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Alternate London Profile: Ashe
By: Coolcat207 Date: March 19, 2021, 10:46 pm
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(WIP)
"My name's Ashe, we're playing by my rules now."
"My business, my rules."
"Funny. They say there's no honor among thieves. But that's not
how things work around here. If you cross me, or if you break
your word, there'll be hell to pay. You can count on it."
Ashe: Well, lookie here. I have The Wall herself and her lapdog
here to visit little ol' me. What hon, you want an autograph or
somethin'?
Bruno: Funny coming from the one in a cage.
Amanda Waller: smiles a bit Actually, Ms. Bartlett, I came here
to give you an offer that you will be a fool to decline.
Ashe: leans in Oh, really?
Amanda Waller: I'm here to give you an opportunity to join a
squad under ARGUS. Join and your prison sentence will be
shorten.
Ashe: Hm... that does sound promising. But I'll do it on another
condition.
Bruno: Tch, typical coming from a thief. What else do you want?
Money?
Ashe: That does sound promising... but that's only the icing of
the cake. gets serious My gang and I would like to be left alone
once we get what we deserve. We won't cause any more problems
and we'll live off in retirement somewhere off remote where not
even you government types will come bother us.
Amanda Waller: I believe that I can make that happen. But you
need to do your part of the deal.
Ashe: Please. I'm a lot of things, but I always keep my word. As
long as you keep yours, we won't have any problems.
Amanda Waller: I do hope so.
"In every moment, a choice exists. We can cling to the past, or
embrace the inedibility of change, and allow a brighter future
to unfold before us. Such an uncertain future may call for even
more uncertain allies. Either way, a new day is coming, whether
we like it or not. The question is, will you control it? Or will
it control you?"
~Ashe's mentor to her when she was adjusting to being an Task
Force X member
"There's no stoppin' me once I get into a rhythm!"
"I won't not be manipulated! Never again!"
"They're on the ropes! Let's put them out of their misery."
"You knew what you were gettin' into when you killed my gang."
"It's nothin' personal, sweetie. It's just the way things go."
~Ashe to Namine when she took Namine hostage.
"Yeah, turns out that I'm a bastard child of a Nuwisha
(werecoyote) and a American vampire. Pretty unique but still a
bastard nevertheless. But, it's not all bad. Turns out that both
species are unique in their own way. American vampires are much
different than the standard Euro vamps such as being empowered
by sunlight and moonlight. And as for the coyote folks? Well,
they were believed to be extinct when those arrogant mutts tried
to force the other beasties to bow to them. Only a few like the
Native werewolves know that they're hanging by a thread. So
yeah, a odd combination of a werepire."
"One of the lessons I've learned from the coyotes is that brute
strength ain't everything. Sure, it's good to be big and bad but
screwing with people with wits is also good. And you need those
kinds of skills when you're robbing people."
"Aww, you want me to end your suffering, don't ya? I did break
you after all! Let's see, I took everything from you like I
promised. And now you're beggin' me to make the pain go away.
No, I don't think so. Death's too merciful for scum like you.
You'll die when I say it's time. And believe me, you're not
going to that fancy place (Hall of Souls) the ghost people are
talking 'bout."
~Ashe to General Wade Eiling before continuing to torture him.
"Listen. I didn't want to do this. Hell, I like you knuckle
heads almost as much as I liked my old crew. But to put it
short, sh*t happen and I had no choice but to get my hands
dirty. Remember that "item" we retrieved from Peru long ago?
Well, imma need that back. The reason ain't important. What's
important is y'all got 48 hours to bring that item to me pronto.
Y'all pull this off and the squirt goes free. No harm, no foul.
But, if ya ain't here when time runs out or if I find any funny
business, the kid's lunch. I'll see you both soon. Until then, I
suggest that you two move your asses now."
~Ashe sending a recorded message to Jay and Q after she killed
some ARGUS members and kidnaps Namine.
Name:
Ashley "Ashe" Miller
Age:
Unknown
Physical Age:
39
Gender:
Female
Species:
Werepire (Werecoyote/American Vampire Mix)
Family:
Father: Skinner Sweet (Alternate World; Presumed Dead)
Mother: Unknown Nuwisha (Alternate World; Deceased)
Birth Clan:
None
Birth Tribe:
None
Organization:
Powers:
Werepire Physiology:
~User of this power either is or can transform into a Werepire,
a hybrid of a vampire and any type of werebeast which is capable
of using all the powers of both parent species and (in most
cases) using them to enhance each other. These hybrids often
have an immunity to several weaknesses that their parent species
have, such as: silver, gold, sunlight, but something that
affects both parent species may still affect them
(decapitation).
Ashe was born from a American vampire father and a werecoyote
mother. Due to Ashe's unique nature, trouble soon came looking
for her due to her being a potential threat.
Werepyre Vampire Dark Nature:
~Werewolves and vampires are creatures of the night by nature,
and have dark natures by default. Werepyres share a mix of the
werewolf's enhanced strength during the night when the moon is
out, and the vampire's own ability to be at their strongest
during the night. Due to this, this mixes a werewolf and
vampire's natures to create a unique dark nature that mixes the
two. Not only does a werepyre gain a werewolf's connection to
the moon, but they also gain the vampire's connection to the
dark. This often grants werepyre highly enhanced affinities for
the dark arts, as well as for dark magic. Because of this,
werepyres are able to learn both combat ability and magic
(usually in the form of dark magic) due to their combined
nature. And depending on the werewolf and vampire, they may also
gain special abilities from their dark natures, such as a
Lasombra born werepyre will be able to manipulate darkness and
have an affinity for any abilities that let them manipulate
darkness. Because of this nature, most werepyres have affinity
for dark powers, and not as much affinity for neutral or holy
abilities (usually they have no affinity for holy abilities). As
such, this affinity does make them weaker to holy abilities, and
those with holy abilities will be more easily able to kill a
werepyre.
Werepyre Shapeshifting/Trait Suppression:
~Just like other races, werepyres have the ability to shapeshift
their bodies. Usually, they do this to take human form
temporarily so they can hide among humans, but most use this to
suppress certain bothersome traits. Typically, most werepyres
will restrain their wings and their tail, and to a smaller
extent, shorten their claws a little. In doing so, this grants a
werepyre much more mobility, and allows them to save their
suppressed traits for when they need them, such as only
summoning their wings when they need to use them to fly.
However, some werepyres learn to take advantage of this, even
using a vampire's transformation abilities to change into other
creatures. Some werepyres might take the form of a bat, or even
take a rat form to avoid suspicion and get into human cities
more easily. There are a number of things that can be done with
this, and with both the werewolf and vampire power, werepyres
have a lot of variety in what they can do compared to each race
separately. This shapeshifting is usually limited though, and
does require a werepyre's energy to use. As such, even going
into a human form is usually only temporary unless the werepyre
opts for a permanent human form through some means, which some
will just to not stand out. Most werepyres can learn special
transformation abilities, like changing into certain beasts, but
this usually depends on the werepyre's heritage and what they
are capable of learning to do with this power.
Werepyre Nightly and Moonlight Empowerment:
~Unlike vampires who gain enhancement during the night, and
werewolves who gain enhancements depending on the moonlight,
werepyres gain both enhancements. While werewolves would be
stronger during the more bright phases of the moon, and vampires
would be more powerful on the darker phases of the moon,
werepyres are at the same strength every night, and are usually
far more enhanced than werewolves or vampires due to having both
enhancements. Werepyres gain passive enhancements and
supernatural enhancements from how much moonlight is present,
with the full moon representing a full power-up to their
abilities. However, unlike werewolves, werepyres are also just
as strong during the lesser phases of the moon, including being
as powerful during a new moon with no moonlight due to the
vampire's night time empowerment. Because of how these two
powers work in combination, a werepyre is at their strongest
enhancement every night, and operate every night even stronger
than vampires or werewolves would be at their strongest due to
the werepyres gaining power from both moonlight and lack
thereof. This makes werepyres far more dangerous than normal
werewolves or vampires, due to them always having an edge no
matter how strong werewolf or vampire opponents would normally
get. Just like both powerups, this is a passive enhancement, but
also increases their werewolf and vampire abilities considerably
when these empowerments are used. The only thing that takes away
these empowerments is being out during the day, or opponents
that use sunlight to prevent this power from being used at all.
Though typically, killing a werepyre is usually best done during
daylight. While many werepyres have resistance to the usual
vampire's weakness to light, werepyres still lose this powerup
during the day.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the werepyre special enhanced modes
just like werewolves, where they are able to draw the unique
moonlight into their power. When in the red moon, the werepyre
gains a corrupted mode where their abilities all become more
powerful and they gain a massive powerup from the red moon. Most
werepyres gain more power with the red moon than they do with
the blue moon, but this comes with a price. Typically, when in
the red moon, most werepyres become much more ferocious and they
seek to kill their enemies as brutally as they can. While most
werepyres learn to control this with time and training,
werepyres still have to be careful on these nights, and many
werepyres who do lose control often hide from the moon light
when this night comes around due to the dangers of who they
might hurt, as most werepyres often try to avoid killing
unnecessarily so they can avoid supernatural hunters. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werepyre abilities become corrupted and are able to hurt almost
any creature due to the corruptive energies they generate in the
presence of a red moon. Only the most ferocious of werepyres
typically carry red moon energy outside of red moon nights, and
many try to avoid the power altogether due to what they become.
However, those that do try to utilize this outside of nights of
the red moon must be careful, or else they could eventually lose
their sense of self and become feral werepyres, as the unnatural
red moon light can eventually overwhelm the rational mind and
eventually destroy a werepyre's ability to think rationally just
as easily as it can a werewolves. Of course, a counter to this
ability is sun light manipulation, due to sun light being able
to counter lunar light manipulation, and some sun light
manipulators are able to completely negate the powerup of the
red moon if they use it on a werepyre enough, though keeping
them from regaining the amp requires usually getting them out of
the moon light.
Blue Moon Enhanced Moonlight Power:
~Just as the werewolves gain abilities during the red moon, they
also gain special abilities during the blue moon. During the
blue moon, the werewolf gains a purity with their nature
connection that surpasses their normal connection, and gains
highly enhanced ability to connect to nature during this time.
During this, the purity of their connection lets them use their
supernatural abilities at a highly reduced cost, and can amp
their special abilities considerably. To an extent, depending on
the werewolf, some can even gain unique abilities only usable
during this time, such as some with magic being able to use
special spirit magic that purifies corruption and gives the
werewolf a pure neutral nature. This lets them more easily
influence the world around them, for better or worse depending
on the werewolf, and allows them to use enhanced power at
reduced cost. While in this mode, the purity of their power is
also able to damage almost anything due to the neutral pure
nature of their connection with the world. When in this mode,
werewolves also gain a calm focus, and lose much of their
natural ferocity in favor of concentration and purity of mind
(For better or worse). However, while it is possible to store
the energy of a blue moon up for later use, it is hard to use
when not in a blue moon, and werewolves cannot usually handle
too much of this energy outside of nights of the blue moon. Due
to how unnatural stored blue moon energy is, it can overwhelm a
werewolf's natural connection, and temporarily damage a
werewolf's nature to the point that they could lose part of
their werewolf connections to nature and the moon. Typically,
sun light manipulation (if it can be created in the presence of
this moon light) can counter this power, and do more damage to
werewolves who use this since sunlight typically counters lunar
light manipulation.
Werepyre Werewolf Spiritual Tuning:
~Similar to werewolves who connect with nature and vampires who
use spirits, werepyres with this specific nature connection have
a special connection to the spirits that make up the earth and
the elements of the earth, and are far more tuned to the
spiritual realm than most creatures would be. These spirits are
normally invisible and not able to be interacted with by most
people, even most who think they know all the spirits often find
they don't know how the spirit realm dictates the very world's
elements. This may seem simple, but this lets werepyres connect
to the world much more than most who connect to nature, as they
aren't just connected to nature, but are able to also interact
with those spirits for another way to interact with nature.
Depending on the skills of the werepyre, some werepyres have
specific ways to use this, and some can even develop their own
ways to use this to their advantage depending on their
affinities. Unlike werewolves who usually seek balance with
nature, werepyres seek to bend nature to their will using their
dark power, possible as a result of their vampire desire to
control. Werepyres are also able to percieve the world's flow of
life and death as a result of this power. For the most part,
this just lets werepyres have a closer connection with the world
around them, not really being too useful until one learns to use
certain spirit based magic or spirit arts. For werepyres with
this ability, they focus more on usually finding ways to absorb
nature's power, rather than try to preserve nature like most
werecreatures which could lead to some werepyres who learn dark
arts, or even use dark spirits to their advantage as a result.
Werepyre Connection to the Dark:
~Just as werewolves have a connection to nature, vampires have a
connection to the dark that werepyres are able to take advantage
of thanks to the vampire side. In this connection, a werepyre
gains a powerful connection to the dark. It isn't just clans
like the Lasombra that gain this connection, but the Lasombra
are the ones that take the best advantage of this connection.
For werepyres, they are able to use this connection to sense the
world through the darkness, and even gain a special connection
to the shadow realm if they have a strong enough sense of
darkness. This sense allows them to not only sense the world
around them, but sense how they can make the darkness stronger,
and help a werepyre draw on it in order to gain new dark
abilities. Because werepyres often learn to twist vampire and
werewolf powers into something that benefits them, werepyres
were able to do this with the connection to the dark as well,
and learned to use this for a few different purposes. The first
is that they are able to sense everything around them through
the shadows, having a connection to see how much power darkness
has over the world, similar to how werewolves see spirits and
their influence on the world. By strengthening the darkness,
werepyres twist and strengthen their own dark natures, enough
that they are able to use this to make their own dark abilities
stronger just as they use their nature connection to twist the
dark to their advantage, with some stronger werepyres even being
able to control dark spirits.
Werepyre Nature Connection:
~Just as vampires have their connection to the darkness, the
werewolves would have their connection to nature. However,
unlike werewolves, werepyres use this nature connection to bend
it to their will. They are connected to the world in the same
way that the werewolves are, and are able to sense the flow of
nature around them. This has a few different uses, with
werepyres being able to do things like sensing people who
disrupt nature even if it's something as simple as stepping on
the grass nearby, or they are able to sense all the plants and
animals around them and interact with them. As mentioned,
werepyres tend to favor this connection not for trying to
maintain nature like werewolves would, but werepyres are more
interested in twisting nature to their own devices. This is the
basis of a werepyre's abilities alongside their darkness
connection, and allows them to use this to effectively connect
with nature. When the connection is strong enough, werepyres are
even able to sense spirits and their influence on nature, with
werepyres often seeking to enslave spirits to do their bidding.
This helps werepyres greatly, and allows them to use certain
special abilities that are unique to werepyres. Some werepyres
even develop special abilities using vampire and werewolf
combinations of this power depending on what the affinities for
the werepyre would be. Of course, since werepyres twist nature
to their will rather than focus on mantaining it, they tend to
make themselves enemies of most werewolf tribes pretty easily,
and hunters tend to have more trouble with werepyres that can
use this.
Werepyre Dark Hypnosis:
~Many are familiar with some vampire's who have the ability to
hypnotize their human victims. For werepyres, they are also able
to do this, in which they can use different kinds of arts to put
people under a hypnosis. The most common is using their werewolf
connections to nature to connect to animals, in which they can
hypnotize animals to fight for them. However, some also use this
on humans to get them to do what they want, specifically if they
want to manipulate a human into doing something for them. This
art is usually done through eye contact, in which werepyres,
similar to vampires, will usually use some sort of visual
hypnosis to put their victims under this power. This power is a
fairly basic vampire power, but can be far more dangerous when
used by werepyres, in which they can use this for different
abilities as well. Werepyres typically don't focus on this
unless they have to, as this power is usually just used to lure
their prey to them, and werepyres usually just overpower most of
their prey. Those with strong wills are able to resist this
power, and those with immunity to hypnosis abilities would, of
course, be immune to this. This power usually only works with
simple commands, depending on the hypnosis art (as some vampires
have special ways to use this), and typically, stronger commands
will result in tougher resistance. Usually, the best way to use
this is to make simple commands that are easy to follow, as some
more complicated ones will meet heavy resistance. For example,
even a werepyre (who are stronger than vampires) cannot make
someone kill themselves with this usually, due to the command
being a command that will be heavily resisted against in the
subconscious, while a command like making someone give the
werepyre an object in their possession is usually easier to
obey. Typically, the more risk to the victim, the stronger their
minds will be able to fight against the hypnosis. It is also
worth noting that this typically only lasts a certain amount of
time depending on the hypnosis, as some special arts will use
this longer than others.
Werepyre Group Connection/Empowerment:
~Just like werewolves, werepyres are able to gain empowerment if
they are able to be part of a tribe or pack, which is partly why
werewolves often travel in packs as they gain power through
their connection to each other. For werepyres, they are often
solitary, but they have learned to modify this ability thanks to
their vampire dark natures that let them twist their natures to
their advantage. In the case of werewpyres, they are able to
gain power when they are parts of a group or if they are working
alongside other werepyres. This allows a werepyre to gain both
physical and supernatural amplification when they are part of a
group, whether they're a true member or not. Many werepyres will
often try to fit into other groups to take advantage of this,
partly to find people to fight alongside, or find groups to take
advantage of. This usually depends on teh group, but some groups
might grant special effects, like if a werepyre groups with a
Lasombra clan, they might gain enhanced darkness abilities, or
working alongside certain werewolf tribes might grant them the
benefits of the tribe (such as some might have a stronger
connection to spirits and the tribe empowerment might allow the
werepyre to use that connection). Some werepyres will even try
to blend into human supernatural groups to try and gain certain
benefits. Typically, the enhancements one gains depend on the
group, and only get stronger if the werepyre is able to forge
bonds with the group. The stronger the bonds, the stronger their
empowerment gets. This means that while they can use this to
join a group and gain a small enhancement, it is usually better
for the werepyre to find a group that they can work their way
into and forge bonds in the group, so that they can gain greater
connection empowerment. This works on any group, though the
effects are different for each group, and while they do have
strengthening, they may weaken other aspects, such as being part
of a vampire clan might make the werepyre more vulnerable to
vampire weaknesses of the clan.
Werepyre Earth and Plant/Animal Manipulation:
~Just as werepyres are able to sense the flow of nature, so too
are werepyres able to manipulate that connection with their dark
natures. This ability uses the werepyre's dark natures to twist
nature around them, usually to their advantage. The main use of
this is that werepyres are able to make the earth attack
opponents, such as having a spike of rocks come up out of the
ground to spear an opponent, or manipulating nature to create a
mud or quicksand pit in order to trap opponents. On top of
manipulating the earth around them to a degree, werepyres are
also able to use their connection and dark natures to make
plants and animals attack opponents, using this power to use any
means the nature around them has to attack opponents. This could
be having plants trying to trap opponents, or having animals try
to kill opponents that wouldn't normally be violent. This
usually depends on the werepyre and what they want to do, as
some werepyres have better abilities to control nature than
others. Typically, werepyres aren't able to manipulate the earth
as well as earth manipulators do, and usually cannot manipulate
plants as easily as some plant manipulators, but werepyres are
still very dangerous when one fights them in their own element.
This is usually best countered by luring the werepyre out of
forests and nature areas, as fighting them in places like cities
or other areas without much nature for them to manipulate will
usually keep them from being able to use this power too much.
Werepyre Spirit/Dark Spirit Enslavement:
~Unlike werewolves who often work alongside spirits or vampires
who work alongside darker spirits, werepyres focused more on
bending spirits to their will rather than trying to live
alongside the spirits. Because of the natures of werepyres,
usually spirits and dark spirits both avoid dealing with
werepyres, so werepyres had to come up with a way to use the
spirits to their advantage or else they would lose their
advantage over some vampires and werewolves. This power is
designed to allow werepyres to enslave spirits and dark spirits
alike, usually depending on the spirits that the werepyre wants
to use, and depending on how powerful they are. Once enslaved,
the spirits are manipulated by the werepyre, and are forced to
serve the werepyre as long as the werepyre is able to maintain
their hold on the spirits they enslave. Typically, spirits and
dark spirits can be used to do different things, but many
werepyres use them to give themselves advantages, such as using
spirit arts to fight opponents, or calling on spirits in fights
to fight opponents. Spirits can be useful for many things
besides battle though, as werepyres can also tie spirits to
objects or other things, or even seal away spirits that bother
them. Typically, this enslavement only works on spirits or dark
spirits that are at the same level or weaker than the werepyre
in power, as some stronger spirits are typically able to resist
this or may even be immune to this power if they are powerful
enough. The spirits enslaved are also more vulnerable to spirit
killing weapons, or certain spirit purification abilities.
Ashe actually enslaved a spirit who was a human butler in his
previous life before he died. How the spirit and Ashe met is
unclear but one thing that is certain is that Ashe use her
spirit enslavement on the spirit and sealed it into a automation
named B.O.B. B.O.B is Ashe's trusted sidekick who she treats a
bit more than a mere servant. He has three stages: a charge
forward, an uppercut that throws enemies up into the air, and a
stationary "turret" mode, where he shoots at enemies within his
line of sight. B.O.B is made sure that he is immune to magnetism
and metal manipulation powers along with EMPs.
Werepyre Nature's Sleep:
~This is an extension of a werepyre's connection to nature and a
vampire's ability to gain power from sleeping in darker places.
When a werepyre sleeps out in nature, they are able to recover
from exhaustion and injuries far more easily, and are able to go
into sleeps that can save their lives if they are near death.
This is somewhat similar to a regenerative sleep that a dragon
can go into, except the werepyre uses their vampire sleep
recovery and their werewolf connection to nature in order to
initiate this power. This allows werepyres to sleep anywhere in
nature, whether it's in a tree, a werewolf tribe land, or even
in a cave. When the werepyre sleeps, their injuries are able to
heal through enhanced regeneration, and their exhaustion can be
removed fairly quickly. Most werepyres only have to sleep about
4 hours a day due to their advanced regeneration and recovery,
but this is more for the times when a werepyre is hurt from
battle or near death, and the werepyre can sleep until they've
fully recovered. Most werepyres will find caves to hide out in,
or secluded homes in the forest where they won't be bothered.
Typically, the werepyre must go into sleep in order to do this,
and while they don't sleep as deeply as dragons would, werepyres
do sleep deeply enough that they can be vulnerable during this
sleep. Most werepyres can be woken up from this fairly easily,
so they usually don't have to risk dying in their sleep if
someone comes across them, but this does slow down their
recovery a bit if they aren't able to sleep for long periods of
time to recover.
Werepyre Bite: Cursed Bite:
~This is the ability that allows a werepyre to bite someone with
their vampire-like fangs. When they bite someone, they can
choose whether not to leave this cursed bite mark behind.
Usually, werepyres will bite with their fangs when they want to
drink blood, but they can also bite to put a curse on someone.
If they are able to be changed into a supernatural, this curse
will change someone into a werepyre as a result. This combines
the vampire's ability to turn someone into their servant with
the werewolf's mark that marks someone as belonging to the
werewolf. By combining these, the werepyre is able to create
servants out of this method, and bond to them at the same time.
As a result, the person turned will be bonded as the servant,
and the werepyre will become the master. Unlike vampire servants
who can go crazy without the bond between the master and
servant, werepyre bonds can only be broken if the werepyre that
cast it is killed. And like vampires, the werepyre master will
always be connected and know what the werepyre servant is
thinking or doing at any given time due to their connection they
have The person can be cured of this cursed bite, however, this
can only be cured if a special formula is administered before
the new werepyre eats flesh or drinks blood, as once they do,
their curse will often corrupt them at this point and it will
make the change permanent. If the werepyre that casts this is
killed, the person affected will be free from being a servant,
but they may be permanently changed if the person has devoured
flesh or drank blood while being a werepyre. While some people
immune to mind manipulation can avoid the personality change to
a degree, they can be affected by the next part of the werepyre
cursed bite ability.
Werepyre Cursed Bite: Control Servant Curse:
~Just like vampires who make servants out of those they convert
to their kind, werepyres are able to control their servants
curse. Werepyres are able to use this curse as a connection to
their servants, in which the werepyre can act depending on what
they want to do. For example, when their servants need
punishment, werepyres are able to torture their servants through
this curse if they desire to, as the curse can be used to cause
pain to the servants. And depending on what the werepyre wants
to do, the werepyre is also able to do positive things for their
servants as well, such as giving them new power through the
connection, or the werepyre can use the curse to give the
servant healing through transferring life force. Many werepyres
can use this to control their servants, and the variations of
what can be done usually depend on what the werepyre wants to
do. Usually, this control is used to control the servant, and
force them to do what the werepyre wants, though some werepyres
also use it to build special bonds with servants if they are
people precious to them. While this lets a werepyre exercise
control over a servant, this cannot be used to kill a servant,
no matter how much pain they are put in, as the pain is only
administered through the curse and doesn't actually hurt someone
physically. It is also worth noting that this doesn't actually
mind control servants, but rather is used more for reinforcement
of their servants. And as one might guess, this only works on
those that the werepyre makes their servants, as this power is
only used through those converted by the werepyre. Since
werepyres also tend to be very secretive and hunted down for the
danger they present to vampire, werewolf and human-kind, they
typically prefer servants willing to do their bidding, rather
than trying to force people into submission like most think.
This curse can also be removed entirely if the werepyre desires,
as the werepyre can take back the curse and remove the power the
servant has if the servant proves to be too troublesome.
Werepyre Acid Bite:
~Werepyres have a mix of vampire and werewolf physiology, but
also have a unique aspect to their physiology. Their saliva/spit
is acidic, which helps them digest what they eat. When a
werepyre eats someone or something, they typically don't leave
anything behind, and this power helps them quickly digest both
blood and flesh. Many werepyres will even eat the bones of their
victims, with this acid even helping digest bones when devoured.
This is designed to help werepyres so they don't have to eat for
so long, as werepyres typically eat more than vampires and
werewolves due to needing both blood and flesh to survive. Most
werepyres can even use this in battles, in which they can use
their saliva when biting someone to do their acid bite. While
werepyre teeth are still as strong as a werewolf's teeth and
their fangs are as sharp as a vampire's, the werepyre can still
devour someone pretty easily even without this bite. This bite
is more a tool to help with digestion, rather than being used in
battle, and the acidic effect of the saliva isn't quite as
powerful as some more powerful acids. Typically, this is only
done through bites, and while this can be dangerous to people
bit by a werepyre, usually it's not life threatening unless the
werepyre bites into a vital point. This acidic saliva is strong,
but usually only works when the saliva comes into contact with,
so avoiding getting bit is usually the best way to avoid the
effects of this bite.
Werepyre Superior Claws:
~Werepyres have claws similar to werewolves, but because of
their vampire side, werepyre claws are longer and more powerful
thanks to vampires being able to have longer nails that are used
similarly to claws (most vampires have this in some form).
Because of this, werepyres see themselves as having superior
claws, which can slice through more than a werewolf's claws can,
due to the werepyre having longer claws. These claws are strong
enough to usually be able to tear through metal objects, and
werepyres are able to slash opponents with these claws. This is
part of a werepyre's physiology, one that is often used to tear
apart their victims more easily, but also something they can use
in battle to more easily pierce through opponents. Some stronger
werepyres have the enhanced strength to spear through armor and
shields with their claws, making their claws far more dangerous
than werewolves and vampires. This applies not only to the claws
on their hands, but also the claws on their feet as well.
Werepyres also are able to regrow their claws if their claws are
severed or even removed, due to their ability to regenerate.
These claws are naturally sharper than werewolf or vampire
claws, and are typically quite dangerous. Usually, werepyres
have to be careful with their claws, and usually have to
maintain them by trimming them, or else the claws will continue
to grow. Typically, it's usually best to dodge a werepyre's
claws, rather than try to block it, due to a werepyre's stronger
claws and (usually) stronger physique they put into their claw
slashes even without using werepyre skills.
Werepyre Claws of the Beast:
~This is a power that allows a werepyre to use their vampire
side to empower their claws, and allows a werepyre to use their
vampire power to be used to allow the werepyre to create new
techniques. For example, the most common way werepyres take
advantage of this is by fusing darkness energy into their claws,
so that their claw slash waves release waves of powerful
darkness that is controlled by the werepyre. This can be used a
variety of ways, depending on the werepyre and how creative they
get with this power. Some are able to use this to fire claw
slash waves of darkness, or some might even use this to spear
people from a distance by using their darkness in their claws
like a claw extension to try and extend their reach. This power
can use a variety of vampire abilities, with some werepyres even
having other unique abilities, such as some having shapeshifting
abilities, or others having certain strength increase abilities.
This power can amplify the cutting power of a werepyre's claws,
and is used to allow a werepyre to cut through stronger armors
and defensive abilities, with some werepyres being strong enough
to use their darkness to pierce through energy defenses or
barriers. Of course, as one might expect, using holy power can
counter this to a degree if one can account for the increased
power of the slash, but the best way to avoid this is to dodge
the claw slash rather than trying to block it.
Werepyre Invigorating Slash:
~By using their ability to absorb life energy, a werepyre is
also able to absorb life energy through using their claw
slashes, in which their claws are able to absorb life energy as
easily as their fangs/bite is able to. When slashing enemies, a
werepyre is able to absorb a small portion of life energy if the
claws make contact with someone, depending on how deeply the
opponent is cut by the claws. This power is designed to help
when a werepyre takes down someone who is their prey, as
absorbing their life energy is part of the feeding process that
the werepyre takes advantage of so they can get more from their
victims. This is specifically dangerous with certain other
powers, such as if the werepyre has Bolshevik vampire powers
that can set up feeding connections by touch. This power can
even be used with other werewolf and vampire powers that absorb
life energy, depending on what the werepyre's capabilities are,
or how they apply their abilities to absorb life energy. When
absorbing life energy, this can be used to replenish the
werepyre's power if used properly in battle, and werepyres are
able to use this to weaken opponents in battle. However, unlike
one might expect, this is actually a conscious ability, as it
requires concentration to use this power. This means that it is
not particularly useful if the werepyre is too injured to
concentrate, and isn't useful unless the werepyre wants to take
the life energy of someone they slash. The best way to avoid
this is to not let oneself get slashed by this attack, and given
the werepyre's strength and claw slash power, it's usually best
to dodge this attack rather than try to use defenses the
werepyre might be able to pierce through. This also cannot be
combined with other werepyre abilities like the Claws of the
Beast, due to this requiring concentration to use and other claw
slash powers usually also requiring concentration.
Werepyre Vampire Discipline Learning:
~Depending on werepyre, and their training, werepyres are able
to learn the vampire disciplines of any vampire clan that they
have an affinity for. Every vampire clan has their own set of
abilities and disciplines, which werepyres can learn if they are
trained, or they have a strong enough affinity that they can
learn these skills. For example, a werepyre born of the Lasombra
clan would be strong in shadows, or certain other clan born
werepyres might be stronger in other abilities. There are a
variety of vampire disciplines, from physical combat, to
transformation abilities, to even alchemic abilities. This
depends on the werepyre, and what training they can obtain. Most
werepyres usually learn vampire disciplines in order to find
ways to enhance their power further, in which many will combine
these with werewolf gifts to create special werepyre abilities.
All of these often work similar to how they are used by
vampires, and aside from certain modified disciplines, most
still have the same strengths and weaknesses. What disciplines a
werepyre can learn is dependent on their vampire heritage and
their training, and unless they have an affinity for the
discipline, they may not be able to learn it. For example,
physical combat based disciplines usually work well for
werepyres, but those without certain magic affinities that are
required for alchemy won't be able to learn any thaumaturgy
skills. And since vampires typically see werepyres as freaks and
reject them from their society, most werepyres will have
difficulty finding teachers who are willing to teach them,
especially with werepyre's who twist natures to their advantage
like many do in order to twist vampire and werewolf powers for
themselves.
Werepyre Werewolf Skill Learning:
~Werepyres are able to learn werewolf gifts, which are skills
used by werewolves in a manner similar to how vampires use their
disciplines. Each tribe has their own set of skills, many of
which are taught by spirits. Typically, learning gifts can be a
bit easier for werepyres, since werepyres have the ability to
twist and enslave spirits, whereas vampire disciplines usually
have to be learned by vampires of a certain clan. Werepyres are
able to learn any werewolf gift or power that they have an
affinity for, and can learn these skills as long as they are
able to find a way to learn them. Since many of these gifts are
taught by spirits, a werepyre usually only needs to find a
spirit they can either convince to teach them, or twist/enslave
to teach them. Just like disciplines, werewolf gifts are usually
determined by affinities and tribe. Just like how werepyres use
disciplines, werepyres also use werewolf gifts just like
werewolves would use them, and can use them just as effectively
as any werewolf. Depending on what tribe the werepyre is born
from, they may be able to learn certain abilities, and many
werepyres usually learn these to combine with vampire
disciplines to create their own werepyre skills. As one might
expect, any werewolf gift or skills used have the same strengths
and weaknesses (unless they are modified by the werepyre), and
can be fought against the same way. And as one might expect, one
still needs to have an affinity to learn a skill. For example, a
physical combat based werepyre (which is common), will be able
to use physical combat gifts, but ones that require affinities
they don't have might not be able to be learned (such as magic
based gifts cannot be used unless the werepyre has an affinity
for the magic used in the power).
Ashe has unique disciplines and gifts due to her physiology,
which is mixed due to her being a western outlaw.
Werepire Skills:
Werepyre Passive Skill: Deadly Predator Spirit:
~Werepyres, similar to werewolves, have their own way of
utilizing their fighting styles. Where werewolves have their
lunar spirit fighting abilities, or vampires that use things
like clan abilities, werepyres developed their own power that
uses their twisted darkness and nature abilities. This lets a
werepyre focus their dark natures, and mix it with their combat
in order to use certain supernatural and combat based werepyre
skills that are powered by their dark nature and their will to
fight. This is the most basic aspect of the werepyre's base
combat, and powers most of the werepyre battle skills. This
takes a werepyre's dark nature and uses it in combat for
different effects. There are typically two major skill types,
passive skills and combat skills. Passive skills are usually
just passive upgrades to a werepyre that grant specific effects,
while battle skills are conscious attack skills that the
werepyre can use in a fight. Many of these skills combine
vampire and werewolf abilities, or some may be created by
werepyres specifically to combat opponents. Typically, there are
a number of skills werepyres can learn, but most also develop
their own specific skills, as there are those that opt for
combining their own abilities uniquely. Since each werepyre is
usually born of different heritages and has different potential,
it is hard to categorize what werepyres have affinities for what
skills, since different werepyres will have different abilities.
Most of these abilities are combat or supernatural power based,
using a werepyre's combat ability, and can be countered by other
combat abilities or supernatural abilities depending on the
skills.
Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
~This is the second part of learning werepyre skills, in which a
werepyre has to learn to manipulate the dark nature they are
born with. Some are able to do this better than others, but most
werepyres are born with dark natures that let them draw out this
dark nature, in the form of using their werepyre energy to mix
their darkness power from their vampire side with their cursed
nature of their werewolf side to create a unique energy which
they call cursed darkness. This is somewhat similar to corrupted
darkness, except that the werepyres use this naturally, rather
than having to create it. When using this, they can use this
like any normal darkness abilities, with the exception that this
darkness can be used to even fight other darkness users similar
to corrupted darkness thanks to the cursed nature of this
energy. This is the base power of their combat skills alongside
their deadly predator spirit. This darkness powers most of their
battle skills, while their deadly predator spirit usually powers
more of the passive abilities. As a werepyre gets more
experienced, they may learn to do more advanced darkness
abilities, and may even make their battle skills more powerful
if this skill becomes stronger since it's the base power of most
of the battle skills. Typically, the way to counter this is holy
energy, though the best is probably holy light which counters
both the cursed nature and the darkness power. However, normal
light can be used if it is concentrated enough to overpower the
darkness, assuming the werepyre doesn't have any other enhanced
darkness abilities.
Werepyre Passive Skill: Arcane Terror:
~This is a passive skill that is generated by werepyres. Most
werepyres learn this as part of their basic training where they
are able to enhance their natures to terrifying levels. Similar
to vampires who use disciplines that weaponize their very
presence, werepyres also use this as a passive way to intimidate
others using a fearless nature. Those not immune to fear
manipulation will find themselves filled with fear when faced
with the werepyre, as this is a passive skill that is always in
effect. Depending on the presence of the werepyre, most use this
in some fashion to strike fear into their opponents, usually as
a tactic to scare off hunters and other opponents who might be a
threat to them. This skill also gets stronger when the werepyre
becomes angry or hateful, in which their negative emotions can
fuel this and make this power stronger to generate more fear in
others. Typically, this skill means that it takes someone with
strong willpower to not be overcome with fear. Some werepyres
who use this can weaponize it in a way to attack the mind, but
usually only advanced werepyres will use it in this way. Those
that are immune to fear manipulation or the effects of emotional
influence would be able to resist this though, as will people
with strong wills that can overcome their fear. This skill also
only works as long as the werepyre is fearless, and if they
become afraid, then this skill will stop working completely as
long as the werepyre is afraid.
Werepyre Passive Skill: Unstoppable Will:
~Similar to how some vampires and werewolves have certain
training to avoid certain emotional changes (like the Darkfire
Disciplined Mind), werepyres have their own special training
where they passively focus their willpower into their darkness
power. This grants them a passive skill that strengthens their
willpower considerably, and can instantly free them from certain
negative status effects. Using this, werepyres are able to break
out of certain negative conditions like fear manipulation,
psychic paralysis and stun abilities, and other body
manipulation abilities. By using their immense willpower, their
dark natures break them out of most psychic holds or
manipulations that try to attack the mind or body, which is
usually overpowered by the werepyre's own will. This power is a
passive skill that is designed to be similar to skills like
Disciplined Mind, and designed to help the werepyre focus their
minds in battle. As one might imagine, this is a necessary skill
to have in battle, so that werepyres can keep focused when they
are in battle. Typically, this power uses a werepyre's willpower
with their dark natures, so this skill only amplifies the mind
as much as the willpower and dark nature of the werepyre will
allow. While some have stronger willpower or dark natures than
others, the combination usually determines how strong this will
be. If a psychic power can overpower the werepyre's willpower,
then it is possible to overpower this skill and affect a
werepyre on a psychic level.
Werepyre Passive Skill: Shadows of the Dawn:
~While most werewolves and vampires wouldn't be able to fight
effectively during the day, werepyres have developed a skill
that lets them fight during the day just as effectively as they
do at night. By using the shadows of an area they are in, they
are able to utilize amplification during the day, which
amplifies them as much as the night would. By absorbing the
shadows, the werepyre isn't affected by daylight, and can get
around just as easily in the day. For most werepyres, they will
find light unpleasant (Unless they are a type of werepyre that
is not restricted by night, aka if they have daywalker power in
them), but they will not be hindered by the light as long as
they have shadows around them. Typically, the darker the place
they find, the more amplification they will find, though they
can fight effectively enough even with little shadow. While they
may not gain amplification during the day from the night or the
moon, they can use this skill to at least fight at their normal
level even if they would normally be hindered during the day. Of
course, while this skill does allow a werepyre to fight during
the day, that doesn't mean they don't still have vulnerability
to holy or light based abilities due to their strong darkness
nature. And if an opponent takes away their shadows during the
day, they will lose their darkness amplification they gain from
this ability and might be weakened depending on the werepyre.
Werepyre Passive Skill: Terror of the Night:
~Werepyres who train their combat usually train both vampire
disciplines and werewolf gifts, in which they combine the two.
In combat, this usually results in them combining combat
abilities of werewolves and vampires. For example, werewolves
will use certain vampire abilities like celerity training or
potence training that enhances physical combat, and also use
certain werewolf gift training like lightning reflexes and pain
resistance. Every werepyre has different balances of abilities
depending on what they can do, but most werepyres use this skill
to combine werewolf and vampire combat abilities in order to
combine the best of both races combat skills. This makes
werepyres extremely dangerous in physical combat, especially
ones that focus on physical combat, since this skill allows them
to utilize two different races combat abilities in ways that
surpass the original powers of clans and prides. Werepyres,
depending on their training and affinities, can combine their
combat training in a number of ways, with some even combining
certain other combat techniques with their werewolf and vampire
powers (such as martial arts styles and weapon styles).
Typically, this makes each werepyre different, and amplifies
their combat abilities depending on their abilities. Because of
the number of combination options werepyres have, all werepyres
have unique combat abilities. However, while this is an
impressive ability, most werepyres are limited by what physical
affinities they have. For example, a werepyre that is more bulky
may have more strength and defense, but may not gain as much
speed, or a werepyre that is smaller in stature might be faster,
but lack the physical strength. This also depends on the
training of the werepyre and what skills they can learn that
boost their physical combat, as the physical combat makes this
power what it is.
Werepyre Combat Skill: Dark Howl:
~This skill is based on certain werewolf howls that utilize a
werewolf's power. Among known gifts of werewolves are the Lupus
gift of shattering howl, or the Get of Fenris gift scream of
Gaia. Depending on the howl used, a werepyre is able to use
their dark nature to combine with this howl to create a powerful
sound wave which is designed to inspire fear into others. This
emits a powerful shockwave which can knock opponents off their
feet and disorient them using physical force. In addition, most
werepyres can also paralyze opponents when they use this, using
the dark nature stun an opponent if they are caught in the
soundwave of the howl. Depending on the powers used, this can be
further enhanced, such as werewolf gifts that empower one's
howl, or vampire disciplines that amplify a vampire's voice
somehow. This power can be useful, as the wave is strong enough
to shatter stone when the sound wave hits, making it a good
combat tactic, even if the opponent isn't affected by the
paralysis or the fear manipulation. As such, this skill can have
many uses, and some werepyres can even emit frequencies that
might knock people out if they are able tune their howl to
certain frequencies. This power is a pretty basic skill, and it
mostly uses the voice of the werepyre to utilize it as a weapon.
Because of how this power works, the sound waves become the
major weapon, and if an opponent knows this, they can usually
find ways to counter it, such as using water to dull the sound
waves, or using something to block the sound waves completely.
This also requires the werepyre's voice, so a good punch to the
throat could interrupt this ability completely if an opponent
catches the werepyre getting ready to use this skill, or using
some sort of power to prevent the werepyre from howling.
Werepyre Combat Skill: Dark Rage Impact:
~This skill is a combat power that lets a werepyre enter a
temporary beserker state. This state uses anger and negative
emotions to strengthen the werepyre's dark nature, amplifying
their darkness and physical abilities temporarily. When in
affect, the anger and hatred of the werepyre makes the darkness
power strong enough to overpower many other stronger forms of
darkness and light, and allows a werepyre to use their darkness
in far stronger capacity than they normally would be able to. In
addition, a werepyre also gains highly enhanced combat abilities
in this state, including making them move faster and increasing
their strength immensely. By combining certain abilities like
the werewolf gift desperate strength and the lunar werewolf
fighting spirit ability rage impact and the vampire celerity and
presence abilities, the werepyre is able to use this to
dangerous effect, amplifying their abilities beyond vampire and
werewolf amplifications of similar abilities. While this is a
strong technique though, this is only a temporary increase in
power, and a werepyre that uses this may lose control of their
emotions depending on how strong their control of their anger
is. Because this uses anger and hatred to power this skill,
stronger uses of this skill result in far less control, but
grant far more power in amplification. Meanwhile, weaker uses of
this mean not as much amplification, but the werepyre will be
able to keep themselves in control of themselves. This power
also only works for a small amount of time (up to 2 combat
rounds), as this power is only meant to temporarily increase
one's power. Any werepyre that uses this for more than 2 rounds
will take physical damage as their amplification will damage the
werepyre's body as they try to continue to fight using this
amplification.
Werepyre Combat Skill: Life of Gaia:
~Werewolves are familiar with how nature connection to the world
works, and the connection to the earth, while vampires are
familiar with how to steal life energy (at least many are in
some form). By combining these two aspects, a werepyre is able
to absorb and manipulate the life energy of the world around
them, whether they use it to attack, or they even absorb it to
make themselves more powerful. Because werepyres twist the world
to their advantage, this power is no different, in which
werepyres usually use this in order to twist the world's
energies to their own benefit. Most werewolves would normally
use a power like this to redistribute life energy more evenly
among creatures of the world to balance life, but werepyres
often will use this more for themselves rather than the world
around them. Most werepyres use this to absorb it to heal
themselves, or they may use it to attack opponents with if they
are vulnerable to it. This is similar to certain sage abilities
of some other races (IE absorbing energy from the environment),
and this power is more or less like absorbing life from the
world's energy. Some werepyres can even use this to heal others,
or some more advanced werepyres might even be able to manipulate
certain creatures without conscious thinking minds (like plants
and animals) more easily due to their ability to twist life
energy to their advantages. Just like any life energy though, a
werepyre must be careful with this, as they cannot absorb too
much life energy or they might disrupt their own balance of life
and death energy, and they must also make sure they don't
overwhelm themselves with this energy as too much energy will
physically damage them. Typically, only a certain amount of life
energy can be absorbed from certain areas, as the plants and
animals will often die when this is used (unless the werepyre is
simply redistributing it to heal plants or animals, or using it
to heal someone), and once gone this energy cannot be absorbed
any longer unless the werepyre moves to a different area that
has life energy. This also requires the werepyre to know how to
read the life force of the planet, which may require special
training.
Werepyre Combat Skill: Poison Claw:
~By utilizing a werewolf gift called spur claw that allows a
werewolf to learn how to poison their claws, werepyres
replicated this ability and created a werepyre ability that
allows them to secret poison from their claws. When used, this
poison is administered through claw slashes when the claw makes
contact with an opponent, and the poison is spread into the body
when the claw pierces the skin. Normal claw slashes become
poisonous to opponents, and depending on the werepyre, they are
able to generate poison depending on how they use this. The most
common poison generated is a neurotoxin which paralyzes
opponents when administered into bodies. If the poison spreads
through the body, the opponent will have reduced ability to
move, and if enough poison is administered, the neurotoxin could
even paralyze the heart, which could kill the opponent if they
are vulnerable to death if their heart stops. Most werewolves
will use their training to create new poisons every so often, as
every poison user knows to account for the body's ability to
eventually create immunities to a poison. Among other poisons
used by werepyres include certain acidic poisons that do more
damage in the wound, or hallucinagenic poisons that cause
hallucinations and impaired judgement. This skill does require
physical contact with the werepyre's claw though, and cannot be
administered to an opponent through a claw slash wave (as the
claw itself has to make contact and pierce the skin to work).
Because of this, dodging the claws is the best way to avoid this
attack, or people with resistances or immunity to poisons might
have a reduced effect when it comes to being poisoned by this.
Werepyre Combat Skill: Shadow Lurk:
~This ability allows a werepyre to use the shadows to hide. When
used, this skill lets a werepyre stand in the shadows, and even
without melding into the shadows, the werepyre is able to use
their darkness to blend into the shadow. Usually, this works
best if the werepyre suppresses their presence so that their
presence cannot be sensed. When used, werepyres can hide from
most creatures, even hiding from other werewolves and vampires
depending on what they want to do. Typically, more advanced
werepyres can eventually even learn to travel through shadows
through shadow melding, depending on their affinity for melding
into darkness (usually best used through shadow lord werewolf
tribes or Lasombra vampire clans). Werepyres originally
developed this to hide from supernatural hunters, and to hide
from other dark creatures that might try to hunt them down. Of
course, many werepyres these days consider it cowardice to hide
from their opponents, so they mostly learn this as a way to
learn how to use shadow lurk to travel through shadows or to
meld into shadows, so that they have a better way to use this,
and a way to get around. However, just like other creatures,
werepyres have to be careful where they shadow meld, because the
shadow realm can be a dangerous place if they use shadows to
travel, especially if they accidentally travel to the wrong part
of the shadow realm (like Xeles's domain). When used, this isn't
really a combat skill, as a werepyre mostly use this to get
around or to just hide if they need to, so there's no damage
done with this skill. Usually, the only way to sense a werepyre
who is using this is by sensing their presence some other way,
such as hearing or smell that might detect traces the darkness
cannot cover up, since this only covers up a werepyre to the
sense of sight and the other presence senses. While this is
useful, it is also noteworthy that maintaining this stealth for
long periods of time can be draining as it requires energy to
maintain this stealth due to it requiring the werepyre's
darkness.
Werepyre Combat Skill: Dark Shield:
~When a werepyre is in danger of attack, they are able to create
a barrier of darkness around themselves. This helps them defend
against attacks, in which they use this as a defensive move to
prevent themselves from taking damage from attacks. When used, a
werepyre uses the cursed darkness from their bodies to create a
barrier, in which the darkness locks the werepyre in place,
allowing them to use the darkness to defend against attacks when
in effect. When used, the darkness uses intense power to protect
the werepyre, and can defend most normal attacks and plenty of
projectile attacks. When used, this locks the werepyre in place,
making the defense stronger than most other barrier skills by
using the emission of darkness from the werepyre's body to
strengthen their defense. Because of how this skill works, they
cannot move while this barrier is in effect, and this requires
darkness energy to keep the barrier going. This barrier is very
difficult to break, but certain strong enough piercing abilities
can break through this shield ability, as difficult as it might
seem. Usually, besides aura breaker abilities/weapons,
concentrated light and piercing lightning abilities are usually
the best ways to break through this, if the opponent can gather
the power needed to break the werepyre. And because this
requires the werepyre's own darkness, this barrier technique is
only as strong as the werepyre's own darkness, as this skill is
powered by the darkness emitted from the body. Certain strong
enough holy abilities can also more easily break this power as
well depending on the holy skills used.
Werepyre Combat Skill: Dark Beast Crash:
~This technique uses the darkness emitted from the werepyre,
usually when the werepyre is in movement. When moving, the
werepyre is able to use their darkness emitted from their body
to enhance their physical and supernatural power when in motion,
and is designed to be used during a dash or jump attack to
amplify the werewolf's impact power. This was based on
werewolves who jump around and use this to try and hit opponents
with the force of their bodies, to which werepyres learned to
utilize their dark natures to do something similar. Werepyres
are able to use this while in motion, whether they are in the
air, or using a dash, they can amplify themselves with this
darkness to try and break through an opponent's defenses.
Typically, this is best used against barriers and energy
defenses, where the werepyre will use this to try and break
through the opponent's defenses. This can also be used to boost
movement speed when in motion, where a werepyre is able to use
this in motion to boost their speed as much as their power
(usually as a means to avoid an attack that they don't have the
speed to avoid normally). Typically, avoiding this attack simply
requires dodging the attack, and the werepyre usually moves in
straight line when using this, unless they use an object to stop
and change direction. Usually, trying to change direction is
difficult with this technique, and when the werepyre comes out
of this technique, they may be vulnerable once their dark
amplification is no longer in effect since the werepyre will not
be using the darkness to amplify their physical movement and
abilities. This is another technique that is also only as strong
as the werepyre's own dark nature, so natures would only be able
to overcome defenses similar or slightly above their level of
power.
Werepyre Combat Skill: Shadow Mist Form:
~This skill combines the fog on the moor ghost form of a
werewolf (similar to intangibility) with the mist form that some
vampires can take. Using a werepyre's dark nature, they take the
form of a shadow mist that is intangible when used. This form is
another power designed to avoid attacks, allowing a werepyre to
use this to let attacks pass through them. When in this form,
the werepyre is mostly intangible and immune to attack. Some
more advanced werepyres can even change this form depending on
their darkness control, such as changing the temperature of the
mist form they take (either heating it up to burn anyone who
gets caught in the mist, or freezing anyone caught in the mist
by reducing the temperature), or some werepyres can adjust the
acidity of their dark mist to make it able to corrode anything
caught in the mist form. This power can be very useful, though
when in this form, the werepyre is more vulnerable to wind
attacks, which can blow away the werepyre's mist form. To an
extent, lightning powers can also affect mist powers (though it
takes a very high voltage due to the higher resistance mist and
air have to conducting electricity). Werepyres can also only
stay in this form for a limited time, and have to return to
their normal forms. One way to attack werepyres in this form,
besides using certain spirit defense powers like Haki or Pai
Zhua training, is to use silver. Because of the power this was
modified from, the werepyre cannot maintain their shadow mist
form when in the presence of silver, and the silver will force
them back into normal form due to the power interrupting the
werewolf fog on the moor power this was adapted from. Even the
best werepyres are still vulnerable to silver when in this form
(unless they are holy natured, in which case gold acts in place
of silver). This means that silver bullets and weapons can not
only force a werepyre into normal form, but they can also damage
a werepyre if the bullet or weapon is in the mist when the
werepyre reforms.
Werepyre Combat Skill: Dark Railgun:
~This skill combines a werewolf's gifts that increase strength
with a vampire's celerity training to create a powerful bullet
technique. By creating darkness and then flicking the darkness
at opponents with their enhanced strength, the darkness is fired
with the speed of the projectile vampire discipline which speeds
up the vampire's projectile attacks immensely. When used, this
creates a dark bullet that is able to blast through concrete and
even certain metals with the force of an anti-tank rifle, thanks
to combining the strength and speed at which it's launched with
the vampire discipline that increases it's speed. As one might
imagine, this skill blasts the darkness at an opponent with
immense force and speed, making it very damaging if it hits an
opponent. The force of impact is usually enough to blast through
most opponents, armor and all. And when using this, the darkness
used is small enough that werepyres can fire these in quick
succession. Because of how this power works, this is a very
dangerous ability, as the werepyre can use this to usually break
through defenses, and with the projectile enhancement, this
technique is also very hard to dodge as a result. This may seem
like a simple attack, but the sheer power of the attack makes it
a great power for werepyres, as it only requires a small amount
of darkness. Werepyres are also able to do this with smaller
objects as well if they don't want to use their darkness (which
some don't want to waste their dark energy), and may choose to
use objects that they flick at opponents like rocks or small
pieces of metal. Typically, anything the size of a bullet can be
fired at an opponent, with even pebbles being devastating when
hitting opponents. Of course, as one might imagine, blocking is
not ideal when it comes to this technique, and opponents should
dodge rather than block. Depending on the strength put into it,
the speed and strength can be adjusted, but increasing the speed
will decrease the impact force, and increasing the strength will
decrease the speed. Typically, while this does generate immense
physical force, if one can dispel the darkness used in the
bullet before it hits, then this won't do any damage.
Werepyre Combat Skill: Wolfbat Swarm:
~When using this technique, this creates a group of darkness
familiars in the forms of bats that possess wolf like features.
Typically, the wolfbats have sharp claws and strong teeth, and
enhanced smell, sight and hearing. These wolfbats are designed
to swarm opponents and attack them, usually opening them up to
other attacks if the wolfbats are able to distract the opponent.
When the wolfbats bite an opponent, they are able to drain life
energy from the opponent and then give it to the werepyre, or
they can suck out the blood of the person they bite similar to a
vampire's bite. The wolfbats can also use their claws to tear
through defenses using their darkness to try and pierce
defenses. Depending on the power of the werepyre's darkness,
this power can do dangerous damage to opponents, and can weaken
them when used properly. This power uses the werepyre's darkness
to create these, and when used, the werepyre can even share
their senses with the wolfbats due to them controlling the
darkness that makes up the wolfbats. These wolfbats are usually
designed to attack in a group, which is designed to overwhelm an
opponent if the group of wolfbats attacks them. Typically, the
best way to avoid these is to destroy them with light or holy
attack abilities, which can destroy them if the attacks are able
to overpower the darkness of the werepyre. These wolfbats can be
also be destroyed by certain other abilities, such as strong
enough energy, or other elemental abilities like lightning or
flames. The wolfbats are typically not too hard to destroy,
though werepyres with stronger darkness abilities will have
stronger wolfbats using this power. This is similar to any other
familiar power, and these familiars are basically like most
other shadow familiars in nature.
Despite Ashe being half coyote, she is still able to perform
this skill, though the wolfbats will look more like a coyote.
Werepyre Combat Skill: Horde of the Beast:
~This is similar to the wolfbat power, except that this uses the
familiar power to create manifested familiars instead of shadow
familiars. When manifested, the werepyre uses some of their
darkness like a summoning, and they summon wolves that are
created from the werepyre's own power. These wolves are like
spawns of the werepyre, where the werepyre combines the familiar
power of a vampire, and mixes in a wolf nature to create what
appears to be a pack of wolves. As such, these wolves are able
to attack as a group, and are usually called to attack opponents
and swarm them similar to the wolfbat skill. When used, the
wolves act according to the werepyre's will, and can use their
enhanced features to attack opponents. Among their attacks, they
also have certain skills like the dark howl, the poison claw,
and the dark beast crash skills. When used, the wolves are able
to use their own darkness enhanced by what the werepyre gave
them upon creating them. Since most werepyres don't have a pack
or clan to help them in battle, werepyres created this technique
to allow them their own group to help fight beside them. Some
more advanced familiar techniques can even attribute life energy
or souls to these wolves if they have strong enough familiar
techniques, and create unique powers for the wolves. However,
the standard usually just gives them darkness techniques, unless
the werepyre empowers them with something else. Typically, these
wolves are weak to anything that can destroy familiars, and
enough damage will eventually dispel them and return the
familiars to the werepyre. Depending on the werepyre, some
werepyres can use certain familiar arts if they have access to
them, though unless otherwise stated, the werepyre's familiars
can be taken out like any other familiar. If one wants to dispel
the wolves, the best way is to attack the werepyre, since the
familiars cannot stay manifested if the werepyre can't
concentrate on keeping them manifested.
Werepyre Combat Skill: Fenrir's Wrath:
~This technique was inspired by Norse mythology, in which
werepyres were inspired by the myth of how the wolf Fenrir was
retrained with special chains. By practicing with their cursed
darkness, eventually Wolfwing VI managed to create this skill
that he taught to other werepyres long ago. After training in
this skill, werepyres were able to generate chains made of their
cursed darkness. When used, the chains use the cursed darkness
to restrain opponents, and use their darkness to form special
runes which can restrain anything that the chains come into
contact with. By using these chains, werepyres focused on
restraining werewolves and vampires, but eventually found that
they were able to restrain almost any creature, as evidenced
when Wolfwing VIII managed to use this to restrain Beelzebub
before Beelzebub used his insects to attack Wolfwing VIII. This
skill is commonly used to restrain opponents in battle,
temporarily weakening them if they are ensnared by the chains.
These chains are very strong, and cannot usually be broken
easily as long as they are manifested. When used, the werepyre
usually has to concentrate to keep an opponent restrained,
though some werepyres can usually set up another attack if they
are able to keep the opponent restrained while preparing the
attack. When used, usually it is difficult to break out of these
chains, though the best way is an aura breaker power or weapon,
or some sort of power negation. However, the best way to avoid
this is to not get caught by the chains, which are generated
from shadows. If one can avoid the shadows and avoid the chains
that come out of the shadows, then they can avoid this technique
altogether.
Werepyre Combat Skill: Dark Forest Summoning:
~This attack was a signature of Wolfwing IX, who developed this
technique using his nature connection and the werepyre plant
manipulation. By using the darkness of the werepyre, the
werepyre is able to spread their darkness over an area like
seeds that summon trees of darkness using their nature
connection, and are able to create these trees almost anywhere
(though summoning these trees in enclosed spaces is not
recommended due to possibility of collapsing structures). When
used, this summons a mass of dark trees which attack opponents
when they get close. This is best used in the forests, where the
werepyre can have their dark trees appear among other trees to
disguise which trees are the werepyre's dark trees. The trees
are able to attack opponents when the opponent is nearby, using
their branches to attack up close, devour them by opening up and
eating an opponent, or by firing their leaves like throwing
stars that can slice through opponents when fired at them. This
is usually summoned over an area, and usually summons enough
trees to limit an opponent's mobility since they have to avoid
the trees attacks, and the werepyre at the same time. However,
the trees can be destroyed with holy or light powers, and a
flashbang can actually completely destroy this technique since
the trees are made of darkness. This also takes a lot of energy
to create, so this isn't something that should be used too
often. Aside from a few more powerful users, most users cannot
use this multiple times. If one does enough damage to the
werepyre, they can also dispel this technique since the werepyre
has to use their power to maintain this ability.
Werepyre Combat Skill: Return from Hades:
~This was developed by Wolfwing III, who managed to develop this
skill in his 3 deaths (it took 3 deaths before hunters realized
the secret to this technique). This skill combined the Fianna
gift, sleep of the hero, with a vampire's ability to go into a
healing sleep (usually by sleeping in a coffin). This skill
essentially lets a werepyre come back from death, in which they
use this to go into a death-like sleep. By using their
connection to nature and darkness, they absorb the power of
nature and darkness, and eventually, the werepyre is able to
come back to life as though they never died. This is the
ultimate skill of the werepyre, and makes it so many werepyres
cannot be killed by just killing them and leaving their bodies
behind. If a hunter kills a werepyre and doesn't properly
dispose of the body, then the werepyre could eventually come
back, making werepyres with this skill very hard to permanently
dispose of. Most werepyres never know if they've perfected this
until they actually die, due to the nature of the condition
required to use this technique (actually dying), so it's not
always certain if they are able to be prepared for this. When a
werepyre is killed, those that kill the werepyre must burn the
remains, mixing salt and silver into the remains in order to
make sure the remains are properly not able to return. If salt
is not used, then the body can still be destroyed with silver
and fire, but the werepyre might become a vengeful spirit as a
result. Without silver, the burning of the remains just means
that the werepyre is asleep longer than the werepyre would be if
their body wasn't burned. While this skill seems intimidating,
many werepyres are never properly prepared for this, and most do
die properly, but if one manages to pull this off properly when
killed, then they are able to use this consistently again and
again if their remains are not properly disposed of. If not used
properly, then the werepyre dies as normal and cannot come back.
The secret to this is the connection to nature and darkness that
is achieved before death, and only with a proper connection to
the energies of life and death can a werepyre use this
effectively to absorb nature and darkness energy after death.
Nuwisha Gifts:
Snake's Skin:
~The Nuwisha sheds a layer of skin and flesh (and instantly
regenerates it), allowing her to slip free of bonds or even
grappling opponents. Taught by a snake spirit, this gift allows
the user to slip free of inmost bonds, and anything else made to
escape a hold. Though more complex traps may make performing
this gift difficult.
Song of Kokopelli:
~This gift allows the Nuwisha to ensure that everyone within
hearing range of the Song remains calm and sedate. This gift may
cancel the frenzy of an opponent, but only for as long as the
Nuwisha continues to sing. This gift is taught by a Gaffling in
service to Coyote, though the gift varies of how difficult it is
to perform it along with it depending on the situation. Those
who hear the song may attempt to resist this effect, depending
on how strong their willpower is since the song is difficult to
resist. The Nuwisha's "singing" may be vocal, or any musical
instrument from popes to drums. The Gift lasts as long as the
Nuwisha's song.
Ashe normally whistle when using this gift since her singing
isn't very good. Normally, she doesn't care (especially when
drunk) but it would be hard to stop a frenzy with this gift if
your singing is unbearable.
Spirit Speech:
~This Gift allows the werecreature to communicate with
encountered spirits. The werecreature is thus able to address
them whether they wish to be addressed or not. Of course,
nothing (usually) prevents the spirit from ignoring the Theurge
or leaving. Any spirit can teach this Gift. Once learned, this
Gift allows the werecreature to understand the communication of
spirits intuitively. Particularly alien spirits may be difficult
- or, in the case of many dark spirits, outright painful - to
understand.
This gift may be useful but it is pretty difficult for werepires
like Ashe due to werepires being infamous for enslaving spirits.
Swollen Tongue:
~With a touch, the Nuwisha can stop a target from speaking. The
targets tongue swells, preventing them from making any sounds
beyond frantic grunts and moans. A spider-spirit teaches this
Gift. The user must touch the target in order for this gift to
work. Normally, the target is prevented only from speaking, but
more experienced users can make the target's hand shake
uncontrollably and they cannot sign or write. Swollen Tongue
lasts for one rp scene.
Camouflage:
~The Wendigo blends in with the surrounding wilderness, which
makes him very difficult to see. A deer-spirit teaches this
Gift. Other werecreatures such as the Qualmi Bastet (werecat)
and Nuwisha (werecoyote) can learn this gift as well.
Dance of Dionysus:
~The target of this Gift becomes uncoordinated and extremely
dizzy. Their vision blurs, Their ears ring, and bystanders may
think they're drunk. The ability to speak is unaffected and
reasoning is possible, but anything else that requires physical
movement or senses will be difficult to use. The Nuwisha must
touch the target in order for it to work. This Gift lasts for
one rp turn. Those who are masters of defending themselves in
conditions like this (Drunken Kung Fu) might be able to use this
gift to benefit themselves or not be affected at all depending
on the target.
New Face:
~The Nuwisha can completely change their identity. They may be
male or female, any race or any breed. However, this Gift only
changes the Homid (human) and Latrani (animal) form of the user,
and does not hide their true nature; they will still be
recognizably Nuwisha if they changes shape. This Gift is taught
by a spirit of Kishijoten. This effect lasts for one rp scene.
Ashe is able to use this ability in her human form. Since
werepires cannot shift into their animal form, the other option
is impossible for Ashe to do. She also cannot use this gift in
her werepire form.
Sheep's Clothing:
~The Nuwisha can take the form and scent of another
shapeshifter. While this Gift is ineffective, the Nuwisha may
take the appearance of any form common to the type of
shapeshifter they are impersonating. Even Gifts and abilities
designed to identify shapeshifters cannot pierce Sheep's
Clothing (unless Coyote feels it appropriate). A cuckoo-spirit
teaches this Gift.
Using this gift, the user thereafter looks and smells like
whatever kind of shapeshifter they choose. They do not, however,
gain any of the special powers of the Breed - a Nuwisha
impersonating a Rokea (wereshark) could assume Gladius (shark
man) form, but would gain neither the enhanced strength nor the
Sending that the form usually confers. This Gift lasts for one
full day, though more experienced users can do it for a few more
days.
Twisting Tongues:
~The Nuwisha may understand any written or spoken language while
using this Gift. Even sign language and facial expressions offer
no trouble. While under the influence of this Gift, the Nuwisha
can speak with spirits, animals and even computers (which hardly
makes for interesting conversation, but can prove worthwhile).
This Gift is taught by a Trickster-spirit. The user can fully
comprehend the language - complete with all slang terms - for
one full day.
Gift of Laughter:
~The Nuwisha may end a frenzy with this Gift, or may simply use
it to lighten the mood in tense situations. This Gift may also
be used to end the pain of someone who is mortally injured,
allowing them to use the last few moments of life in full
control of their faculties. This Gift is taught by a spirit of
Kishijoten.
Gift of Rage:
~By tapping into their inner Beast, the werecreature may summon
a Berserk frenzy, lashing out at everyone within range until the
Gift wears off. Sadly, this is usually a last-ditch tactic; most
werecreatures such as werecats use the Gift only once. This gift
sends them into a killing state where tactics and mercy are
impossible. This rage lasts as long as there's danger around,
and in this state, anyone present seems dangerous.
Disappearing Act:
~The Nuwisha using this Gift seemingly disappears from sight.
Enemies looking for the werecoyote can touch the Nuwisha or even
run into them, and never notice that they are there. All senses
are affected, and even other Gifts or supernatural powers used
for detection (Auspex and so on) cannot locate the Nuwisha as
long as they remember not to move. This Gift is normally used to
avoid being killed by large mobs of enemies who desperately want
the Nuwisha dead. This Gift is taught by a Cat-spirit. The Gift
lasts for as long as the user does not willingly move. The Gift
stays in effect even if the user is knocked over, but the user
cannot get back up without dispelling the Gift's effects.
Heave-Ho:
~The Nuwisha using this Gift can throw an opponent incredible
distances. The Nuwisha must still be able to lift their target,
either by sheer strength or in combination with a combat
maneuver. Some werecoyotes claim they have thrown opponents for
several city blocks. They were not exaggerating. This Gift is
taught by an Ancestor-spirit.
Assimilation:
~A werecreature with this Gift blends smoothly into any culture,
no matter how strange or unfamiliar they might normally find it.
They could slip among Bedouin nomads as if they were one of
them, or they could shop in a Chinese market without anyone
noticing that they do not belong. The Gift, doesn't hide racial
differences, but it does allow the user to mimic the behaviors
and mannerisms of a native. It also grants the ability to speak
and understand the culture's language, although this knowledge
vanishes as the Gift ends. Ancestor-spirits teach this Gift.
Coyote's Mask:
~In one Kwakiutl Indian legend, Coyote dons masks of different
animals and then allows the animal to die for him, thus saving
his life. The most powerful Nuwisha may accomplish a similar
feat, using their Gift as a shield against death. Only Coyote
Teaches this Gift.
In order to learn this Gift, the Nuwisha must first learn a Gift
that changes their shape, including Sheep’s Clothing,
Trickster's Skin, or the Ragabash Gift: Thousand Forms. If the
user wishes to invoke this Gift, they must fully concentrate
(one rp turn) after first using the chosen shape-changing Gift.
If done right, the Nuwisha may "die" once while wearing
something or someone else's form. If the Nuwisha drops below
Incapacitated from lethal or aggravated damage while wearing
Coyote's Mask, the Nuwisha immediately appears in breed form
(human or werepire form for Ashe) not more than 10 feet away,
and all that is left of the "corpse" is a small scrap of coyote
fur. Nuwisha is considered to be at full health.
Ashe use this as a last resort to getaway from people when
facing a powerful enemy or a mob. Due to the gift being a
powerful trickster gift, Ashe can only use this gift once.
Weaknesses:
B.O.B: Although B.O.B. is incredibly strong, he can easily be
countered by multiple enemies, as he can be hacked and stunned
in the same way he can be enhanced and buffed. When he is hacked
or hit by strong EMPs, all it will do is shut him down for a few
minutes, giving enemies the advantage. Since he is a spirit
trapped inside of a machine, it will take a certain kind of
strong spirit purification abilities and weapons that harm
spirits to harm B.O.B.
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