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       #Post#: 10855--------------------------------------------------
       London/New Orleans Profile: Hugo Garnier
       By: Coolcat207 Date: October 19, 2021, 11:01 pm
       ---------------------------------------------------------
       "Only when it suits you, you remember that I'm not some errand
       boy?"
       "If they want a damn monster so bad, then I'll give them one."
       "We may be 'family', but we are far from equal!"
       ~Hugo to a demon before exorcising it and sending it back to
       Hell
       During a fight, Hugo landed a deadly blow on a female
       supernatural hunter who tried to kill a acquaintance of his.
       Female Hunter: Hey! Are you insane?! You're not suppose to hit
       women!
       Hugo: Then it's a good thing there isn't one around.
       "She was the only reason why I tolerated you damn humans... and
       you still have the balls to make threats even after you took her
       away from me?! I will make sure that none of you bastards leave
       here alive!"
       ~Hugo to the demon hunters who tried to get Hugo in line even
       though they were responsible for the death of Hugo's lover.
       "Just because I'm a half breed, doesn't mean that I should
       immediately break my back and risk my life for people I barely
       know. The only person I actually gave a damn for is dead thanks
       to your kind. So not only I don't owe you a damn thing, but your
       kind gave me a far greater reason to not even bat an eye when
       your lives are in peril. If you need someone to save your
       worthless ass, go bother one of those goody two shoes nephilims
       or something. I'm not interested in wasting my energy for the
       likes of you."
       ~Hugo to a Baptist priest when the priest tried to get Hugo to
       help the church with a demon problem.
       "There's a reason why you've spent your life watching the sheep,
       kid. And it's not because you're a shepherd. It's because you're
       a wolf."
       ~Victor "Sabretooth" Creed to Hugo Garnier on his potential.
       "The hunters were afraid of you. They want you to be controlled
       and kept in line. So, they got rid of the one thing that was
       keeping you happy just to teach you a lesson."
       ~Victor Creed's way of telling Hugo that what happened to his
       human lover wasn't his fault.
       "Compassion and understanding is the last thing these damn
       humans deserve. They have committed the worst acts upon each
       other and can barely get along. What the f*ck makes you think
       that they'll treat people like me any better?! Fear and violence
       are the only things that these wretched parasites understand. If
       they want something to fear so god damn badly then I'll give
       them something to fear to the point that even their descendants
       will hide under their bed sheets due to hearing my name!"
       "Word of advice, my dear: Look out only for yourself. Everything
       comes with a price so it's best to keep your head low and do
       whatever it takes to survive. This world is full of people who
       lie, cheat, steal and kill who in turn blame their faults on
       others. You don't ever want to associate yourself with the likes
       of them unless you want to end up dead or worse."
       ~Hugo to a young human mutant girl after saving her from a few
       ordinary human bullies
       "He goes by many names but he's known as Sollix. Remember when I
       said that people who fight like wild animals usually have
       something to hide? He's a prime example of that. Turns out that
       he was forced to fight at a young age but he usually either kill
       his opponents or reduce them into a lump of flesh. Yeah, this
       guy's anger issues makes mine look like moody cat. He also
       REALLY hates humans. Humans who are supernatural hunters
       especially. I know you three can take care of yourselves but if
       God forbid you run into this homicidal maniac, do NOT fight him
       by yourselves. Hell, I'm as skilled as he is yet I would rather
       fight a dragon with my bare hands."
       ~Jack Kariel warning his friends Chelsea, Lucia and Vivian about
       Hugo Garnier.
       Name:
       Hugo "Sollix" Garnier
       Other Names:
       Le Loup
       Hellhound
       Beast of Gévaudan
       Wolf Demon
       Age:
       19
       Gender:
       Male
       Species:
       Cambion (Human/Demon Hybrid)
       Family:
       Father: Unknown Human Turned Faust Wolf Demon (MIA; Presumed
       Dead)
       Mother: Unnamed Human Mother (Deceased)
       Foster Father/Partner: Victor "Sabretooth" Creed
       Organization:
       Marauders
       Rank:
       Second in Command
       Height:
       6'1
       Weight:
       Unknown
       Appearance:
       Hugo is a taller-than-average male with a Herculean physique. He
       has a broad face and a strong jaw, piercing dark gray eyes and a
       long, straight nose. He also has a fluffy white streak located
       just above his hairline which is unknown how he got it (Hugo
       believes that it was because he used his demon powers under a
       stressful situation during his pre teens). Due to his demonic
       heritage, Hugo has slightly sharp canines which makes some
       people mistake him for a werebeast. When using his demon powers,
       at will or in one of his demon forms, Hugo's eyes change to
       amber orange.
       Natural Abilities:
       Containment/Disease Immunity
       Supernatural Accuracy
       Supernatural Agility
       Supernatural Athleticism
       Supernatural Awareness
       Supernatural Balance
       Supernatural Charisma
       Supernatural Dexterity
       Supernatural Durability
       Supernatural Endurance
       Supernatural Flexibility
       Supernatural Intelligence
       Supernatural Leap
       Supernatural Reflexes
       Supernatural Senses
       Supernatural Speed
       Supernatural Stamina
       Supernatural Strength
       Supernatural Wisdom
       Powers:
       Cambion Physiology:
       ~User with this ability either is or can transform into a
       Cambion: a being (most commonly one of the first generation)
       with human and demonic ancestry. As partially mortal they are
       more bound to their form than their non-mortal parent, but their
       personalities and minds are far less defined by their spiritual
       aspect. In some forms of media, Cambion are shown to be equal or
       higher in power than full demons, this is generally explained
       with the claim that the human soul enhances the
       spiritual/demonic power gained from their "parent". Combination
       of mortal and physical with immortal and immaterial is highly
       unpredictable, and someone with heritage from both sides can
       lean on either side of their ancestry.
       Hugo is the son of a human turned Faust demon and a human woman.
       Apex Predator Physiology:
       ~The user is an apex predator, a vastly superior predator in the
       known world, with a fearsome capacity for hunting down
       practically any species in their ecosystem, even other
       predators.
       Predators of this category are at the top of a food chain and
       are never preyed upon by any other predators, as they are the
       most dangerous and fearsome creatures in their
       environment/world, with qualities of a greater degree.
       There are many variants of apex predators, many of them can come
       from any particular species from foreign to common, others can
       come from nature while others can come from different sources of
       creation that can enhance any predators to their highest danger
       in being, raising their predatory potential to its maximum
       making them the most dangerous beings in the natural world or
       even their own universe.
       Weapon Creation:
       ~User can create weapons from nothing or by shaping the existing
       matter or energy, they are capable of creating virtually any
       weapon and however many they wish. Depending on what the weapon
       is made of, it can posses a variety of abilities and be very
       effective in both offensive and defensive combat.
       Faust demons are able to create weapons from either whatever is
       around them or create them with the energy of their demonic
       power or element.
       Wing Manifestation:
       ~User has or is able to manifest wings that grow or are attached
       to the body allowing flight. They may also protect from rear
       attacks or detach and re-grow for quick getaways.
       Faust demons are associated with ravens and crows in early and
       ancient Germanic lore as those are the most common bird form
       that Faust demons take. Faust demons are also sometimes called
       descendants of the fallen angel, Arakiel, by those who follow
       the old Catholic and Cathar Christian beliefs. Faust demons can
       summon up black feather wings for flight.
       Biomorphing:
       ~User can turn into any living things (E.X: Plants, Animals,
       Bacteria, Humans, etc possibly including living machines).
       Faust demons can shapeshift into any living creature but usually
       have a particular animal form or two that they are fond of and
       use very often when not in a human form. Just like his father,
       Hugo's main animal form is a giant black wolf.
       Faustian Contract:
       ~A Faustian contract or a deal with the devil, is a link and
       bargain between a being (typically human) and a demon whereas
       the latter offers specific services and fulfills the being's
       wish, and is rewarded the being's soul after the contract is
       complete.
       Creating a Contract:
       In order to create the contract, a human has to summon a demon.
       However, it seems that they do not need to be aware of the
       existence of demons, attempt to summon a specific demon, or even
       summon one intentionally, or summon one by accident. It is
       implied that the human must be desperately searching for a way
       out and have little or no faith in God. Once summoned, this fact
       will not change for all eternity. All the same, it seems that
       the human still has the option to go through and create the
       contract, or dismiss the demon. However, the creation of the
       contract is finalized as soon as the human issues a command to
       the demon.
       Contract Seal:
       Once the contract forms, a seal is placed on the human's body.
       It is absolute; just as the demon is able to find the human, the
       human can never escape. The demon is able to place the seal on
       the human by simply pressing their hand against the chosen
       place. The choice as to where the seal resides is up to the
       human. The more visible the seal is, the stronger the bond is.
       The placing of the seal is also painful. Each demon has a
       Contract Seal design specific to themselves.
       Standard Practice:
       If the human's wish is not yet fulfilled, the usual practice for
       a demon is to serve under the human for as long as it takes and
       to perform supplementary orders. The demon is to protect and be
       the human's power. It must obey the orders the human gives, as
       long as the contract is still in effect.
       Completion:
       Once the contract is complete and the human's wish is achieved,
       the demon will eat the human's soul, which results in the
       human's death.
       Corruption Inducement:
       ~User can induce corruption in others.
       The ability can be used to corrupt a person into doing anything.
       It doesn't control the victim, but it prevents them from
       realizing that they otherwise wouldn't do what the user
       suggests, and therefore they become much more malleable. A small
       amount of proximity and contact is needed to corrupt someone,
       and this proximity or contact is needed every now and again to
       prolong the effect.
       It is easier to corrupt someone to do something minor, e.g. more
       corruption would be needed to get a victim to murder someone,
       than to get them to steal. It is not impossible for the
       corruption to be broken, but it is severely difficult and would
       usually need outside influence. An example of an ability which
       could be used to break the effects of corruption is Belief
       Inducement. If the corruption is not renewed occasionally, it
       will eventually wear away on its own accord.
       Faustian contracts are one way that Faust demons corrupt a
       person. It helps keep the contractee's soul just right for the
       demons consumption as the contract keeps a permanent corruption
       energy within the soul of the contractee. The other method that
       Faust demons can corrupt others is more temporary and must be
       renewed once per week. The demon uses demonic energy through a
       touch or through shadows that the demon is standing in with the
       target.
       Demonic Ice Manipulation:
       ~The users can generate and manipulate mystical demonic ice,
       which cannot be melted by mortal means, drawn straight from the
       darkest fears sentient minds have about winter, ice and arctic
       areas, including the fears of treacherous ice breaking,
       burying/devouring, damaging or tripping the victim in malicious
       awareness.
       Demonic Ice can cause excruciating pain upon contact or cause
       instant death, but can possibly be used for relatively
       beneficial purposes, such as summoning spirits of the deceased
       temporarily back to the world of living from hell. Some users
       can even use Reanimation or Resurrection via Summoning the
       damned and/or Demons.
       9th Circle Ice of Treachery:
       ~This lets the user summon ice from the 9th circle of hell, the
       part of hell completely frozen where treacherous people are
       encased in ice. Satan himself was trapped in this section of
       Hell, frozen up to his knees for many years before he broke
       free. This power is opposite of hellfire, and is unholy in
       nature just like hellfire. This is much colder than normal ice,
       causing intense frostbite and rotting damage from the unholy
       energy much more quickly than normal unholy ice powers. This ice
       can be used just like typical ice to do things like create
       freezing attacks, generate ice constructs/weapons, or being able
       to freeze things through touch. This ice also has a powerful
       special ability, where it is able to feed on those with
       treacherous natures, similar to how Satan's wrath flames can
       feed on anger. When a treacherous person is encased in this ice,
       this ice bonds to them and slowly freezes them completely as it
       feed on their treacherous nature. This is very difficult to
       break out of, though with proper techniques like hellfire or
       something to melt the ice, they can break free from this. When
       it comes to ice abilities in hell, this is highly preferred over
       the cold rain being turned into ice since this can also engulf
       treacherous people.
       Demonic Energy Manipulation:
       ~User can create, shape and manipulate energies of demonic
       origin. They would be able to do all kinds of unholy things with
       their unique type of energy. Things like creating blasts to
       creating or summoning beings of demonic energy. Users would even
       be able to summon demons themselves, through ritual use of the
       energy.
       All Faust demons can use demonic energy. This ability helps
       create the Seal of the Faustian Contract and other things that
       the demon needs in order to serve their masters or just to
       survive in between masters.
       Empathy:
       ~The user can fully interpret and replicate the emotions, moods,
       and temperaments of others without reading apparent symptoms,
       allowing them to understand introverts or discover one emotion
       is actually hiding another. They can attack someone in a
       personal and emotional way since they know exactly what emotion
       is flowing through themselves and can use this knowledge to play
       against them. Some users may learn to read emotional imprints
       left into environment or objects.
       Usually over time, an Empath's power grows to the point that
       they can manipulate emotions on others, and possibly use them to
       empower themselves. The user may learn to extend their power
       over/on vast number of sentient beings or reach extreme
       distances, even other levels of existence but this may be
       possible only if the user has emotional link to those they
       search already in effect.
       Soul Consumption:
       ~The power to absorb souls and utilize them in some way. User
       can absorb souls, while removing them from the source, into
       their body and use it in various ways, gaining some form of
       advantage, either by enhancing themselves, gaining the drained
       power, using it as power source etc., either temporarily or
       permanently.
       Common advantages include adding the target's skills and
       abilities to users, or using the absorbed souls to augment
       user's own powers.
       Faust demons consume the souls of their masters upon the
       completion of a contract. This makes them stronger and gives
       them more power. The stronger the soul from holding on to strong
       negative emotions such as hatred and from a growing hunger to
       complete their goals then the more power the Faust demon gains.
       Immortality:
       ~The power to never die. User possesses an infinite life span,
       as they can never die, never age, and can shrug off virtually
       any kind of physical damage. Some users are the defensive type,
       simply preventing all damages, to appear physically
       invulnerable, while others are the regenerative type, surviving
       and quickly recovering from anything you throw at them while at
       the same time they are capable of resurrecting themselves
       instantly after death and completely self-sustaining, free from
       all bodily necessities.
       Soul Reading:
       ~The user can sense and read the souls of others, whether free
       (ie. dead, astral projection, etc) or in body. By reading souls,
       they can see/feel the being's characteristics, personality,
       feelings, memories, whether they even have a soul, damage
       others' souls have endured, and whether or not another entity is
       possessing or influencing the person on a spiritual level.
       Faust demons are very strong in this ability. They not only use
       their eyes and mind to read someone's soul but can also use
       taste and smell as well. Faust demon's sense of taste is so
       refined and keen that they can tell everything about a person's
       soul far better than eyes, mind, and smell just from a drop of
       blood.
       Heavenly Divine Resistance:
       ~Faust demons are not Hell demons. Faust demons are actually
       originally of human origins after a Germanic man named Faust.
       Much Germanic lore states that Faust sold his soul to a powerful
       devil named Mephistopheles in return for political power,
       domination, and wealth. Mephistopheles wasn't the Devil nor a
       devil/demon lord of Hell but instead a devil lord of the Abyss.
       Once Faust succumbed to his contractual price, Faust's soul
       became deeply corrupted and turned into a demon. Faust was
       raised a religious man so developed a resistance to Heavenly
       divine powers instead of a full immunity like Mephistopheles
       thanks to the Abyssal corruption energies. This resistance was
       passed onto other demons made by Faust in which began a race
       that he named after himself while he took up the name Faustus.
       Faust demons have a 75% resistance to the divine powers and
       attack damage of Christian, Jewish, and Islamic divine origins.
       Intuitive Aptitude:
       ~The user can instantly learn and understand the complexity and
       exactness of organisms, objects, subjects, fields, powers, etc.
       without the need of long-term or special education.
       Intuition, also called Discernment or Instinct, is the ability
       to "just know" personal information about an object, subject, or
       occurrence, including sensing how others will react to something
       that the user does or when something is about to happen. This
       ability is innate and cannot be turned off. A faculty of this
       ability allows the user to also (or instead) intuit spiritual
       truths and principles (sensing the presence of
       evil/danger/people that dislike the user, a feeling that one
       should or shouldn’t go somewhere, or the right thing to do
       in a situation); this faculty is called Gnosis.
       Faust demons can do anything with this ability and do it with
       great mastery that is on par with an Old Prime master. Even if
       it's a skill or something that the demon has never come across,
       Faust can learn it in a matter of seconds to minutes depending
       on the complexity of the skill needed. Some skills do have
       drawbacks though such as culinary skills as Faust demons only
       truly understand the taste of a soul instead of understanding
       the taste of food.
       Wolf Demon Basic Race Abilities:
       Corrupt/Demonic Nature Connection and Control:
       ~Just like werepires, Hugo's nature connection is demonic and
       corrupt due to his half demon physiology. This lets him not only
       sense people close to him who do things like step on the grass,
       but also lets him do things like tell when plants are dying, or
       letting him communicate with animals. 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
       him a sense where he can sense all nature around him, even
       without seeing it directly. Though unlike most werewolves, Hugo
       can manipulate the negative side of nature such as brining out
       their wrath and sorrow that they suffer from those like humanity
       and the wyrm. He can also corrupt them and bend them to his will
       such as making trees lash out and attack anyone close to him or
       make animals go berserk and maul anything they see. He can even
       use nature energy and convert it to their demonic/corrupt nature
       so he can use it to his own advantage such as manipulating the
       demonic version of the elements.
       Nightly and Moonlight Empowerment:
       ~Just like werepyres, Hugo can gain both enhancements of the
       night and moonlight. Although demonic in nature, Hugo is at the
       same strength every night, and are usually far more enhanced
       than werewolves or vampires due to having both enhancements. He
       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 normal
       werewolves, Hugo is also just as strong during the lesser phases
       of the moon, including being as powerful during a new moon with
       no moonlight due to his night time empowerment along with
       excessive training. Because of how these two powers work in
       combination, Hugo is at his strongest enhancement every night,
       and operate every night even stronger than vampires or
       werewolves would be at their strongest due to Hugo gaining power
       from both moonlight and lack thereof. This makes just as
       dangerous as werepires, due to him 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 his werewolf and demonic 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.
       Red Moon Enhanced Moonlight Power:
       ~When in the red or blue moon, the nature connection and lunar
       empowerment abilities give the pricolici special enhanced modes
       just like werewolves, where they are able to draw the unique
       moonlight into their power. When in the red moon, the pricolici
       gains a corrupted mode where their abilities all become more
       powerful and they gain a massive powerup from the red moon. Like
       werepires, most pricolicis 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 pricolicis become much
       more ferocious and they seek to kill their enemies as brutally
       as they can. While most pricolicis learn to control this with
       time and training, they still have to be careful on these
       nights, and many of them 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 pricolici 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 pricolici abilities become corrupted and are able
       to hurt almost any creature due to the corruptible energies they
       generate in the presence of a red moon. Only the most ferocious
       of pricolici 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 pricolicis,
       as the unnatural red moon light can eventually overwhelm the
       rational mind and eventually destroy a pricolici's ability to
       think rationally just as easily as it can for 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 pricolici enough,
       though keeping them from regaining the amp requires usually
       getting them out of the moon light.
       Pricolici Nature's Sleep:
       ~When a pricolici 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 pricolici uses their undead sleep
       recovery and their werewolf connection to nature in order to
       initiate this power. This allows pricolicis to sleep anywhere in
       nature, whether it's in a tree, a werewolf tribe land, a cave or
       even underground. When the pricolici sleeps, their injuries are
       able to heal through enhanced regeneration, and their exhaustion
       can be removed fairly quickly. Most pricolicis 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 pricolici is
       hurt from battle or near death, and the pricolici can sleep
       until they've fully recovered. Typically, the pricolici must go
       into sleep in order to do this, and since they know that they
       will be vulnerable for an attack, they prefer to sleep
       underground to avoid people until they are fully recovered and
       refreshed.
       Violent Amplification:
       ~A power Hugo learned from a pricolici. This power amplifies
       their true violent nature, making them even more dangerous than
       most average werecreatures. This amplification can have many
       prosperities depending on the pricolici. This amplification
       normally amplify one's physical stature, though there are others
       who learned other ways to weaponized it either by their previous
       violent crimes before their first death or how they were
       executed. For example, a pricolici might have been a serial
       killer, meaning that pricolici might get even stronger the more
       they rob the life of someone. 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. Although not undead, Hugo is
       able to amplify his true violent nature due to his demonic
       heritage along with the hatred he has for humans, making him
       just as dangerous as a feral Sabretooth.
       Bloodlust Aura:
       ~The user has a malicious aura of killing intent and bloodlust,
       including aggression and brutality. The effect may be caused by
       purely physical or mental means, or a combination of both. This
       aura can also give off their pure killing intent, affecting
       opponents, themselves, and others around the vicinity.
       Particularly strong killing intent can paralyze weak willed
       victims or animals in fear, causing them to morbidly hallucinate
       their own deaths, flee in terror or even kill them by forcing
       the mind to believe their death is a reality. Those with
       stronger will might still feel uneasy to the point that they
       will either keep their distance, avoid them if necessary or try
       to be cautious. Although they are viewed as bloodthirsty undead
       monsters, those who have mastered control over their emotions
       can control their killing intent by suppressing it in order to
       prevent their opposition from discovering it, thus hiding one's
       motives and preventing one from being tracked by such emotions.
       Anyone who can also perceive a foe's killing intent can perceive
       the foe's next move and prepare the next appropriate move in
       advance.
       Werecreature Body Temperature Regulation:
       ~Similar to how certain supernaturals are able to adapt to
       environments around them, Hugo learned know how to control and
       manipulate his own body temperature. Hugo can adapt to any
       environment he's in without feeling any affect of it. He can
       also use this to preserve himself when sleeping or to fool those
       who are hunting him such as supernatural hunters. Of course,
       extreme weather might give Hugo some problems keeping his body
       temperature under control such as if he's in a hostile
       environment.
       Demonic Animalistic Senses:
       ~Due to his cambion physiology, Hugo have animalistic senses,
       which allows him to sense far more than what humans can. While
       he still have human senses as well (sight, smell, taste, touch
       and hearing), he also have other senses due to his physiology.
       Hugo can also sense other things such as spirits or other things
       that humans cannot sense. He is 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.
       Typically, this isn't too useful in battle, though some
       pricolicis can use these senses to sense when danger is nearby,
       as they 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 Hugo due to these senses if an enemy has a way to
       take advantage of these senses.
       Werecreature Heavy Stander:
       ~Because of the werecreature's body structure, most
       werecreatures are extremely hard to knock back. Due to their
       strong and bulky muscles, werecreatures are able to take many
       attacks without flinching, and most are heavy enough they are
       barely knocked back with impact damage. While werecreatures
       still take damage, they are much harder to knock back, and much
       harder to stun through physical damage unless they are taking an
       attack that's stronger than they are. Typically, most
       werecreatures are able to shake off normal damage thanks to
       their regeneration and their body structures, and require very
       strong attacks to knock them off their guard. Thanks to this,
       most werecreatures are difficult to stun or disable using
       physical force, usually only being vulnerable to other creatures
       as bulky and powerful as they typically are (though some that
       stay in human form may not have this bulk and therefore won't
       have this passive ability in their human forms). Most
       werecreatures with this take highly reduced damage from physical
       attacks, and are much harder to fight than many other types of
       opponents. However, while they are harder to damage and harder
       to knock back, this means that things that do hurt them and
       overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werecreature more easily due to them
       not moving back, or certain attacks that break their defense may
       do more damage due to knockback often helping disperse physical
       force a bit on impact. Most werecreatures also might have
       varying levels of this, as some werecreatures have stronger
       bodies than others, and those in human form won't have this
       defense at all, since this only takes effect in full
       werecreature form.
       Werecreature Flesh Devouring: Sustenance:
       ~Most werecreatures are able to devour flesh from either animals
       or even humans, being very similar in nature to a vampire that
       needs human blood to maintain their power. This is the major use
       for flesh, and, like others, werecreatures use this to sustain
       their power. A werecreature is able to eat flesh just like other
       animals in the wild, as almost all werecreatures usually eat
       flesh in some form (aside from a few rare werecreatures that
       might survive on vegetables and fruit). Typically, there is no
       real special purpose for this, other than sustaining the
       werecreature. Eating flesh is purely for sustenance and survival
       for werecreatures, where they must feed in the same way a human
       would eat food. If they don't eat flesh, werecreatures will
       eventually get weaker as supernaturals, and eventually go feral
       from hunger with some cases even having the werecreature eating
       their own flesh. While a werecreature can eat normal food, it
       doesn't really help them since they don't sustain themselves on
       human food (unless it is meat, as animal meat is something that
       werecreatures can survive on). Typically, werecreatures have a
       choice of surviving on animal flesh, or surviving on human
       flesh. Depending on the werecreature, some prefer one or the
       other, with some tribes focusing on eating humans, while others
       typically focus on eating animals. Depending on the tribe and
       the werecreature, each typically has their own way to sustain
       themselves, though most werecreatures focus on flesh/meat
       devouring as their primary source of sustenance. For the
       alchemists, they specifically eat animals, as they don't like
       eating humans since they don't find humans as nutritious to them
       as animals do, as they have studied the nutrition of animals vs
       humans and found that animals typically are better nutrition
       than humans are. Of course, they also don't want to eat humans
       because they don't want to find themselves on the wrong end of
       supernatural hunters and feel that eating humans contradicts
       their overall job of protecting humanity.
       Werecreature Flesh Devouring: Ability Gain:
       ~This is the second use for a werecreature's flesh devouring,
       with a werecreature being able to absorb supernatural blood to
       gain new powers from those they take blood from. The
       werecreature can gain these powers temporarily, or if they eat
       enough flesh, they can gain powers permanently. A werecreature's
       ability to devour the flesh of supernaturals and gain new powers
       is similar to that of a vampire, where it works the same way as
       a vampire would gain new abilities by drinking blood (for the
       most part). While eating supernaturals is not always the easiest
       thing to do depending on the supernatural (as werecreatures will
       mention how creatures like demons taste purely awful due to the
       sulfur smell of their demon natures), but werecreatures seeking
       new powers can usually gain ones from those they devour flesh
       from. For example, if a werecreature devoured the flesh of a
       fire user, they may gain certain fire abilities depending on the
       werecreature's affinities. Depending on the werecreature's
       affinities and powers, some flesh may grant them one or multiple
       abilities, depending on the being they devour. However, they can
       also choose not to gain power from these beings, as a
       werecreature often has to weigh a power's strengths vs its
       weaknesses when determining whether or not they want a specific
       power. As one might guess, this power gain has the same
       drawbacks as other power gain abilities, in that the user gains
       the weaknesses of the powers they gain as well as the strengths.
       For example, devouring dragons may grant a werecreature the
       powers of a draco-werecreature, but as a result they would gain
       the weaknesses of dragons like being weak to dragon hunter
       powers and weapons. Typically, most werecreatures only gain
       powers if they choose to, and some powers may alter their
       physiology (like eating a dragon would grant them new physiology
       that changes them into a draco-werecreature that is different
       from a normal werecreature) for better or worse (usually there
       are advantages and drawbacks, so users should consider
       carefully).
       Learned Werewolf Gifts:
       Sense Guilt:
       ~Being the leader means knowing your friends and foes. Storm
       Lords use this Gift to detect any hidden shame or guilt in their
       packmates and enemies, to see if such a weakness can be
       neutralized or exploited, depending on the werewolf's decision.
       By meeting the target's eyes for a rp turn, the character can
       search the other's soul for evidence of guilt or past shame that
       still haunts the subject. This is a sensory Gift, not an
       invasive one. Targets with some kind of soul protecting or
       concealment ability can make this gift harder to use.
       Alpha's Aura:
       ~An alpha should be an inspiration in war as well as peace. This
       Gift heightens the werewolf's outward projection of confidence,
       creating a palpable aura around the Storm Lord in battle.
       Enemies suddenly fear the werewolf, re-evaluating their attacks
       and rethinking strategies in the face of such an impressive
       opponent. Stronger willed enemies will at least feel weary or
       cautious around the user of this gift.
       Lordly Will:
       ~The strongest leaders render themselves immune to unwanted
       outside influence, hearing only the voice of their own authority
       and those of their advisors. This Gift reinforces the alpha's
       dominance over his own mind in the face of psychic or other
       supernatural manipulation.
       When activated, this Gift makes the character automatically
       immune to all Gifts, Disciplines, Numina and other supernatural
       powers that affect the mind — such as Dominance Gifts,
       Majesty Disciplines, etc. The Gift's effects last for the rp
       turn in which the Gift is activated. This gift helps Hugo when
       those such as psychics, silver tongue individuals, etc. tries to
       persuade or manipulate him, making him only listen to his own
       instincts or to his own team members like Sabretooth.
       Heart Stopping Howl:
       ~The howl of Destroyer Wolf roared across the Pangaean night in
       prehistory, terrifying spirits and mortal beings alike. His
       Blood Talons are children are capable of emulating this great
       howl to strike terror into the hearts of their enemies, reducing
       them to gibbering, panicking wretches.
       The character howls with all of his breath, loud and long,
       creating a roaring howl filled with his rage and hatred. Enemies
       affected by the blood-chilling howl find themselves overcome
       with fear, trembling and weeping as they attempt to strike the
       Blood Talon in their midst. Those with stronger will or
       resistance to fear will still feel uneasy, wary or cautious once
       hearing this howl, though it depends on the target.
       Visage of Fenris:
       ~By channeling their tribal totem’s rage, the Blood Talons
       can plunge themselves into the connection with Fenris-Ur and
       manifest an aspect of his fearsome presence to intimidate their
       foes. Eyes blaze with primal fury, and the werewolf’s
       snarl drops several octaves to mimic the growl of Destroyer
       Wolf.
       Worry the Prey's Heels:
       ~The werewolf who wishes to catch a fleeing enemy can use this
       power to halt his foe’s limbs, slowing down any attempts
       at flight. The Gift is most often used on cowards who seek to
       flee a fair fight, or when a pack desperately needs to catch
       someone who doesn’t wish to be caught. It is said that a
       coward’s shame fills the heart of a fleeing enemy and
       slows his muscles.
       Primal Anger:
       ~The more a Blood Talon loses himself to his primal bloodlust,
       the more dangerous he becomes. Werewolves using this Gift
       harness the ferocity and wild-hearted anger of their wolfish
       natures, using it to enhance their strikes in battle. Every blow
       falls with the desperate strength of an enraged wolf on the hunt
       biting at its prey.
       Darksight:
       ~Though a werewolf can track by sound and cent, in cities and
       other human-dominated areas the forms necessary to do so can
       attract more attention than they're worth. This gift mitigates
       that risk, allowing a werewolf in human form to see perfectly no
       matter the level of light. Where there is any illumination, the
       user of this Gift can see as if it were bright daylight. In
       situations in which there is no light at all, the user can see
       as if her surroundings were bathed in the light of a full moon.
       Whichever is the case, the user's eyes glow of yellow when using
       this Gift.
       Aura of Dread:
       ~A werewolf who knows this gift has an edge beyond the obvious.
       The darkness hides many things, and through subtle spiritual
       urging onlookers worry about what will follow her out of the
       shadows. The darkness may conceal the rest of her pack, or she
       could be a harbinger of a far deadlier threat. This Gift
       exacerbates the ancient human fear of the dark places outside of
       the cave, and though it doesn't actually alter anything visible,
       it does instill a feeling in the minds of everyone present. The
       werewolf is the face at the window on a moonless night; the
       chill howl heard by campers when there are only stars for light.
       Shadow Step:
       ~Huddled in stone houses, human looked out at the dark in fear,
       never knowing if some beast was going to attack, and if so where
       from. This Gift allows a werewolf to play on that fear, letting
       him slip from one patch of shadow to another to confuse prey --
       or predators -- as to his location. Though hardly the fastest
       means of getting around, slipping between shadows in this way
       does allow the werewolf to move without being seen, strike from
       odd angles, and convince her victims that there is more than
       just one of her.
       Crushing Blow:
       ~Sometimes a werewolf chooses to kill without using his claws or
       fangs — perhaps to elude hunters searching for a "rabid
       man-eating animal", perhaps simply as a gesture of scorn for his
       prey. Crushing Blow allows a user to deliver strikes with
       bone-shattering force. Few things in nature (or out) can stand
       against such power.
       Mighty Bound:
       ~The power of this Gift allows werewolves to leap across
       distances that would seem impossible for creatures of their
       size.
       Iron Rending:
       ~Werewolves tap into a source of strength that is older than all
       the works of man. Iron-Rending infuses a werewolf’s claws
       with such destructive power that iron, steel and concrete cannot
       withstand his might. A character with this Gift can tear apart
       steel like cardboard and claw stone as easily as clay.
       Legendary Arm:
       ~With this Gift, a werewolf can hurl even tremendous and
       unwieldy objects great distances. Whether this means throwing a
       boulder as a projectile at enemies or tossing a packmate over
       high flames depends on circumstance.
       Feet of Mist:
       ~Sight and sound are not the hardest senses for a werewolf to
       defeat, but even a bloodhound would wear its nose out trailing a
       werewolf with Feet of Mist. The werewolf’s scent fades to
       near-imperceptibility.
       Blending:
       ~An expert hunter knows the value of not being seen. A werewolf
       with this Gift can blend with the landscape by simply remaining
       still — overlooked even in the open.
       Running Shadow:
       ~Sometimes, one must choose between moving silently and moving
       quickly. This Gift makes the choice unnecessary. The werewolf
       can trot over dry leaves as quietly as tiptoeing carefully.
       Alchemy Abilities:
       Alchemy Manipulation:
       ~The user can create, shape, and manipulate Alchemy, the mystic
       and scientific pursuit of the power of the Philosopher's Stone
       and Universal Panacea, focusing on Elemental Transmutation
       (ranging from transforming base materials into purer (lead or
       iron into silver or gold), to making permanent changes on the
       state of matter (making glass malleable or durable), etc.),
       various forms of Elemental Manipulation (especially electricity
       and fire) and Life-Force Manipulation (Immortality, Healing and
       even creating life or at the least clones/homunculi). The user
       can also manipulate alchemical processes.
       Alchemy:
       ~User can utilize Alchemy, the mystic and scientific pursuit of
       the power of the Philosopher's Stone and Universal Panacea,
       focusing on Elemental Transmutation (ranging from transforming
       base materials into purer (lead or iron into silver or gold), to
       making permanent changes on the state of matter (making glass
       malleable or durable), etc.), various forms of Elemental
       Manipulation (especially electricity and fire) and Life-Force
       Manipulation (Immortality, Healing and even creating life or at
       the least clones/homunculi). They also know how to create
       potions (for rejuvenation and immortality) and magical items,
       although these are generally for practical use.
       Alchemic Material Manipulation:
       ~User can create, shape and manipulate various alchemic
       materials. Through an esoteric usage of mystical and scientific
       techniques and ingredients, one could produce and/or control
       unique materials that could induce supernatural effects.
       Historically, these substances, often described with secret
       symbols, were meant to enable physical and spiritual
       transformation. Fictionally, they can enable amazing abilities
       for those who possess or are affected by them.
       Ice Alchemy:
       ~This alchemy is a type of alchemy that Hugo specializes in,
       which helps due to his ability to create and manipulate demonic
       ice. He is also able to freeze any source of water, even sources
       with water essence in them, allowing him to use any available
       source of water for a variety of feats such as paths to walk on
       or forming crude weapons to strike at his opponents with. As a
       last resort attack, he can also freeze his own blood so as to
       strike his target. Despite being well known for his ice
       abilities, Hugo is capable of more than freezing, as he can boil
       the water so as to create a thick cloud of vapor so as to make
       his escape. By touching his opponent, he can freeze or boil the
       water in their body to severely harm them or kill them; however,
       this technique is ineffective when not used on flesh, such as
       artificial limbs.
       Alchemic Projectile Conversion:
       ~Using his gauntlet gloves, Hugo is able to catch supernatural
       projectile attacks with physical touch, and convert them using
       his alchemy. This is useful for converting energy and elemental
       attacks, assuming it's a type of power he can hold in his hand.
       This lets him convert and possibly turn the attack back on his
       opponent, depending on what he changes it into. For example, he
       could turn a ball of mana into chi or chakra and fire it back at
       an opponent, or freeze a fire attack if he can hold it. However,
       this only applies to attacks he can grab or catch, since he
       requires being in physical contact with whatever he's
       converting. This means that powers and projectiles that are
       designed for piercing are much harder to catch, requiring him to
       catch them from the side rather than trying to stop their
       momentum. Some attacks he can't catch at all, like lightning
       which is often dispersed when it hits something and would
       electrocute Hugo before he could convert it. Hugo is very
       skilled at doing this, but depending on the attack, this isn't
       always usable on every type of projectile attack.
       Medical Alchemy:
       ~Although not intended, Hugo manage to find a way to replicate
       medical alchemy. This uses alchemy to rebond cells and heal
       someone of their injuries. This lets the user use their alchemy
       to heal others, healing injuries and even being able to use this
       to heal their own injuries. However, this ability still cannot
       create matter from nothing, and this means that it cannot
       recreate limbs or missing body parts. This is more for rebonding
       the body from damage, and not able to replace parts that are
       severed or removed.
       Combat Skills:
       Alchemy Combat:
       ~The user is able to infuse alchemy with physical attacks.
       Demonic Combat:
       ~The user is able to incorporate demonic power into physical
       combat.
       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.
       Savate Intuition:
       ~The user has an innate understanding of savate, a French
       kickboxing combat sport that uses the hands and feet as weapons
       combining elements of English boxing with graceful kicking
       techniques.
       Northern Wolf Kung Fu:
       ~A martial art that he learned during his time in the fighting
       ring. Northern Wolf is a deadly and fearsome fighting style from
       the streets of Shanghai that specializes in group fighting
       tactics, low realm combat, and ground-fighting. Wolf is a
       vicious art with high level striking, gripping, ripping, and
       tearing techniques that can kill with the hand. Northern Wolf
       Kung Fu fights from low lunge positions that moves throughout
       multiple opponents, both in a straight line and in circles. This
       low realm running uses fast leg work and leaping, with one hand
       momentarily on the ground at times. From this dynamic low realm
       maneuvering system Wolf Kung Fu masters scissor style throws,
       kicks, reaps, and sweeps primarily either for breaking the leg
       and/or bringing opponents to the ground for Wolf's
       ground-fighting, strikes, and Chin Na attacks.
       Combat Specialist:
       ~The user has an encyclopedic knowledge in hand-to-hand fighting
       styles; therefore understanding and analyzing opponents style of
       combat and flaws in the opponent's attack and defense. He can
       also use attacks that can automatically knock down the opponent
       or use the strength of the opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       Weapon Proficiency:
       ~User with this ability need only to pick up a weapon before
       they instantly become proficient in it. The first time they pick
       up a sword, they can spar with masters, the first time they use
       a bow, they can hit bulls-eyes. Even alien, magical, or other
       weaponry that they should not understand comes naturally to
       them.
       Indomitable Will:
       ~The user has unnaturally strong willpower, enabling them to be
       immune to all forms of temptation including Subordination
       Manipulation, Telepathy, Mind Control and Subliminal Seduction.
       Through their will the user can face great physical pain and
       psychological trauma and will refuse to surrender no matter how
       much the odds are stacked against them, possibly up to the point
       of cheating death and pushing themselves past their own
       limitations.
       Hugo's mind is stronger than Iron with this skill ability.
       Though he listens to commands from Sabretooth, not even him or
       psychics can affect Hugo's mind with powers.
       Enhanced Assassination:
       ~The user can perform the art of assassination better than the
       average killer, she is able to dispatch her victims without as
       so much as a struggle. The ways to do this range from something
       complex and high-finesse like mastery in stealth, strategically
       planned scenarios and highly disciplined martial arts to
       something simple-yet-effective like brute strength and raw speed
       to overwhelm the targets.
       Tracking Evasion:
       ~The power to hide from followers and pursuers and avoid total
       detection/discovery. The user can’t be tracked down, all
       the traces of her passing disappear or are ignored: fallen hair,
       blood, skin particles, etc. will dissipate into dust and no
       scent is given off. She does leave behind a trace such as broken
       sticks or disturbed leaves, but to the less observant eye, it
       would only be said to be wild animals.
       Hunting Intuition:
       ~The user possesses extraordinary talent and instinct in/for
       hunting all things. They can track anything under any
       conditions, sense the weaknesses of their prey and exploit them
       and finally kill or capture their prey.
       Predator Instinct:
       ~The user possesses predatory instincts, allowing them to become
       masters of assassinating, hunting, manipulating, planning and
       tracking. One with this ability instantly discern all factors of
       any situation and manipulate them so its the most optimal and
       favorable for them. Making them a master of manipulation,
       pursuit, and capture. This includes sensing what will happen and
       how adapt to it, what move a target will make, where they are
       headed, and effectively manipulate the target, thus causing the
       target to inevitably play right into the user's hands.
       Claw Retraction:
       ~The user can project/retract razor-sharp claws of energy, bone,
       metal, keratin, etc., from their
       fingertips/hands/wrists/fists/feet for various (mostly
       offensive) purposes.
       Fang Retraction:
       ~The user has abnormally sharp fangs and can deliver a deadly
       bite with them. In some cases, the fangs may even be
       retractable.
       Unbreakable Nails:
       ~The user possesses unusually indestructible nails/claws that
       are impervious to any harm or damage.
       Enhanced Mauling:
       ~The users possess enhanced skills to rip their enemies to
       shreds with just pure force alone or just a powerful strike.
       Enhanced Violence:
       ~Users are incredibly skilled at harming others, whether
       intentionally or unintentional. Users have no problem using any
       means to get their way with others, even if it involves breaking
       a few bones or leaving some scars. They don't necessarily have
       to be good at fighting or killing to be violent, however, the
       intention to harm has to be there, which usually does lead to
       the deaths or maiming of others.
       Killing Instinct:
       ~User possesses the capability that enables them to be the
       "ultimate killing machine". They have instincts to kill by any
       means and in the most effective ways possible, use anything at
       hand to do so and, have no mental/emotional issues or moral
       dilemmas either before, during or after the deed. They are, in
       short, cold and merciless killers. They are focused on nothing
       except killing their enemies and how they should do so, putting
       all of their efforts into making sure whatever they kill is good
       and dead. They can also give off a murderous aura, inducing fear
       into their opponents.
       Ambush Tactics:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of ambushing.
       Infiltration Intuition:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of infiltration, involving
       advancing into enemy rear areas, bypassing enemy front line
       strong points, possibly isolating them for attack by follow-up
       troops with heavier weapons.
       Stealth Intuition:
       ~The user has innate knowledge in stealth, the act of moving
       cautiously and surreptitiously, usually for hunting, espionage,
       and assassination. They can also use this knowledge to counter
       any stealth-based attacks and/or surveillances.
       Assassination Tactics:
       ~The user possesses incredibly extensive innate knowledge and
       skill in many types and ways of assassination, able to dispatch
       their victims without so much of a struggle or even having to be
       near them and cover their tracks. The ways they can do this
       range from something complex and of high finesse like mastery of
       stealth, strategically and tactically planned scenarios,
       expertise in martial arts, and proficiency with weaponry to
       something more simple yet effective like herculean strength and
       lightning speed to overwhelm their targets.
       Enhanced Tracking:
       ~The user can track others down easily via various means,
       ranging from scents to footprints. With enough experience, the
       user can follow tracks that are days or even weeks old. Some
       users may be able to reconstruct what has happened by sniffing
       around the area they are searching.
       Survival Intuition:
       ~The user has innate knowledge and intuitive understanding in
       survival and all skills applicable to survival, thus allowing
       them to easily survive in any and all environments, actively
       prepare for emergencies, including possible disruptions in
       social or political order, on scales from local to
       international. Survivalists often acquire emergency medical and
       self-defense training, stockpile food and water, prepare to
       become self-sufficient, and build structures (e.g., a survival
       retreat or an underground shelter) that may help them survive a
       catastrophe.
       This also includes clusters of natural disasters, patterns of
       apocalyptic planetary crisis, or "Earth Changes", anthropogenic
       disasters, general collapse of society, financial disruption or
       economic collapse, global pandemic, or widespread chaos or some
       other unexplained apocalyptic event.
       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.
       Passive Skills:
       Glowing Eyes:
       ~The user possesses eyes that glow which allows them to generate
       light, sometimes allowing them to see in the dark clearly. Some
       users' eyes vary in color while glowing. Users may or may not be
       able to control the color of the glow. Unlike Light Vision, the
       user can't manifest their eye lights as beams or blasts.
       In some cases, the eyes may glow involuntarily when the user
       calls on another power. This can cause Glowing Eyes to act a
       sort of limitation, tipping others off that they are or are
       doing something supernatural.
       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.
       Vehicle Intuition:
       ~The ability to have extraordinary skill in operating vehicles.
       The user is able to operate a variety of different vehicles
       (cars, motorcycles, tanks, walkers, hovercraft, robotic suits,
       aircraft, etc.) with ease.
       Demon/Demon Lord/Demon Prince Regeneration:
       ~Just like angels and fallen angels, demons also have powerful
       regeneration. Depending on the level of demon, most demons have
       some form of regeneration, combined with demon hardskin defense
       to allow demons to fix their defense and regeneration where they
       choose, similar to the angels and fallen angels. Demons, like
       angels, are extremely difficult to kill, and can only really be
       killed by certain kinds of weapons like demon killer knives,
       angel blades, and special holy weapons. Almost all demons have
       varying levels of regeneration, with higher ranked demons having
       stronger regeneration if they are more powerful demons (like
       hell knights who have much stronger regeneration than normal
       demons or even demon lords). While demons are still able to be
       killed, it is much harder to kill them than most other beings,
       and most demons can regenerate even if they are reduced to a
       bloody puddle as long as it's not from something that will
       negate their regeneration. However, it is worth noting that the
       more injuries they suffer and the worse the injuries, the longer
       it might take them to regenerate. The other problem with their
       regeneration is that some hunters have learned they can cut
       demons into pieces and bury all the pieces so they cannot
       regenerate. Demons still take damage like normal beings, with
       the only real difference between them and other supernatural
       beings being the fact that demons can regenerate things like
       their heart and brain, whereas most other beings cannot. Hugo's
       regeneration match those of a Faust demon. Although he can't
       regenerate from everything, this just makes him extremely hard
       to put down.
       Demon/Demon Lord/Demon Prince Hardskin Defense:
       ~Like angels, demons also have developed a type of defense using
       their unholy auras, in which some demons have developed a harder
       skin using their demonic auras, and have made their skin much
       harder to pierce in combat in response to angelic hardskin
       defense. Typically this comes alongside their regeneration, in
       which demons can focus some of their regenerative power into
       this to strengthen their defense. The question mostly becomes
       which skill do the demons want more, as some prefer
       regeneration, but some prefer not taking the damage at all.
       Typically, this defense, at its fullest, can defend against
       normal bullets, and some higher level bullets, with some showing
       that toughening the body can be just as useful in a fight as
       regenerating injuries. The main issue with this is that, in
       order to use it, one must sacrifice some regenerative ability in
       order to generate the power form this, since this power has to
       come from a source. Typically demons have a choice of either one
       or the other, or weakening both to get a little of both skills.
       This depends on the demon, as some may prefer one over the
       other. At full strength, some demons and demon lords have often
       been seen as nearly indestructible by weaker opponents (even
       though they are just harder to damage). Typically, higher level
       demons like demon lords and demon prince level demons have more
       power they can put into this, but this does still require
       putting in some of their regenerative power. When at full
       strength, demons are only able to regenerate basic injuries and
       cannot regenerate fatal wounds easily (though they still can).
       This can, however, be more easily pierced by demonic or darkness
       power, since this power runs on an demon's unholy presence/aura.
       Certain weapons can even ignore this defense entirely, such as
       angel blades being able to instantly break this ability, and
       celestial weapons can more easily break this skill as well. This
       mostly has the same effects, rules and weaknesses as the angelic
       hardskin defense, as it's basically the same power used by
       angels.
       Demonic Immunity to Demonic Effects:
       ~Demons are completely immune to the demonic effects of their
       power. Usually, demons cover a wider variety of abilities, but
       overall, demons are typically immune to unholy side effects of
       demon power, such as demon energy poisoning, or the demonic
       effects of corruption to remove holy afflictions placed on them.
       While they can still take damage from demonic attacks, such as
       concussive force or slashing waves, extra demonic effects don't
       really hurt them, and demonic energy isn't as effective against
       them. The main thing to note with this though is that it doesn't
       grant specific immunities to certain demon elements depending on
       what the demon can do, such as a fire demon could still be hurt
       by demonic ice, but not take extra damage from the demon element
       (only taking damage from the ice element). Typically, unholy
       afflicts are more effective on angels, and sometimes fallen
       angels, while holy afflictions are the main method of hurting a
       demon. While they are mostly immune to demonic effects, they are
       not immune to fallen angel's corrupted powers, and they are not
       immune to an angel's holy power (angelic power tends to act as
       the opposite of demon power and can still hurt them). However,
       unlike angels, demons are more varied, and some demons may take
       specific damage from certain other demonic abilities depending
       on the ability, such as demons may take damage from mixed holy
       and unholy energy (like certain nephalem who can combine the two
       into a unique energy), and may take damage from certain demonic
       abilities that might be unique (such as a demon who might have a
       corrupted demonic energy power being able to hurt other demons).
       Demon Blood Drinking/Demon Blood Enhancement (All demons):
       ~It is worth noting that demon blood is demonically charged, in
       which demons have extremely strong blood. This is something that
       can not only have an effect on increasing a demon's power
       passively, but can be strengthened by drinking the blood of
       other demons. If a demon is seeking more power, they are able to
       drink demon blood of others in order to power themselves up,
       similar to how vampires can power up using supernatural blood.
       In addition to gaining enhanced abilities through demon blood,
       demons can also gain new powers in this way, where demons can
       gain new abilities from other demons by drinking enough of their
       blood. This method is typically taboo among demons however, as
       demons don't like it when other demons turn on their own, but
       this is a passive ability that demons can rely on if they so
       choose. When used, demon blood is a good amplifier of power, in
       which demons can gain temporary boosts, and sometimes permanent
       boosts to their power the more they drink. However, the main
       downside to this is that demons will eventually get addicted to
       demon blood after a while, and lose power if they don't drink
       demon blood (sort of like a withdrawal symptom), and some demons
       have actually become cannibals. It is worth noting that the
       increase can continually increase a demon's power, but as they
       get stronger, this ability starts to lose it's effectiveness,
       similar to how medicines become less effective over time, and is
       mostly just for demons who want to temporarily increase their
       power and abilities, or steal a new skill from another demon.
       Sin/Negative Emotion Empowerment:
       ~Almost all demons are able to gain empowerment off of at least
       one type of sin or negative emotion. The general one for most is
       fear, anger and/or hatred, which most demons default to as the
       main emotion they draw from. And since demons tend to cause fear
       in others, usually fear is their first choice. Those that use
       this are able to gain empowerment through sin or negative
       emotion depending on what their affinities for. Once a demon
       reaches a high enough level, they are even able to influence
       this emotion in others, with the demon princes being the best
       example of this where they are basically incarnations of sin
       that focus the power of sin to influence others and absorb
       specific sins generated by others. This ability may also come
       with other benefits, as some special abilities can be used in
       combination with this, such as succubus demons having special
       abilities to use with their lust manipulation. Again, the demon
       princes are a good example of this, such as Mammon's gold
       manipulation being an extension of his greed power, and
       Belphegor's sloth absorption enhancing his mind as he sleeps.
       This depends mostly on the demon and their abilities, as each
       demon is different, and depending on the demon, some have very
       different uses for this. This is usually a passive skill, with
       exception to any supernatural abilities focused around
       manipulation of sin and negative emotions.
       Hugo doesn't have a certain sin he empowers off of but his
       negative emotions such as wrath and hatred does empower him.
       Demon Blood Communication Network/Demon Telepathy:
       ~Similar to angel radio, demons have their own methods of
       communication. For the most part, many demons communicate with
       each other by telepathy, similar to the angels who use telepathy
       to interact with each other and hear prayers. However, demons
       are more just simple telepathy where they use it to communicate
       with one another, rather than having a "network" like angels do.
       Demon telepathy doesn't work through prayers like one would
       think, since demons don't get prayers typically and demons tend
       to rely more on summoning and magic spells to communicate rather
       than using telepathy, since their telepathy usually has to know
       where someone is to use it. However, demons can communicate and
       summon each other through a specific blood spell that they use
       to send messages to each other, essentially letting them phone
       each other through this spell. This spell can also be used to
       summon demons using blood, and works usually alongside a chant
       and a blood offering, which is often used even by those that
       aren't demons who try to summon Lucifer and Satan or other
       demons depending on the demon they're trying to communicate
       with. This can be set up as a private communication or to groups
       of demons depending on what the demon wants to do. Unlike angel
       radio, which others have managed to tune to with certain spells,
       demon blood communication is essentially a private
       communication, but the downside to this is that the demon blood
       communication cannot be used except through preparation or
       spells to focus on who they want to talk to, meaning this cannot
       be used in battle to call for help usually like angel radio can
       be used to call for allies.
       Demon Mimicry/Mortal Reading:
       ~Like angels, demons have a natural affinity for mimicking
       others, in which they can do things like mimicking someone's
       actions exactly. Their mimicry is so complete that they are even
       able to copy the voices of others, such as mimicking the voice
       of someone to lure an enemy into a trap, or mimicking someone's
       actions to each muscle movement. This typically goes along with
       their ability to read mortals, in which demons are able to read
       a mortal's body language usually fairly easily. The biggest use
       for this is that most demons can tell when someone is lying, in
       which they can tell by reading the person's body whether or not
       the person believes they are telling the truth. While this
       doesn't help against those that can suppress their unconscious
       minds signs at lying (like the Darkfires and Hazeldines can), it
       does help demons more easily read almost anyone that they can
       read. When combining these two abilities together, it shows that
       the demons have a high ability to read someone, as well as mimic
       their movements and can even copy certain combat styles by
       watching people fight. Typically, this can help in a fight,
       since they can more easily learn how certain combat styles work.
       However, some beings might not be as easy to mimic, specifically
       those that have specific powers that prevent themselves from
       being mimicked, and some have abilities that prevent them from
       being read by other beings. Demons also can use their
       shapeshifting to in combination with this to mimic others, in
       which they learn to disguise themselves as mortals, and most
       never figure out they are demons unless the demon wants them to,
       or the demon just doesn't care about hiding.
       Multi-Linguist/Language Learning:
       ~Most demons, like angels and fallen angels, have been around a
       long time, and know a great many languages used by people on
       earth, with most demons knowing most of the earth's languages
       depending on how long they've been alive. Typically, most demons
       know almost every language on earth, including ancient and
       forgotten languages taught in hell to demons. The most common
       one a demon has to learn is Enochian, in which Enochian is the
       language used by angels, and is usually the default language
       they have that is used in Heaven by angels, which is something
       that demons have to learn to understand certain Enochian wards
       and spells. However, demons are also able to speak other
       languages, with their second specialty being Hebrew, Biblical
       Hebrew and other ancient languages that were used to write the
       bible, which many beings know about as demons tried to forge
       their own attempts at misleading the bible. However, they are
       not limited to these languages, as they can speak almost any
       modern language, such as English, French, Spanish, and many
       other languages. Because many demons have been around since the
       creation of humanity, they have mostly seen every language that
       has developed thanks to man, and know almost every language
       there is to know since they also knew each language before the
       languages all split off and eventually became different
       languages, something they teach to most new demons over time
       once humans are twisted into demons. Due to this, they have no
       need to learn new languages, as they automatically gain this
       through interacting with humans and can learn other languages
       after hearing enough of the language.
       Despite knowing Hebrew, Latin and Arabic both modern and
       biblical, Hugo is also fluent in French, Icelandic and Old Norse
       Demonic Supernatural Life Span:
       ~Demons, like angels and fallen angels, have an indefinite
       lifespan. Thanks in part to their supernatural regeneration, and
       their design in being a type of creature that doesn't get old
       (Since demons are either twisted angels or twisted dead human
       souls granted new life), demons don't age, and no known demon
       has died of old age that hadn't given up their power to become
       mortal or been killed by other opponents. While a demon can
       still be killed in battle, or killed in a few different ways,
       they cannot die of old age, because their demonic regeneration
       and their design has been set up so that they do not grow old.
       Most demons stay in the same form they were since their birth
       (whether it's a twisted angel that's been around since early
       creation or a human soul twisted into a demon), in which their
       demonic self typically takes the form of the form they take when
       they were created with small changes made over time thanks to
       demonic shapeshifting. For the most part, it's not known if
       demons will eventually die of old age and just haven't yet,
       since it's not known if older demon's regeneration can break
       down over time, which often causes many regenerative types to
       age once they get old enough they start losing their
       regenerative abilities. Since no demon (including the demon
       princes who were the very first demons) has reached that point,
       it is believed that they have an indefinite life span, and since
       it's believed angels were designed this way, the demons are
       believed to never have to worry about dying of old age as well
       unless they choose to by giving up their power and living a
       human life (which some have done). Since the life span is
       indefinite, no one knows if demons can die of old age. It's not
       said by those like God, so it's believed that they have an
       indefinite life span unless something in them is changed by
       those like God or Lucifer. However, this doesn't mean they can't
       be killed in battle, as they can still be killed by things like
       angel blades (normal demons can be killed by angel blades), or
       things like death scythes (which can also kill demon princes and
       hell knights).
       It's unknown for Hugo due to him being half human but he is
       aging slowly.
       Supernatural Telepathy:
       ~This ability lets a demon 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 demon isn't using their demonic communication using blood
       spells. However, usually the demon 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, such as
       connecting to other family members (though demons typically
       don't have the ability to create connections like this unless
       they have the abilities of other races). This lets demons 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 they
       typically do with their demon blood communication). Those who
       are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       This is not as effective as demon blood communication, so most
       don't ever really use this power anymore after setting up
       special spells to summon and communicate.
       Weapon Teleport/Connection:
       ~Unlike angels who usually use intangible storage of their
       weapons, demons typically rely on connecting their weapons to
       themselves, and being able to teleport their weapon to them at
       any time, similar to certain supernaturals who developed the
       ability to attach items to themselves. Thanks to this originally
       being a demon ability, demons are also able to do this. There
       are a few different ways to do 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 desummon their weapon
       at will, and even control it. 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 connections. Some arts even allow
       stat boosts for a demon and their weapon when used together,
       which works even better with intelligent weapons. Typically,
       angels tend to use intangible methods to store their weapons out
       of phase with reality, but demons mostly just focus on making
       sure their weapon can be summoned to them at any time, and make
       it so that they don't need to keep the weapon with them as they
       can summon it no matter where it is if they are connected to it.
       This has it's uses compared to the angel method, such as one
       being able to get a hold of the weapon if it's kept somewhere,
       but most demons can still summon the weapon even if it's stolen
       from them if they are connected to it.
       Demonic Enhanced Senses:
       ~Depending on the demons, most demons have highly enhanced
       senses. Most are able to do things like seeing things from very
       far away, or hearing a conversation going on a block away. They
       also have a strong enough sense of smell that they can tell who
       people are just by the scent they give off, and can even smell
       someone's DNA through scent alone. Thanks to this, demons have
       very strong senses, and are on par with almost any
       supernatural's senses. Each demon has their own balance of
       senses, with some having lesser senses and other stronger
       senses, usually depending on the demon and what type of demon
       they are. Typically, most demons do have very strong senses,
       which can also be a weakness to a degree, since enhanced senses
       can be taken advantage of, such as taking advantage of a strong
       sense of smell by using a strong smell to overwhelm them. This
       does depend on the demon, as some don't have as enhanced senses,
       but those that do can be very difficult to avoid. Some can even
       gain unique senses, such as fire users gaining a thermal sense,
       or a lightning user being able to sense electrical signals
       around them, mostly depending on the skills and how the demon
       uses them. Some even gain animal-like senses, such as bat demons
       who gain a sonar sense.
       Demonic Sixth Sense:
       ~Much like vampires and other supernaturals, demons can sense
       the presence of other beings, and sensing who and what they are.
       This can sense not only one's presence, but their levels of
       energy and how tough they are, allowing the user to gauge how
       they stand against them, as well as often being able to tell
       what they are by their presence if the user recognizes what kind
       of presence it is. However, this can be deceived by skilled
       opponents, sometimes not appearing correctly if the user can't
       sense the opponent's full power or use powers that fool this
       sense. There are also skills that hide one's presence so those
       with this sense can't sense them, or some opponents can suppress
       their presence so they're not fully able to be sensed. While
       this isn't always the best judge of someone's abilities, it can
       provide a slight insight to help the user as to what they face
       or what's around them. Most beings can be sensed, and to an
       extent, even the world around them can be sensed, such as
       objects and other life around them like plants and animals.
       Depending on the senses, this might also tune into other senses,
       such as ki users being able to sense ki all around them (though
       most demons just have a basic sixth sense.)
       Demonic Will:
       ~All demons have a resistance to mind alterations and other
       powers that influence the mind thanks to their design and
       twisting of their natures (whether angel or human originally).
       When the demons were "born", they had more unique minds than
       angels did (as angels came "preprogrammed" by God). As such,
       they have resistance to powers that might interfere with their
       minds after learning to focus their minds and prevent opponents
       from influencing them since most demons have to learn this in
       order to be able to manipulate other minds. As a result, most
       abilities that affect the mind don't work well on demons, though
       some stronger abilities do still work but to a reduced effect.
       Demons have even gotten good at rewriting their own minds
       through suggestion, so that they can more effectively avoid
       things like psychics and control their minds like certain other
       supernaturals like the Darkfires and Hazeldines. Demons are
       typically immune to most forms of mind manipulation, and can
       even shut down certain aspects of their mind when needed in
       order to keep certain things from affecting them.
       Demonic Demon/Demon Lord/Demon Prince Enhanced Physical Stats:
       ~All demons, whether human or angel, are all trained and are
       highly enhanced warriors designed specifically for battle. For
       the most part, all demons have highly enhanced physical stats in
       some way. Each demon typically has different abilities, with
       each demon being different in their physical combat depending on
       how they train and what kind of demon they are, such as wolf
       demons being more agile and speedy than strength-based. This
       depends not only on the demon specifically, but also depends on
       their training and how they train their physical stats. Some may
       focus on strength, some on defense, or some on speed. This is
       usually specific to each demon, with higher level demons usually
       even having higher physical stats than normal demons due to
       being among the tougher members of hell. Demons are usually very
       tough opponents, and most typically have stats that let them
       compete with a lot of higher level supernaturals, whether they
       are normal demon, hell knight, demon lord or even demon prince.
       As such, it's hard to predict the individual stats of every
       demon, but one typical rule is that demons usually either focus
       one to three stats specifically, or they may focus all their
       stats evenly. If they focus one to three stats specifically,
       other stats not trained are typically not as high with certain
       exceptions. And when a demon focuses all their stats evenly,
       they typically have lesser stats, but all their stats are
       usually fairly even. Again, this does depend on the demon and
       their own preferences, as well as the type of demon since
       natural ability of the demons factors in as well.
       Although half human, Hugo is a very skilled opponent and has
       proven to be a dangerous fighter due to his time fighting for
       his life at a young age. Hugo is also able to compete with many
       supernaturals and metahumans, even being able to appear to
       vanish from view with high speed stepping maneuvers, usually up
       close to get around opponents to their backside. Hugo is also as
       strong as a cambion can be, being able to keep up with the
       immense strength of supernaturals and super soldiers with his
       intense physical training. While not able to keep up with higher
       level strength and speed, he is able to use his intelligence in
       a fight as well as utilizing his physical stats to their fullest
       to even compete with some stronger or faster than him through
       strategy and utilizing his combat abilities to their fullest.
       Hugo is known for his animalistic combat ability
       Weaknesses:
       Norse or High Germanic weapons of Odin/Wuotan (one in the same
       God) are polar opposites of Faust demons and do 75% more than
       normal damage. This is because of the ancient Germanic demon
       species that spawned, Mephistopheles, are mortal enemies of the
       ancient Norse/Germanic God as he inspires humans down more
       righteous paths and slayed their "Queen Mother" creator. Even
       though beating a Faust demon through sheer skill is nearly
       impossible, it can be done if one is highly trained to the point
       of true mastery. Faust demons love a good challenge and will
       take the challenge head on which has lead to them being
       ambushed. A Faust demon's Master is their ultimate weakness. If
       one kills or manages to destroy the contract seal, this will
       deny the demon that soul to be consumed. This can drive a Faust
       demon to destructive anger and revenge against the one who
       denies them their Master's soul and can leave them a bit less
       focused. Demon Slayer weapons cause damage that Faust demons can
       not heal with their regeneration meaning that one well placed
       fatal strike will kill a Faust demon; Norse and High Germanic
       Demon Slayer weapons are particularly deadly to Faust demons as
       those wounds are even healing magic and healing power resistant.
       Even though Faust demons excel beyond most at any non-power
       skill through their Intuitive Aptitude, there are some skills
       that they must work to perfect due to the lack of having human
       side. Skills that require emotions other than what a demon is
       use to must take time to perfect as humans can instinctively
       tell that the emotion is missing from it; skills like performing
       arts, dancing, artistry, and cooking all have a level of human
       emotions put into them which makes them more desirable to
       humans. If a Faust demon doesn't learn how to perfect these
       skills to please humans, then they're just a poor excuse for a
       Faust demon and can lead more intuitive humans, such as hunters,
       to discover who the Faust demon really is.
       Varanium can also cancel his regeneration as well. Stilled
       silver doesn't really do much against him despite his wolf
       abilities, since he rarely use his demon powers unless facing
       tough opponents. Without his gauntlet gloves, Hugo is unable to
       use alchemy. Since the transmutation circles are carved into the
       gauntlet gloves, damaging the circles can stop him from using
       alchemy. Since Hugo is an ice user, fire and heat abilities can
       counter ice attacks, though holy fire is more effective due to
       Hugo's demonic heritage. Another weakness is that an opponent
       needs to cut any source of water away from Hugo so it's best to
       not fight him where there are liquids of any kind. Although he
       can use his own blood, it's still risky due to the chance of
       blood loss.
       There are certain laws that an alchemist must follow, that not
       even technology can overcome. The first is equivalent exchange.
       This is a simple law every alchemist learns first, in which they
       can't create from nothing, and cannot destroy matter completely,
       as matter cannot be destroyed or created, only converted. This
       is the most basic law among all alchemists, and no tech or
       supernatural alchemy is able to ignore this law. Even
       philosopher's stones (which are rumored to ignore this law),
       still use their own energy to convert matter, even if it has a
       bit more range and can use it's energy to convert it's energy
       into matter. No alchemist can ever get around this, as it's a
       law of the very world and not something that can be broken by
       any alchemist.
       The second law is that alchemy cannot be used to convert
       inorganic into organic material. While there are fields of
       organic alchemy research, such as chimera making (mixing DNAs
       together to create new creatures), it is a taboo among
       alchemists and a law that an alchemist cannot use alchemy to
       create life from something non-living. This rule is a bit more
       breakable than the first law, as it is possible to create plant
       life with certain types of alchemy, and using supernatural
       alchemy can actually use certain alchemy types that specialize
       in living alchemy, but alchemists still consider it a taboo to
       dabble in what they call "human transmutation" which is the act
       of trying to create a mortal being or bring someone back from
       the dead. This is the biggest taboo among alchemists, and
       punished heavily among alchemists.
       The third law is more of an ethical law, rather than a law that
       can't be broken by alchemists. The last law is not creating
       valuable substances like gold or money from materials. This is
       designed to prevent alchemists from shattering the economy with
       false gold or money created through alchemy. This law is easily
       breakable by any alchemist, but if caught doing so, they are
       arrested and sent to prison if the alchemist is found guilty of
       doing so.
       Transformation(s):
       Demon Wolf Form:
       ~This is Hugo's demonic creature form. He takes on the form of
       an ordinary black wolf of demonic and Norse origin. He can make
       this form look like a monstrously huge normal wolf or can turn
       into a humanoid which can be mistaken as a werewolf. This
       humanoid form is twice the size as his human height. Hugo's
       strength, endurance, stamina, durability, agility, reflexes, and
       speed increase to double of normal demons in this form. This
       form gives most supernatural creatures a hard time.
       True Cambion Lord Form:
       ~This is his full half demon form. Hugo takes the form of a
       Faust demon. This form is his strongest despite it not looking
       like much along with it doubling his abilities. Hugo rarely uses
       this form unless he really has to, especially when he has to
       face stronger opponents or if he's really angry.
       Weapons(s):
       Anything that he can create.
       Gauntlet Gloves:
       ~Thanks to his ability to create weapons, Hugo created gauntlet
       gloves as his main weapons. His gauntlet gloves are carved with
       a transmutation circle that helps him use alchemy. He can even
       infuse his demonic energy into his gauntlet for deadlier
       attacks, especially if his transmutation circle are damaged. As
       a demonic weapon, the gloves are made to harm those who use
       light and/or holy abilities, especially those who are angels.
       Dáinsleif:
       ~A demonic broadsword that is able to manipulate ice. It is able
       to create ice pillars to pierce someone's limbs, freeze people
       and even create ice pillars for defense.
       Personality:
       Normally when it comes to half demons, they tend to either do
       their own thing or dedicated to defend humanity. Hugo... is none
       of those types of cambions. Due to his past of abuse and
       betrayal, Hugo has grown to be a misanthrope due the loss of his
       lover and the constant abuse and hatred he faced at the hands of
       humans and supernatural hunters. Although he won't murder every
       human he set his eyes on, he has somewhat the same opinion as
       those like Sabretooth, seeing mankind as a violent and
       irrational threat to people like him and those like his
       teammates. He even goes as far as referring humans as an "it" or
       "thing", going as far as not touching them unless it's
       intentional harm. He even goes as a far as giving humans
       something to really fear, seeing that coexisting with irrational
       parasites to be impossible and gets irritated when see those he
       respects gives an actual damn for humans.
       Just like Jack Kariel, Hugo does also have a slight anger
       management problem, where he will sometimes get mad and hit
       something. However, unlike Jack who has trained himself never to
       hit someone out of anger, Hugo will go as far as going after
       humans who he believes deserve to feel his wrath, mainly
       supernatural hunters who he will have zero problem tearing them
       in half with his bare hands. He also doesn't have much of a
       moral code, going as far as hitting and murdering women if he
       has a good reason to, which he normally does.
       Although he is mainly seen as a bloodthirsty half breed, Hugo is
       actually a decent person to those he actually likes and cares
       about. He is more mature and cool headed than his foster father
       and partner, Victor Creed but he has shown from time to time
       that he can let loose. He also has a soft spot for young
       children, going as far as protecting them. He also has been
       known for being a mentor for children and teenagers who are like
       him to even metahumans, though his hatred of supernatural
       hunters is so great to the point that he will go as far as
       crippling teenagers of supernatural hunting families out of
       hatred and spite.
       Hugo's experiences as a child raised fighter and a test subject
       victim have left him suffering from a degree of Post-Traumatic
       Stress Disorder, or otherwise known as PTSD. This is noticeable
       when he has momentary flashbacks when confronted with particular
       stimuli. These flashbacks are actually invasive memories, which
       are typically triggered in people suffering post-traumatic
       stress by things that are connected or similar to features or
       stimuli that one experienced during trauma. Normally Hugo just
       brushes it off, but when he was confronted by the demon hunters
       responsible for his lover's death and them trying to threaten
       him to do their bidding, he started to lose control of his
       emotions and became frantic, wild, and certainly not the
       disciplined warrior most people know him to be.
       Bio:
       Although his origin is unknown, Hugo was kidnapped and sold into
       a illegal trafficking ring at the age of nine. Hugo was
       eventually sold off to a fighting ring circuit arena, where he
       was forced to fight for his life to survive as the criminal
       circuit thought that he was a contender for the fight, despite
       his young age. Desperate, he used his demon power to defend
       himself, though out of the shock and horror of the audience, he
       manage to maul his opponent to death. After the fight, a retired
       Faust demon bounty hunter took Hugo in and trained him on how to
       kill his opponents since the criminal group refused to let him
       go after he managed to win his fight despite how young he was.
       Hugo fought and killed for his survival in the ring for years
       before the Iscariot managed to bust the fighting ring and manage
       to free all the people who were kidnapped and forced to fight.
       Hugo manage to run away and ended up being taken in by a group
       of demon hunters.
       For months, Hugo used his powers and skills from the ring to
       help take down demons. During his time there, he met a human
       woman and fell in love for her. Unfortunately, it didn't last
       too long when Hugo found out the truth of the demon hunters.
       When he was planning on escaping, he later found out that the
       woman he loved was executed due to the village accusing her to
       be a witch who served the devil. Enraged, he slaughtered the
       people responsible for her death. His rage increased when he
       found out that the demon hunters who took him in not only
       confirmed his suspicion but also tried to threaten him despite
       them being responsible for Hugo's lover's death. Despite their
       best efforts, Hugo ended up destroying the entire village and
       painted it red with blood. That was the start of Hugo's hatred
       of humans.
       ((More to come later))
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