waves created by this are
invisible unless fused with some sort of supernatural power, so
they are impossible to see. Typically, opponents who want to
dodge this need to react as the werecreature uses the attack, as
usually they won't know a wave is coming till it's too late, due
to this being mostly just a manipulation of physical force in
the air. However, those familiar with this attack style can
usually figure it out fairly quickly if they know how
supernatural fighting styles work as there are plenty of
supernatural fighting styles that use shockwave style attacks.
Werecreature Skill: Sonic Howl:
~This technique turns a werecreature's howl into a weapon, in
which a werecreature will be able to focus the force of their
howl into a powerful wave that acts as a projectile attack.
There are two versions of this attack. The first is one that
simply is focused on blasting opponents in front of the user,
where the user simply fires it like a concussive wave to do
damage to an opponent when the wave is released. This technique
is designed to be released and fired at opponents as a type of
projectile wave attack. The second is where the user releases a
larger wave that is released in a 360 wave around the user, and
blasts away anyone who is close to the user. This cannot be
fired at opponents like the first version, but instead attacks
anyone within a 6 foot radius around the user. Advanced users
who can learn to howl at certain sound vibrations can even learn
to use these waves to disorient people who hear their howls,
allowing an extra layer of attack to this technique. Typically,
this is just a wave attack that is useful for a number of attack
options, but is still quite useful in battle when used
creatively. Some users learn to combine this with other
abilities, such as some who combine this with other wind
manipulation to create certain wind attacks out of the howling
wave. Typically, dodging the projectile attack normally just
requires moving out of the way, as the wave being released is
usually obvious by where the werecreature's face is pointed, and
a werecreature always has to lean forward to use this. The
second version instead focuses on the werecreature using this
upward, and will lean up to release a screeching howl. When this
happens, an opponent can usually avoid the attack by getting
away from the user before the attack is released, as long as the
opponent can get out of the radius of this attack.
Werecreature Skill: Counter Wave:
~This is a purely defensive technique that werecreatures
developed to be used against physically stronger supernaturals.
When used, this allows a werecreature to focus a sideways
movement to attack an opponent's own attack. When used, this
requires a werecreature to focus the physical force from their
arms into either a sideways, upward, or downward motion, and
concentrates the force of the air displaced by the movement to
increase the force of the attack. This attack is purely
defensive, designed to attack an opponent's attack in order to
deflect it. For example, if an opponent is throwing a punch, the
proper use of this technique would be attacking the wrist to
deflect the attack in a specific direction, depending on the
best direction the werecreature can deflect it. Usually the
standard move is to deflect an attack to the side, which is
designed to open up an opponent to attack them. This is designed
as a way to not only deflect, but allow for an attack after the
opponent's move has been deflected. Advanced users of this are
able to not only attack with an arm movement, but some are able
to also attack with the elbow or knee, depending on the combat
style of the werecreature, which can allow for stronger counters
if done properly (But this takes practice and experience to
learn how to modify the technique in this way). Opponents can of
course dodge this wave, though this is usually meant to be used
while on the defensive, so opponents should keep an eye out for
this. Typically, this is hard to avoid if the opponent is caught
off guard, but some opponents might be able to move away and
cancel their attack if they see the werecreature about to
deflect their attack, but the opponent should be careful that
they don't leave themselves vulnerable during this.
Werecreature Skill: Shield Breaker:
~This technique was designed by werecreatures to break through
defenses. When an opponent blocks, this technique is used on the
opponent, usually designed to break through more defensive
fighting styles. This is done simply by attacking an opponent
with what appears to be a normal open palm attack, but instead,
the user focuses their physical force into the attack in order
to power through the block. By focusing all of the attack
forward into the defense, a werecreature with this skill can
break many strong defense techniques. If used properly, the
attack will not only hit the defensive technique, but also allow
the user to hit the opponent if they successfully break through
the opponent's defenses. Advanced users of this can even learn
to focus their attacks to attack their way through energy
defenses, with some being able to use this to power through
barriers and energy defenses with enough force. This was
designed specifically for opponents who main their defense, as
werecreatures wanted a way to attack opponents who had good
defense who would normally block all their techniques and
attacks. When used, this is difficult to master, as it requires
martial arts knowledge as well as normal combat focus, as the
creators of this technique created it based on certain martial
arts techniques. As this is designed solely to break defenses,
dodging is usually the best means to avoid this attack due to
it's defense breaking ability. However, there are certain
defensive or counter attacks that can counter this, such as
opponents who use defense techniques that deflect an opponent's
attack to the side, or other counter techniques that dodge and
then attack an opponent.
Werecreature Skill: Claw Spear:
~This is a combat technique that was designed to use a
werecreature's claws to attack an opponent and utilize the
piercing force that could be generated around the werecreature's
claws. When using this, a werecreature's focuses their combat
ability around the point of impact, and does an open hand attack
to the opponent. By focusing the attack force around the hand
and at the fingertips, the attack is designed to allow the claws
to spear into the opponent. This uses the same concept as a
stabbing motion, except that it uses the hand of the
werecreature to stab an opponent. Concentrating the force into
the point of impact, users of this can even pierce through armor
with enough force, as this was designed to attack stronger
enemies, including armored foes. Some advanced users have even
been able to use this to break through opponent's defenses, even
spearing through an opponent's arm when the opponent tries to
block the attack. Depending on the skill and power of the
werecreature, this can be very effective in battle, even though
the motion may seem simple. Many werecreatures will attest that
this may be easy to do on weaker opponents, but harder opponents
will provide far more resistance than one might think, requiring
a werecreature to have to learn to focus a lot of force into
this attack. As one might imagine, this is a thrust attack that
is designed to spear an opponent, so opponents can usually dodge
the attack, or some can deflect the attack away from them using
certain defense techniques.
Werecreature Skill: Windmill of Slicing Wind:
~This attack is designed to attack groups of enemies, with this
being designed to repel opponents. This uses the claw slash
wave, but instead of a normal attack, the werecreature focuses
their claw slash wave by spinning in a circle, allowing a user
to create a whirling circle of force around them generated from
the spinning of their claw slash. Instead of moving vertically,
the claw slash waves move horizontally, and as the user spins,
they are able to generate more physical force using their
concentration of force into their claws. When used properly,
this attack uses a spin that can not only create a circular
force, but anyone close by or who tries to get through this will
be repelled by the physical force of the wave of the spin.
Advanced users of this, or some supernatural power uses can even
use this to repel energy projectiles and other supernatural
abilities. Depending on the werecreature, this is able to be
used as long as the werecreature is able to keep spinning, and
the wave is maintained by the attack wave generated from the
spinning done by the werecreature. Typically, this is good for a
quick defense, though prolonged use of this can create dizziness
and disorientation if maintained too long, as spinning at the
speeds the werecreature has to spin at can be taxing even for
most tougher werecreatures. Opponents who want to avoid this can
attack from move away when the user attacks, if they know the
attack is coming, and opponents that want to attack can do so
from either above or blow where the defense has no force (as the
force is concentrated in a horizontal fashion).
Werecreature Skill: Vacuum Wave:
~By focusing the force in their hand into more of a wave,
werecreatures are able to create force wave attacks by pushing
their hands forward with enough strength to force the air into
an wave that is fired at the opponents. This attack is designed
to essentially be an open palmed attack that pushes the air
towards the opponent in a martial arts style move, which can hit
an opponent with incredible force. Some users of this have used
these waves to shatter concrete (usually at master levels), and
users of this are able to hit opponents from a slight distance.
Unlike the claw slash wave, this attack is designed to push a
shockwave of force at opponents in it's base form. However, this
is only the beginner version of this technique. Advanced users
learn how to do this, but instead of firing it as is, advanced
users twist their hand during the technique, not only still
concentrating more force to bring into the attack by using the
rotation to draw in the air, but the wave fired uses a whirlwind
when done correctly. If done correctly, the user twists their
hand when pushing the air into a wave, and this creates the
whirlwind that is fired at opponents. However, in addition to
doing more damage, this also has another effect, which the
masters of the style originally designed this technique to do.
When used properly, the whirlwind sucks the air into the
whirlwind and creates a vacuum inside the whirlwind. When
inside, the air becomes extremely still, and the air is
completely removed. This not only temporarily leaves no
breathable air in the wave, but also is designed to put out fire
and lightning attacks, which cannot be used in the vacuum
attack. Since fire cannot burn oxygen in a vacuum and lightning
needs static, this attack removes both of those things needed.
As such, this was designed mostly against fire and lightning
users, but works against wind users to interrupt certain wind
abilities due to the whirlwind. As one might guess, this is a
dangerous technique, and requires immense martial arts mastery
to even attempt the true form of this technique. Of course,
opponents can block or dodge this, assuming they can handle the
wave. Typically, the air returns to normal after the wave is
gone, which is usually not long enough to suffocate someone or
do any real serious damage.
Werecreature Skill: Ground Wave:
~This is a very complicated attack that releases a wave through
the ground. Depending on how it's used, there are usually two
main ways this is used. Both attacks are executed the same way,
where the user punches the ground with a concentrated attack,
and both attacks are released in a 360 fashion. The first is
designed to focus the force more downward, where the earth is
dislodged and launched at opponents with immense force.
Essentially, this version of the attack is designed to release a
wave that breaks apart the earth and launch the pieces of earth
at the opponent. Proper uses of this essentially turn the earth
into small bullet-like projectiles when launched that can do
severe impact damage. The second is where the user punches the
ground and reverberates the shockwave outward rather than
downward, and releases the shockwave to dislodge the earth under
the feet of everyone around them. Proper use of this version of
the technique can be used to knock the earth out from people's
feet within a 10 foot radius, which can knock most opponents off
their feet. Typically, this attack is a very advanced ability
that requires not only heavy training, but for some it may
require specific supernatural training on certain surfaces (IE
concrete might not always be usable for this if the werecreature
isn't strong enough to break concrete). Opponents that want to
avoid this should attempt to move away from the user. The first
version can be avoided by using cover to hide from the smaller
earth projectiles, while the second one can simply be dodged by
moving far enough away to avoid the wave of the attack. Another
method of dodging this is to move into the air, where certain
airborne enemies might be able to avoid both versions of this
attack.
Werecreature Skill: Rage Impact:
~Using their anger, werecreatures can use a werecreature
technique to empower themselves when they reach a high enough
anger level by focusing on their anger and bringing it out into
their physical reactions. Once used, this technique amplifies
all of a user's physical stats temporarily as long as they
maintain their anger. Typically, the biggest increase goes to
strength and speed, in which the werecreatures use their anger
to motivate stronger attacks. When in this form, the
werecreature's attack speed and strength are enhanced, making
them even more dangerous, with some advanced users even
generating immense heat from their bodies. In their rage impact
state, they can do severe damage to most opponents, hitting with
the incredible force and usually brute-forcing their way through
attacks in their anger. Werecreatures with this are also fast
enough that they are hard to keep track of, being able to
disappear from view with their incredible speed. However, this
doesn't last long, and must be used to channel rage in order to
activate. Typically, the average rage reaction is about 8-10
seconds with some being shorter or longer depending on the
werecreature. Since most rage reactions are not unlimited, most
minds cannot handle channeling the rage needed for this for too
long, and only those with constant rage issues would be able to
use this (and even then constant rage can shorten one's life).
This can be just as dangerous to a user as the opponent due to
it's risks.
Werecreature Skill: Werewolf Crash:
~This technique lets a werecreature use their power to charge at
opponents in a wave, allowing them to basically charge an
opponent with immense force to do heavy impact damage to an
opponent when it hits in a dash attack that the werecreature
uses on opponents. This technique requires immense speed and
strength focused by the werecreature, and when used, the
werecreature is able to attack with incredible force. This can
be done a variety of ways, such as a shoulder charge, a dash
that turns into a kick or punch, and even just dashing into an
opponent head-on. This attack is a strong attack type, and some
users are able to use this to break through defenses if they can
generate enough force for this attack. When using this, the
werecreature has to be able to close a gap fast enough to hit an
opponent before the opponent can react, but can't use it too
close or the attack won't gain enough momentum. This technique
also locks the user in one direction, and the user cannot change
direction easily, having to stop and restart the attack if they
miss. This technique is a standard crash attack that is designed
to power through some opponents and defenses, so it can break
defenses, although stronger opponents may not be as affected or
may even be able to stop the user depending on the opponent.
Typically, dodging is the best way to avoid this, and users may
be vulnerable once they stop moving, as they usually have to
switch stances after coming out of this attack.
Werewolf Gifts:
Rank 1 Gift: Falling Touch:
~This technique uses the air around a user to reduce the affects
of resistance to the opponent. By attacking an opponent, the
user is able to hit them with far more force than they put into
their attack, and allow a werecreature to attack using this to
do more damage then they should. Users of this are able to send
opponents flying with very little force, and can allow even
small attacks to do a lot of damage when this skill is in
effect. When used, this may not seem like much, but users of
this can use this very effectively. Users can use this a variety
of ways, such as deflecting a physical attack with ease, or
attacking an opponent to send them flying (usually relying on
impact damage if they hit something while being sent flying).
This is a simple gift to learn, but a user has to be able to
effectively account for the varying forces around them, and the
forces of air acting on the person they want to affect.
Opponents are usually best dodging this attack rather than
blocking, due to it being a very dangerous technique to use in
combat. Some stronger and heavier opponents may not be as
effected, such as those with concentrated mass, or those that
have stronger bodies that can absorb far more impact.
Rank 1 Gift: Trick Shot:
~This allows a werecreature to perform what might seem like
impossible feats of marksmanship using guns. Users of this are
able to fire their guns in unique ways, as some have been known
to shoot the weapons out of the hands of their opponents, and
some more advanced users have even been able to fire a bullet
down the barrel of an enemy's gun. This allows a user to perform
shots that most would think impossible, as it grants a great
concentration of focus when aiming a gun. Some masters of this
skill have even been able to reflect bullets off multiple
surfaces. Once used for the first time, this becomes a permanent
enhancement of focus that takes effect anytime the werecreature
is using a gun. A werecreature is able to make incredible shots
with immense accuracy, thanks to the focus of this skill. This
skill is taught by an air spirit. However, just because they can
fire with insane accuracy doesn't always mean that they will hit
their opponents, as opponents can still dodge the gun shots
(especially those fast enough to dodge bullets). This only means
that the werecreature will always shoot where they aim, even if
the opponent is no longer in that when the bullet hits. It is
also worth noting that this is only usable with guns, and cannot
be used with things like arrows or other projectiles.
Rank 1 Gift: Razor Claws:
~This gift allows a werecreature to sharpen their claws using
stone, steel or another hard surface. By doing this, the
werecreature is able to focus their claws into deadly weapons,
and many can use the razor sharpness to slice through more than
just slicing through flesh. Users of this art sharpen their
claws to deadly perfection, and in this state, the claws are
enhanced with this gift to the point that many werecreatures
using this can attack with much more concentrated force using
their sharpened claws, as the sharpening of the claws condenses
the attack and focuses it more into a smaller area. Users of
this gift can slice through crystal, stone, and some can even
slice through metal objects with this gift. Typically, this is
taught by a bear or cat spirit, who teach the werecreature the
right way to sharpen their claws without reducing their range
and shortening their claws. Users of this can use their claws to
counter bladed weapons and other slicing attacks. Typically,
this isn't too different from normal attacks, and blocking is
usually difficult, but not impossible. Opponents can usually
figure out quickly how strong the claws are, and can avoid them
usually just like normal claw slashes. And just like normal claw
slashes, the claws can only damage on people or objects the user
connects with in attacks, so dodging is usually a good way to
avoid this gift altogether.
Rank 1 Gift: Mercy:
~This is used among werecreatures who prefer non-violence,
usually taught in more peaceful clans like the Children of Gaia.
When used, this allows a werecreature to utilize weapons and
even their claws and teeth without fear of killing an opponent.
When used, attacks are all non-lethal, even if the user is using
lethal force. This also makes any bladed attacks, claw attacks
or piercing attacks into blunt damage, essentially allowing a
werecreature to not kill an opponent, even if they go into a
frenzy or lose control of their abilities. While opponents are
still hurt, damage done to them is done through blunt force,
rather than piercing or slashing force. This requires
concentration of physical force, and allows a user to utilize
this passively. This skill is taught by a dove spirit. Since
this is a non-violent power, this means that users cannot kill
opponents, and even the most powerful slash attack will just
become blunt force damage and not kill an opponent. The main
danger of this is that opponents can usually fight longer, since
they won't be as easily taken down since many opponents might be
able to handle the blunt force better than slashing force, and
opponents don't usually take as much damage from this.
Rank 2 Gift: I Got a Rock:
~This skill allows a werecreature to throwing an object or a
projectile with far greater accuracy and ability than most other
techniques and attacks. Throwing something as simple as a rock
can become a useful attack, in which users of this can throw any
object they can pick up like a projectile. Typically, this is
best used on smaller projectiles, in which a user can throw
smaller projectiles like bullets at opponents. By throwing the
object with great concentration and ability, users can throw
small objects with enough speed and power that they can act like
bullets, piercing opponents and doing heavy impact damage if
they hit the opponent. This can be used on other objects, with
advanced users being able to throw boulders and throw things
like motorcycles like baseballs. This is taught by an air
spirit. While useful, the speed and power of the projectile
depend on how much damage or what kind of damage the projectile
does. For example, a rock would be able to be used like a
bullet, doing severe impact damage (though the damage area would
be much smaller due to how small the item is) and moves very
fast making it harder to dodge. Larger objects may hit with more
power, but are slower and easier to dodge. The type of items
that the user can use with this depend on the the user's
abilities and their strengths, as some objects that are too
heavy cannot be picked up (like a user couldn't throw a
skyscraper with this).
Rank 2 Gift: Steel Fur:
~Using this, a werecreature is able to wrap their spirit with
steel, and with it turn their fur into hardened metal. This can
increase defense, but can also be used to stab opponents with
the fur if the fur is used properly to attack. The fur increases
defense heavily, in which things like bullets and swords can be
blocked using the metal fur. If in a human form, the
werecreature can use the metal to harden their body hair
(Depending on how much they have), so a user can still use this
in human form. Advanced users can combine this with other
supernatural abilities, as some have even been able to pluck
their metal fur out (which is usually painful to do) to use as
weapons (with each hair acting like a needle that a user can
throw at opponents). This is taught by an earth or metal spirit.
Users of this may be granted more defense, but opponents that
can cut through metal can still cut through the user, and
certain abilities might have greater effect on the user in this
form. For example, a metal furred werecreature will be far more
vulnerable to lightning, able to conduct lightning more easily
and takes more damage from lightning skills. Anything that can
counter metal can still counter this, and certain wind abilities
can even slice through this defense more easily with proper
concentration.
Rank 2 Gift: Storm Winds Slash:
~This allows a werecreature to attack opponents from a distance.
By utilizing the concentrated force of an attack, a werecreature
can learn to strike an opponent as far away as 50 yards, and can
focus their strikes and attacks to travel through the air as
waves of concussive force. This is normally an ability that is
used with a weapon, but can also be used with physical combat.
This can also be enhanced by those that can use certain
impact-based shockwave abilities as well. This can be used a few
ways, with the two main ones being transferring the attack force
of a weapon, or a physical combat strike across a certain
distance. This is taught by a metal or a wind spirit. The
strength and distance that these attacks can travel depends on
the skill and ability of the werecreature, as some can use
certain combat training to attack from farther away than others
could with just this skill alone. The users attack force will
also start losing physical force after a certain distance, as
the friction and wind resistance will prevent the force from
being traveled beyond a certain point depending on the attack
and the force that's used. Opponents can also still dodge this,
or even block if they are able to handle the physical force of
this attack.
Rank 3 Gift: Wind Claws:
~This allows a werecreature to focus the air around their
attacks, in which their claw slashes become much stronger. By
focusing the air like razor sharp blades around their claws, a
werecreature is able to use this to slice through defenses, and
can even slice through armors and shields when used properly.
This skill appears at first to just empower a werecreature's
claws, but is actually an ability that focuses the air around
them to a more deadly effect. Advanced users of this skill can
even use this in combination with claw slash wave techniques to
create powerful claw slash waves, and some advanced users may
even be able to fire these slashing waves at opponents by
combining this with other special wave generation abilities.
Some more advanced users may even be able to use this in
combination with other elemental abilities to create certain
other claw slash attacks This is taught by an air elemental
spirit. Typically, while this allows more easily piercing
defenses, users should know that some stronger materials might
be harder to pierce, and certain things like stronger metals or
certain supernatural items might be able to resist this
technique. Opponents can also take advantage of certain wind
abilities to use certain other abilities to affect the wind, or
use certain abilities to absorb the impact of the claw slash,
such as using water's impact absorption properties.
Rank 3 Gift: Terrain Shift:
~This is used by those werecreatures with a strong enough
connection to nature that nature will see the werecreature as an
ally, and allows a werecreature to essentially have the earth
move to create paths for the werecreature to safely travel. This
could be as simple as tunnels to allow a werecreature safe
passage to a location, or footholds appearing on surfaces for
werecreatures to climb. Among other instances of this, foliage
could gather behind the user, helping cover their tracks, or
rivers may part and create dry spots for the werecreature to
pass safely. This essentially allows a werecreature to allow
nature itself to help the user. This gift is taught by a glade
child or an earth elemental. When used, nature doesn't attack an
enemy, so this cannot be used to attack, but it can be used to
allow shifts in the earth that will help the user get to safety.
The areas affected are localized though, so this can also only
be used at a certain distance from the werecreature. This means
the werecreature couldn't do something like create a bridge
across a gorge, or create a tunnel spanning miles instantly.
Typically, this can only be used among those with strong
connections to nature, and to those that nature would see as an
ally. As such, those that aren't allies of nature won't be able
to use this. The worst this does to enemies is cover up the
tracks of a user at times, which can be annoying, but nothing
harmful ever comes of this.
Rank 4 Gift: Black Mamba Strike:
~This is similar to certain vampire celerity training called
Blink (not to be confused with the werewolf gift Blink which is
something else entirely), in which this was designed for
fighters who cannot seem to get close enough to their opponents.
This gift increases a werecreature's speed temporarily, like a
snake moving to strike their opponent. When used, a user can
move temporarily at extremely fast speeds, with users being able
to cross extreme distances using this technique in a very short
time. This technique is designed to allow a werecreature to
close a gap, usually so that they can get close enough to attack
at close range. This gift is taught by a snake spirit. Those
that use this are able to move fast, but only in short bursts,
as this was designed to enhance one's speed but only
temporarily. Because the body cannot handle the speeds this
skill uses for long, the user cannot stay in this state for very
long. Opponents can still dodge attacks made, or block attacks
when the user gets close like normal, if they can account for
the increased speeds. This can also be countered with other
enhanced speed skills, like the vampire celerity training of
Blink, or high speed movement options if one can use them.
Rank 4 Gift: Strike the Air:
~By concentrating on the air around the user, the user is able
to use the air itself to throw off a user's blows. This is
designed to be a defense skill to avoid enemies, where the user
is able to throw off attacks by enemies in order to try and have
them wear themselves out. By playing defense and using this, a
user can essentially avoid being hit by attacks, and can even be
used against multiple opponents (as long as the user can account
for each opponent's attacks), even knocking opponent's attacks
into each other if used properly by advanced users. This gift is
taught by a mongoose spirit. This is a purely defensive skill,
and is not designed to be used offensively. If the user attacks,
then this gift will stop entirely, as the user will have to
focus on the attack. As such, this means that while using this,
a user cannot attack opponents, and are stuck playing defense
for as long as this skill is active. While this is a great
defensive skill, there are stronger enemies that might still be
able to hit opponents that use this, if they are able to hit
with a stronger force than the air that is used to redirect the
blow. Redirecting blows is far easier than stopping blows, so
this is best used for redirecting attacks rather than stopping
them entirely. The user also has to be able to focus on how they
want to use this, so this does require some level of
concentration in order to use which opponents can take advantage
of.
Werewolf Basic Race Abilities:
Werecreature Physiology:
~Many are familiar with werecreatures, and know what they are.
When it comes to these creatures, there are many types of
werecreature, just as there are many types of vampires.
Typically, most werecreatures are similar at the base level,
which is usually discussed before their specific abilities. Most
know werecreatures possess claws, tail, even sharp teeth, and
usually are human-like with animalistic bodies (some may stand
on two feet, but some might stand on all fours depending on the
creature). Most werecreatures have a very similar base, even if
most have different ways of manifesting the supernatural
abilities of that base among different werecreatures (like some
have different connections to nature than other werecreatures).
Almost all werecreatures have this base physiology, no matter
what they are, enough that even other types of werecreatures
still act somewhat similarly. Most werecreatures are either born
into a pack or tribe, or turned into supernatural creatures
through a werecreature bite (usually a bite, some may have other
ways to turn people). Werecreatures started out as a type of
cursed beast that put a curse on man, but that curse ended up
creating a race of supernatural creatures many see as the
counter to vampires, and have developed a strong connection to
nature. Of course, there are many types of werecreatures, from
werewolves (the most known), were-cats, were-jaguars,
were-tigers, to even were-rats and even other rare variations.
However, most of these cursed creatures do often share a
weakness, in that most are vulnerable to silver and mercury
(though some creatures might have other weaknesses, as some
creatures might be vulnerable to other things instead of
silver). Most of the alchemists are werewolves, but there are
clans of other werecreatures, since the werewolf alchemists
started out as a group of outcasts from other tribes and packs.
Werewolf Nature Connection:
~Most werewolves has a powerful connection to nature, which lets
them sense the condition of the nature around them. This lets
them not only sense people close to them who do things like step
on the grass, but also lets them do things like tell when plants
are dying, or letting them communicate with animals depending on
the tribe/pack and their affinities. For the most part, this
isn't too much of a skill that's useful in a fight, as it's just
the basis of a werewolf's abilities. However, it also does give
them a sense where they can sense all nature around them, even
without seeing it directly. This helps greatly for them to see
the flow of nature's energy and learn how the power of nature is
channeled. They are also able to use this connection to heal
plants and animals with the life force of the world around them.
This not only gives the user basic connection to the earth
though, as it also gives them a connection to things like the
water, which is also of the earth. This means werewolves with
this connection can also even use their purification and
interaction with water and creatures of the water. Typically,
many werewolf tribes focus on their connection to nature in
different ways, and many will often figure out how to utilize
this in their tribe, though this is still a basic of werewolves
on their own that they can learn. This power is not a battle
ability, so it doesn't really grant them much in battle. The
only real advantage it can give is if the werewolf knows the
area they are in due to being close to the nature there, and can
gain an advantage when fighting opponents in familiar territory.
Werewolf Spiritual Tuning:
~Similar to other creatures like moglins who have a connection
to the world, werewolves with this specific nature connection
have a special connection to the spirits that make up the earth
and the elements of the earth, and are far more tuned to the
spiritual realm than most creatures would be. These spirits are
normally invisible and not able to be interacted with by most
people, even most who think they know all the spirits often find
they don't know how the spirit realm dictates the very world's
elements. This may seem simple, but this lets werewolves connect
to the world much more than most who connect to nature, as they
aren't just connected to nature, but are able to also interact
with those spirits for another way to interact with nature.
Depending on the tribe, some tribes have specific ways to use
this, and some can even develop their own ways to use this to
their advantage depending on their affinities. Werewolves that
have this connection understand the importance of the world's
forces, and can see not only the flow of the planet's life
energies, but also how the spirits impact that balance of the
world itself. They are also able to perceive the world's flow of
life and death as a result of this power. For the most part,
this just lets werewolves have a closer connection with the
world around them, not really being too useful until one learns
to use spirit art magic. For werewolves with this ability, their
main enemy is dark spirits, as dark spirits are the type of
creature that will go after anyone that "sees" or "senses" them.
Once a creature has seen or can perceive dark spirits, it opens
up a new realm of knowledge, but also means they're more likely
to be attacked by dark spirits.
Werewolf Tribe Connection/Empowerment:
~Almost all werewolves gain empowerment by being part of a tribe
or pack, which is why many will travel together. Not only does
traveling together allow them to cover each other in battle and
allow them to fight together, but a connection to a pack or
tribe can empower members of the tribe or pack. The more of the
pack that are together means a stronger boost in abilities. This
amplifies both physical and supernatural abilities when
together, and may even grant other special effects based on the
tribe, such as werewolf alchemists having a stronger ability to
sense magic when working together, or another wolf tribe that
might gain enhanced spiritual connection when working together.
This depends on the tribe or pack, and this power is a natural
encouragement for werewolves to work together rather than being
alone. Most werewolves would see strength in unity, and weakness
in being the lone wolf (no pun intended). This power is designed
to unite tribes and packs together, and sometimes when packs
join other packs, their abilities can blend together, such as
two different tribes that join together could passively gain
some of each other's abilities if they become truly unified.
However, this requires that the werewolf submit to the pack, and
those that are not a part of the pack are usually cast out of
the pack otherwise those that interrupt this connection, and see
those that "work alone" as infections to their connection to
each other. Of course, one without a tribe or pack doesn't lose
power by not having a tribe or pack, but just that those that do
will gain power and focus as they work with others. The
alchemists typically gain enhanced magic when working together,
and certain alchemists may even gain special combination
abilities (for example a fire alchemist and lightning alchemist
might gain an ability to combine their magics into one powerful
magic through this connection).
Werewolf Lunar Empowerment:
~When reaching a high enough power as a werewolf, a werewolf can
essentially gain a powerup where they gain power and ability
through lunar light. While werewolves can still fight at their
full power during the day, most werewolves are at their best
when in moon light, and many werewolves are able to fight using
enhanced physical and supernatural stats. This technique is just
a base powerup, which werewolves gain at a certain level of
power and training to harness the full nature of their nightly
nature. Those with werewolf nature connection are connected to
the moon just as much as the earth, and this power symbolizes
their embrace of their nightly nature. The more full the moon,
the more powerful the werewolf becomes, with the full moon
amping them to their max capabilities (aside from special moons
like blue moons or red moons). Depending on the type of moon,
usually determines the powerup. In the full moon, a werewolf is
at their strongest, with their nature power and their magic
gaining a large amp. This makes the werewolf's physical and
supernatural abilities far stronger, but doesn't gain any other
real abilities in terms of new abilities unless they are of a
special tribe that does gain abilities in full moons. However,
the werewolf can gain special abilities during blue moons or red
moons (more on red moon and blue moon powers next) depending on
the werewolf and what tribe they are a part of. This power is a
passive ability, which is something the werewolf doesn't really
have control over, as it's simply part of their nature
connection. Typically, those that can create sunlight in
nighttime can slightly interrupt this power, and can return a
werewolf to normal power if the werewolf is hit with it enough
times, since lunar power can only operate in the absence of the
sun light.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the werewolf special enhanced modes,
where they are able to draw the unique moonlight into their
power. When in the red moon, the werewolf gains a corrupted mode
where their abilities all become more powerful and they gain a
massive powerup from the red moon. Most werewolves gain more
power with the red moon than they do with the blue moon, but
this comes with a price. Typically, when in the red moon, most
werewolves become much more ferocious and they seek to kill
their enemies as brutally as they can. While most werewolves
learn to control this with time and training, werewolves still
have to be careful on these nights, and many werewolves who do
lose control often hide from the moon light when this night
comes around due to the dangerous of who they might hurt, as
some have even killed their friends and family during this kind
of night due to the nature they gain. This also makes all of
their abilities corrupted power equivalents during these nights,
where all of their supernatural abilities and werewolf abilities
become corrupted and are able to hurt almost any creature due to
the corruptive energies they generate in the presence of a red
moon. Only the most ferocious of werewolves typically carry red
moon energy outside of red moon nights, and many try to avoid
the power altogether due to what they become. However, those
that do try to utilize this outside of nights of the red moon
must be careful, or else they could eventually lose their sense
of self and become feral werewolves, as the unnatural red moon
light can eventually overwhelm the rational mind and eventually
destroy a werewolf's ability to think rationally. Of course, a
counter to this ability is sun light manipulation, due to sun
light being able to counter lunar light manipulation, and some
sun light manipulators are able to completely negate the powerup
of the red moon if they use it on a werewolf enough, though
keeping them from regaining the amp requires usually getting
them out of the moon light.
Blue Moon Enhanced Moonlight Power:
~Just as the werewolves gain abilities during the red moon, they
also gain special abilities during the blue moon. During the
blue moon, the werewolf gains a purity with their nature
connection that surpasses their normal connection, and gains
highly enhanced ability to connect to nature during this time.
During this, the purity of their connection lets them use their
supernatural abilities at a highly reduced cost, and can amp
their special abilities considerably. To an extent, depending on
the werewolf, some can even gain unique abilities only usable
during this time, such as some with magic being able to use
special spirit magic that purifies corruption and gives the
werewolf a pure neutral nature. This lets them more easily
influence the world around them, for better or worse depending
on the werewolf, and allows them to use enhanced power at
reduced cost. While in this mode, the purity of their power is
also able to damage almost anything due to the neutral pure
nature of their connection with the world. When in this mode,
werewolves also gain a calm focus, and lose much of their
natural ferocity in favor of concentration and purity of mind
(For better or worse). However, while it is possible to store
the energy of a blue moon up for later use, it is hard to use
when not in a blue moon, and werewolves cannot usually handle
too much of this energy outside of nights of the blue moon. Due
to how unnatural stored blue moon energy is, it can overwhelm a
werewolf's natural connection, and temporarily damage a
werewolf's nature to the point that they could lose part of
their werewolf connections to nature and the moon. Typically,
sun light manipulation (if it can be created in the presence of
this moon light) can counter this power, and do more damage to
werewolves who use this since sunlight typically counters lunar
light manipulation.
Werecreature Trait Suppression/Shapeshift:
~Werecreatures have an ability where they are able to change
forms. Typically, this depends on the werecreature, but most
werecreatures will either take a werecreature form as their
base, or a human-like form as their base depending on their
heritage, and certain other factors. Depending on their base
form, they are able to shapeshift between their human form and
werecreature form, with the base form being the natural form and
the other form being a form they can use using shapeshifting.
Werecreatures who take their werecreature forms naturally can
shapeshift and suppress their werecreature traits, in which they
are able to pass as human by using this power. A werecreature is
able to suppress all of their traits to the point that they come
across as human, and even feel human to those with supernatural
presence sense abilities. Those that take human form typically
use this to release their full werecreature form, in which they
can typically use their werewolf form like an enhanced form that
is stronger than their normal mortal form. There are other
werecreatures who have other ways to use this, but these are the
main two aspects. Typically, it does take energy and stamina to
transform or suppress one's traits depending on which is the
base form and which is the form the werecreature has to
shapeshift into. As such, werecreatures cannot stay in their
other form indefinitely, as they will eventually run out of
energy or stamina to maintain this. Typically, this is used to
allow a werecreature to pass as human for those that need to use
this to take human form, or used among human form werecreatures
to take a battle form when fighting, so this is usually only
meant to be used temporarily anyway. However, once they do run
out of energy or stamina, they can no longer use this to
transform, and will revert to their normal base form (whichever
form that their base form is).
Werecreature Cursed Bite:
~This is the ability that allows a werecreature to bite someone
with their werecreature fangs. When they bite someone, they can
choose whether not to leave this cursed bite mark behind. This
is used not to kill someone, but is designed to turn those with
this cursed bite into werecreatures like the werecreature who
uses this. When changed into a werecreature, the werecreature
becomes a werecreature the same as the original werecreature who
bit them, such as a werewolf would turn someone into a werewolf
upon biting them. While the user might have unique abilities
that might manifest depending on the tribe and training they are
a part of, the werecreature will usually be more or less like
the one that cursed them initially. The person can be cured of
this cursed bite within a certain amount of time, however, this
can only be cured if a special formula (which is fairly known by
supernatural hunters and most know how to make this formula) is
administered before the new werecreature eats the flesh of a
human or animal, as once they do, their curse will often corrupt
their natures after feeding and it will make the change
permanent. If the werecreature that casts this is killed, the
person affected can be changed back, but they may be permanently
changed if the person has devoured flesh while being a
werecreature. However, if they haven't done so, then they can be
returned to human when the original werecreature dies if they
don't have access to the formula to turn them back to normal. It
is also worth noting that those that are immune to being changed
into supernaturals won't be affected by this, as there are some
creatures and even some humans that have ways of making sure
they cannot be changed by supernaturals, depending on the
creature and what they have access to.
Werecreature Claws:
~Just like one might expect from their animalistic appearance,
almost all werecreatures have claws of some kind that extend
from their fingernails. Most werecreatures have ways of keeping
their claws maintained, and most werecreatures can leave their
claws long, or some will keep them trimmed so they're not so
bothersome in day to day activities. Typically, their claws are
one of their biggest weapons in combat, in which most
werecreatures use their claws to slash opponents, with many even
having claw slash techniques they can use in battle depending on
their abilities. While claws are naturally sharp, werecreatures
can actually sharpen their claws like they would a sword,
usually sharpening them with a strong substance to the point
that they can become razor sharp. Depending on the werecreature,
some claws may be different sizes, or some might have slightly
different capabilities, but there are plenty of ways for a
werecreature to use their claws in battle. Most werecreatures
are very dangerous and can easily rip people to pieces with
their claws depending on their skill level. For the most part,
avoiding the claws just requires the opponent to avoid the
strikes of the user when the user is using their claws in
battle, as their claws are a type of short-range close combat
move. Most long distance claw slash attacks can also be dodged
or blocked (Depending on the werecreature and their abilities if
the opponent can account for the user's enhanced strength, and
their abilities), though opponents should be careful of
werecreatures who have claws that are able to cut through metal,
as some werecreatures do have much stronger claws that can claw
through metal objects.
Werecreature Bite/Teeth:
~As one might expect from seeing a werecreature, almost all
werecreatures have some sort of sharp teeth. Typically, most
werecreatures teeth are designed for tearing apart flesh of
either animals or humans (depending on the werecreature and what
they survive on). Due to this, many werecreatures will use their
teeth to bite opponents in battle, and are usually strong enough
that most werecreatures are even able to bite through limbs with
their bite (depending on the werecreature and their strength.
Different werecreatures may have different teeth, but overall,
werecreatures are able to use their teeth to some degree, with
some werecreatures even having certain abilities to enhance
their bite. There are some werecreatures that are able to absorb
life energy through a bite attack, in which some werecreatures
have the ability to take life energy through biting others
depending on the creature. Some werecreatures are known to have
enhanced bites, like werepyres (werecreature/vampire hybrids)
having an acid bite, or some might have special techniques that
utilize their bite in unique ways. This mostly depends on the
werecreature and their abilities, as each werecreature is
different. Typically, avoiding a bite in battle is as simple as
maintaining one's distance from an opponent, as this can usually
only be done at short range unless the user has a special bite
attack that can be used from a distance, which is usually rare.
For the most part, these teeth aren't really made for battle,
but more are specifically for eating. Werecreatures can use them
in battle, but there is a lot of risk in doing so since
werecreatures might take hits that might knock their teeth out
just like any other creature.
Werecreature Fur:
~Werecreatures, as one might expect, generate fur in their
werecreature forms. Depending on the creature, the fur will
typically be different depending on the werecreature, but
usually almost all werecreatures have this to an extent. This is
usually not noticeable on a human form, since a human form
suppresses most werewolf traits, but in werecreature form,
almost all werecreatures have fur, which has a few functions.
The first is that, like other creatures with fur, this helps
them stay warm in harsh temperatures, and depending on the
creature, they may even have summer fur that helps keep them
cool in hot temperatures. However, there are certain
werecreature that can use their fur as a weapon. For example,
there is a werewolf gift that turns a werecreature's fur into
something akin to steel armor, or some werecreatures can fire
their fur at opponents like firing needles with certain
techniques. Overall, this depends on the werecreatures and their
abilities, as most werecreatures are different in nature and
different werecreatures usually have different ways to utilize
this. Typically, the fur is more defensive than offensive, so
it's not really useful to attack unless a werecreature has a
means to attack with their fur (though some can learn skills
that will allow them to attack with their fur). Aside from
special techniques though, fur is more for environmental
adaption more than to be used in battle, so this is more just a
part of their physiology that helps them survive rather than
helping them fight. It is also worth noting that fur is also
more vulnerable to fire, as fur can be flammable under the right
conditions.
Werecreature Anger Amplification:
~Typically, werecreatures are far more emotional than vampires
are. As a result, werecreatures gain power from their intense
emotions, specifically their anger when they are feeling
strongly. Many werecreatures are empowered by anger, and are
able to gain boosts through their anger while it's in effect.
The most common method of using anger is a rage frenzy, where a
werecreature will temporarily lose control of themselves and act
in pure rage towards whatever is causing them anger. Depending
on the werecreature, this may happen under different
circumstances (like some werecreatures might react to other
stimuli like certain kinds of light), or some werecreatures even
have specific arts for using this, like utilizing their anger in
special techniques that empower their rage frenzy with different
abilities (depending on the werecreature, tribe and abilities).
This is an ability that most werecreatures have to deal with and
is more of a hindrance to their daily lives, since many
werecreatures might have short tempers, but most advanced
werecreatures have learned to control this, and only really use
it when they want to rather than letting their emotions control
them. Overall, the arts used depend on the creature, but most
have to control this at some point, as this can lead to
werecreatures attacking allies when they are in their frenzied
states, and werecreatures may not be able to control who they
attack (as they might go after someone other than the intended
target) depending on the situation. Overall, the main use of
this is for those with techniques to utilize this in combat,
which all usually only work temporarily while the user is in a
rage state. And even if they don't have any special techniques,
the rage state is only temporarily, lasting as long as the
stimulus persists that drove them into it, or a certain amount
of time passes after going into the frenzy.
Werecreature Agility and Werewolf Cling:
~Werewolves have a natural agility, in which they are able to
move very effectively in battle. Part of this is speed and
flexibility, where they are able to move around and attack based
on the type of werecreature they are. Even werecreatures that
are larger than normal beings have a strange agility that they
are able to use that lets them move effectively, usually letting
a creature jump around, or even use their agility to move
silently across an area. In addition to this, werecreatures also
have a natural ability to use their claws to cling to surfaces,
where they are able to dig their claws into a surface and then
stick to that surface. Most werecreatures use this on trees,
where they are able to stick to a tree, or use their momentum
and use their claws to change their trajectory in a fight. Some
werecreatures have certain abilities in doing this, such as some
that will hide in the trees and steathfully strike (like those
with panther powers) or some might use their claws and agility
to make their way up trees and drop down on their opponents, or
some might just jump off surfaces to attack opponents. This
usually depends on the werecreature, as different werecreatures
have different hunting styles depending on what kind of creature
they are and what abilities they possess. Typically, it is very
important to keep track of werecreatures in battle, as their
agility may be hard to keep track of, and some will use stealth
if the user loses track of them to stay hidden until they're
ready to attack. Opponents can usually dodge a werecreature as
agile as they are, as long as they are able to keep track of
them and can react to what they do. Those that know
werecreatures often know just how agile and dangerous
werecreatures can be, especially ones that utilize this in
combination with stealth.
Werecreature Hardened Body:
~Werecreatures typically have much stronger bodies than humans
do, as their muscles, bones and even their skin is thicker than
a human's. While not as strong in human form (as they typically
will be the normal level of a human when in human form), their
werecreature forms are much stronger and are able to take
reduced damage from attacks due to how strong their bodies are.
Werecreatures are usually natural fighters, and usually have
ways to utilize this, such as some might learn certain heavy
stander abilities that resist knockback and stun to a degree.
Werecreatures are able to use their bodies hardened muscles in a
variety of ways, as werecreatures can even use their stronger
muscles for stronger attacks depending on the training the
werecreature has. Typically, this partially depends on the
training of the werecreature, and partially on the werecreature
themselves depending on what type of werecreature they are. For
example, certain werecreatures may have stronger bodies than
others, with certain werecreature types might have a strong
body, while others might have specifically stronger bodies. Of
course, just like with most of their physiology, werecreatures
also have certain abilities and arts that might enhance their
defense, with some even training their durability so that they
can become more resistant to damage. Some more trained
werewolves have even been known to block swords to a degree,
though whether or not they can do this depends on the strength
of the opponent. Typically, opponents can more easily pierce
opponents with silver, or certain stronger attacks can also do
damage. While stronger, they do still take damage from attacks,
even if it's just reduced. Many werecreatures are also
vulnerable to fire to a degree as well, though some
werecreatures might be resistant to fire if they possess the
ability to use it.
Werecreature Regeneration:
~Werecreatures, like vampires, have supernatural regeneration
that can be used to heal themselves when they have taken damage.
Werecreatures have strong regeneration, and can regenerate from
most damage. Werecreatures can usually regenerate anything as
long as their heart or brain isn't destroyed. Werecreatures also
regenerate faster than most other vampires, due to werecreature
regeneration being slightly different than vampire regeneration.
Of course, some tribes even have special regeneration
techniques, so some werecreatures may even gain special
regeneration techniques of they are available to them. This is a
passive skill that heals werecreatures, and this power is
sustained by their devouring of flesh of either animals or
humans, depending on what the werecreature wants to eat to
sustain their power (which may or may not depend on the tribe
they're born into). Werecreatures, unlike vampires, cannot
regenerate limbs, but they do regenerate any damage to their
bodies, and can regenerate even fatal wounds that might kill a
vampire (typically, vampires regenerate more parts of their
body, but werecreatures regenerate faster and more easily).
Werecreatures usually are able to regenerate almost anything
save for decapitation unless silver is used on them. For most
werecreatures, silver is usually the best thing opponents can
have, since silver can be used to interrupt most werecreature's
regeneration (though some werecreatures may be vulnerable to
other elements like gold depending on the creature). Certain
holy powers can also help kill werecreatures more easily due to
their cursed natures. Certain things like death scythes and
other regeneration negation weapons/abilities can also be used
on werecreatures, just like vampires. However, decapitation or a
silver bullet to the heart is usually the easiest way to kill a
werecreature (though decapitation works on almost any
werecreature where silver might fail depending on the creature).
Werecreature Body Temperature Regulation:
~Similar to how certain supernaturals are able to adapt to
environments around them, werecreatures are able to adapt to
environments around them thanks to their supernatural
physiology. For the most part, a werecreature's body usually has
ways of regulating their body temperature, whether it's in
battle or outside of battle. Most werecreatures will be able to
adapt to hot or cold environments depending on the creature.
Usually, this is most present during different seasons, when a
werecreature often has different coats of fur to handle each
season (depending on the werecreature). In addition, each
werecreature is able to regulate their body temperature through
their body's own methods as well, which have the same abilities
as humans to try and regulate their temperatures. However,
werecreatures are much more easily able to adapt to extreme
temperatures thanks to this, and they are able to survive in
almost any environment, from the hottest of deserts to the
coldest of icy weather. Most werecreatures can adapt for certain
environments specifically, depending on where they live, as most
werecreatures usually specifically adapt to wherever they tend
to stay. Some even adapt by other methods, like certain
werecreatures might have a higher body temperature than normal
because of their werecreature nature. The last advantage is that
this helps them against people who use heat and cold as weapons,
which allows the werecreature to handle extreme heat and extreme
cold (granted they aren't being burned with fire, or frozen with
ice). However, while they adapt to temperature easily, they
cannot adapt to being burned by fire, or frozen with ice, and
while they can adapt to the heat generated by fire or the cold
generated by ice, they can still be hurt by fire and ice
abilities (depending on the werecreature, as some might have
certain resistances and immunities). This also doesn't apply to
things like vacuum environments and being underwater, since this
only really applies to adapting to temperature and not certain
other environmental factors.
Werecreature Animalistic Senses:
~Werecreatures all have animalistic senses, which allows them to
sense far more than what humans can. While they still have human
senses as well (sight, smell, taste, touch and hearing), they
also have other senses depending on the werecreature. Animals
are often known for being able to senses changes in the earth
that humans cannot, and this sense is just one of the senses
that werecreatures have. One such example are how some creatures
have an electromagnetic sense to sense the flow of ions in the
earth's atmosphere, and they are able to use this to not only
sense changes in the earth itself, but they can also use it to
navigate far more easily than humans can. Most werecreatures
have much higher tuned senses, and this doesn't just apply to
their normal senses. Most werecreatures are also able to do
things like seeing in the dark, or many have a specific ability
to sense the presence of others with a sort of sixth sense of
the environment around them and can use it to focus on anything
living. The specific senses depend on the werecreature, as all
werecreatures typically have different senses depending on the
type of werecreature they are and what animalistic traits the
werecreature possesses. Typically, this isn't too useful in
battle, though some werecreatures can use these senses to sense
when danger is nearby, as werecreatures can learn to hone their
senses to a point where they can even sense when someone is
trying to sneak up on them or is going to attack them. While
useful though, these senses are not always accurate, and certain
natural phenomena might also be able to affect a werecreature
due to these senses if an enemy has a way to take advantage of
these senses.
Werecreature Earth Communication:
~As part of a werecreature's connection to the world and the
spirits, they are able to communicate with the earth, including
the life on earth. While they may not have connections to
certain life forces depending on who they are, all
werecreatures, in some form, have some sort of communication
they can use. For example, many werecreatures can communicate
with animals and some can even communicate with plant-life if
they have a strong enough connection to the force of the Green
(a life force connecting all plant life). Usually, this
communication allows them to not only befriend the entities of
the world, but this also allows them to call on allies during
battle, such as some who can call on animals or plants to fight
for them depending on the werecreature and what creatures or
organisms will listen to them. Typically, animals and plants can
be called to help the werecreature, with some even having unique
training depending on the tribe, as some tribes have specific
gifts designed to call on animals or plants to help the
werecreature. This isn't really a battle power so much as more
of a communication power, as most werecreatures usually use this
to keep animals and plants from certain battles they might face,
or they may make friends with certain animals or entities due to
their strong connections to the earth. This usually depends on
the werecreature, and some werecreatures speak to specific
aspects of the earth whereas others may have a more general
communication with the life in the world. This depends mostly on
the individual, but mostly, the only way this is used in battle
is to call animals or plants to fight or help out in some way,
and the animals or plants can still be destroyed as normal, with
them still being able to be killed in battle (though some
werecreatures may have gifts that strengthen animals and plants,
so that should also be taken into account if one needs to fight
a werecreature with this ability).
Werecreature Gift Affinity:
~Werecreatures developed gift training depending on the tribe
specifically for werecreatures in the same manner that vampires
developed their discipline training. This allows werecreatures
different training to gain different abilities, which are
usually taught by certain spirits. Unlike vampire disciplines
taught by clans, werewolf gifts are not just taught by tribes,
but also by individual spirits that might know of them. Once a
werewolf has their affinities, and someone to train them, the
werewolf is able to learn werewolf gifts based on the tribe they
are in, or what spirits will teach them. Overall, most werewolf
gifts are dependent on the tribe, as each tribe has its own set
of abilities to learn. This could be as simple as combat
enhancement skills, or learning to call on spirits in battle, or
some like the Glass Walkers even have unique gifts involving
manipulating technology. As one might expect, each set of gifts
is different in nature, so naming them all is nearly impossible,
let alone naming their strengths and weaknesses, but all
werecreatures are usually able to learn these in some capacity,
with some advanced users of certain gifts being able to combine
gifts depending on what they can do. Overall, each gift works
different, and has it's own strengths and weaknesses, but each
gift does have it's own strengths and weaknesses, due to each
gift having limits of what it can do. For example, combat based
abilities are limited to combat and may not include supernatural
powers (though there are some that enhance supernatural
abilities as well), or some that might have consequences (such
as some used too long might take a toll on the werecreature's
body). This depends on the gifts learned, and the gifts learned
depend solely on the tribe the werecreature belongs to or the
spirits teaching them gifts. It is also worth noting that most
werewolves gain gifts solely based on the tribe they belong to,
and no werewolf gains random gifts unless they are part of no
specific tribe and are just taught by spirits in general since
those with no tribe have no specific ties to any one tribe. This
also may not cover certain things like werepyres who have
combination abilities with vampire disciplines, or other
werecreatures with power from things like demons or angels that
might be able to combine gifts with angel or demon arts
depending on their natures.
Passive and Combat Abilities of Mana Users:
Mana Weapon Style: Mana Blade/Weapon:
~Most mana users have their own weapon style, since one of the
powers involves creating mana weapons. Most learn to use
whatever weapon they create most, if they don't already have a
weapon that uses mana that they adapt to their mana user
skillset. Mana users often develop their own style,
incorporating their mana use into a specific weapon's style they
use. This could be a generic combat style, or an established
style. Either way, most mana users have their own weapons style
they use in combat, which can also be customized based on the
mana user's specific skillset. This is usually just a pretty
basic style, using the techniques of the mana users to their
fullest, such as using mana waves or firing mana attacks from
their weapons. This style is simple, yet effective and can stand
up to almost any other combat style when the mana user has
mastered their combat style.
Mana Fighting Style: Flow Point:
~This is a specific hand to hand fighting style which mana users
developed. Instead of trying to attack just to hit an opponent,
this style is set around the body's energy flow, where mana
users focus their mana into the physical attacks, not only
amping their physical fighting style, but also creating a
fighting style that lets them use their physical attacks to
strike points of the body where energy flows through, such as
chakra points and other points where multiple energies often
converge in the body's flow of energy. When attacked, these
points are hit with force enough to interrupt the body's flow of
energy, where those hit with this will find their flow of energy
is strained. Through repeated hits, opponents bodies will start
having trouble generating energy, as the points of the energy
flow become more and more difficult to maintain the energy flow
if constantly attacked. Usually, these points recover with time,
but in battle, this often is designed so that mana users can
interrupt an opponent's flow of energy, making the opponent's
energy becoming harder and harder to use after taking hits from
this style. This style is effective against any creature that
uses energy from their body, whether it be mana, chi, aura or
even spirit energy.
Physical Strain Mana Radiation:
~When in battle, mana users have a passive method of keeping up
with stronger powers and relieving physical strain on their own
bodies. When the body is strained, or the mana user is pushing
their body hard enough in battle, the body will release bursts
of mana from the body in order to relieve the physical pressure
on the bodies, and help the user in battle to keep up with what
they're doing in fights, usually being most useful in physical
fights or doing things like catching attacks or projectiles.
This not only helps keep the body from straining itself too
much, but also helps with stamina management, as the body is
able to do this to relieve tension from trying to find other
ways to keep the body from hurting itself from strain. This is a
passive technique, in which mana users do this without thinking
about it, as once mana users learn to use mana, the mind figures
out that this method helps relieve the strain of fights to an
extent. Of course, this only works to an extent, and if the body
uses this too much, it can waste the mana in the body, which
means that it's still important for a mana user to not
over-strain themselves, and after a while, this either becomes
unusable if the user runs out of mana, or loses it's
effectiveness over time as the strain gets greater as fights go
on.
Mana Puppet:
~This was based on the technique developed by the quincies,
which lets mana users use the mana in their bodies to control
themselves, even if their body is disabled. This lets a mana
user use their body by controlling the mana, in which they are
able to control their own bodies like puppets. This skill is
very useful when the body has sustained injury, allowing the
user to control their body even when injuries have disabled the
ability to use their body. This technique lets a mana user fight
even when their body isn't in the condition to, though this can
be a double edged sword to users since it can make their
injuries worse. There is another use for this ability however,
in that this also comes with the ability to manipulate their
mana in other objects, specifically their weapons. Some mana
users actually take advantage of this so that they can control
their weapons using something akin to weapon telekinesis by
controlling their mana in the their weapon. This lets them do
things like use larger weapons like platforms, or use weapons to
attack with from a distance depending on the person. However,
they can only control their own mana, and cannot control other
people's mana.
Heavy Magic Resistance:
~All mana users take highly reduced damage from all manners of
mana-based magic, where even if they are not able to
counter the magic, all magic will still do highly reduced damage
since the magic damage relies on mana. While mana users can
still be hurt by momentum and concussive force of magic attacks,
they are able to avoid magic based damage like elemental magic
damage, or simple attack magic damage, with all attack magic
having highly reduced effect on mana users. However, this only
applies to mana based magic, and doesn't apply to any magic that
uses other energies, such as chi magic, or celestial magic. This
also doesn't apply to dark/demonic magic or any magic that runs
on dark mana, as dark mana can still do heavy damage to mana
users of all kinds. For the most part, depending on the mana
types one has and the amplifications they use, some other forms
of magic might actually be able to be defended against, such as
chi/mana mixes of energy being able to reduce the damage of chi
magic specifically.
Mana Energy Flow Training:
~Similar to other energy users, mana users train their ability
to use mana in a few ways. The first way is training the body to
generate and be able to use more mana, in which mana users train
their bodies to handle more mana. This first method is only the
first stage, and designed to be used in conjunction with the
second part of this training. The second part of this training
is learning to open up the body's flow of energy, allowing more
energy to flow through the body. These two methods are designed
to be used in conjunction with each other, and when done
properly, proper balance is maintained in the body. As the body
trains and learns to generate and handle more mana, the body
also opens it's flow of energy to handle the increased amount of
mana. This training is a long process, which mana users grow in
power over time. Those that train with these methods can grow
stronger, generating more and stronger mana over time, as well
as training the body to handle the increased flow. Usually,
weaker mana users strengthen more quickly, but stronger mana
users grow more slowly, as weaker mana users have a lot of room
to train and improve, but stronger mana users have a harder time
opening their flow of energy more, as eventually they slowly
stop getting as much from training over time. Another thing to
know is that larger bodies are usually able to generate more
mana, while smaller bodies usually don't generate as much mana.
however, through training, almost anyone can get stronger.
Mana Flow Enhanced Physical Senses and Reflexes:
~One of the effects of the body of the training of mana users
is, once the mana users learn to increase their flow of mana and
make it more effective, that they increase the flow of energy to
the body and brain, resulting in the flow of energy granting
enhanced senses and more ability to process information in their
brains. The senses are all increased depending on the person, in
which they gain enhanced senses similar to that of other
supernaturals. The senses enhanced are dependant on the person,
such as a werewolf getting an enhanced sense of smell, or some
getting even enhancement of senses. This also increases the flow
of energy to the brain, allowing the brain to work faster, and
process more than normal brains would be able to. This doesn't
allow the use of more of the brain, but simply makes the brain
more efficient in what it can do. This does things like enhance
the ability for the brain to communicate with the body, and
allows for highly enhanced reflexes thanks to the brain
processing threats very quickly.
Mana Sense:
~Those that use mana can learn how to use enhanced mana senses,
in which they can use their ability to perceive mana to gain a
sense for all mana. This lets mana users sense not only their
mana, but the mana in the environment and the mana in other
people as well. As all living things generate mana, and the
world itself operates on mana, users can learn to use this mana
sense to essentially map the world around them, seeing
everything by the flow of mana. This is similar to a sixth sense
in terms of supernatural senses, in which those without sight or
hearing or even if they can't feel the environment around them,
can read the mana around them. This is mostly useful for those
who use the mana in the environment around them, as this is one
of the things they must learn in order to understand the flow of
mana around them and where best to draw mana from. This skill
can also be used in battle by mana users, who can see the flow
of mana in the body of their opponents, also giving them a sense
of knowing where the opponent is, and giving them a sense to
sense others even if they are able to sense their presence.
Mana Mind Barrier:
~This technique was designed to defend against psychic
abilities, in which users of this skill are able to generate
this barrier around the world of their mind. While mana users
aren't trained on controlling their minds completely and can't
manipulate their emotions without special training, they can
protect their mind with a barrier of mana that protects their
mind. Not only does protect the mind from outside influences,
but it also protects the mind from influences inside the body,
such as powers that might normally take over, in which mana can
be used to protect the mind form the bodies own harmful
energies, usually resulting in the mind not really being too
affected by changes in the body as long as the mana barrier
around the mind holds. This doesn't grant total immunity to
psychic abilities, and some that effect the body can still
affect the body, but it does grant protection from most mind
manipulations.
Combat Abilities:
Special Ops Mastery:
~The user is almost super-humanly skilled in all forms of
special operations including but not limited to Mercenary Works,
Counterintelligence, Black Propaganda, Counter-Terrorism,
Guerrilla Warfare, Direct Action, Counterinsurgency,
Assassination, Close Target Reconnaissance, Unconventional
Warfare, etc.
The ability may be from advanced training, mental programming,
or even supernatural/superhuman powers. Combined with a high
intellect and a high level of physical ability, they can create
completely new possibly unbeatable methods of special
operations. Important to note when it comes to special
operations are things such as reconnaissance and surveillance in
hostile environments, training and development of other states'
military and security forces, offensive action, sabotage and
demolition, and hostage rescue.
Ehanced Unarmed Combat:
~The users excel in melee attacks without wielding weapons.
Rather than relying on weapons or equipment, they draw on their
own strength and skill to fight. Users are able to use different
styles of martial arts, they can also perform many different
combination strikes, counters, and disarm their foes with their
bare hands.
Animalistic Combat:
~The user can combine using animal imitation with physical
fighting, they can fight with the brutality of a bear, the speed
of a cheetah, the ferocity of a tiger, the agility of a leopard,
the dexterity of a monkey, the flexibility of a snake, etc.
Quadrupedalism:
~User can move, act and run on all four limbs in a quadrupedal
manner, enabling them to move about more efficiently on all
fours than simply standing on their legs. Quadrupedalism is a
form of terrestrial locomotion in animals using four limbs or
legs. An animal or machine that usually moves in a quadrupedal
manner is known as a quadruped, meaning "four feet" (from the
Latin quattuor for "four" and pes for "foot"). The majority of
quadrupeds are vertebrate animals, including mammals such as
cattle, dogs and cats, and reptiles such as lizards.
Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
~Because the primary goal of the werewolf alchemists is to
protect humanity, the world and the spirits from the dark
spirits and from evil spirits in general, the alchemists have
become experts in dark spirits and other evil spirit entities.
The biggest one is dark spirits, in which the alchemists have
been fighting dark spirits as one of their primary enemies since
the beginning of their pact with the spirits to protect them.
They are an expert in almost every dark spirit that they know
of, and an expert on how to deal with other evil spirits like
hollows and high level lost souls that might escape the death
wraiths and soul reapers. Thanks to their spirit purification
and the elites who use spirit destruction arts, there aren't
many dark spirits or evil spirits that usually escape the
alchemists, as they seek to protect the world, humanity and the
spirits from these creatures. They are experts of almost every
kind of dark spirit known, aside from more unique ones like
certain combinations of dark spirit powers (such as Kuroshi who
is a mix of multiple dark spirit types to create his own new
dark spirit type). Overall, the alchemists are knowledgeable
about much of dark spirits and how they operate, such as things
like dark spirit rebirths (which many don't fully understand),
dark spirit rituals and even how to counter dark spirits that
are immune to spirit purification (which are rare, but some are
immune to normal spirit purification). Because the alchemist's
primary jobs are to protect spirits and humanity, they have to
constantly fight these spirits, even more so than fighting their
enemies like the vampire ninjas. However, there are some dark
spirits that the alchemists don't know how to destroy, or how to
overcome, with the two major ones they can't beat being Xeles
and Phantom (almost all alchemists know to avoid these two at
all costs, and know not to deal with them).
Supernatural Strengths and Weaknesses Expert:
~Since the alchemists have to fight other supernaturals more
than most other tribes due to them being outcasts and protectors
of humanity, most learn everything they can about other races
and become experts in almost every kind of creature, and while
they specialize in werewolves, vampires and hunters, most
alchemists can learn to fight many other types of creatures as
well. Depending on their training, most alchemists have to learn
how to fight all types of creatures whether they want to or not
as alchemists will find enemies of all types as they fight to
protect the world. Depending on the alchemist, some alchemists
try to blend into crowds so they can search libraries on all
manners of supernatural lore and creatures among humans to gain
extra knowledge. As such, they know the strengths and weaknesses
of almost every race, including spells, exorcisms and traps used
against almost all manners of supernaturals. Depending on the
age and experience of the alchemist, most learn as much about
killing supernaturals as they can, as the more they know about
fighting supernaturals, the higher their chance of survival in a
world that constantly hunts them and creatures like them since
many hunters have mistaken alchemists for enemies. Of course,
alchemists also seek battle to grow stronger and grow as
warriors, but usually the primary reason for fighting is to do
their job protecting humanity, the earth and the spirits. Since
most are outcasts from normal societies, most have to learn
through experience, other alchemists, or infiltrating human
civilizations to find written information they can use. One main
race they learn to fight is vampires, as they have their main
enemies among the vampire ninjas, and other vampire clans who
have also tried to kill them.
Supernatural Hunting and Tracking:
~Though not supernatural hunters themselves (usually),
alchemists learn a lot of the tricks supernatural hunters use
through research into supernatural hunting techniques, and
picked up a lot of tricks to track people down partially through
experience of hunting down supernatural threats, but also
through the supernatural abilities the werecreatures have like
werecreature senses of smell. This has left them with not only a
great sense for hunting down opponents they need to hunt down,
but also left them with an innate ability to track opponents.
Werecreatures are able to learn to do very subtle things, like
tell whether a foot print is his target or not by things like
the shape of the boot and how deep the boot-print is, as well as
also being able to tell where their opponents go thanks to
circumstances like walking on plants, and animals that are
unusually silent being signs of predators in an area. They
usually have a sense of when opponents are near, as well as
usually knowing which way an opponent is going. And thanks to
supernatural senses as well as enhanced normal senses, almost
all werecreatures have a great sense of where things are around
them. While most alchemists don't hunt supernaturals (other than
ones that try to kill them, or if they happen to be vampire
ninjas as they typically attack the vampire ninjas on sight),
they do have to learn how to track hunters and other creatures,
due to needing to stay ahead of supernatural hunters and other
creatures that might try to hunt them down since they make a lot
of enemies among other supernaturals.
Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge:
~Most alchemists are trained or learn how to use exorcisms and
traps for a multitude of creatures and mythologies, due to
exorcisms and traps being very useful in their own survival.
Alchemists typically use exorcisms and traps in order to take
advantage of other races weaknesses, and typically use this on
other creatures that are vulnerable to exorcisms and traps. For
example, some alchemists know that holy oil works well for
trapping angels, and even know demonic exorcisms to exorcise
angels back to Heaven due to the occasional angel or demon who
might try to recruit or hunt them depending on their intentions.
For the most part, they also know how most supernaturals
operate, in case they should find themselves up against other
supernaturals. Most alchemists seek as many ways to exorcise and
trap beings as possible, specifically for finding ways to trap
stronger enemies they may have to run away from. As such, many
alchemists that have been alive a long time have had the time to
build up their knowledge. While many of them are vulnerable to
holy power traps, they also use knowledge of these things to
avoid their weaknesses thanks to so being smart enough to learn
how these traps work. Most alchemists learn this in order to
survive if they are on the wrong side of supernatural hunters or
vampire ninjas who act like supernatural hunters, and learn as
much as they can with what they have. Typically, things like
exorcisms and traps can easily save an alchemist's life in
dangerous situations, and some alchemists have learned a lot
about these not just through books, but by watching other
supernatural hunters. Alchemists also have the advantage of
making certain items to help with this, such as using alchemy to
make traps, or using alchemy to create things like holy oil to
use against certain unholy enemies.
Supernatural Hunter Extermination Experts:
~The other reason why most alchemists become experts in
supernatural hunting techniques, besides just using them to
fight other supernaturals, is so that the alchemists can learn
how to fight against other creatures that hunt them, since many
are hunted down for being werecreatures even if they don't eat
humans usually. Most alchemists will learn how supernatural
hunters operate, whether the hunters are human, werewolf,
vampire or even demon or angel. In order to survive, alchemists
learn everything they can about how supernatural hunters
operate, and how to avoid most supernatural hunter traps. This
is another aspect that makes alchemists especially dangerous, as
their mix of werecreature senses and alchemic ability give them
what they need to avoid most normal supernatural hunter tricks
and traps. Because alchemists do encounter hunters from time to
time that will try to kill them, they will often not only learn
through books and training, but most end up having to fight to
survive against all manners of creatures. Usually, hunters will
hunt down alchemists as supernaturals, as many hunters will see
the alchemists as werecreatures who hide among humans since many
operate among humans to protect them (such as hiding in cities
to watch for dark spirit or hollow activity). Because of this,
alchemists learn quickly about how to avoid, counter and kill
almost any manner of supernatural hunters (though they only kill
supernatural hunters when necessary). Most supernatural hunters
have to be very creative about how they lure out werecreatures
like the alchemists, because of the fact that most werecreatures
specifically stay on guard against supernatural hunter traps.
Presence Suppression/Crowd Blending:
~Most alchemists learn how to suppress their presence using
their shapeshifting skills, and learn how to blend into crowds
in order to watch over humanity to essentially hide in plain
sight. Some will take human form to hide among humans, though
more advanced werecreatures can walk through crowds wearing just
a cloak and mask, and they never draw any attention from the
people around them due to them learning how to take advantage of
humanity's distractions (like most humans paying more attention
to technology rather than to them). Many alchemists will do this
when they are on missions to watch humans, as they have to watch
human cities for signs of dark spirits and hollow activity.
Because most human cities have masses of people that get around
constantly, most werecreatures like the alchemists utilize this
to make themselves hard to track even among supernaturals,
usually making it where their presence is overshadowed by
everyone else in the area since tracking one presence among
thousands can be very difficult. Even creatures like other
werewolf tribes may have trouble finding alchemists who are good
enough at using this trick, as some use the masses of crowds to
disguise their scent from anyone who is trying to track them.
They also keep their presences suppressed so vampires cannot
sense them easily, since many vampires have a strong third eye
that can sense their presence if they're not careful, and they
usually have to hide from those like the vampire ninjas. Most
alchemists can even use this to hide out in nature, though this
usually isn't needed unless they are in another werecreature
tribe's territory (which they usually try to avoid).
Assassination/Interrogation Training:
~Most wouldn't think alchemists would be experts in
assassination and interrogation, but one would be surprised how
often the alchemists interrogate their enemies like the vampire
ninjas and other vampires/werewolves that come after them. Many
alchemists could become assassins if they desired, as some have
even had to kill people hunting them. Most alchemists learn how
to kill their enemies silently (mostly thanks to having to learn
to fight enemies like the vampire ninjas), and learn how to
interrogate people as needed. Most alchemists have had to learn
to be on par with top level assassins, with some even being able
to learn advanced assassin skills, due to the fact that they
have had to often hide and learn to sneak up on vampire ninjas
with a third eye for sensing the presence of others. There have
been plenty of times where the alchemists have snuck into
vampire ninja villages to rescue captured comrades. And when
they capture an enemy they need to interrogate, alchemists
usually have their own ways of getting information, with some
being good at torturing enemies for information, or some being
good at manipulating an enemy's emotions to get them to tell
them what they want to know. This depends mostly on the
individual alchemists, as almost all alchemists have had to
steak around or interrogate someone at one time or another, and
the elites among the alchemists have stealth and interrogation
skills that even rival the vampire ninjas. For the most part,
each has their own ways of doing this, which most people don't
think about.
Murderous Intent Sense:
~This lets those with this sense when an attack is coming. This
is a skill warriors get by fighting constantly for many years,
learning how to sense someone's murderous intent usually through
encountering it first-hand. This lets the user read their
environment as well as the spirits of people around them in
order to see what attacks might be coming their way by reading
an opponent's body language and the "sense" of people around
them. This gives them a passive sense of reading people who
might try to hurt them, as they can sense when someone is ready
to attack. Some can sense this literally, but most sense it in
an instinctive way once their instincts have been developed
through constant fighting and battles. This gives the user time
to dodge or avoid an attack, and to some extent, helps the
person predict what opponents will do in a fight. For example,
by reading an opponent's body language, such as how they move or
how tense they might be, a user of this can read opponents.
However, this sense is not perfect, and some opponents can't be
read if they have similar skills or can disguise their murderous
intent or they learn skills that can trick people with this
sense. This sense is usually pretty reliable unless one can
suppress their murderous intent, and is usually instinctive
among people who have seen a lot of battle and those that have
fought for their lives multiple times. The only real way to
develop this is experience, as no amount of training can truly
grasp how this sense truly works.
Passive Abilities:
Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
~There are two ways to gain the magic necessary to become an
alchemist in the werewolf alchemist society. The first is to be
born of a werewolf alchemist, or the second is to make a pact
with the spirits that grant the alchemists their magic. Either
way that is chosen though, alchemists become naturally tune and
gain an affinity for magic, in which they may sacrifice certain
affinities for magic affinity to learn this alchemy. Once they
gain this magic, they gain a permanent affinity for magic, and a
special affinity for spirit purification magic that lets the
alchemist use their magic for spirit purification. Every
alchemist is thoroughly trained in how to use their magic, and
learn to utilize their magic to empower the world and protect
the spirits. Every alchemist usually specializes in different
magic, with every alchemist typically having affinities for
certain kinds of alchemy over others, such as some who might use
fire alchemy over normal transmutation, or some that utilize
bio-alchemy over other forms of alchemy. However, this doesn't
always mean that alchemists only gain alchemy, as some can move
on to learn other forms of magic as well that can be used,
usually playing off their spirit purification ability. Because
of their spirit purification and their use of alchemy, most
alchemists learn to use this magic to benefit nature and the
spirits, as long as they don't perform any taboos among the
clans, as certain taboos become a danger. However, while this
affinity is great for learning magic-based alchemy, this also
opens one up to the world of spirits, and this means that the
dark spirits will also start targeting those with this affinity,
since dark spirits usually specifically notice people who notice
them as it is the nature of dark spirits to target those that
target them.
Alchemist Combat Adaption:
~Because the alchemists are a tribe who focus on bettering
themselves and getting stronger as warriors, the alchemists have
all learned a natural combat talent when it comes to training.
Almost all alchemists train in physical combat and supernatural
combat in some way, and with enough training, they can gain an
affinity for combat, whether it's through natural talent or
through hard work. Any warrior can mention how one or the other
doesn't always mean one will have an advantage over the other,
as natural talent and hard work are often best used in
combination with each other. For alchemists, even those without
natural talent learn to adapt and modify their combat style so
that they can more easily change up their styles in combat.
While this isn't an instant process, learning from combat allows
an alchemist to practice and learn how to adapt to certain
combat styles and supernatural abilities. Just as one might
expect, this leads most alchemists to be highly capable and
adaptable warriors as a result of this training and this talent
they develop to adapt their combat for the situations they might
find themselves in. Since they are constantly at war with groups
like the vampire ninjas, the alchemists have even had to learn
how to handle fighting in ways they aren't used to, with some
learning how to fight using stealth in order to more easily kill
vampire ninjas, while some may compensate by outmaneuvering the
vampire ninjas even if the vampire ninjas know they are there.
All alchemists have their own ways of adapting and learning to
fight, and as they train, they show these ways. However, while
skilled in combat, no fighter is ever perfect, and there is
always room to grow, so this never truly hits a cap. Typically
this combat depends on the alchemist and their training, as each
will come up with different ways to use this. For example,
younger alchemists will usually train hard and get stronger,
faster and more durable between battles, but older alchemists
that have been fighting for a long time often hit a cap in how
high their physical abilities can get and instead focus on
becoming more efficient fighters rather than just trying to grow
in physical stats. It is also worth noting that depending on the
alchemist, some may have more talent than others, and some may
have more talent for some aspects of combat, while others have
more talent for other aspects.
Werecreature Heavy Stander:
~Because of the werecreature's body structure, most
werecreatures are extremely hard to knock back. Due to their
strong and bulky muscles, werecreatures are able to take many
attacks without flinching, and most are heavy enough they are
barely knocked back with impact damage. While werecreatures
still take damage, they are much harder to knock back, and much
harder to stun through physical damage unless they are taking an
attack that's stronger than they are. Typically, most
werecreatures are able to shake off normal damage thanks to
their regeneration and their body structures, and require very
strong attacks to knock them off their guard. Thanks to this,
most werecreatures are difficult to stun or disable using
physical force, usually only being vulnerable to other creatures
as bulky and powerful as they typically are (though some that
stay in human form may not have this bulk and therefore won't
have this passive ability in their human forms). Most
werecreatures with this take highly reduced damage from physical
attacks, and are much harder to fight than many other types of
opponents. However, while they are harder to damage and harder
to knock back, this means that things that do hurt them and
overcome this do more damage. This also doesn't always help
against certain piercing projectile attacks, as certain
projectiles might pierce a werecreature more easily due to them
not moving back, or certain attacks that break their defense may
do more damage due to knockback often helping disperse physical
force a bit on impact. Most werecreatures also might have
varying levels of this, as some werecreatures have stronger
bodies than others, and those in human form won't have this
defense at all, since this only takes effect in full
werecreature form.
Alchemist Magic Resistance:
~Because the alchemists have pacts with the spirits, and they
have heavy training in magic, alchemists focus on things beyond
the physical realm. As a result of their spirit purification
magic attacking the spiritual rather than physical, they take
highly reduced damage from most forms of magic, including having
resistance to holy and dark magics. Thanks to this resistance,
magic attacks have highly reduced effects on them, with them
mostly being immune to things like dark and holy effects of
magic due to them training in a more spiritual sense. While this
doesn't mean they are immune entirely, magic does have highly
reduced effects, such as a piercing attack might not pierce as
deeply. Typically, when an alchemist is hit by a magic attack,
some of the magic power is dispelled by their own spiritual
magic ability, making the attack weaker. As a result, most
alchemists are able to fight other magic users pretty
effectively, and most alchemists have certain advantages against
most types of magic users. Among the only types of magic that do
normal damage to them are spiritual magics (as magic based in
the spiritual similar to them can attack them as easily as magic
would normally hurt anyone else), and certain types of dark
spirit dark arts that are specifically designed to counter the
alchemists spirit purification. However, while this does grant
resistance, this does not grant completely immunity, so
alchemists will still take damage from attacks, even if it's
slightly reduced. However, some magics might be more effective
than others, such as alchemists can use their magics against
each other, and certain powers like anti-magic are still very
effective against alchemists. Magic negation is also a problem
for alchemists, since most of their power is based in magic.
Werecreature Flesh Devouring: Sustenance:
~Most werecreatures are able to devour flesh from either animals
or even humans, being very similar in nature to a vampire that
needs human blood to maintain their power. This is the major use
for flesh, and, like others, werecreatures use this to sustain
their power. A werecreature is able to eat flesh just like other
animals in the wild, as almost all werecreatures usually eat
flesh in some form (aside from a few rare werecreatures that
might survive on vegetables and fruit). Typically, there is no
real special purpose for this, other than sustaining the
werecreature. Eating flesh is purely for sustenance and survival
for werecreatures, where they must feed in the same way a human
would eat food. If they don't eat flesh, werecreatures will
eventually get weaker as supernaturals, and eventually go feral
from hunger with some cases even having the werecreature eating
their own flesh. While a werecreature can eat normal food, it
doesn't really help them since they don't sustain themselves on
human food (unless it is meat, as animal meat is something that
werecreatures can survive on). Typically, werecreatures have a
choice of surviving on animal flesh, or surviving on human
flesh. Depending on the werecreature, some prefer one or the
other, with some tribes focusing on eating humans, while others
typically focus on eating animals. Depending on the tribe and
the werecreature, each typically has their own way to sustain
themselves, though most werecreatures focus on flesh/meat
devouring as their primary source of sustenance. For the
alchemists, they specifically eat animals, as they don't like
eating humans since they don't find humans as nutritious to them
as animals do, as they have studied the nutrition of animals vs
humans and found that animals typically are better nutrition
than humans are. Of course, they also don't want to eat humans
because they don't want to find themselves on the wrong end of
supernatural hunters and feel that eating humans contradicts
their overall job of protecting humanity.
Werecreature Flesh Devouring: Ability Gain:
~This is the second use for a werecreature's flesh devouring,
with a werecreature being able to absorb supernatural blood to
gain new powers from those they take blood from. The
werecreature can gain these powers temporarily, or if they eat
enough flesh, they can gain powers permanently. A werecreature's
ability to devour the flesh of supernaturals and gain new powers
is similar to that of a vampire, where it works the same way as
a vampire would gain new abilities by drinking blood (for the
most part). While eating supernaturals is not always the easiest
thing to do depending on the supernatural (as werecreatures will
mention how creatures like demons taste purely awful due to the
sulfur smell of their demon natures), but werecreatures seeking
new powers can usually gain ones from those they devour flesh
from. For example, if a werecreature devoured the flesh of a
fire user, they may gain certain fire abilities depending on the
werecreature's affinities. Depending on the werecreature's
affinities and powers, some flesh may grant them one or multiple
abilities, depending on the being they devour. However, they can
also choose not to gain power from these beings, as a
werecreature often has to weigh a power's strengths vs its
weaknesses when determining whether or not they want a specific
power. As one might guess, this power gain has the same
drawbacks as other power gain abilities, in that the user gains
the weaknesses of the powers they gain as well as the strengths.
For example, devouring dragons may grant a werecreature the
powers of a draco-werecreature, but as a result they would gain
the weaknesses of dragons like being weak to dragon hunter
powers and weapons. Typically, most werecreatures only gain
powers if they choose to, and some powers may alter their
physiology (like eating a dragon would grant them new physiology
that changes them into a draco-werecreature that is different
from a normal werecreature) for better or worse (usually there
are advantages and drawbacks, so users should consider
carefully).
Alchemist Multi-Linguists/Language Learning:
~Because alchemists often have to write code, and some even
encrypt their work using other languages. In addition, many of
the alchemists have been around for a very long time and have
had time to travel the world doing their job protecting humans,
so they have had plenty of time to learn other languages. Some
older alchemists may even know certain out of date dead
languages (languages with no new words being added and aren't
spoken anymore), with some even being familiar with certain
older languages that most wouldn't know. However, the time they
have spent fighting supernaturals has also led to them learning
other languages they need to understand other creatures, such as
learning Enochian to learn more about angels as a whole, or
learning Hebrew to learn more about fallen angels and demons. Of
course, that's not to also mention the fact that all alchemists
have at least a few spoken languages they have to learn, with
English, Spanish, and French being among the most common
language families for them to learn. Because most alchemists
have been around for a long time, most werecreatures have also
developed an affinity for learning new languages, and there are
many with a collection of languages they know. It is also easier
to learn a language if one is familiar with the language tree,
such as Spanish and Portuguese being very similar languages due
to being in the same language tree (though some might find the
similarity between similar languages a bit too difficult to
learn at times). Overall, alchemists always have multiple
languages, whether it's for learning about supernaturals, hiding
their alchemic knowledge, or just learning it to be able to
communicate with other people who speak other languages.
Regardless of the initial reason, most alchemists know at least
a few languages, and have an affinity for learning new languages
due to having to learn multiple languages that they learn to
pick up on other languages much more easily.
Werecreature Supernatural Life Span:
~Depending on the werecreature, most werecreatures with their
regeneration can live up to thousands of years, with some
werecreatures even being able to live up to tens of thousands of
years depending on the werecreature. It isn't really consistent
how long a werecreature can live as there are many werecreatures
who live beyond normal stated limits, and a werecreatures
regenerative abilities make their ages hard to predict, but it
is certain that werewolves can live for a very long time, with
certain werecreatures having lived for thousands of years. Just
like vampires who have supernatural life spans, werewolves can
live just as long, and are just as hard to predict as there are
werecreatures and vampires that are hundreds of years old that
look like kids, and then there are hundred year old
werecreatures and vampires that are fully adult. Since each is
different, their life spans and growth rates are difficult to
quantify, but it is certain that werecreatures can live for an
extremely long time before their regenerative abilities start to
eventually break down. Many wonder how werecreatures and
vampires age with such strong regeneration, but it's because the
regenerative abilities eventually break down, just as human
bodies don't heal as effectively as they get older. As
werecreatures get older, they also have this problem, and after
a few thousand years (usually), a werecreature will often find
their regeneration doesn't keep up as well, and older
werecreatures may age as a result of this. It isn't certain at
what point a werecreature dies of natural aging, since they
typically have regeneration until they die, but there have been
some that have died of old age that it is known that
werecreatures eventually do die naturally (even if their life
spans are much longer than humans). However, this doesn't mean
werecreatures still can't be killed by normal means, as
werecreatures usually can die by normal means in battle. This
mostly only applies to their natural aging, not being killed in
battle or dying as result of some sort of accident.
Supernatural Telepathy:
~This ability lets a supernatural creature communicate
telepathically with anyone they can connect to. Typically this
power uses their supernatural power, in which they use it to
tune to a person if they know where they are in order to
communicate with them. This lets them communicate with other
people without having to speak, with them being able to share
thoughts directly with others when the creature isn't speaking
out loud. However, usually the creature has to know where the
person is to use this basic telepathy since they have to know
where to send their thoughts and communication. However, this
doesn't apply to those who establish permanent connections (as
this allows those with permanent connections to always be able
to communicate with someone they have this permanent connection
with), such as connecting to other family members and close
friends. This lets creatures not only communicate with those
they have a permanent connect with, but can also tell them where
they are at any time should they require to find them or need to
be summoned to them (which some supernaturals can learn to
summon those that they have special connections with). Those who
are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
However, there are ways to block telepathic communications, such
as certain frequencies that may confuse the mind's ability to
process telepathy, or certain wards that might prevent
telepathy. There are also certain types of opponents who can
listen in on communication done telepathically (it is rare, but
sometimes it does happen sometimes with certain psychic
opponents).
Magic Item Storage/Magic Satchel Spell:
~This is a trick among alchemists, which they learned from other
magic users. This power lets them store things like weapons and
items that they might want to carry, but don't have room for.
Typically, the size of the items they can carry depends on the
alchemist and their magic affinity, but many can create a
special storage space that acts like a small pocket dimension
that they can use to store their items in. Each alchemist is
able to do this to store items, with each alchemist having their
own small magic pocket dimension. Normally, alchemists use this
to store things like weapons and items they might need, but
don't want to carry with them all the time. This makes a great
way to store items and weapons and keeping them out of the hands
of others, usually being most useful for their weapons so that
they can keep their weapons stored when they're not using them.
Alchemists are able to call on anything they've stored, or some
can even reach into this space and grab items they have put into
these spaces. As such, this is great for storage, and items
stored inside are kept preserved. Even food that has been put
into it, will stay fresh, as these spells don't have any time so
anything put in has no progression of time and, within the
dimension, no time passes between the time an item is put in and
when the item is removed. Because of this, this is a great way
for alchemists to store things like herbs, potions and other
perishable items. However, this cannot store an infinite amount
of items, and more or less acts like an extra-dimensional box
the user can access, so one cannot just store an infinite number
of items. Typically, after a certain number of items, the spell
becomes harder to maintain, with a certain point possibly
breaking this spell completely.
Supernatural Weapon Teleport/Connection:
~There are many forms of supernatural powers that attach items
to oneself, usually tying weapons to themselves in some form so
that they can summon them when needed and summon their weapons
from wherever they might be. There are a few different ways to
do this depending on the creature and how they use this, such as
storing a weapon in one's soul in which the weapon becomes a
part of them permanently, allowing them to summon and de-summon
their weapon at will, and even control it to a degree. There is
also those that have a special connection with their weapons,
where they simply just develop a connection and then are able to
summon that weapon at any time to them, using that supernatural
connection. Some arts even allow stat boosts for a user and
their weapon when used together, which works even better with
intelligent weapons depending on the creature. Each race
typically has their own ways of doing this, whether it's an
intangible storage, connecting it to their soul to store it in
their soul, or even just making a connection that lets them
summon their weapon from anywhere to them. This has it's uses as
it's usually designed to allow weapons to be used by the user,
and not be able to be taken by enemies (as this specifically
connects it to the user so that only the user can summon and
de-summon it, even if the enemy gets a hold of their weapon).
Some advanced users of this art can even use telekinetic
abilities to control their weapons with this connection,
depending on the creature and the weapon used. Typically, this
connection can only be made with certain weapons, and users of
this cannot simply do this with every weapon they possess, as
the connections made can only handle so many weapons. Typically,
the most weapons known to operate effectively with this is five
weapons, though certain users might have the ability to store
more depending on their abilities and their connections.
Werecreature Enhanced Intelligence, Memory and Reflexes:
~Depending on the werecreature, most werecreatures have enhanced
minds thanks to their supernatural power. The first thing that
is enhanced is their intelligence, in which some werecreatures
gain certain intelligence boosts depending on what kind of
creature they are and what supernatural power they possess. This
has a few uses, such as allowing a werecreature to more easily
learn information, or might help werecreatures develop
strategies for certain situations. Depending on the
werecreature, some might gain stronger intelligence than others,
and depending on the tribe, they may have ways to utilize this.
The second enhancement is to the werecreature's memory, where
werecreatures typically have very good memory thanks to their
supernatural enhancement of the brain. Most werecreatures have a
hard time forgetting things, and some smarter werewolves may
even have a photographic memory depending on the werecreature.
The last enhancement that werecreatures gain is the enhancement
of their reflexes, which allows them to react much faster than
most creatures can due to many werecreatures often having a
major talent and end up training specifically for combat.
Depending on the werecreature and the training some
werecreatures are able to utilize their enhanced reflexes to
react far more quickly, with older and more experienced
werecreatures sometimes even learning to train their reflexes to
allow them to dodge attacks without thinking, a highly advanced
combat skill among supernaturals and even martial artists.
Typically, all of these enhancements work in unison, and
depending on the werecreature, the balance of enhancements may
be different depending on the specific werecreature, and their
natural abilities (such as smarter werecreatures might gain
better intelligence, but more combat-based werecreatures could
gain stronger reflexes). Typically, most werecreatures are
either balanced with a slight increase to all their enhanced
mind stats, or they can specialize in specific stats for higher
stats, but this usually means lesser stats in certain other
aspects as a result (Like an enhanced intelligence and reflexes
might have poor memory).
Werecreature Darkvision and Enhanced Senses:
~Werecreatures have highly enhanced vision, and gain highly
enhanced ability to see in the dark. Most werecreatures are able
to see in the dark as though it were light out, and are able to
operate even in complete darkness thanks to their supernatural
vision. Some werecreatures may have varying degrees of this
power, with some having stronger vision than others in the
darkness, but most werecreatures have this to some degree. In
addition to this though, werecreatures also have highly enhanced
senses depending on the werecreature. Many know creatures like
werewolves for their incredible sense of smell, or might know
certain bird-like werecreatures for their sense of hearing and
sight. However, each werecreature has highly enhanced senses,
with each werecreature usually having a different balance of
senses. This depends mostly on the werecreature, and partially
on how they train their senses. However, while most
werecreatures do have highly enhanced senses, werecreatures
enhanced senses can be overwhelmed by certain things, such as
enhanced sight could be overwhelmed by a flashbang, or a strong
sense of smell could be overwhelmed with a strong enough smell.
This depends on the werecreature and their senses, but most
werecreatures can be overwhelmed in their senses in some way.
Some that are more balanced in their senses may not be as easy
to overwhelm, but they may not be able to keep up with certain
enhanced senses. Depending on the werecreature, some may even
gain special senses that are unique to the type of creature they
are, such as certain werecreatures use certain senses unique to
certain creatures.
Werecreature Ultralight Sense:
~Werecreatures have a somewhat unique sense that lets them focus
their senses far more than most mortal beings would be able to.
Different werecreatures have different ways of utilizing this,
but ultimately, this sense focuses more around sensing the
presence of others in some form. For creatures like werewolves
and certain other werecreatures, this sight allows them to focus
on living beings, in which they are able to "see" life and focus
to the point that living things light up to the werecreature,
allowing them to focus on living beings. This can be used a few
different ways depending on the werecreatures. The first is that
this allows one to sense presences, and sense what those
presences are (unless the person is somehow concealing
themselves using shapeshifting or other abilities that fool this
kind of sense). The second is that werecreatures can focus this
sense to track certain kinds of beings nearby, such as using the
focus to light up humans who might be nearby to allow the
werecreature to more easily track certain kinds of creatures.
The last is that this can be used similarly to certain senses
like the vampire's third eye, that allows a werecreature to do
things like see through certain kinds of illusions and use this
sense to sense presences left by others (like demonic presences
that are left behind by demons in the form of demonic sulfur).
This sense is something that most werecreatures have, though
some may utilize this differently depending on the werecreature.
While this is a good sixth sense type power, it does have the
same weaknesses in that there are those that can suppress what
can be sensed, so this sense can be fooled by those that
suppress their presence, or some who have the ability to hide
their presence completely.
Disciplined Mind:
~This is the Darkfire's art of controlling their mind
completely, which the alchemists learned during the time Qrow
was staying with the Darkwolf Clan in exchange for Qrow being
trained in his wife's (then) lightning abilities. Afterward,
Sirion taught this to the other alchemists as a standard mind
training to help them. This lets the user take complete control
of the world in their mind, shaping it to their own devices and
letting the user control their mind. Each inner world is
different, and solely depends on the one with this art. This not
only lets the users control their minds, but allows them to
become immune to mind control or other attempts to influence
their mind. This also lets them enter into the inner worlds of
others, and more advanced users can slightly influence those
who's minds they enter. Though going into other's minds is
mostly as a method of training, not having too much use to a
user as they aren't too skilled in controlling other people's
minds, since every mind is different and requires different
approaches. And by controlling their minds, the user can do
things like shut down certain parts of their mind should the
need to, or manipulate their emotions at will. For the most
part, shutting down parts of their mind only helps against
opponents with psychic powers, such as shutting down their sense
of pain when an opponent uses a psychic power to overwhelm their
pain receptors. However, doing so could have negative
consequences depending on what they're shutting down. Such as
shutting down pain can lead to more damage if the users can't
process pain.
Fool Senses:
~Users of disciplined mind and similar skills that suppress
certain parts of the mind have a special ability which lets them
lie to people and control the fact they are lying thanks to
their disciplined mind (or similar training) training and
suppressing the unconscious habits of the mind when one is
lying. Reading the aura and body language, most people think
they are telling the truth, which allows the user to lie to
people far more easily than most would be able to since they
will come across as telling the truth as they don't give off any
signs of lying. This power comes from advanced users of
disciplined mind training and similar type training, as they
learn to manipulate their minds to fool opponents that can see
into their minds. However, only advanced users of the
disciplined mind skill or similar skills can do this
effectively, as they have to suppress not only the fact they are
lying, but they have to suppress their unconscious tells of when
they lie, such as some people looking away when lying, or some
doing certain unconscious actions when they lie (which is
different for each person). This requires not just training in
disciplined mind or a similar skill though, but also requires
the user to know their own self enough to know what they do when
they lie to suppress it, from knowing how their voice reacts
when they lie, to the unconscious actions they take when they
lie, and to suppress the body's hormonal reaction in the brain
when the person is lying. As one might imagine, this is a very
difficult art to master, and those with the proper training have
to do more than just suppress certain parts of the mind.
Alchemist Supernatural and Combat Trained Enhanced Physical
Stats:
~Depending on the alchemist, all alchemists have enhanced
physical stats as a result of not only their supernatural power
they gain from the spirits and from their magic, but also gain
enhanced physical stats from training, since most alchemists
train in combat and become high level combatants. Most
alchemists have trained in not only alchemic combat, but in
other combat styles, with each alchemist typically having their
own balance of physical stat enhancements. This mostly depends
on the alchemist and their combat styles, as some might
specialize in strength, some might specialize in speed, and some
might even go for a more balanced set of stats. In addition to
learning to fight hunters, or other enemies like vampire ninjas,
alchemists have to learn to fight dark spirits and other evil
spirits. Since most alchemists are werecreatures (only rare
alchemists are not werecreatures of some kind), most of their
physical stats are usually reflected in the type of werecreature
they are. For example, some werewolves might focus more on
agility and speed, but still have incredible power and stamina,
while a larger werecreature like a werebear might focus more in
strength and defense rather than speed. This depends on the
individual alchemist and all alchemists have their own balance
of strengths and weaknesses, depending partially on their
training, their combat styles, and whatever combat talents they
might possess. The alchemists are warriors though, and never
ones to be underestimated since they constantly fight and grow
from their battles. Typically, like most physical stats, most
beings will focus on one or two stats to gain a bigger boost
than the others but at the cost of other stats not being as
high, or beings could train for a more even set of stats to be
more even, but they may not gain as high stats as a result as
those who specialize in specific stats (though they would be
able to outclass the lesser stats of stat specialists due to
having all their stats enhanced).
Although it was improved due to his training with his father,
Jay is one of the strongest fighters due to his immense strength
and skills in bare knuckle martial arts. Those who attack him
can hardly match his strength unless it's someone like Grave,
Leviathan or any other creature known for their strength such as
werebears. He can even perform this while using his mana
abilities. Those like his old Task Force comrades often joke
about Jay being as strong as Hercules. Although he is strong,
this doesn't mean that he lacks any other physical abilities
thanks to his training in the Task Force and with the
Alchemists. Jay is fast and agile enough to keep up with some
supernaturals despite his appearance.
Transformation(s):
Werecreature/Human Form Change:
~Werecreatures usually are able to shift between human and
werecreature form, depending on the werecreature. Most
werecreatures usually have one base form, whether it's their
human form or their werecreature form. There are usually two
ways werecreatures use this shift. The first is human form
werecreatures, who will shift into werecreature form as their
battle form, and only change when they want to fight in a more
enhanced capacity. This has the advantage in that the human form
can train and gain a bigger amplification while in werecreature
form, but might lack certain natural higher stats of
werecreatures who stay in werecreature form on as their base.
The second option is for a werecreature to use their normal
werecreature form as their base form, and only shift to human
form when hiding among humans since the human form may be
weaker. Werecreatures who use their werecreature form are
usually much more adept at using their werecreature form, and
may possess stronger attributes than their human form
counterparts, such as a werecreature might have more strength
and speed as a natural werecreature than as a human form
werecreature. However, when going into human form, some
werecreatures may not be able to stay in the form for long, but
they can usually fight with certain combat enhanced skill since
most werecreatures are natural fighters, such as certain human
forms may gain enhanced speed due to the human form's muscles
not being as bulky. Usually, the option depends on the heritage
of the werecreature, and typically what is natural to them, so
they usually don't chose the options as it's more that the
options choose them. Once a specific option is chosen though for
their base form, that option doesn't change at all, as the
option is usually dependent on the werecreature and no one
really knows what specifically determines which option is used
for each werecreature.
Although Jay prefers to be in her human form, he can shape shift
into his full or partial werewolf form at will.
Enhanced Nature Mana Spirit Mode:
~Although not as impressive as his father's, Jay can use this
form to combine his mana powers and his spirit purfication
powers for enhance his abilities. To him, it's just an enhanced
form he use when he is facing tougher enemies. He can even use
this to coat his body in a armor like state if he needs defense
while he can even form spikes on his mana gauntlets if he wants
to.
Weaknesses:
Most werecreatures have two major weaknesses. The first is
silver, in which silver can interrupt their regenerative
abilities. If one is to take down a werecreature, it is
important to have silver on hand as taking down a werecreature
without it is very difficult. However, depending on the
werecreature, some werecreatures might not be vulnerable to
silver, as some might be vulnerable to other things like mercury
or gold or other materials depending on the werecreature.
However the second option proves dependable against almost any
werecreature, no matter what their first weakness is. The second
option is cutting off the head of the werecreature, in which
they do die if their head is taken off. Werecreatures cannot
regenerate limbs or their bodies, so cutting off pieces of their
body means that part of the body won't grow back. While they can
reattach limbs, they cannot regrow limbs from nothing, and if
their head is removed, they cannot survive without the body,
just like any other creature. As one hunter put it: "Cut off the
head, and the animal is dead." While silver may not always work
on a werecreature, cutting their heads off always will, and
cutting off limbs can seriously hinder a werecreature.
Werecreatures, unlike most vampires, cannot regrow certain body
parts (basically, they cannot regrow anything a human cannot
regrow), but they can regenerate more easily from wounds that
they can regenerate, such as slashes and stabs will usually not
kill a werecreature even if in the heart, unless the
werecreature's regenerate is interrupted by something like
silver (or other metal weaknesses that must be stated).
Even though mana users can regenerate pretty effectively, they
can still die due to fatal injuries if their regeneration
doesn't act fast enough. There are certain exceptions, as some
people do have enhanced regenerations (like demons and angels)
and may not die with certain fatal injuries, but most mana users
who don't have any other race abilities usually are able to be
killed by their heart or brain being destroyed, or their head is
removed. Though any supernatural creature that is a mana user
still has their normal race weaknesses, such as werewolves being
weak to silver or mercury and vampires being weak to holy items.
While mana users can regrow limbs and heal most injuries, they
can still be killed, and their regeneration can still be
interrupted by forms of regeneration negation.
While mana's raw energy power may seem impressive, it's still
just a normal energy that can be countered as such. Other
energies can still counter mana, such as chi, ki, aura, spirit
energy and other forms of energy used by the body. Many find
that mana is strong, but other energies, with enough effort, can
be used to block or even reflect mana. To some extent even other
physical objects can be used to counter mana, using things like
boulders and living things for cover depending on the mana
attack. For the most part, all mana skills are dodgable and most
are blockable with strong enough defenses, though one still has
to be careful of the ones that pierce defenses. For the most
part, other types of energy is the best way to block mana, and
stronger mana users can also block other mana users mana.
Originally, mana users were eventually countered by someone who
developed a technique that became known as the soul shout, in
which they used their spirit energy to generate a sound
frequency which cancels out all mana in a given area. This soul
shout is designed solely to be like kryptonite to mana users, as
it removes the source of their power, making it so no mana user
can generate mana in an area, and can't even draw out their own
mana as the soul shout removes any ability to use mana,
including dark mana. While the soul shout isn't really too well
known know except among those that use spirit energy, it is
still something some people still know how to use. This is the
technique that the mana negation skill was based on, as mana
users tried to replicate the effects with mana, and generated
something that would negate mana, but didn't know that this
still allowed dark mana in their attempt to replicate this. This
technique is very effective against mana users, and while in
effect, a mana user cannot use any mana, being forced to rely on
either trying to get out of range of the soul shout, or fighting
using other means.
Another dangerous counter to mana users power is mana flames, or
King Satan's wrath flames. Both flames feed on mana as a power
source (and King Satan's wrath flames can also feed on anger),
so lighting a mana user on fire with mana flames or wrath flames
can be very dangerous to mana users, as it's like throwing a
fireball into a pile of gasoline. If the mana user doesn't
contain their mana properly and push the flames away from them
and get away, they could easily be consumed by mana flames. Many
mana users don't see mana flames or wrath flames too often, so
only a few are familiar with them and how to counter them.
Though most have to learn quickly or be consumed by flames.
Another method if breaking through mana skills is with things
like aura breaker weapons. As one might expect, aura breaker
weapons work on just about any energy, and mana is no exception.
While mana is strong, it still is instantly dispelled by aura
breaker weapons and techniques. Aura breakers work well against
mana users, as all of a mana users techniques can be dispelled
by an aura breaker weapon. Of course, anything that dispels mana
would be effective, as some magic users have skills that can
dispel mana. There are plenty of techniques out there, and there
are plenty of stronger techniques that could break through mana
techniques and skills.
The alchemists, just like the vampire ninjas, are extremely
prideful. Almost all alchemists are prideful to some degree, but
balancing that pride is a double edged sword. This is part of
the reason why the vampire ninjas and alchemists don't get
along, since both races are very prideful and neither is willing
to back down when facing the other. Most alchemists are prideful
in their abilities, though some are more prideful than others.
Proper alchemists are prideful, but know the limits of their
power. However, most alchemists are prideful enough that they
never ask for help, and don't like people getting involved and
telling them how to fight. As such, this causes a lot of
problems, and is a major weakness. Some more prideful alchemists
have even gotten to a point where they think themselves above
the rules, and some more prideful alchemists can never admit
when they do something wrong. As a weapon, pride helps keep the
alchemists confident in their abilities, but should never go
beyond helping them grow as warriors. The point where an
alchemist can no longer acknowledge other warriors as equals is
usually the point where someone like Sirion and Kain will step
in, and try to talk the alchemist down. This is a big problem
among many alchemists, though Sirion and Kain have tried to
control that pride to a degree so it doesn't get out of control
since they are among the top alchemists, but even Sirion and
Kain also have a lot of pride themselves. Because of this, this
is one of the major weaknesses of the alchemists specifically,
and no alchemist is without pride. Most alchemists can be taken
advantage of in this, in that not only will they usually never
back down from a challenge, but most will usually make mistakes
in their more prideful moments (such as letting an opponent go
if they can provide a good enough challenge).
The vampire ninjas, as the alchemists' main enemies, have many
ways specifically to kill alchemists. Because the vampire ninjas
and alchemists have been at war for so long, both have specific
power used to fight each other. Both sides have been in a
stalemate for a long time, and neither can overcome the other,
but vampire ninjas have a slew of techniques that they can use
to kill alchemists. The main danger is the vampire ninja's
spirit destruction abilities, which utilize a power that can
even destroy an alchemist's soul if used properly when killing
an alchemist. As such, the alchemists have tried to prevent
their souls from being destroyed, but the closest they have come
is using spirit destruction for the Dawnguard to counter this
spirit destruction. Overall, the vampire ninjas, and certain
other groups that might specifically target them can figure out
ways to specifically fight them. The vampire ninjas are not the
only enemies though, as dark spirits have also sought to kill
alchemists and vampire ninjas specifically as their enemies, and
certain werecreature tribes have even sought to destroy the
alchemists since they view the alchemists as outcasts and many
werecreature tribes see the alchemists as overconfident and
prideful to the point that most hate the alchemists for their
pride and confidence in their tribe.
The alchemists are victims of normal magic weaknesses since
their alchemy is specifically magic based (though it's spirit
based magic, it's still magic). As such, using this means that
the alchemists are vulnerable to anything that counters magic.
The first thing are magic resistances and magic immunities,
which are a major danger of magic users. Resistances usually
depend on the creature and what kind of magic they are resistant
to, like the alchemists typically are resistant to normal forms
of magic due to them being more spiritual in nature with their
magic. However, magic immunities are a problem to alchemists, as
an alchemist may have to rely on physical combat if the user is
immune to magic. However, even bigger problems lie in magic
negation and anti-magic. Magic negation is a skill that negates
all magic in an area, and may hinder an alchemist's ability to
use magic. As for anti-magic, anti-magic is specifically
effective against magic users, as it essentially can act like
the opposite of magic itself and is the major opposing force to
magic. It is also worth noting that there are plenty of powers
that can counter magic, such as other energy users that can use
certain defenses to defend against magic. Depending on the
magic, any magic can be countered by something, such as
elemental magic can be countered by counter elements (like fire
magic could be countered with ice powers (not just magic)). Mana
negation will also negate any alchemist magic used, since mana
powers an alchemist's magic.
Breaking the taboos usually results in imprisonment, or some
more extreme cases may result in execution. While this isn't
something the alchemists like to do, it is important to enforce
the taboos. The only taboo that aren't really too enforced are
the money creation taboo (since everyone has had to use it at
some point) and the darkness taboo (because no one can agree on
when it becomes taboo and agree when it's hurting the life
around them). However, there is certain forgiveness for the
taboos if they are not intentionally broken or are broken for
the purpose of the tribe. Usually, the alchemists are very fair
about judging people who break the taboos, as usually they will
allow the user to make a case before Sirion, the clan heads, and
the Dawnguard, but if they determine that the alchemist has been
breaking that taboos without a good reason, they may be
imprisoned. There are certain taboos like soul manipulation that
even might result in exile as well, as some taboo breakers are
exiled from the alchemists if they feel that execution is harsh,
but imprisonment won't teach them anything. Overall, the
alchemists do understand that sometimes exceptions need to be
made, but one must have a good reason for committing a taboo or
else they could face judgement and action from the heads of the
clans. Usually, it is rare to jump straight to execution, as
that's usually saved for extreme cases like an alchemist killing
other alchemists for no reason, or alchemists who purposefully
break taboos over and over without a good reason. Overall, this
is a case by case bases, and those that break taboos even by
accident are usually monitored by the other alchemists to make
sure the alchemist doesn't break the taboos again.
Alchemy magic is usually close range magic, unless it has to do
with a projectile attack. With the exception of the elite
alchemy, users of alchemy are usually limited to close combat
with their alchemy since most alchemy is done at close range.
The only exceptions to this are projectile attacks (which are
still generated within a certain distance of the alchemist), or
unique alchemies that might be able to be generated a certain
distance away (like a lightning strike spell from above might
not require close range). It is also worth noting that an
alchemy's effectiveness is also only as effective as the user
who utilizes the alchemy. Depending on the knowledge of the
alchemists, they may not be able to utilize alchemy as
effectively as certain others. Typically, each alchemist has
their own talents and affinities, and they usually have to stick
to these affinities as other alchemies will usually not be as
effective. While it is possible to learn as much as one can
about alchemy, they are often limited by their knowledge. For
example, most alchemists may know a little science, but most
don't know as much science as those raised in human society, so
there are certain things they might not know that certain other
alchemists will know, but those who are raised in the alchemist
society may know more about spirits and nature than those raised
in human society and might have more effective spirit
purification and nature connections. This depends on the
alchemist, and what they can learn, as all alchemists have
limits on what they can do and what they can learn.
Weapon(s):
None
Personality:
Jay is a natural born fighter who always likes to train and test
his fighting skills against others who are willing, though his
favorite kind of fighters are those who are worthy and really
strong opponents since not many can match his own immense
strength. Despite him being a hardened military soldier and a
Task Force member under ARGUS, Jay is actually laid back and
gets along with the people in the group, including criminals.
Despite him being known as the fighter type, Jay doesn't jump
into fights head on unless he doesn't have a choice or if
provoked such as threatning someone Jay cares about. Although he
seems pretty laid back, he has a deep dislike toward Foxhound
and ARGUS for their treatment of their soldiers and how they
mainly treat the Task Force as expendable pawns for their own
gain. Jay is loyal to the ones he truly cares about along with
him having a code of honor such as treating his opponents with
respect and being protective of Namine and Q as if they were his
sisters. Although caring, Jay can be hard headed at times,
especially when in a good fight.
Bio:
((Will do later))
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