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#Post#: 10969--------------------------------------------------
London RP Profile: Silvio Mandretti
By: Zorbak the Ebil Moglin Date: October 31, 2021, 10:28 pm
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"Stop screaming... Now is not the time for fear. He smiles. That
comes later..." - Silvio Mandretti to an enemy he captured
"The first thing you should know about me is that I have people
everywhere. He sips his whiskey. I'm just a guy who knows some
guys." - Silvio Mandretti to the FBI when they captured him and
he was eventually let go by agents he had paid off.
"You assassins have no taste. Always killing people in secret.
Fight them up front like a man." - Silvio Mandretti to an enemy
"I'll do you a favor, sure. It's what I do... In return, you owe
me a favor I will cash in at the time of my choosing." - Silvio
to someone he made a deal with.
"Yeah... I commit a lot of crimes... You name a crime, I
probably did it a few times. There's only one crime I don't have
a taste for because it's for animals."
"Dammit... You got blood on my suit. What a waste of good
blood." - Silvio to an enemy
"Well... I'm afraid I have to kill you, because I can't have
people using my real name. But I will be sure to torture you to
find out who told you my name. I have no attachment to it, but
it would be... bothersome... if the alchemists or vampire ninjas
found me." - Silvio to an enemy that found out he was really
Kirnan, a former alchemist
"I used to be an alchemist. Not anymore. Apparently they don't
look to kindly when you feed on the life of the people closest
to you, even if that person betrayed you and ruined your life."
"Feeding on life is how all creatures survive. Even if you don't
subscribe to the Black, you still take life to maintain your
life, whether you eat humans, animals or even plants. Don't
criticize how I use the Black when you people don't even want to
acknowledge that you take life too. Life cannot exist without
taking other life to fuel it. The Black just doesn't try to hide
what they do." - Silvio to an enemy when they mentioned him
being a user of the Black/the Rot
"I hate people who think they're more important than they are...
The only importantance most people have to me is how useful they
are. It is a system based on merit, not sucking up." - Silvio to
an ally
A conversation Silvio had with an enemy.
Silvio: Who are you? I feel like I've seen you before.
Enemy: Here's a hint: You killed my father!
Silvio: Do you have ANY idea how LITTLE that narrows it down?!
Enemy: W-what? How many people have you killed?
Silvio: Smiles. When you hit a certain number, you realize they
just all sort of blend together. I think I lost track after
about 150 or so since I became a crime lord? And that was
what... A few hundred years ago?
During a conversation when Silvio was dealing with a traitor in
his organization.
Silvio: I pay you a great amount... I give you a place to
belong... And this is how repay me? By giving information to the
cops? You took a major risk to turn against me, and you seem
like you're banking on them taking me down! He says the last
part angrily.
Former Ally: No boss... I didn't tell them anything! Believe me!
He says, trying to lie as he knew he was in trouble.
Silvio: And now you lie to me to top it off... He says with a
sigh.
Former Ally: Forgive me boss! He says desperately.
Silvio puts his hand to his chest. Silvio: We all make mistakes,
that I can forgive. But unfortunately, I can't have traitors in
my organization... He smiles as his former ally tries to back
away. Gikarega. He says, saying a spell as his hand turns into a
blade of ice and pierces the former ally's chest, killing him
almost immediately once the ice blade had gone through the
heart. Shame... You could have had a bright future. He says
before releasing his ice blade and leaving the former ally on
the floor with his chest now frozen from the blade with the stab
wound through the chest. He sighs and then looks down. I'll
leave you for the cops... They need a reminder now and then of
what I can do or they forget who I am.
During a conversation with the police when he was trying to
bribe them.
Policeman: Are you trying to bribe me?
Silvio: Not at all, my friend... I just noticed your department
does great work and want to show my... financial support. That's
all. He says, being careful about his wording. I have quite a
lot of donation potential for this place. I want you all to be
able to keep doing your jobs as effectively as possible.
Policeman: Like... How much are we talking? He says quietly.
Silvio: Well... Let's just say one donation from me, and your
department won't need another for a VERY long time. He says with
a smile.
"I remember him... He tried to kill me when I was a kid. He
didn't care that I was an alchemist. He's the only thing that
day worse than Safiria. I was lucky Kain found him before he
killed me, or else I wouldn't be here." - Kindron about his
first meeting with Kirnan/Silvio
"Kirnan isn't someone you want to mess with. He helped me
develop the Blood Claw style. He's just as good at it as I am,
if not a little more because he stopped holding back with it and
isn't afraid to kill anyone in his path." - Kain about Kirnan
during the days before Kirnan was believed dead by the
alchemists
"Silvio is a dangerous man with a business that isn't afraid of
anyone. His crime syndicate is one of the most feared crime
syndicates in the US. If you ask him for a favor, you better be
willing to pay up, or he will take his payment one way or
another. You're better off working for him and getting your
paycheck from him than to be an obstacle in his way that he
needs to get rid of. Even the police and government officials
he's interacted with have been bought off so you really don't
know who you can trust. He's got people everywhere. Why fight
him when he will pay you a generous sum to work for him? Some
people find working for him preferable to working normal 9-5
jobs given the amount of money they can make working loyally for
him." - An associate about Silvio
Current Name: Silvio Mandretti
Current Title: "Crime Boss" Silvio
Original Name: Kirnan Knightly (No longer goes by Kirnan)
Other Titles: FC-742 (FBI's filename for him), Alchemist of the
Rot, The Frozen Claw Killer, The Freezing Claw Alchemist (former
title in the alchemists)
Age: Unknown
Species: Werewolf Alchemist
Gender: Male
Hunter Group/Team:
- Currently: Head of the Silvio Crime Syndicate (now affiliated
with Zenrael and working with Nightshade)
- Formerly: The Werewolf Alchemists
Known Family:
- Ex-Wife: "Lightning Strike Alchemist" Kina Darkwolf (Dead)
- Daughter: "Cold Wind Alchemist" Kierra Darkwolf
- Cousin: Blood-Claw Kain Silverfang
Weapons:
- None
Alchemist Abilities:
- Werewolf Alchemy: This art is specific to this group of
werewolves who use magic-based alchemy, and is not an unholy
power, but simply a power based in neutral magic and soul power.
This art is powerful, and depending on the werewolf or hybrid
that is trained in this, they will specialize in different
abilities depending on the spellbook they gain, and how they
interact with elements. This art is just like people expect,
with alchemy skills being able to convert and change materials.
Most alchemy is set up in 3 stages: understanding the structure
of matter, deconstruction and reconstruction. Most alchemists
are able to use this to some extent, being able to use this to
change materials, usually doing so for battle purposes, such as
changing attacks or changing energy so that the alchemist can
create new attacks out of their opponents attacks. Of course,
the main focus of this alchemy usually ends up being the
spellbooks, which most werewolves of this alchemy magic end up
gaining, that are all different and focus specific skill-sets
for each alchemist in different ways. Usually, most alchemists
have to follow a few rules, such as this alchemy cannot be used
to create living matter from non-living matter (such as trying
to create life from something non-living, with one example being
human transmutation, an art forbidden that tries to bring life
to humans who have died. It is also worth noting that using
alchemy can only affect objects within a certain distance,
unless one is using special arts, so keeping one's distance can
usually avoid this, unless they're firing projectiles at an
opponent.
- Spirit Purification Alchemy Magic: This one is designed to be
one of the bases of alchemy magic. Because the clan is so
focused on purifying and strengthening spirits, they use this
special magic granted to them by the spirits to purify rather
than destroy spirits. Because of this, all alchemic magic used
by the alchemists has this aspect in it once they learn this
magic. While they can use magic without this aspect, it is much
more difficult, and runs the risk of changing the form of the
earth in a way that will affect spirits negatively. However, by
using spirit purification in their magic, the alchemists power
of alchemy passively purifies spirits, strengthening the spirits
that govern the world's forces and maintain nature, and some can
even learn to utilize spirit energy as a result of their heavy
spiritual focus due to them diving into their spiritual nature.
As such, advanced users of spirit purification who learn to
master spirit energy may even go on to become spirit energy
users and gain spirit user abilities as a result. However, this
magic also has another purpose, in that it is meant to purify
dark spirits and hollows, which the alchemists fight in order to
protect humanity. Most of the time, this portion of the
spiritual purification focuses more on the environment, and not
so much on fighting hollows and dark spirits. The basic form of
spirit purification is more focused helping the world, as the
spiritual purification is more just a basic part of the alchemy
and changing the world around them to better the spirits. When
used, this makes normal spirits far more powerful, and weakens
creatures like hollows and dark spirits. However, this is a
simple spirit purification, and one that doesn't have the right
focuses for combating dark spirits and hollows (as a user has to
master the next spirit purification magic power to use their
alchemy to fight dark spirits and hollows). Typically, this is
countered like any other magic, and doesn't attack the spiritual
plane, as this part of the art is just for purifying the spirits
on the physical plane that inhabit the world. Most of this basic
spirit magic is also not combat based, as it's only meant for
use on the environment to strengthen the spirits or help develop
nature further so that the spirits don't have to do as much in
the physical realm, as the alchemists seek to ease the burden on
spirits. For Silvio, he is a powerful spirit user, and utilizes
his spirit energy quite effectively. This strengthens his spirit
purification heavily, since he was also an elite when he was
with the alchemists.
- Combat Spirit Purification Magic: Spiritual Focus: This is the
part of an alchemist's alchemy that is based in purifying
spiritual beings like dark spirits and hollows. This power is a
purely spiritual power that is designed for combat, and uses an
alchemist's alchemy to attack and purify dangerous spirits that
usually aren't quite on the physical plane. When used, this is
the true form of an alchemist's power, in which they use alchemy
to attack dangerous spirits. Usually, this is best used in
combination with their unique alchemy types and their spellbook
abilities (in which those skills are mostly developed
specifically to utilize this magic). This starts out as a user
having to concentrate, but once reaching a certain level of
alchemy, a user can learn to use this passively without needing
to concentrate. When used, this alchemy specifically is designed
to not attack the physical, but attack the spiritual. While this
still does physical damage, this magic also attacks the
spiritual, which can allow an alchemist to attack and purify
dangerous spirits, but can also use this to attack spiritually,
in which the attacks don't just do physical damage, but
spiritual damage. So if a physical person is attacked with this
spirit purification, this can be used to also attack a person's
spirit directly, in which this alchemy can also purify dark
spirits hiding in people by attacking people's spirits rather
than their bodies. Because this magic is specifically designed
for dark spirits and hollows (or any other dangerous spirit),
this is designed to work on almost any kind of spiritual
corruption, and purify it. The only danger is that not all dark
spirits are able to be purified easily, and depending on the
magic power of the original user, the user's power in this
depends on what their magic capabilities are. Some stronger dark
spirits also resist spirit purification, in which at that point
only spirit destruction powers will finish them off (which can
only be used by elites).
- Mana Mastery: Most werewolf alchemists use neutral magic,
which runs on normal mana. However, unlike many magic users,
some alchemists master the use of mana in it's basic form in
order to strengthen their magic. Most have learned to harness
mana on it's own, and some advanced in this art that many can
even gain mana user abilities if they desire mastery over their
basic mana. This mastery not only makes them able to use mana on
it's own to a degree, but also has the effect of allowing them
to more easily use their alchemy, and have mastered it so that
they are able to concentrate their mana to use less in battle to
more effect, making them highly experienced energy users. The
older members of the alchemists are usually very skilled in the
use of mana, and usually generate this mana to feed spirits of
nature so that they can strengthen the world around them, as
this is the main use of mana in creatures that is expelled into
the world since all creatures have some form of mana. As a
result, some alchemists learn to enhance their mana emission so
that they generate more mana and expel more mana into the
environment around them when they are not using magic, so that
they can power up the spirits around them without having to
consciously exert their power as often. Typically, mana's major
weaknesses avoid magic weaknesses, as mana as an energy can
still hurt those that have resistances or immunites to magic.
However, there are those that know how to use certain methods
for negating mana entirely, and some have techniques that negate
mana. Some mana users do also gain resistance to other mana, and
any normal mana enhancement can usually be countered by other
energy type users. Those that go on to become mana users also
gain the mana user weaknesses. After training with Kain, he
knows a lot about mana, and knows how to fight mana users as a
whole since he learned Kain's strengths and weaknesses when it
came to mana.
- Mana Conversion to Alchemic Magic: Similar to how mystic
knights train themselves to passive convert mana into magic, the
werewolf alchemists trained in the mystic arts do the same
thing, where different werewolf alchemists created different
types of training that converts one's mana into alchemic magic,
which flows through the body just like mana. This is designed to
not only make elemental magic easier to summon, but is also
resistance to magic negation abilities due to the magic already
being present in the body before the negation. Depending on the
user, they are able to learn this after they learn their alchemy
so that they can convert their mana into their specific alchemic
powers they will use. In addition, this also makes certain other
abilities easily that use alchemy, such as werewolves who use
their alchemy in different specific arts, or focusing their
magic into regenerative abilities like some werewolves will do.
This power requires a mastery of magic before it can be used,
and the ability to be able to convert mana to magic. This can be
changed depending on the werewolf though, as some can do things
like using chi magic or spirit/soul magic and convert their
power into elemental magic similarly, but this is much harder to
do and would require the werewolf to learn how to convert their
power on their own. The downside to this art is that those that
want to focus more on mana abilities will often find that this
art reduces the amount of mana running through the body.
However, the upside is that, while users cannot learn mana user
abilities, they can learn mystic knight abilities if they train
this into more of a combat based power-up, and can utilize
mystic knight abilities. Typically, the danger to this though is
that users bank more on their magics working on enemies, and
while this may reduce the cost of power to use magic and make
magic more available, users run the risk of not being able to
damage those with magic immunity and doing reduced damage to
those with magic resistance.
- Magic Activation Types: With any magic, dark magic or holy
magic, it's always important to know the types of magic and
activations that magic uses. There are many types of
activations, and depending on the type a magic user chooses,
their magic could change completely depending on the arts used
and the activation types used. The most common are usually
instant activation spells. These use more power, but don't
require any preparation and can be used in an instant. While not
as powerful as other spells, instant activation spells are easy
to use and are usually very fast to pull off compared to other
spells. The second is incantations, in which physical
incantations are used to trigger more powerful spells. For the
most part, this usually takes slightly longer, as incantations
require a phrase or word to be spoken before the user can
activate their magic. However, some have come up with their own
ways of activating magic, with the most common being shortening
phrases to only a word or two through special phrase training.
Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. This is important for all kinds of
magic, as activation types are the basis of every magic. Alchemy
magic usually uses either movement, or they use glyphs or runes
that focus the attack which they can create with their magical
energy. The spellbooks are all spoken spells, but most of their
other alchemies are done through runes, certain symbols used to
focus the magic, or use movement based activations to focus
their magic.
- Magic Glyphs: This is a power that forms a basis for many
magic spells and is created by a magic user's magic abilities to
focus their magic. These glyphs focus power into the circle,
which is then used by the user to focus magic techniques. While
there are magic techniques that don't need this, this is more
for general magic like attack magic and defensive magic. This
power utilizes magic, but requires that the user know how
elements are formed and what they're made of in order to be able
to do this. This is a basic power that some magic users are able
to use, and this particular use of the magic glyph is not too
much different from many other magic users. Among using them for
focusing magic attacks, they also have other functions, such as
being able to use them as platforms to jump off of and stand on,
or use them for amping attacks and defense, or even using them
to amp allies. These glyphs are also used in summoning magic as
a conduit for summoning, or some magics like alchemy could be
focused with these glyphs as well. There are even some unique
abilities one can use with these, such as some having certain
amplification powers, or certain arts that utilize these arts
specifically. This may be a basic power, but there are plenty of
people who have become master warriors using this power alone,
utilizing the glyphs for a variety of uses, and some can use
entire combat and magic styles based on how these glyphs are
used. This power is a fairly basic magic ability, and although
useful, can be countered just like other people who use this
ability (depending on how the ability is used). For example,
someone who uses these glyphs for amplification can be countered
with other amplification abilities, or users who use these for
movement can be countered by more agile enemies. This is more of
a versatile base ability, and one that focuses different magic
techniques rather than being a different type of magic unto
itself. Typically, these cannot do damage on their own, as they
are more just a basis of many kinds of magic, and, while
versatile, are not an offensive power except when used to
amplify physical abilities using amplification properties of
these glyphs.
- Werecreature Alchemist Nature/Spirit Connection: Similar to
other werecreatures with a strong magic connection to the world,
the werewolf alchemists specialize in their connection to both
nature and spirits, as they originally developed alchemy to
further their understanding of the world and it's forces.
Through their training and diving into powerful magic, they
eventually developed an even deeper connection to the world
through their nature and spirit connections. Thanks to this, the
werewolves are able to not only sense the planet's life energy
and the life of what's around them, but all werewolf alchemists
are able to sense spirits as well, similar to moglins and those
with special spirit sense training. This allows them to see and
interact with spirits, in which their alchemy is often used to
help benefit the spirits by maintaining the balance and changing
things that were hurtful to the spirits into things that can
help the spirits grow more powerful. These spirits are normally
invisible and not able to be interacted with by most people,
even most who think they know all the spirits often find they
don't know how just how deep the spiritual plane goes and how
many spirits live in this world. This may seem simple, but this
lets werecreatures connect to the world much more than most who
connect to nature (though certain nature connections may be
stronger than theirs, in which case they will often try to
acquire that nature knowledge), as they aren't just connected to
nature, but are able to also interact with those spirits for
another way to interact with nature. Werecreatures that have
this connection understand the importance of the world's forces,
and can see not only the flow of the planet's life energies, but
also how the spirits impact that balance. This isn't just among
the werewolves though, as all werecreatures trained by the
alchemists are trained in this. Some may learn different ways to
do this (IE Werewolves have a basic nature connection but other
werecreatures might connect to other specific parts of nature),
but all werecreatures and those trained in this learn this
aspect in some way and apply this to their alchemy. They are
also able to perceive the world's flow of life and death as a
result of this power. This can eventually lead to werewolves
learning spirit arts, but many don't seek spirit arts for fear
of wearing down the spirits power and weakening nature as a
result.
- Alchemic Understanding of Elements: Werewolf alchemists are
able to manipulate the elements in their base form, and utilize
their alchemy to change things based on how elements interact
with the world. While they can't create special elementals or
combined elementals using this power alone, they can utilize
some elements in their base form by using their magic to affect
the elements. Depending on the werecreature and what they can
do, they are able to do certain things like manipulate the
properties of elementals, being able to do things like freezing
certain attacks by changing the temperature of the attack when
they catch it, or being able to convert certain attacks like
converting air into water. This depends on the werewolf and
their affinities, with all werewolves learning how to use this
in some way in order to modify elements, whether it's changing
them in combat, or changing them for other uses (like certain
clans use alchemy for blacksmithing or other necessary jobs).
For the most part, this power relies on the werewolves
understanding of elements, rather than on their ability to use
elements in battle. Because of this, this power can be used to
convert elements, but elements can still hurt the user, since
this power doesn't really grant elemental use or immunity in any
way, but more allows users to take control of elementals through
conversion and utilizing their alchemy to modify elements. Most
werewolves usually have to do this in close proximity, as
alchemy usually has a max distance that it can be used (The only
exception to this is elite alchemy). And while most alchemists
are able to learn how most elements work, alchemists still have
to know the attack is coming, and they often have to concentrate
to convert an element. If an opponent is careful, they can
attack the user while they're trying to convert an attack if
they take too long, or the opponent is smart about how they use
their elementals to distract the user as some can control the
elements even as the user tries to change them (depending on the
user, the opponent's abilities and the attacks used).
- Alchemic Transmutation: Alchemists are able to convert matter,
changing matter as they see fit. This can be as simple as
turning lead to gold (though this is technically taboo among the
"don't create money taboo"), or dispelling elemental energies or
converting them. An alchemist, if they know their environment
and composition of what they're manipulating, can use it to
convert matter in a variety of ways. This is the main ability of
alchemy alongside it's spellbooks and unique alchemies, which is
designed to change things that harm spirits into something that
will strengthen them instead. While this does cover elementals
to some extent, this is far more than just converting
elementals, but includes general changing of matter, such as
changing the form of a metal to make a stronger metal, or
weakening certain materials if they are trying to weaken armor
or weapons in battle (though certain types of weapons and armor
might be immune to this ability if the werewolf doesn't know how
the power of the weapon or armor/shield works, or what it's made
of). There are two aspects to this power, and that is change of
form and change of shape. Changing the shape can simply change
the shape of something into another shape (usually used on
inorganic objects to change their form), and changing the form
changes the matter into a different kind of matter (usually
changing one element or compound into another). However, they do
have to know not only what they're manipulating, but also what
they're manipulating it into. This means that if they try to
manipulate a substance they don't understand, or don't know what
the thing they're trying to convert is made of, this power
doesn't work properly, and often completely fails or rebounds on
the user. It takes years and experience to become good with this
skill, as simple natural talent isn't enough to master alchemic
conversion skills which make the base of all alchemy. The proper
use of this also requires some scientific knowledge, with those
with scientific knowledge often having advantages that other
alchemists might lack (such as those with science knowledge will
know more easily how to manipulate molecules while normal
alchemists focus more on the elements themselves).
- Werewolf Battle Transmutation Magic: In order to battle their
enemies, the werewolf alchemists developed a specific brand of
alchemy designed solely for battle. This alchemy is the main
alchemy most alchemists use when not using their own unique
skills, as it's the basic combat alchemy many are taught upon
learning alchemy. This alchemy uses wind and earth manipulation
using alchemic magic, allowing a werewolf alchemists to take
advantage of the two major elements that connect to almost every
other element. In the alchemist's eyes, aside from darkness and
light, earth and wind are the two major elements that make up
the world, which they are able to use. Almost any physical
material is made of earth, or almost any lightning, fire or
water is created using air and gases in the air. Once mastered,
most werewolves have highly skilled alchemic magic they can use
in battle, being able to manipulate the earth and wind to fight
opponents. This could be as simple as creating shockwaves to
attack, or more advanced alchemists can do things like freeze an
area using wind, or they can create lightning or fire using air
as well. Depending on how it's manipulated, earth and air hold
the connection to most of the elements in the world, and some
advanced alchemists have even learned to use certain advanced
techniques like using ice or glass to focus light into attacks
as well depending on the alchemist. This depends on the
creativity and scientific knowledge of the alchemist, as this is
a power with many possibilities, and those with strong knowledge
can find many ways to use this power effectively. However, this
is a magic power, so those with magic resistance or magic
immunity may be immune to most of the magic other than physical
damage from certain attacks. Those who have other alchemic
abilities or can counter earth and wind can also easily counter
this combat as well the same way as normal earth and wind
manipulation, since this essentially equates to earth and wind
manipulation using magic.
- Earth Healing/Purification, Healing Magic, and Plant/Animal
Restoration: Werewolf alchemists with a powerful enough
connection to nature are able to interact with the environment
around them, which mostly involves healing and restoring. The
first thing one can do, is heal destruction of the earth around
them, such as purifying toxic influences or healing areas
damaged by things like fires or human interference, where the
werewolf is able to restore the planets life force using their
connection and using their alchemy in order to heal the life
force of the planet. But werewolves with this power don't just
stop at healing the earth, they are also able to heal others, as
well as healing plants and animals. They are able to heal almost
any manner of life, restoring a person's injuries and being able
to purify negative influences like toxins and poisons or energy
poisoning. Thanks to their connection, they are able to tell
when something is wrong with the earth, creatures or the life
around them, and able to take appropriate action to fix the
situation. For the most part, this results in different ways to
heal and purify, being designed to help the world around them.
This isn't too useful in battle, just being healing power and
purification, but it does help when needing to heal others or
healing plants, animals or the world's life force. This also
requires the werewolf to know what they are healing, as they
cannot heal or purify unless they know what is wrong or causing
the problem, meaning that certain supernatural infections or
afflictions might not be curable with their power, as certain
afflictions unknown to them often require research to figure out
how to counter.
- Bio-Alchemy Magic: This alchemy was originally an extension of
healing and purification, but instead is a type of alchemy
designed solely to allow werewolf alchemists to use their
alchemy to study living beings and make alchemic modifications
to strengthen them. This art is often used by some more
ambitious werewolves to understand the structure of living
beings, where they learn how to modify beings based on their
biological knowledge. This art can be dangerous though, as this
art goes into two major taboo's among alchemists, and also
involve two forbidden arts. The first is combining living beings
together and creating what alchemists refer to as 'chimeras'
which are creatures usually spliced together with alchemy to
create a more powerful creature. This art was forbidden among
alchemists for "twisting" life, which they see as a crime
against the world's life force. The second is that they are not
allowed to create new beings, as they feel that creation is not
their job, and because any attempt to create life has usually
resulted in death or losing parts of the body to the point some
haven't been able to use alchemy. Overall, when used properly,
this art is about biological understanding of beings, and being
able to strengthen them using alchemy. When used as intended,
this is usually used as a way to boost those that are allied
with them, using this to often bring out more power and physical
ability in those that they deem worthy of power. This is usually
a lengthy process, and not useful in battle, so this is more of
a side ability used outside of battle. This usually depends on
the alchemist's ability, but most don't dedicate fully to this
given the taboo's unless they're rogue alchemists who have
turned on the other werewolf alchemists. Due to this, there are
few true masters of this art in the werewolf alchemist tribe.
- Bio-Alchemy Combat Magic: This is an alchemy magic that is
another bio-alchemy type magic which is a combat magic used in
battle. This alchemy boosts the body's physical stats using
alchemy, by strengthening the muscles, bones and even skin of
the user so that they will be temporarily stronger. However, not
only does this enhance someone physically, but this temporarily
opens up the flow of energy in a being, and allows them to
channel greater energy through their bodies, usually as a way to
allow the user to enhance their supernatural powers and allow
them to channel higher level attacks that they wouldn't be able
to use otherwise. This is also useful when absorbing mana from
the air around them, as they can focus more power when absorbing
it with this method. This is designed to allow a fighter to
fight using enhanced bodies, usually best used against those
that are resistant or immune to magic due to this being a combat
based power and enhancing supernatural skills rather than just
attacking with magic. Alchemists with this skill can enhance
themselves or others, and can often choose how much to enhance
themselves. However, the higher the multiplier, the higher risk
of damage done to the body, as bodies using this can only handle
so much pressure that this magic puts on the body to enhance it.
After a certain multiplier, most bodies will begin to tear
themselves apart, most of the time, even keeping regeneration
from working effectively. If the user overuses it still, they
can even do damage to their own bodies that can't be reversed,
such as damaging their ability to generate energy.
- Potion Crafting Alchemy: Just as many types of alchemists do,
the werewolf alchemists are great at using their alchemic
knowledge for more than just changing things in battle, and can
use their knowledge of the world for other applications. The two
major applications are potion-making and item crafting, two arts
that are common among alchemists. Werewolf alchemists use
potion-making to make medicines of many different kinds, and use
their knowledge to cure illness, both supernatural and natural
in nature. They are able to use this for themselves to fix
illnesses their people might suffer, but they are also able to
use this for many other purposes, such as using potions that can
make plants grow more easily, or make potions that might purify
supernatural afflictions. Many alchemists in this clan
specialize in potions that purify the corruptive effects of dark
spirits, which are one of their main enemies since they are
close to the spirits of the world. Typically, they have ways of
purifying almost any dark spirit corruption, as well as being
able to make specific potions that might be able to cure other
supernatural afflictions. Most learn this to boost nature, such
as using a potion to fix a tree that has been damaged by poison,
or they may use this to grow new plants or trees in a forest to
help boost the forest's ability to sustain life. They will often
even use this to help animals as well, such as helping a sick
animal with a potion so that the animal doesn't die. Since both
plants and animals are essential parts of nature, most
alchemists are skilled in potions that can help both, with many
more advanced even having potions to help other creatures like
humans and vampires if they learn enough about their physiology.
This art is very useful, but is limited by the knowledge of the
user. If a user doesn't know enough about herbs, or about
potions, they might not be able to do much. They are also
limited by their ingredients, as the alchemist can only make
potions based on the ingredients they would use, and without
those ingredients, they might not be able to make potions as
effectively.
- Item Crafting Alchemy: Just as many types of alchemists do,
the werewolf alchemists are great at using their alchemic
knowledge for more than just changing things in battle, and can
use their knowledge of the world for other applications. The two
major applications are potion-making and item crafting, two arts
that are common among alchemists. The art of item crafting is
fairly simple, in which alchemists use their alchemy to craft
anything they might need. For example, items such as clothes,
armors, and weapons can be made using alchemy. Alchemists are
easily able to manipulate and change materials based on their
alchemic knowledge, and this art uses that outside of battle to
help alchemists make things. Usually, most alchemists will also
use their magic knowledge to infuse certain magic into their
items, such as making a weapon that can utilize certain alchemy
spells, or making stretchable outfits that won't snap when human
form werewolves change into werewolf form. This can be as simple
as changing materials shape so that they take a certain form,
such as changing the form of a jacket to more easily fit one's
body, or could be for making certain materials more easily, such
as forming a sword easily using metal. This is very useful for
many werewolf alchemists, and thanks to this, many can even
learn to make their own weapons, armors, or even just normal
clothes. However, the major thing to keep in mind is that all
items have to made from the right amount of materials, as the
laws of equivalent exchange still apply to item crafting. For
example, a sword wouldn't be able to be made from a sliver of
metal. This is also typically something that can be used in
battle to make weaponry, but can only be used simply, and the
finer use (such as making magic items) often requires
concentration and time.
- Teleportation Gate Magic: This was designed by the alchemists
after other races started using teleportation arts. However,
instead of simply moving from one place to another, the
alchemists developed their own art which uses magic glyphs to
create a gate between two areas. Instead of using a
teleportation spell, the two glyphs instead bend space to
combine two points. For alchemists, they use this simple aspect
to temporarily combine two areas through this magic, using
special magic to bend space itself. Typically, this is seen as
fairly difficult magic, but once one gets the concept, it
becomes quite easy. Those familiar with how dark energy bends
space and time will easily understand how this works, as it uses
a very similar concept, except that this uses magic to
essentially do the same thing. There are a few downsides to this
travel though. The first is that users must know where they are
going, meaning that they can only go to places they have been
before. They cannot open portals to places they don't know
specifically, and most cannot use this in battle to simply
create teleportation to teleport projectile attacks since this
takes a fair amount of concentration. If one doesn't know where
they are going, the spell will not work properly, and won't go
anywhere, rather than many other teleportation arts that would
send the user somewhere randomly. Another thing to note is that
this art cannot travel dimensions or through time, as the magic
is nowhere near strong enough to create distortions of that
level.
Unique Alchemy and Spellbook Aspects:
- Main Alchemy: Freezing Air Alchemy: This is Silvio's own
alchemy that he can utilize to use freezing wind for different
effects, that he used back when he was known as Kirnan. Unlike
what many might think, this is not controlling temperature, but
rather, a variation of controlling the air around Silvio so that
he can create an air cold enough to freeze and create ice
attacks. By utilizing this alchemy, Silvio can use his cold wind
for many different attacks, from slashing wind and wind blasts
that freeze opponents, creating ice projectiles to fire at
opponents, and freezing objects or people on touch. Silvio's
alchemy works much like a wind user would use wind, except that
his wind is always super-chilled to temperatures that are cold
enough to freeze the air itself in addition to the moisture in
the aire. Silvio can create powerful cold wind that is strong
enough to slice through metal when utilized in combination with
his freezing claw style. Silvio is perhaps one of the most
advanced ice users that the alchemist tribe ever produced, and
Silvio is one of the colder ice users out there that can utilize
this for a few different aspects. The first is his freezing claw
alchemy, which uses this to create ice claws that can freeze
opponents (though it has a few other effects), and the other is
his freezing spirit alchemy that can freeze opponents using
spirit energy. However as advanced as his cold wind alchemy is,
countering his cold wind alchemy is the same as countering other
ice users, and the two main things one can use to counter his
are fire and lightning. However, fire types must be careful,
since Silvio's ice is cold enough that most flames cannot spark
due to how cold the air is (Silvio's ice alchemy is cold enough
to create dry ice, which freezes at -78.5 degrees Celsius), but
lightning usually works fairly well, and certain lightning can
even generate heat to counter his ice. Usually, fires that burn
hotter than normal flames are required to battle his cold
alchemy, like hellfire or similar hotter flames.
- Unique Alchemy Sub-Style: Freezing Claw Alchemy: This is
Silvio's unique alchemy, from back when he was known as Kirnan.
This alchemy was what Kain based his crystal claw alchemy on,
and is one of Silvio's two main alchemy abilities when not using
his book's spells. This alchemy is an ice based alchemy, where
Silvio can create claws of dry ice (frozen carbon dioxide), and
can generate powerful ice attacks by utilize his own freezing
alchemy to generate dry ice attacks using the freezing air
around him. This alchemy specializes in cold wind, and utilizes
it by using Silvio's claws to create freezing waves of cold from
not only Silvio's claws as they slash, but also being able to
generate freezing waves from his claw slash waves, which are
able to utilize Silvio's cold wind to a point that contact with
his claw slash waves can freeze an opponent where they are
slashed. Silvio can even create icicles he can fire from his
claws or create ice attacks around him as part of this alchemy
as well, as well as having plenty of other ice attacks he can
generate with this alchemy depending on how it's used. This
combat style uses Silvio's claw slash fighting styles
specifically, and combines it with his ice alchemy in a very
dangerous style. Those that are hit with his attacks usually
suffer frostbite extremely quickly, in addion to the slashing
damage done by his attacks. This style is very similar to Kain's
mana claw style, but with a freezing aspect to his attacks. And
with his spirit purification alchemy and spirit user abilities,
Silvio's alchemy using this can even freeze dark spirits and
other spiritual opponents solid. And because the ice in this
style uses dry ice, it is much colder than normal ice, and cold
enough that even lava/magma powers will freeze on contact. While
normal ice would be 0 degrees celsius, dry ice is −78.5
Celsius, showing just how cold Silvio's ice is. Because of this,
flames are usually not the best thing to use on him, but
lightning can dispel Silvio's dry ice power, or users can use
energy that cannot be frozen to counter it. It is also possible
to use flames hotter than normal, like hellfire, to counter this
as well, though it is fairly difficult as the flames have to be
burning as hot as possible.
- Unique Alchemy Sub-Style: Freezing Spirit Alchemy: Known by
his enemies as the "Ice that never unfreezes", this is Silvio's
own creation after he was no longer limited by the alchemist's
taboos. This alchemy lets Silvio manipulate a person's spiritual
energy upon physical contact, in which he can manipulate spirit
energy using his spirit user abilities and his alchemy to change
the state of his opponent's spirit that generates their spirit
energy. However, instead of absorbing it like would normally do
with his power, he instead can also manipulate it, turning it
into freezing spirit energy that can freeze an opponent.
Essentially, this can freeze parts of the body that Silvio uses
this on, essentially allowing him to disable people and freeze
them with their own spirit energy. While Kirnan can also blast
people with his own spirit energy to do this, none has so much
affect as this alchemy, because this creates an indefinite
effect on the spirit energy that will keep the wound frozen
until the spirit energy being produced can be fixed, which many
never figure out how to do. As an example, if Silvio grabs
someone's arm, then he can manipulate the spirit energy in the
arm around where he grabs the arm and make the spirit generate
freezing spirit energy using his alchemy to change the state of
the spirit. This power is very dangerous, as those that begin
generating this power can usually never unfreeze themselves,
even among ice users, which makes this a great way to freeze
people so they can't be an obstacle. While he cannot freeze the
whole body without prolonged contact (The amount of the body he
can freeze starts where he grabs and spreads the longer he is in
physical contact), he can freeze parts of the body, and if he
grabs the chest or head, he can freeze the vitals in the body
which can kill a lot of people. Once frozen, the only way to
unfreeze oneself is to fix the spirit, which usually requires
certain spiritual or soul manipulation, which most angels and
demons can fix this if needed, and some spirit users can reverse
this if they know what causes it and how to manipulate spirit
energy. Simple purification doesn't undo this, but soul
manipulation can undo this if one figures out what causes this.
This also only works on opponents with spirit energy (AKA it
only works on people or animals and not on objects). Users with
regeneration can remove a frozen body part, but without fixing
the modification of the spirit, the body part will just refreeze
when regenerated.
- Unique Book: The Freezing White Book: After Silvio was nearly
killed by Kain during the Darkfire/Darkwolf conflict, his
original blue book was burned and he lost his old spellbook. But
after gaining a new spell book, he gained new spells as a
result. This book focuses on using spirit energy to create ice
attacks, in which Kain usually manipulates his freezing spirit
power into cold energy that can be used to attack opponents.
While his old spell book was about pure freezing power, this new
book is about using his spirit energy to freeze opponents, after
he learned to utilize forbidden aspects. There are also certain
spells that use his connection on the black to feed on the
opponent's life force, in which some of his spells can be used
to not only hurt opponents, but drain them of their life force
when in contact with the attack, making even physical touch with
his attacks pretty dangerous. Most people attribute the
"rotting," or the turning black of wounds caused by this book to
frostbite, which would normally be accurate, but this power
actually also uses his power of the Black which is what causes
the decay in this case as it feeds on life and transfers that
power to Silvio through his connection to the Black. This power
is very dangerous to opponents, as they usually have to avoid
contact with this. However, if they are caught in attacks, they
can avoid losing too much life if they manage to get away from
the attack or remove the attack (If it's a projectile and lodged
in their body) before it drains too much of their life force.
Usually, most skilled opponents can figure out quickly what this
does, so it is usually best not to let one get hit by it.
Usually, lightning or fires that burn hotter than normal flames
are best to counter this, or something that can counter death
energy (without being life energy) since the Black is a power of
death, or using a power to avoid contact with the attack
(attacks require physical contact to drain one's energy).
- Connect Spellbook to Self: A werewolf alchemist's spellbook is
connected to their soul, and only needs to be summoned when the
werewolf alchemist wants to summon their book. Not only does
this help for storage, but this keeps the spellbook from being
destroyed by opponents usually, as opponents can destroy
spellbooks by attacking them. Though the user can't look at the
book to read spells while the spellbook is not manifested (IE
they can't read the book to find out if they have gained a new
spell), they are able to use this to essentially protect a
spellbook from attack by opponents. Keeping the book from being
physical manifested is quite useful, as the werewolf won't have
to worry about their book getting destroyed, which remove their
book entirely which forces them to start from scratch in terms
of gaining spells as a destroyed spellbook cannot be ever be
recovered or fixed once it has been destroyed. Most alchemists
keep their spellbook stored away, only pulling it out now and
then to check for new spells outside of battle. Should their
book be manifested, the user will often sense and notice the
book shining when a new spell becomes active/usable, but cannot
sense or notice this if the book is stored away (Hence the need
to check it outside of battle now and then for new spells). Of
course, this is still a very useful skill, since most werewolves
never want to risk their books being destroyed and losing their
sets of spells they gain, usually through years of hard work and
training with their spellbooks. This essentially uses a pretty
common supernatural ability normally used for connecting weapons
to someone, but werewolves consider their spellbooks more
important than their weapons. It is worth noting that even
though alchemists can attack the spiritual instead of the
physical, not even something attacking the spiritual can destroy
a spellbook. However, there is an exception to this, and that is
the fact that spirit destruction users can actually destroy a
spellbook if spirit destruction is used on them and their
spellbook becomes affected by the spirit destruction power. Once
the spellbook is damaged, spells become unusable, and enough
damage will cause the spellbook to burn away, causing it to be
completely destroyed once it is finished burning away.
- Spellbook Spell Gain Basic Requirements: Balance of the Mind,
Spirit and Body: Spellbooks are not like normal spellbooks, and
alchemists have to utilize special training to use their
spellbook's spells. There are three aspects to a spellbook,
which are the mind, the spirit, and the body. Each of these
aspects must be at a specific level in order to use a spell, and
an alchemist usually has to train these up in order to gain new
spells. Typically, users have to constantly balance their mind,
spirit and body, and they learn to do this effectively so that
they can learn what they need to unlock new spells. No matter
the alchemist, they must learn these aspects, with each
requiring specific training in order to utilize. As such, spells
are not as easy to unlock as just powering up one's magic and
trying out random abilities, and often require specific
training, or even specific situations in order to unlock new
spells. Even though alchemists can unlock spells faster by
experimenting with different combinations of power in the mind,
spirit and body, there's no way for users to know what
combination will unlock a spell, and sometimes a user has to
grow in power before they can gain a spell. Even with heavy
training and natural talents, no affinities will magically make
the alchemist able to unlock new spells at will, as even the
most advanced alchemists are at the mercy of the requirements of
their spellbooks to gain new spells. It is also worth noting
that alchemists can only unlock spells in specific numerical
order, so they couldn't unlock more powerful spells before
unlocking their other spells that come before it. In every
spellbook, there is the first spell, and then each spell
numbered afterward that comes in order. Even if a user gets the
right conditions for a later spell, they will not unlock the
spell until they have the other spells (IE a sixth spell would
only unlock after the 5th, even if the user is in the right
conditions for it after the third spell). As such, many
alchemists have to train all three aspects, and be ready at any
time.
- Spellbook Spell Gain Requirement: State of the Mind: This is
the first aspect of requirements that the alchemist must meet in
order to unlock new spells in their spellbooks. This first
aspect is the emotional state of the alchemist, and the state of
their mind. Different spells will have different emotional
states that are required to unlock them, as some might be
activated using strong emotions, some might be activated in
desperation, or some might even require a specific mindset to
unlock. For example, many alchemists find that the bonds of
their friendships and family connections often lead to stronger
spells and faster spell unlocks, as many alchemists are about
unity among the alchemists, and work together among the clans
for the benefit of the tribe. Typically, each spell has a unique
aspect of how it is attained, in which some require specific
mindsets, some require specific emotional states, and some may
even require certain levels of desperation in the mind to unlock
a spell. Usually, the strength of the emotions and of the mind
is the main focus of this aspect, and usually the aspect that is
required to reach this requirement depends on the spell and what
it requires. Users can attain this aspect more easily if they
are able to utilize the right mindsets that their spellbook
requires, as most spellbooks usually are constant on how they
unlock with certain exceptions (normally a spell book only uses
one major aspect in different variations, but some spells may
require a specific emotion or mindset to unlock different from
the normal training). There is no way to know ahead of time
which state of mind or emotions are needed, so alchemists can
only strengthen their minds and learn to utilize their emotions
properly to more easily reach states that might help the unlock
new spells.
- Spellbook Spell Gain Requirement: Focus of the Spirit: The
second aspect of this is the spiritual aspect, in which a spirit
must focus to a certain aspect to unlock the spell. For this
aspect, the spirit focuses the magic, and the spirit's focus and
power usually determine what this requirement will need to be
met to gain a new spell. Typically, this is a much more easy
thing to predict, as lesser spells often require less power,
while higher level spells must reach a certain point of
spiritual focus before the spell can be obtained. There are
certain aspects to this though, and not just becoming a stronger
magic user or a stronger spirit. Typically, one of the major
aspects is how strong of a magic user or spiritual power user
one is, as higher level spells require more magic power, and the
requirement is so that a user is at the right level to utilize
the spell. The other aspect is if there is a specific spiritual
aspect that is required, like a spell that might require a
certain aspect of one's magic to reach a certain level (like a
lightning user might have to be able to use their magic to
generate lightning at a certain efficiency before they can
unlock certain spells), or a user might have to strengthen
certain spiritual or magic abilities such as a spell may require
stronger connection to the spirits if a spell requires a user to
utilize that connection to the spirits for the spell. Like the
other aspects, this is different for each spell, and requires a
different balance. And like the other aspects, there is no
training or natural affinity that will make this any easier to
figure out, as no alchemist knows what will unlock their spells
until the spell actually unlocks. The best thing that an
alchemist can do is continue strengthening their abilities,
their alchemic magic, and the aspects of their alchemies and
spiritual connections that might be necessary for their unique
spells depending on the user and their unique alchemies.
- Spellbook Spell Gain Requirement: Power of the Body: The final
aspect of gaining spells is the power of the body, or the
condition of the body. Usually, the body has to be at a certain
level of strength, but also certain spells may require specific
physical conditions in order to meet the requirements of this
aspect. For example, in order for a wind user to gain a spell
that lets them move extremely fast, their bodies must be able to
handle the speeds they are moving, and the reflexes and thinking
processes have to be able to keep up with the speeds at which
the user is moving. Even the most basic of spells have physical
requirements, as even the basic spells will require some
strength to use. For example, magic can have some major recoil
especially when it comes to firing off stronger spells, the body
must be able to handle that recoil or else the spell will damage
the user. This aspect mostly comes into play most when one is
gaining physical stat amplification spells, which are mostly
focused on attacking physically. However, some spells may
require a specific physical state be reached before gaining a
spell, such as someone might have to take damage from a specific
ability to unlock a certain defense spell, or a user might have
to have been hurt under specific conditions to unlock certain
spells that are used in desperation moments. Typically, those
that want to reach this requirement needs to train their bodies,
in which strengthening their physical bodies over time can
usually reach the physical requirements at some point. However,
as with the other aspects, no amount of training or natural
talent, or even combat intuitions can be used to know how to
unlock this requirements as they are just as much of a mystery
as the other aspects. Users typically just have to keep training
until they reach the right aspects required to unlock the
spells, with this being focused on the body's physical stats.
Unique Spellbook Spells:
- First Spell: Gikar: This is Silvio's first spell, and a basic
ice spell. This attack fires off spears made of Silvio's frozen
spirit energy at an opponent, designed to be fired at an
opponent. When fired, they are designed to spear through
opponents with immense physical force, with the spears usually
being able to be manipulated on how big the spears are when they
are fired. This is a basic attack that can be fired at
opponents, but for Silvio, he is able to do more than just
attack. If Silvio's attack spears an opponent, the spears will
then use Silvio's connection to the Black to drain someone's
life force slowly, which can be absorbed by Silvio once absorbed
into the ice. This attack can drain life energy from anyone who
the ice touches, as it only requires physical contact to drain
one's energy. However, this can be dodged as one might expect,
and Silvio's ice can only drain the energy of people it is in
contact with. This drains the same amount of energy no matter
who the person is per combat round, so there is no set amount of
time it takes to drain someone completely. Those with more life
energy than others will have more time to remove this attack
than others with less life energy. Usually, the best way to
avoid this is to dodge this attack, or use another attack or
shield to block it that isn't in physical contact with the
opponent. Overall, this is a pretty simple attack, but still can
be deadly to those that don't know what this attack does since
it drains one's life. This spell is similar to Silvio's
daughter, Kierra's, version of this spell, except that Kierra's
spell doesn't drain life from people. Overall, ice is countered
best by lightning or fire, though other counters to ice can work
as well, as long as one can account for the power of the Black
in this ice power.
- Second Spell: Freezudo: This spell uses Silvio's spirit energy
to create a wave of cold wind that freezes anything in the path
of the freezing wind. Usually, the wind will be generated from
the spirit coming from Silvio's hand, releasing a wave of spirit
energy that influences the wind to temperatures far below
freezing. Anything that is caught in the gust of wind is frozen
almost instantly, which is why this is often known as the
freezing spell. Opponents can be frozen solid if they are caught
in this attack, and if frozen, Silvio's ice is able to drain the
life energy of people that are frozen by this. This attack is
one of Silvio's more dangerous attacks, since people can
actually be frozen solid to while being drained of life energy,
making this important not get caught in. This attack is designed
to freeze opponents, and the wind is cold enough to freeze
almost any organic matter almost instantly. This is even known
to freeze other ice users, and while ice users won't be affected
by being frozen, the ice's ability to drain the life energy of
others can even affect ice users since it uses Silvio's
connection to the Black. The only way to avoid having one's life
energy drained is to avoid being frozen by this attack, and to
avoid the wind that is generated by it. If one can avoid the
wind, then they can avoid the freezing effect, and thus avoid
the Black's life drain effect. Those who are caught in it can
dispel the ice like any other ice if they account for the lower
temperature, usually with fire and lightning being the best ways
to escape this attack.
- Third Spell: Gizeruk: This spell creates ice claws around
Silvio's hands, which allows Silvio to create claws of pure ice.
Silvio's ice claws are designed create pure cold energy, and
upon contact, the claws are able to generate ice on any surface
the claws come into contact with (depending on the object's
freezing point). Silvio's ice claws are very strong, and
designed to allow him to use his claws while also protecting his
claws from weapons and attacks. These claws allow Silvio to
attack enemies just like normal claws, and work like any other
claw attack. This is a great technique for Silvio's close
combat, and works great when used on opponents since he can not
only attack, but freeze opponents that he hits with his claws.
When used, Silvio is able to use any claw attack that he
normally would, which includes him being able to create cold
wind-infused claw slash waves that can be used to attack
enemies. When using this, Silvio can even use his physical touch
with the claws to use his freezing spirit alchemy, in which he
can focus his touch to affect spirits. Overall, this seems like
a fairly basic attack spell that lets him create claws, but
Silvio has created a number of attacks that can be used with
this alchemy, such as using his freezing alchemy to do things
like create ice projectiles at the edge of his claws, or even
extend his claws by creating more ice at the edge of his claws.
Overall, this is a very useful skill for Silvio, as he is able
to modify this skill with other alchemy techniques as well, such
as firing his first spell, Gikar, from his claws as well while
this is active. While he can't use any other spells while this
is in effect other than his first spell, he can still use his
other alchemy abilities to create more attacks. In terms of
countering, usually staying away from Silvio's close combat
range can usually help avoid this spell, unless Silvio fires
projectile attacks at the opponent, which can be blocked or
dodged as one might expect.
- Fourth Spell: Gikashield: This summons a gust of powerful cold
wind which creates a shield in front of Silvio. This shield is
made of pure dry ice, which freezes the moisture and the very
air to create the most powerful defensive wall possible. This
wall comes up in front of Silvio, and when used properly, can be
used to block attacks that are fired at Silvio. This spell is
designed for defense, and designed to act as a physical barrier
between himself and an attack. Opponents that hit the shield or
make contact with it will usually freeze, causing freezing
damage if they are in contact with this. Because this is dry
ice, even magma loses its major heat component when exposed to
dry ice, so one can figure out quickly that this ice is
extremely dangerous to touch. And due to how cold the
temperature is, this ice was specifically designed to stop fire
and lightning attacks, as fire attacks usually can't heat up
this wall enough to be a problem, and lightning is usually
absorbed by the ice on contact (which doesn't hurt Silvio since
he is not in contact with the shield). This is also great for
blocking energy attacks, depending on the energy. And since this
uses spirit purification, dark spirits that hit this wall
usually take purification damage, as well as anything with life
energy will have their life energy drained due to Silvio's
spells having a connection to the Black/the Rot. Overall, this
is a powerful defensive wall, and great for blocking attacks. If
it is pierced, Silvio can use his Freezudo spell to strengthen
it, which creates more ice to strengthen the wall. Typically,
those that want to pierce this wall are going to find it very
difficult, as the wall is cold enough to repel most normal ice
weaknesses, and not much passes through it. However, one can
just go around the wall, since it only creates the wall directly
in front of Silvio. Overall, this is a great defense, but it can
be a hinderance too, because the ice can hinder Silvio's line of
sight of anything past the wall of ice that is created, as the
ice is thick enough to be completely opaque.
- Fifth Spell: Lagikor Fang: This technique creates wolves out
of ice to attack opponents, which act like ice familiar that can
act alongside Silvio. These familiars are able to attack enemies
once formed, and move according to what Silvio wants them to do.
This uses Silvio's spirit energy to fuse some of Silvio's
essence into them, and allows him to be one with the wolves
while also acting as himself. These wolves are able to attack
enemies with their teeth and claws, but can also create ice and
freezing wind attacks by utilizing the cold wind alchemy Silvio
can use to create attacks from a distance. These ice wolves also
have another advantage, in which they are able to drain life
energy on physical touch thanks to their connection to the black
that all of Silvio's unique spells have. This allows his wolves
to essentially drain the life of others if they land an attack
on someone through physical contact (though they can't use this
if attacking from a distance using cold wind alchemy). The
wolves are specifically designed to attack alongside Silvio, and
with his spirit energy making him part of them, he is directly
connected to these wolves, which makes this quite a dangerous
technique. Usually, the best way to counter this is to use fire
or lightning (though fire doesn't always work due to how cold
Silvio's ice alchemy is), or using other counters for ice to
counter this. While the wolves can attack and use cold wind
alchemy, they have no ability to rebuild themselves, and will
dispel if enough damage is done to them. Since the most
dangerous aspect of this is also the connection to the Black/the
Rot, avoiding physical contact with the wolves is also usually
essential.
- Sixth Spell: Gikaruk: This powers up Silvio's movement speed
immensely, allowing him to use a short burst of cold wind to
move at incredibly high speeds (fast enough that most people
think he disappears when he uses this). This is an extremely
fast combat spell that lets Silvio move around much faster,
similar to certain faster opponents who use higher speed
techniques to get around. This creates a powerful short burst of
speed that can not only allow Silvio to move faster though, but
leaves behind a trail of ice, freezing the ground as his cold
air freezes the ground he steps on. This may sound like it would
make his movement predictable, but given the speeds he moves, he
is able to move fast enough that the ice freezing the area isn't
visible until after he's already moved, making those that track
this ice to try and follow his movements end up a step behind
when trying to track him. Once the ice is created, not only are
opponents able to slip on the ice, but the ice also has its
connection to the Black, and can drain life energy when
opponents step on the ice, making this even more dangerous.
While Silvio cannot absorb life energy using his cold wind in
movement, the ice generated can absorb life energy, and makes
the after effects of this attack just as dangerous as his
movement speed. When moving, the best use of this skill usually
has Silvio attacking an opponent at high speeds, usually making
this an offensive spell unless Silvio decides to use it to put
distance between him and an opponent. This spell is very useful,
but opponents who move at higher speeds may be able to keep up
with Silvio when he uses this, and the ice can still be melted
by lightning and sometimes fire (fire is difficult since
Silvio's ice is so cold).
- Seventh Spell: Gikar Garuso: When using this spell, Silvio
puts his hand to the ground, and then creates a trail of ice
along the ground that is designed to travel and try to freeze
people's feet if they are in contact with the ground. This is an
attack spell designed to immobilize people, and can work to not
only freeze people who touch it, but cause people to slip on the
ice created when the ground is frozen. When used, this starts at
Silvio's hand in contact with the ground, and then travels where
Silvio directs the freezing energy to go, creating an ice trail.
Unlike his last spell that uses his movement to create this,
this instead is created by the movement of wind of Silvio's
attack that moves along the ground. If coming into contact with
someone's foot (if their foot is in contact with the ground),
then the spell is able to freeze their feet (if they are able to
be frozen), and can make people slip who might not be able to be
frozen. This is a useful attack spell as it is specifically
designed to immobilize and stop people. While this doesn't sound
effective, the speed of the freezing wind is fast enough to be
comparable to a bullet, so most will find that this moves much
faster than they might think. And another major danger is the
Black connection of the ice, as one might guess from Silvio's
other spells, that can drain one's life if they are caught in
this. If frozen in this, Silvio can use the ice to drain the
user's energy using the connection to the Black, making it
dangerous to get stuck in this. As such, the best method for
getting out of this is usually lightning, but fire can work if
an opponent can use fires that work against Silvio's colder
alchemy. Typically, this can be dodged if an opponent stays away
from the trail of ice that comes (assuming they can follow it),
or one can attack Silvio, as once he removes his hand from the
floor, this attack dispels and the temperature of the floor
returns to normal (and those whose feets are frozen will be
unfrozen). However, any energy absorbed by the Black does not
return. So usually, attacking Silvio is an option to free
oneself if one can get Silvio to separate his hand from the
floor. This also doesn't work on those not in contact with the
floor (such as those who are flying), so remaining airborne or
not in contact with the ground is also an option.
- Eighth Spell: Gikarega: This spell creates a sword from
Silvio's hand that lets him stab others with a sword of pure
ice. When used, this is meant to stab others. When in contact
with surfaces, the sword can not only slash, but freezes
anything it comes into contact with. Usually, Silvio uses this
to stab people and then freeze them solid as this freezes more
of whatever the sword is contact with the longer the sword is in
contact with the object (For example, if someone is stabbed by
the sword, then they will slowly start freezing from the impact
of the sword until their whole body freezes over if the sword's
contact isn't broken). This spell also allows Silvio to use his
power over the Black to drain the life force of others when
using this sword, as slashes will drain life the longer the
sword is in contact. One other use of this spell is that Silvio
can stab someone with it, and then break the sword off while the
sword is embedded in the opponent, and can leave the sword to
freeze the opponent. Usually, this is best done after the
opponent is weakened and cannot remove the sword directly if the
sword is frozen to their skin after being stabbed. Leaving
someone to be frozen by this sword spell is often a signature of
Silvio killing enemies. However, once broken, the spell of the
sword cannot be restored on his hand, and the spell continues to
only freeze what the sword was in contact with when the sword
was broken (For example, if broken in an opponent, it would just
freeze the opponent). This can still absorb life energy and give
it to Silvio, at least until the victim dies (whether it's by
freezing or losing all their life enerrgy), but if an opponent
does break out of this, then they might be able to save
themselves if they remove the broken sword from their body.
Typically, avoiding contact with this blade is essential, due to
the fact that it can almost instantly freeze almost anything it
comes into contact with, as it's designed to be used against
those with armors and shields, and allow Silvio to freeze
someone who tries to block his attack. As such, dodging is
really the best way to avoid this. It is also woth noting that
the whole body doesn't instantly freeze when hit with this
spell, instead it starts to freeze from the point of impact and
spreads outward, freezing the object or person the sword is in
contact with the longer the sword is in contact with them.
- Ninth Spell: Gikuru Jikirga: This creates a large orb of cold
wind from Silvio's hand, which is designed to blast opponents,
similar to certain wind blast abilities like Rasengan. This
spell is meant to be used to attack opponents at close range.
While it can be fired, it is best used by Silvio when he uses it
on someone in combination with a physical attack, using the
momentum to build kinetic energy between himself and the orb.
When the orb hits an opponent, a huge burst of kinetic energy is
released from all sides, using the impact between Silvio's hand
and the object or person that Silvio is hitting with the orb.
This orb hits an opponent with immense kinetic energy, and uses
it to blast them back with pure physical force. However, when
the orb hits, it also releases a wave of freezing energy, which
freezes the point of impact, around where the orb hits the
opponent when they are blasted. This spell is meant to be used
up close, but can also be fired at opponents, though it does
more damage if used like a physical attack. Typically, the two
stages of this attack are to hit an opponent with the orb, and
do the physical damage, and then the second stage is where the
opponent's body will freeze around where the orb hits (For
example, if it hits someone in the chest, then it will freeze
the area of the chest that the blast hits). When frozen, the ice
has a connection to the Black, and can drain an opponent's
energy if it's not melted fairly quickly due to how dangerous it
is. Usually, the best defense for this is to not be hit by it,
though blocking is possible if one has a strong enough defense,
or an energy based defense that can handle the force of this
attack.
- Tenth Spell: Jikir Gishield: This is a much stronger cold wind
shield that comes up to protect Silvio from attacks. This comes
up around Silvio, creating what appears to be a tornado of
freezing wind that freezes anything that comes into contact with
the tornado. The tornado of freezing wind acts like a barrier,
reflecting attacks and people near him using the tornado of cold
wind, if the wind doesn't freeze them first. Most energy attacks
are usually reflected away, while physical attacks are pushed
back due to the tornado's strength. This forms around Silvio for
a 360 degree defense around him, protecting him from all
directions. When used, little passes through this defense, and
works as a way to protect him from opponents. This wind freezes
anything that gets too close, using the extreme cold to
essentially freeze anyone or anything that tries to attack.
Because of how this technique works, this is meant to be used
defensively, but does damage if opponents get too close to it.
And thanks to the power of the Black, anyone frozen with this
ice will slowly have their life force drained until the ice is
melted which adds an offensive power to this spell. This spell
can defend against one, or defend against a group, thanks to the
tornado surrounding Silvio and allowing him defense. While
inside, Silvio can use his other abilities to attack, such as
using ice alchemy to fire ice spears from the tornado's wind, or
firing claw slash waves through the tornado at opponents.
However, it is worth noting that while inside the small tornado,
he cannot move very far, as he cannot leave the tornado without
dispelling the spell first, and he has to remain stationary to
keep the spell in place. This spell also only protects him from
the sides, as the tornado doesn't protect him from attacks from
above, however, Silvio can still use his other abilities to
attack upward since the tornado doesn't cover that area. For the
most part, the best defense is to avoid this spell until Silvio
has to move, or one can use certain flame attacks to try and
protect themselves from the freezing wind.
- Eleventh Spell: Gikarega Gikaruk: This spell fires off a
double claw wave from Silvio's claws that is able to slash
opponents. This attack is similar to a normal claw slash, except
that it is specifically able to freeze opponents if it makes
contact with them. This works best when Silvio is using his ice
claws, as he can utilize this from his ice claws to create
stronger slashing waves that can even pierce armors. When
attacking, these slashing waves are extremely strong, and are
able to pierce even through energy shields (most of the time),
making this a defense breaker attack that can break through many
defenses. If hit, the wounds instantly freeze with Silvio's ice
power, and, like many of his spells, will absorb life energy if
the wound is covered in ice until the ice is melted and no
longer in contact with the body. This attack is colder than dry
ice (which is much colder than one would think), which means
that almost anything this touches freezes almost instantly. This
attack is a good attack both at close range and at long range,
as this attack can be used to attack enemies up close with just
a wave of claw slashing energy, or can be fired as a projectile
attack toward opponents. With it's ability to freeze wounds,
this attack can be a very dangerous attack, and is one of the
stronger attack spells Silvio has. These claw slash waves move
at extreme speeds, almost faster than bullets due to this
needing to be a technique that can be released at a moment's
notice. When defending against this technique, the best thing
one can do is avoid contact with this technique, as contact with
this technique not only risks one to freeze, but also risks
touching an attack that can drain one's life energy. Because
this is colder than dry ice, this also means that not even lava
manipulation is safe to use against this (as lava manipulation
is beaten by dry ice temperatures). However, because the
freezing point of this ice is so cold, this does mean that
Silvio's ice does also sublimate (change from a solid to a gas)
much faster than normal ice does, as it sublimates gradually at
-78 degrees Celsius which means that even cold temperatures will
still be too warm for this ice to stay in its normal form for
long.
- Twelfth Spell: Gidoruk: This spell creates an armor on Silvio,
created from his ice. Like his previous spell, this spell is
colder than dry ice, which means this is extremely cold and cold
enough to freeze people through physical touch. When used, this
armor covers Silvio's body and creates armor that protects him
from attacks. While not as strong as some stronger metals, it is
strong enough to be compared to metal armors. This armor has two
features in that it can freeze opponents it comes into contact
with due to the cold of the ice that makes up the armor, and the
armor is able to absorb life energy just like Silvio's other
spells. Silvio can even change the shape of this armor using
alchemy to create spikes if an opponent tries to grab him, or he
can form things like shields on his wrists, or a blade on his
leg he can kick an opponent with. He can even combine certain
spells with this, such as using Freezudo to strengthen this, or
use his basic ice spell to fire icicle waves at opponents using
attacks. He can even combine this with his claw spell to create
ice claws in addition to the armor in order to allow him to use
spells relating to his ice claws. This armor is strong enough to
deflect blade attacks, and doesn't really limit mobility.
However, the reason it doesn't limit mobility is because the ice
armor has open areas in certain parts of the body, such as the
upper arms and upper legs to allow for more movement. This
allows Silvio to attack enemies more easily, as well as move
around more easily while still keeping his body armored.
However, it is worth noting that these areas that aren't quite
as armored are weaker as a result, meaning that these spots can
be more easily broken by attacks. Opponents should be careful
attacking, as contact with this can usually freeze someone on
contact. In order to avoid being frozen or having their life
energy drained, it is best to not make physical contact with the
ice, and if one wants to pierce it, one can use an object they
are not in contact with as a sacrifical item (such as a earth
manipulator might use a rock or stone to attack rather than try
to attack with a physical attack), or a user might try something
like light or lightning (as long as it doesn't have life energy
in it).
- Thirteenth Spell: Gigano Garugo: This spell is a spell that
creates freezing circles below wherever Silvio aims the spell.
On the ground or surface that Silvio chooses (it is not limited
to ground, but he can make this come out of a wall or ceiling if
one is available), the circle will fire a blast of freezing
energy upward, which almost instant freezes anything in the
circle as the energy moves upward. This essentially ends up
creating a large ice pillar, attempting to freeze anything in
the circle. This is designed to trap opponents in ice as the ice
comes up underneath them and freezes them. This starts at the
feet to attempt to freeze the feet to the ground, and prevent
them from escaping. And as one might expect, this ice not only
freezes almost instantly (being colder than dry ice), but also
absorbs life energy from those in contact with the ice. This
attack is extremely fast, and is designed to catch opponents off
guard during a battle. Silvio can have this spell come off
almost any surface, as long as it is big enough to hold the
circle glyph created by the spell. This spell is one of Silvio's
strongest and fastest spells, where this is able to freeze
almost anything in place. Due to how strong this spell is,
anything trapped inside is meant to not be able to escape, so
the spell is designed to trap opponents inside. This spell is
fast enough to freeze an area above the circle extremely
quickly, in which the freezing energy only takes a few seconds
to move up and freeze anything in the circle's path. If one
wants to avoid this, they usually must get out of the way of the
circle when it appears, and they only have a few seconds to do
so before the freezing energy shoots up and freezes them. An
opponent can also teleport away before being hit by this (if
they react fast enough). Once trapped, users have to avoid being
frozen inside the pillar of ice. Using lightning or abilities
that might melt the ice might work depending on the skill, but
fire and lava will often be overpowered by the ice of this
spell.
- Fourteenth Spell: Zigarou Gikarga: This spell creates a large
ice wolf familiar designed to fight alongside Silvio. When
called, this familiar operates according to how Silvio wants him
to, and can be used to either fight opponents or protect Silvio.
This ice wolf has a few different abilities. The first is that
it can steal life energy from those it makes physical contact
with (as one might expect with all of Silvio's spells), and
works similar to Silvio's other ice spells in that regard. This
ice wolf can also freeze people through either physical touch,
or using waves of freezing energy, as the ice wolf can call on
blasts of freezing energy colder than dry ice to attemp to
freeze others. Silvio is also able to amplify this familiar with
other ice spells, and can even focus certain spells from the ice
wolf, such as his double claw slash spell could be used from the
familiar. This familiar can remain manifested for up to 5 hours,
and is not only useful in battle, but also has the abilities of
a wolf, such as a wolf's sense of smell. This wolf can also
focus Silvio's blood spirit abilities, and can use Silvio's
blood claw technique to enhance itself, which turns the familiar
blood red and focuses the blood into it to amplify it's
abilities. This familiar is currently Silvio's most powerful
spell. This spell works like any familiar, and similar to other
familiars, this ice familiar has a telepathic link to Silvio
that allows him to communicate with it and allows it to send
information to Silvio through a silent mental link. If one wants
to counter this spell, one must use strong enough fire or
lightning that won't be absorbed by the familiar, and must be
careful as Silvio can strengthen this familiar with certain
spells, such as Freezudo being used on the ice wolf is able to
reconstitute damaged parts of the ice wolf. And since this ice
wolf can stick around for up to five hours, attacking Silvio
doesn't dispel this familiar (unless Silvio is in fatal
condition or dead, then the familiar will dispel). As such, the
ice in this can still be countered similar to other ice
abilities, though one has to take into account how cold the ice
is.
Dawnguard Elite Alchemist Arts:
- Dawnguard Elite Alkahestry Magic: This is the basis of the
elite skills, in which the Dawnguard are taught a specific
alchemy style that doesn't use their own magic, but instead,
uses the flow of energy in the world to use their alchemy
through the world itself. This skill uses a werewolf alchemists
alchemy skills just like normal, but lets them utilize their
alchemy in new ways, such as using their alchemy from further
away by transferring their magic to areas through the life force
of the planet. Some call this "The Dragon's Pulse", which is the
lifeline of the world. Typically, it is taboo to use this art,
because it manipulates the world itself, which is a major law
violation, as werewolf alchemists usually forbid others to try
and twist the world to their own devices. This is the base of
all elite arts, in which this grants access to new abilities and
powers, designed specifically for the elite warriors that fight
stronger dark spirits, hollows and other powerful enemies. This
alchemy's main use is it's basis in battle, as this is a type of
alchemy that isn't made to boost the world, but rather is made
specifically to destroy the enemies of the alchemists. There are
a few good uses of this, such as enhanced healing and medicinal
use of using the life of the world to heal, or healing the world
itself using this, but most of these skills were developed out
of necessity to combat the vampire ninjas, who also had some of
their own elite arts that they use. This isn't too different
from normal alchemy, and can still be countered the same way, if
one accounts for the differences in the alchemy compared to
normal alchemy. This is only taught to trusted alchemists, and
only those that are recruited by the leader of the Dawnguard,
Kain Silverfang, are allowed to learn this. Most want this for
it's techniques and enhanced abilities, but only few are ever
allowed to learn these skills, as the Dawnguard only use this to
battle their enemies and are taught very specific rules to use
these elite arts due to how dangerous some of the arts are.
- Elite Spirit Bonding/Spirit Magic Arts: This art is a special
art that elite werewolf alchemists use to bond with spirits.
When used, werewolf alchemists with this art use their mana to
make deals with spirits, in which spirits are called to the
werewolf alchemists. Typically, werewolf alchemists have a few
options when using this. The first is that alchemists can
temporarily bond with spirits, using their mana with spirits to
allow the alchemist to use spirit arts from the spirit until the
alchemist runs out of mana, in which the spirit will then go
back into the world. This allows an alchemist to always be able
to call different kinds of spirits for the situation, but this
can be a bit of a double-edged sword since the alchemist will
never know what kind of spirit they'd get. The other option is
to create permanent bonding with spirits, where the alchemist
can permanently bond through a deal with the spirit to give them
mana in exchange for the mana always helping the alchemist. This
is usually something alchemists prefer, because the spirit gets
stronger the longer they are bonded together, and the two are
able to form special bonds over time and develop their powers
together. Typically, this is perhaps the least dangerous to the
world, and actually helps the world's spirits as the alchemists
use this to try and strengthen the spirits, and is one of the
only elite alchemy skills the alchemists don't worry about the
normal rank alchemists learning since this is a very simple
skill that the alchemists don't mind as long as it's down
properly. Typically, most of the spirits enhance the user's
alchemy, so countering this art is mostly just countering the
enhanced alchemy and enhanced elemental abilities of the spirits
that are used.
- Elite Dark Spirit Destruction Arts: This is perhaps the
biggest taboo among alchemists. This is an art that is not given
out freely, even among the elite, and only the most trustworthy
elite are able to learn this. This art is a modification of the
spirit connection, and uses an alchemist's powers to destroy a
spirit rather than purify the spirit. This technique is used
against more powerful dark spirits, and some vampire ninjas to
counter their own spirit destruction arts, but overall, this is
a power that most alchemists consider one of the biggest taboos
in the werewolf alchemist tribe. Because the spirits are
important to the world, even dark spirits (to a degree, dark
spirits destroy corrupted or dead nature and make room so good
spirits can create new nature), this art is only used if
absolutely necessary. When used, this can allow any alchemy
ability to become a spirit destruction ability, and makes an
alchemist able to use this to battle more powerful dark spirits
and hollows. However, this art doesn't discriminate between good
and evil spirits, and kills as many good spirits as evil spirits
when it's used. This is why this power is not used, as good
spirits are always present and can be destroyed easily with this
if the alchemist uses it. While this is useful against dark
spirits, specifically stronger dark spirits like collectors and
consumers, this is still something that alchemists fear could
destroy the balance of nature if overused, so specific rules are
usually placed in order to even learn this, let alone use this
art. Advanced users can learn to reduce the amount of spirits
destroyed with this, but there is always a danger, so this is
only to be used as a last resort. This is another base
amplification of alchemy, and designed specifically for battle.
Usually, as long as one avoids an alchemist's alchemy, they can
avoid this art, as this is just a modification of their normal
alchemy.
- Elite Art Mystic Spirit Magic Arts: This art is taught to more
meditative werewolves, who are able to focus more on the
spiritual. This art is a very spiritual power that allows a
werewolf alchemist to focus on the spiritual to release a form
of raw magic that is rich in spiritual power. By using the
spiritual power of the user, the user is able to create
spiritual magic without calling on spirits, with advanced users
even being able to create new spirits using this art. This is a
very useful art for repairing areas devastated by dark spirits,
as new spirits can be made and the spiritual nature of this can
be used to replenish the power of weakened spirits. This is a
very useful art against things like dark spirits, as this can
allow spiritual power to overcome the dark spirits in a more
natural way than most alchemists use. However, there is a
dangerous side to this art. Because this creates new spirits and
new spiritual power, it is possible to overload the spirits with
this spiritual power, depending on how this spiritual power is
used. Because of how dangerous it can be, use of this is usually
restricted by alchemists to areas affected by spirit destruction
or weakened spirits, due to this being able to actually overload
and destroy spirits if it's overused. This is a skill that has
to be used responsibly, due to overuse being so dangerous.
Typically, those that use this are more vulnerable to spirit
destruction arts, which counter this art more easily due to
spirit destruction being like comparing fire and ice as powers.
This is also just another basic enhancement to alchemy, aside
from certain things like bio-alchemy and other medical alchemy
being able to be enhanced in a positive way with this alchemy to
enhance someone's spiritual side, and their spiritual
connections depending on how it's used.
- Elite Art Mystic Item Empowerment: This is a variation of the
mystic spirit arts, in which some users instead learn how to use
their mystic spirit power to infuse this power into items,
allowing certain spirit powers to be used without spirits
themselves. Typically, alchemists with this power use this to
create weapons and armors that help them against dark spirits,
or create items that let them use these items to repair areas
damaged by dark spirits. Just like the normal art, this allows a
user to create spiritual powers, and advanced users can even use
this to create new spirits using their magic. Typically, when
used on items, users who create new spirits usually create them
solely to be used in an weapon, armor or other item, allowing
the alchemist to essentially create weapons and items that are
more than just normal items. Alchemists are not only able to
create these items for themselves, but they can create them for
others as well, allowing these alchemists to create special
items for alchemists that others cannot normally create. This
power can be used on almost any normal item, as long as the
werewolf knows what and how they want to empower it. Once
empowered, the item is able to generate the power that the
alchemist puts into it, often generating spiritual energy from
spirits created and infused into the item. As such, this is a
useful art among alchemists, and can be used on almost anything,
but is still a dangerous art like the normal mystic spirit arts
power. This contains most of the same basic dangers, such as
overwhelming areas if too much spirit power is used. This means
that these items must be controlled and not be able to generate
too much power in order to make sure they don't ruin the balance
of spirits. Usually, items are only created when the alchemists
are sure they can keep them from generating too much energy, and
are only given to people they trust to handle the power of these
items. This isn't a taboo power, but somewhat difficult to learn
among alchemists, but this was developed for higher level
opponents, so only the elites are taught this, as they are
usually the only ones skilled enough to be able to learn this.
- Elite Art Sealing Arts: This is a special art that is used to
seal entities away. This was based on the death wraith ability
to trap spirits and souls, and allows an alchemist to seal away
dangerous objects or entities. Using this, there are two
different arts one can use. The first is a dimensional seal that
is designed to trap dangerous objects and contain their
influence within a limited space, and keep everyone else out of
the sealed area. This seal is very strong, and can only be
broken by extremely powerful magic users, or the original magic
user releasing the seal. The second seal is using an object to
seal an entity, in which a magic circle is used to draw in a
specific target and then seal them in whatever object is being
used as a catalyst. By using this, ordinary objects like bottles
and jars can be used to seal an entity away in it through this
magic. Once sealed away, the person sealed away cannot break out
of this seal without outside help (with a few exceptions), and
this is usually used to seal away entities too strong to fight
under normal circumstances. Typically, alchemists use this to
seal away powerful dark spirits that they can't destroy, usually
handing them off to death wraiths to cast back into the shadow
realm. Using the first art, dimensional seals are only broken by
overpowering the magic that makes the seal, and requires a user
to attack it from the outside. Dimensional seals are more useful
for sealing objects, as entities are usually strong enough that
they can sometimes overpower this. For the second seal option,
breaking the seal from inside is usually impossible, though some
who can break seals might be able to damage the object used to
seal them away with enough power, and if the object is
destroyed, then the seal will be released and release the person
being sealed away.
- Elite Art Purifying Light Magic: This art is a special art
that allows an elite to combine their purifying spirit alchemy
with the power of light, being designed specifically to fight
dark spirits. This uses spirit purification as a means to purify
using light, and allows an alchemist to use light similar to
other light users. Normally, light would be a slightly difficult
power to use effectively, due to light not being as useful
against dark spirits as one might think and does more damage to
an area than to dark spirits, but by combining with spirit
purification, elite alchemists are able to use this effectively.
This is used similar to other light users, in which light users
are able to do things like firing blasts of light, create
flashbang attacks, and even creating heat-based attacks using
light's ability to generate heat or even controlling light-based
lightning. Advanced users can even eventually use this to create
light-based illusions by manipulating visible light. This is a
simple light manipulation, and is mostly countered by darkness
manipulation as darkness is light's opposite. Usually, this is
best used against dark spirits, but alchemists till consider
this dangerous due to how much damage light users can cause
without proper control, due to light's ability to pierce through
concentrated light, and it's ability to heat up to the point of
starting fires. Due to the potential destruction, only specific
users are allowed to learn how to use light manipulation.
- Light Sub-Art Purifying Light Beam Magic: This power is a sub
power of light manipulation, where light users are able to fire
beams of light. While blasts of light are typically what most
light users use, advanced light users know that light is best
used when concentrated into beams of light, since concentrated
light not only breaks through many kinds of shadow manipulation,
but can pierce defenses when used properly. By utilizing this
power, light users are able to fire these beams at opponent,
whether they create spears of light, small piercing beams, or
even creating larger structures of light to pierce through
opponents. Typically, light is very useful against shadow users,
but purifying light used by advanced users is great for breaking
through dark spirit defenses, with some stronger dark spirits
being vulnerable to purifying light. Advanced users may even
learn to burn people with the heat generated by light, or some
may also learn to create light-based lightning depending on
their affinities and what they can do with their light.
Typically, light is best countered by darkness, with advanced
darkness users sometimes having techniques to counter
concentrated light, and some other users may have ways of
reflecting light beams back on users. Because of light's
reflective nature, light can be used to be reflected off
surfaces, which is a pretty effective way to avoid the effects
of a light beam.
- Light Sub-Art Illusionary Magic: This is another advanced
power of light users that learn to use light. By manipulating
visible light that is processed by others, someone can create
illusions to try and fool an opponent. Many users often use this
to make themselves invisible, using bending light to prevent
them from being seen. However, strong enough light users can
also use their light manipulation to disorient opponents or
generate large amounts of visible light to overload people's
sense of sight. This is an art that usually requires creativity,
since it can't usually attack people, but some can use this in
various ways. Some alchemists combine their alchemy with this
art in order to create elemental powers that might be used in
combination with the illusion magic, or some might use this in
combination with attacks to try and make it seem like multiple
attacks to confuse the opponent (IE using illusions to make one
projectile look like 10 different projectiles). This power is an
advanced power, but using it effectively is difficult, as it
often requires users to come up with unique ways to use it. And
since illusions don't fool all the senses, some opponents might
see through the illusions if they are smart enough, such as some
might attack an illusion and realize that it's not real, or some
might see an illusion and realize it's not real if they don't
sense something in the illusion. Typically, illusions are more
of a supplement than a battle power, but can be used effectively
if one is smart enough.
- Elite Elemental Card Arts: This art uses special cards that
focus elemental energies into them, where the alchemists use
these cards to channel their alchemic elementals with cards that
are prepared ahead of time. The cards used are usually special
cards similar to the spellbook pages in an alchemist's
spellbooks, and this art is more of a storage for elements. When
used in battle though, these cards are used offensively, in
which they are thrown at opponents. Once they hit an opponent or
whatever they hit, the energy in the card is released in a burst
of physical force, and is used on the opponent. Usually,
elemental users focus elementals into this card so that they can
use these on opponents. For example, a lightning user could
throw a lightning card at an opponent, and when the lightning
card hits, the lightning is released to electrocute the person
hit by the card. This usually depends on the alchemist and what
elemental abilities they can use with their alchemy. They only
need to use these special cards ahead of time and focus some
elemental power into the cards, and the cards can be stored on
their person so that they can use them whenever it's convenient.
This is a skill that's not really taboo, and the only reason
that it's an elite skill is because of how hard it is to store
the elemental power and magic power in these cards, as most
alchemists have trouble making these without destroying the card
since most cards cannot handle strong elemental and magic energy
(IE a strong fire magic could burn the card up before the magic
is absorbed into the card). Of course, as one might imagine,
dodging or blocking these cards will usually protect one from
these cards, and users have to prepare these before a battle.
- Elite Druidic Nature Arts: This power strengthens an
alchemists connection to nature, and grants them a special
connection to the plant and animal life. By using this,
alchemists can gain the ability to manipulate plants and
animals, and even use bio-alchemy to change plants and animals
as needed. As one might imagine, this is a taboo art, as this
can interfere with the natural order, but advanced elites can
learn this to use in battle. When used, they are able to
generate plants from seeds using this connection, or they can
call on animals to fight alongside them as needed. Usually,
animals aren't the best thing to use against powerful
supernaturals, but many alchemists that use this do utilize
plants in any way they can, even using bio-alchemy to modify
plants using alchemy into more powerful plants. For example,
alchemists may pull out some seeds for vines, and use
bio-alchemy to make them grow, and modify them so that they can
hold stronger opponents by strengthening them with magic.
Depending on how this is used, animals can even be affected by
this, such as fusing animals together (which is typically taboo
among all alchemists, not just the werewolf alchemists). This is
an art that can be useful in battle, but alchemists typically
try not to overuse this, due to playing with the order of nature
is considered dangerous among the werewolf alchemists. Opponents
that want to counter this are usually best countering this like
any plant manipulation with most plants being vulnerable to fire
(with a few exceptions), and animals being able to be killed
just like any other creature.
- Elite Blood of Life Magic: Normally, blood manipulation is a
major taboo among alchemists, as alchemists see it as
manipulating life itself since blood is often seen as a source
of life. As such, only elite alchemists are taught this art, and
are able to use this blood manipulation. By tapping into the
life energy in blood and manipulating it, alchemists are able to
manipulate blood as needed. Typically, blood manipulation is
used in battle to do things like blast people with blood
attacks, create objects out of the minerals of blood, or even
poison people with blood. This art uses blood in order to
strengthen the alchemist's magic, in which they are able to
absorb the life of this blood to boost their power, making this
a power that can make an alchemist more powerful. As such, this
is another reason this taboo is power, as many alchemists become
addicted to this power. However, by using spirit purification
magic in conjunction with this art, alchemists are able to use
blood manipulation to fight their opponents. Some more advanced
blood manipulators can use other aspects of blood, such as
boiling blood to create a burning blood, charging blood with
electricity to create electrically charged blood or freezing
blood to create frozen blood. If one wants to fight this blood
manipulation, it is usually countered like normal blood
manipulation (with certain blood techniques having their own
strengths and weaknesses). Usually, the best thing to use
against normal blood manipulation is water manipulation which
can wash away blood, or using earth manipulation to soak up the
blood. This art is often considered a major taboo, and the
werewolf alchemists usually carefully monitor the use of this
skill to make sure alchemists don't fall prey to the addiction
of the life energy power this blood holds.
- Blood Rune Soul Bond Magic: This magic is a forbidden art
normally, where alchemists are able to use special blood runes
to attack souls to objects, usually armors, in order to give the
soul something to anchor to. This art is usually forbidden among
alchemists, due to it being a power that they feel messes with
the balance of life. When used, this allows an alchemist to put
a soul into an object, bound by a special spell that uses the
blood of the alchemist. When bound, the soul becomes bound to an
object as it's body, which is useful for a few different things.
For certain alchemists, they are able to use this on armors and
other artificially created bodies to put souls into in order to
save their lives so they don't go to the afterlife, usually for
allies. The other is putting a soul into an object that the soul
cannot move around in, which is saved as a punishment for
criminals against the alchemist order as punishment or to keep a
dangerous person from having a chance to go to the afterlife.
Those connected to an item, armor or other object are not bound
by needing food, sleep or most things mortals need, as they have
no physical bodies they need to sustain and only need to sustain
their spirit energy. Souls can also be put into things like
demon armors and holy armors to give them new abilities while in
armors as well. Those in armors also usually gain enhanced stats
to their physical abilities, due to the difference in "body"
that armors have (IE an armor has nothing inside the armor so
they can move faster than normal). This power is considered a
major taboo when used, so only rare circumstances usually allow
for this to be used, and eventually souls bonded with this will
lose their bond to the object due to the object not being the
original body. And if the blood seal is destroyed on the armor,
then the soul's bond is instantly broken, and the soul will have
to either move on to the afterlife or risk corruption in the
living world.
- Elite Art Life and Death Magic: This is another taboo power
that most alchemists would be forbidden from messing with due to
it's dangers. Using this magic allows an elite alchemist to use
magic using life and death energy, using it for a few different
purposes. Using life magic allows an alchemist to do things like
heal others, absorb life energy to extend their life (or the
lives of others they give the energy to), using it on plants or
animals to create new life (usually through bio-alchemy), or
they can also use this on souls to give them power to remain in
the living realm. Using death energy, one can rot objects using
the power of death, use death magic to use necromancy, using
death energy on certain spots to kill opponents (which some rare
uses can do), or even using death energy on someone to lessen
their natural lives by overpowering their life energy. Depending
on the alchemist, many alchemists have their own arts for using
this, and most develop their abilities as needed. Typically,
this is forbidden among normal alchemists for a reason, as the
dangers of using are not just interrupting the balance of life
and death (which is a danger), but also affecting the alchemist
in general. Those that mess with life and death energies
inevitably start altering their own balance of life and death
energies in their body (whether they mean to or not), and this
often leads to some people even destroying their own souls by
completely destroying the balance of life and death energies.
When used on bodies, alchemists not knowledgeable enough may
even destroy their bodies with either death energy rotting away
parts of their bodies, or too much life energy overwhelming
their bodies and causing physical damage.
- Elite Art Alchemic Bio-Alchemic Familiar Creation: This is
another forbidden art that is normally forbidden in bio-alchemy.
Elite alchemists end up having to face powerful enemies among
groups like the vampire ninjas, and end up needing companions to
help them. In some situations, bio-alchemy is used to alter
certain creatures, and then used to make them companions of the
alchemist. Typically, were-creatures aren't too much for
familiars, but some alchemists use this alchemy to create them
as needed. There are many ways to do this, with one of the most
simple being to take an existing companion and use bio-alchemy
to alter their physiology (usually with another being's
physiology). Typically, this results what alchemists refer to as
a chimera, which is usually a mix of different animals or
creatures to create something different. As such, the number of
combinations are difficult to number, and allow for a lot of
possibilities. Usually, theses familiars are branded with some
sort of control, or bonded to the user, with alchemists usually
only using this to empower companions like animals or plants
into stronger beings. Currently, this is only used on animals,
plants and unintelligent supernatural beings, as the use of it
on humans, intelligent supernaturals, and even on vampires is
forbidden, due to alchemists considering it taboo to change
humans and other intelligent supernaturals into freaks and
abominations. This art is typically very closely monitored by
alchemists, and only allowed on certain creatures with
permission of the leaders of the Dawnguard. Those that gain this
empowerment usually gain both the strengths and weaknesses of
the creatures, and the weaknesses will depend on the creature
used.
Blood Claw Abilities:
- Unique Elite Blood Spirit Power: The Blood-Claw: After Silvio
fought in multiple wars with the vampire ninjas, he eventually
gained a spirit who taught him the art of blood manipulation
similar to Kain. This is what would become the basis of the
blood art (alongside Kain's) that the Dawnguard would use, but
Silvio would gain certain abilities beyond just simple blood
manipulation. The spirit taught Silvio many abilities using
blood, and different techniques to utilize his blood
manipulation for a variety of uses. This spirit allows Silvio to
utilize his blood manipulation in a few ways, but the base form
of this spirit's power is the blood-claw, which Silvio is able
to concentrate blood from a battlefield around his hand till his
hand and claws literally become crystallized blood thanks to the
spirit's other power of being able to crystallize blood using
it's spiritual power. This gave Silvio a multitude of special
techniques using blood, and allows him to not only create
blood-like claws, but he can fire attacks from his claws in
order to attack opponents using spirit purification blood
manipulation techniques. This is how Silvio became known
alongside Kain for helping develop the Bloodclaw style, and this
spirit became Silvio's main spirit in battle using his ability
to bond to spirits to bond to this spirit. This grants Silvio a
number of techniques using blood manipulation, with one of his
main abilities using blood that is unique to Silvio is that he
can manipulate the temperature of blood, either freezing it or
boiling it (Silvio usually freezes it). Silvio has been able to
utilize this in a few ways, where he has burned blood into a
crystallike state through burning pressure, but also frozen
blood using his temperature power as well. However, as powerful
as Silvio is, his blood manipulation has the same weaknesses as
other blood manipulation techniques. Many techniques come from
Silvio's claws, and if an opponent knows what's coming, they can
usually avoid it. Usually, it's best to just avoid close combat,
and usually many attacks can be dodged or blocked. This
technique was taught to Silvio by a blood spirit, one that has
since bonded to him to help him fight. However, Silvio tries not
to use these techniques anymore, due him not wanting to draw
attention from the werewolf alchemists and vampire ninjas.
Silvio is known for two claw styles, the first is his ice
crystal claws which is part of his unique alchemy, but he is
also known for this art using blood. The way to know the
difference is that his blood claw is crimson red, while his ice
claw crystals are blue. This tells the difference if one cannot
tell easily since both powers are crystallized and have
different techniques with them.
- Iron Blood Spirit Purification Blood Techniques: Silvio has
combined his alchemy to create a somewhat unique spirit
purification using his blood manipulation, where he empowers
alchemy into his blood to essentially strengthen and increase
the power of the iron of the blood. Normally, there isn't enough
iron in the blood to do much, but Silvio has managed to utilize
this technique to use his alchemy to essentially power up the
iron in his blood with spirit purification magic so that it does
massive damage to spiritual opponents, and anything vulnerable
to iron and spirit purification will take heavy damage from
this. This turns all of Silvio's blood manipulation techniques
into spirit purificaiton techniques, where he can use blood on
spirits like a priest would use holy water on a demon, or his
techniques can be used to do damage to spirits where normal
blood manipulation wouldn't hurt them. By utilizing the aspect
of spirit purification that attacks beyond the physical, the
blood is able to purify any spirit, and counter most spirit
powers without needing something like spirit destruction powers.
When utilizing this, this is a passive effect on his blood
manipulation, so Silvio is able to use this without needing to
do anything. This is a basic amplification of the alchemy that
manipulates the blood Silvio is able to manipulate, so it
doesn't require any extra power to utilize. However, those that
aren't spirits aren't effected by this spiritual purification
aspect, and they only take extra damage if they are vulnerable
to iron or spirit purification. Since this is mainly used on
dark spirits and hollows, other creatures usually don't have to
fear unless they have weaknesses to iron (like the death
wraiths). This blood manipulation can also still be countered
like normal blood manipulation, despite it's ability to use
this, so opponents usually don't have to worry about it changing
the basic operation of the blood manipulation.
- Blood Spirit Power: Blood Acidity/Temperature Manipulation:
By manipulating different aspects of his blood, Silvio is able
to do more than just throw blood at people. The first thing that
Silvio can do is use his control of blood to freeze it into a
solid form, allowing him to create frozen blood attacks that are
able to attack enemies, or he can boil the blood he manipulates
into a boiling blood that can burn enemies on contact. Depending
on the technique, the forms usually have a reason, such as using
certain techniques like creating an icicle projectile using
frozen blood, or hitting opponents with pressurized blood
techniques using boiling blood so the blood boils on contact.
However, this isn't the only thing he can do, as Silvio can also
control the acidity of the blood he manipulates. By tuning the
acidic properties of blood, he is able to do acidic damage using
blood and utilize the corrosive aspect of blood to its fullest.
Silvio can also do the opposite though, and turn his manipulated
blood into a basic form, usually to counter acidic manipulation,
but also since basic blood can cause severe irritation on
contact even though it doesn't eat away the skin like acidic
blood would. Depending on how it's used, blood can be a very
dangerous weapon, and Silvio has had many years to master using
this power to do different things. Silvio has fought a multitude
of enemies, and developed many different aspects. Usually, his
most common aspect is usually freezing blood, since he uses
plenty of blood projectiles and freezing blood to try and freeze
opponents. Of course, as one might expect, normal counters of
blood manipulation still work, such as using water to dispel
acidic or basic aspects of the blood, or using certain other
manipulations to counter blood such as earth manipulation to
block blood manipulation, or using lightning to dispel the
liquid in the blood. Depending on the enemy, some may have
creative ways to handle this.
- Unique Elite Blood Spirit Power: Living Blood Ice: This
technique starts by Silvio splashing blood from his claws at a
surface or on a person. Once used, the blood will freeze
anything that it comes into contact with, and the blood will
move on it's own looking for living things to freeze as it moves
across surfaces. This essentially turns blood into a moving,
freezing force that will freeze any surface it touches. If
splashed on a person, the person will slowly start to freeze
unless they somehow remove contact with the blood. The blood is
not controlled by Silvio, but instead is controlled by his blood
spirit, which controls the blood and has it track down living
beings. As such, the blood has some self awareness in that it
won't go after Silvio's allies, and will only target his
enemies. Using this, Silvio can freeze opponents, but he can
also do things like use the blood to create traps, such as
creating a puddle of blood that will freeze someone's foot and
ankle if they step in it during battle, or using it to give
opponents more to keep track of to throw them off. Typically,
this is a power that also acts like a passive powerup of his
normal blood power, unless he is using boiling or acidic blood
when using his blood manipulation. This technique can be very
useful depending on how it's used, and Silvio has plenty of
techniques to utilize this to it's fullest. However, this is
worth noting that this is a passive form of power that his blood
can also be controlled by his blood spirit, but it is also worth
noting that Silvio's blood can only freeze if in physical
contact with someone or something, and cannot freeze things from
a distance. Only things in contact with the blood can be frozen.
As such, this blood can be countered and dodged, depending on
how the opponent approaches this. This can also be countered
with things like fire manipulation, as raising the temperature
of an object can prevent it from being frozen.
- Unique Elite Blood Spirit Power: Explosive Blood: This is a
technique similar to blood poison where Silvio changes the
makeup of his blood slightly, which makes it able to be ignited
with heat and pressure so that the blood can explode on impact.
When using this, this makes it so that he when throws blood at
people or uses certain types of attacks, he can ignite it with a
strong enough impact, most often using this to create explosive
attacks that can essentially turn the blood into a bomb. This
technique essentially makes his blood manipulation dangerously
explosive, as he can ignite it at will, or even just make part
of the blood combustable (like making a weapon at the end of his
blood tendrils and then making it explosive to essentially blow
up on impact. Depending on how he makes it, he can do this a few
different ways. Normally, the easiest way is to make the blood
explosive enough that it explodes on strong enough impacts,
where Silvio will fire attacks using this to essentially attack
opponents with the explosion as well as the attack itself. The
other method to this is to create enough heat to burn the blood
and then turn it into a type of blood grenade power, but this
requires modifying not just the temperature, but the pressure of
the blood since heat alone doesn't make blood explosive.
Essentially, the main aspect of this is to create immense impact
force when the blood explodes, since blood can't really burst
into flames too effectively or even for very long since blood is
not something that can "catch fire" normally. As such, this
requires specific conditions to work properly, though Silvio can
making many different blood attacks explosive. However, the main
danger is that if he's too close to the blood when it explodes,
he can hurt himself with the impact force of the explosions, so
he usually has to use this farther away, such as using this when
firing blood projectiles or using a blood tendril from far
enough away. This can be applied to almost any blood technique,
but Silvio has to always be careful of the distance it's being
used. This is also able to be blocked or dodged depending on the
technique used, and can be countered with certain other
techniques like using flames to ignite the explosive blood early
if the technique hasn't been fired yet, or using ice to freeze
it so that it cannot explode.
- Unique Elite Blood Spirit Power: Blood Crystals: One of
Silvio's powers with his blood is that he can create crystals
from his blood, crystallizing his blood using his blood spirit's
power. This is useful for a few different things. The crystals
first and most obvious use is that he can use them to fire
attacks or make weapons out of them, such as his major crystals
usually create blood claw crystals around his hands that let him
attack opponents, or he can create weapons out of this as well.
The second is that he can empower them, usually with mana so
they can be absorbed by others. When he uses these on allies, it
can do a few things, in which the most common use is that he can
power people up with certain abilities, usually granting them
mana amplification. He can also fuse other spirits to these
crystals and fuse them with others if the spirit wants to become
one with someone, in which he can use this power as a catalyst
to bond willing spirits to new hosts that opt for helping those
Silvio empowers. Silvio can also use these as projectiles,
creating blood crystals he can hurl at opponents to spear them
with the crystals, or he can use them to hit opponents with
immense force, such as firing balls of crystallized blood like a
cannon at an opponent. This is a very useful skill that Silvio
can utilize a variety of ways as well. When crystallized, the
blood is not frozen like one might think, but instead is
crystallized using spiritual power to harden and change the
blood into a glass-like state that turn the blood into a solid
state. While Silvio can freeze blood to create a type of
crystallized blood, this blood crystal is more like actual
crystal, meaning that it is very strong and not as brittle as
ice can be. As such, this is a strong technique that also makes
up the basis of Silvio's red claws when his blood manipulation
powers are being used. When used, these crystals are
specifically vulnerable to lightning, as the minerals in the
blood are still present in the material and the crystals are
conductive of electricity. However, creative enough opponents
have also countered this using fire manipulation to melt the
crystals, and using other powers to block or dodge the crystals.
- Unique Elite Blood Spirit Power: Blood Tendrils: This power is
one of Silvio's main attack types where he creates tendrils of
blood which can do multiple things and be used to attack
opponents, usually coming from his claws. These tendrils can hit
with the force of whips or blades, depending on the form they
take, in which they usually work like blood-tendril whips that
are emitted from his blood crystal claws. The normal tendrils
form can be used like whips, which with enough force, can be
used to slice opponents open due to the force used on them. This
can also be used to grab opponents and trap them, and can even
be used to use Silvio's living blood ice to freeze them if they
are trapped by these tendrils. Silvio can also form weapons out
of the tendrils, such as turning the end of one into a mace or
axe, or other weapon, which will usually solidify the blood into
some kind of weapon at the end of it. This can be used to grab
opponents, use weapons, or just attack opponents, as these
tendrils can be shaped to just about anything depending on what
Silvio wants to do when using them. Essentially, they're sort of
like a semi-solid goo in a semi-solid state, where they can do
physical damage, and can be shaped as needed. They can also be
hardened or softened as needed as well, in which the tendrils
can be modified depending on what Silvio wants to do, such as
hardening the tendrils to do more physical damage, or softening
them to make the tendrils hit with stronger impact force. When
they grab someone, the tendrils can squeeze and constrict on
someone, essentially pulling them to pieces with enough
strength. Depending on how much blood Silvio uses, he can form
as many of these as he needs to. This power is very useful, and
can be used as long as Silvio has enough blood to utilize it.
The blood is essentially shapeshifted and manipulated by Silvio
using this technique (Essentially this is akin to Carnage's
symbiote tendrils but with blood manipulation instead of
symbiote power). This can be countered or dodged depending on
how it's used, and opponents can usually still avoid this if
they are fast enough and can counter the variety of options this
technique allows.
- Unique Elite Blood Spirit Power: Blood Web: This technique
weaves Silvio's blood tendrils together from his claws to make
an almost spider-like web, where he can create a web to trap
people in. By bringing his claws together and connecting them
before pulling them apart to create what appears to be a web
from the claw's tendrils in a criss-cross pattern. When used,
Silvio can throw this web at opponents, or he can spread it over
an area to essentially create a trap. This technique is designed
solely for trapping opponents, who can be trapped in this thanks
to the fact the tendrils for this technique are made to stick to
things, including sticking to people as the blood acts like a
slimy glue that can trap almost anything caught in it. Getting
out of this requires immense force, or some sort of cutting
weapon, as this is a very strong web that is designed solely to
trap people who are caught on it. Though some opponents can
break this, weaker opponents could get stuck for as long as this
technique is in effect. Silvio can use this at close or long
range, but this is best used at long range where the web can be
bigger, more spread out and harder to dodge, or he can use this
up close to try and trap someone up close, such as trying to
cast the web around someone to restrain them. And depending on
how Silvio uses his power, the blood web charged with spirit
purification or freezing blood power to do other damage as well.
Typically, the best way to avoid this is not to touch the blood
web, and if caught in it, one's best option is water or earth
manipulation that can interact chemically with the blood to
chemically change it's ability to stick to opponents. This can
be dodged as one might expect, or even blocked depending on how
it's used. And of course, if Silvio is in contact with the web,
lightning is also a great thing to use on him as Silvio can be
hurt by lightning powers since blood is a conductor.
- Unique Elite Blood Spirit Power: Blood Owl Bomb: This
technique turns Silvio's blood into balls that act as concussive
force bombs, which are created and then thrown at opponents.
This uses his explosive blood to create an explosive like attack
that explodes on an opponent on impact. When thrown, the balls
explode, releasing a high velocity concussive force which can
damage opponents close to where the bombs burst. This technique
doesn't actually use flames or bomb techniques, but instead just
simple concussive force to damage opponents around where the
balls explode (Unless this is used with pressure, not heat). The
explosion is controlled by Silvio directly, and he can determine
when it goes off, or they just go off when they hit something or
someone, making it a fairly versatile technique depending on how
he pressurizes the blood used in this technique. This can also
be amped using his special blood techniques, such his most
common use of this being utilizing the living blood ice to
freeze opponents who are hit with this impact force. Even if the
opponent is immune to blood effects (like Silvio's iron and
spirit purification), the impact damage can still do immense
impact damage if this technique hits an opponent as the impact
force is the main point of this technique. This one is one
Silvio does have to be careful with though, as he can hurt
himself with the impact force, or his allies if they are too
close when this explodes. Typically, this technique is best
dodged rather than blocked due to the high level impact force,
but certain opponents can counter it with the right techniques,
such as using a pressurized water blast to hit the attack when
it's thrown at the opponent. Certain opponents can also use
solid objects for cover when trying to dodge this, such as
hiding behind a building or behind trees (Depending on where
Silvio and the opponent might be fighting).
- Unique Elite Blood Spirit Power: Bloody Ice Canon: This lets
Silvio fire blood projectiles by focusing the blood to his hand,
and then pressurizing the blood into a blast that is then fired
at an opponent. Depending on the size and shape, he can modify
the projectiles speed and strength by manipulating size and
shape. When fired from his hand, the blasts are fired at
opponents, and do heavy impact damage if they hit as this is
designed to be another impact force technique. The normal size
is roughly about the size of baseball, and he fires it like a
cannon ball with enough force to shatter ones bones on impact.
However, he can also create smaller, more bullet like
projectiles which can be fired with immense speed and piercing
power, in which he can fire them in a smaller form, but have
them strong enough to pierce most substances. The smaller
bullets can even break metal weapons and pierce most opponents.
Depending on the projectile fired, stronger and slower shots can
be blocked by walls and barriers, but the smaller ones are best
dodged rather than blocked. Though the smaller ones do pierce
opponents, they also do less damage as they are smaller in
nature compared to the larger shots, but the larger shots also
do more impact damage rather than piercing damage. And depending
on how he fires it, he can fire these shots in very rapid
succession, even firing smaller bullets like a machine gun if he
builds enough blood before hand. As one might imagine, this is
best used up close where the opponent has less time to react to
it. When used by Silvio however, this technique also has another
purpose. When the blood makes impact, it uses the living blood
ice to freeze opponents, in which the attack not only hits an
opponent with heavy impact force, but also freezes the spot the
projectile hits. As such, this is a very dangerous technique,
one that usually has two stages of being hit. For opponents,
this technique is best dodged rather than blocked, due to it's
freezing effects.
- Unique Elite Blood Spirit Power: Blades of Blood: This
technique creates crescent shaped blades from Silvio's blood,
where he can fire them at opponents, usually through focusing
the blood to his hand and firing them like a claw slash wave at
an opponent. Using this, he does a claw slash style attack, then
the blades are fired in a wave at the opponent from Silvio's
blood claws. The blades are solid, being able to slice through
opponents like solidified slashing waves and are usually
concentrated to more easily slice opponents with it being strong
enough to even slice through metal with enough force. This
technique is basically like firing a werewolf claw slash attack,
and not too much different except this technique is made for not
only being able to slash an opponent multiple times, but
depending on the number of blades, can be used to fire at a
group. This is useful especially when used with his other blood
techniques, like using his blood ice to freeze opponents who are
hit by these blades, or using acidic blood to eat away at
opponents when the blades hit the opponent. As a result, this
power can be used a varety of ways, and is quite dangerous in
that Silvio can change up the attack to keep opponents guessing.
However, these attacks are always fired from Silvio's blood
claws, and while he can change up the type of blood technique he
uses, he cannot usually change where the blades are fired from,
making this more predictable than one might think since the
blades are always fired like a claw slash. This attack can be
blocked by strong enough defenses, or it can be dodged by fast
enough opponents. Typically, the best way to counter this is to
avoid it, but if one cannot avoid it, then one can use certain
stronger objects to block the technique if they have access to
them, though the slicing power of this blades usually allows to
slice thorugh metal, so dodging is usually the best way to avoid
this. This can also be countered by using water manipulation,
since water can absorb the impact of the blood as well as
dissolve the blood (if it doesn't freeze the water in the
process).
- Unique Elite Blood Spirit Power: Blood Traps: This lets
Silvio leave his blood behind and turn it into a trap where his
blood can turn into spears and spear those nearby, where they
can be damaged if they are close to where the blood is. This
trap can be remotely activated by Silvio, or he can make his
blood react to movement around him, which he can make it react
like a landmine depending on what he wants to do. When
activated, this is basically to damage opponents nearby, often
designed to spear the feet when they walk nearby, or spear them
from the walls if the blood is on the walls. Silvio has to use
this technique before throwing blood, as he has to determine if
he wants to detoniate this remotely or set this power to
movement. Silvio can also use his with certain other blood
manipulation techniques, such as utilizing this with his blood
ice to have the traps explode and freeze the parts of the
opponents that are in contact with the trap and explosion of the
trap, or using the acidity to spear opponents with acidic blood
for more easily piercing opponents. However, this is another
power that if Silvio isn't careful, he can injure his allies and
he could hurt himself with due to the impact force. While he can
stop the trap from going off if his allies or himself might
trigger it, the trap could still damage him before he can react
to it or if he doesn't know he or an ally is going to trigger
the trap. Certain powers can also be used to trigger the trap
from a distance if the opponent knows it's there, as triggering
it from a distance can harmlessly prevent it from hurting them.
Though the best way to avoid this is to not trigger the traps in
the first place and just avoid them, since this requires an
opponent to get close to trigger.
- Unique Elite Blood Spirit Power: Blood Armor: This is a
variation of Silvio's crystal blood power, where he crystallizes
blood around his body to create armor, instead of just creating
crystal claws. He can form this armor around his whole body, or
around parts of his body, depending on what he wants to do. In
addition to making simple armor though, he can also make
crystallized weapons and shields out of his manipulated blood or
modify the shape of the crystallized blood, if he needs to take
a different shape, such as making his hand into a mace or axe,
or creating tendrils from the armor as he can change the shape
of the armor. However, this does require energy to hold in place
for long periods of time, and the more defense used, the more
energy and blood is needed for it to work. This technique is
often best used to defend against attacks, or amp Silvio's
physical attacks, such as armoring his hand so he can punch
something strong if his strength isn't enough on it's own, or
defending against attacks. Using this armor for long periods of
time can drain his energy quickly, so it's best used in small
bursts, and not held up too long. Although this does let him
create armor as he needs it, and modify it as he needs to if he
does, so it does help him a lot in battle. Typically, there are
advantages and disadvantages to how he uses this, as there are
two main ways to utilize this armor in battle. The first is that
he can create armor that covers most of his body, but leaves his
joints open so he doesn't get hindered in his movement, or he
can create a more defensive armor covering his whole body, but
his movement gets slowed as a result. Both have an advantage and
disadvantage, such as lighter armor being vulnerable at the
joints, or his heavier armor making him much slower. Opponents
who want to break this will find it's like trying to cut through
metal, so it most often either requires immense force or more
concentrated attacks to pierce. Lightning and fire are also
fairly decent ways to break through this armor as well.
- Unique Elite Blood Spirit Power: Blood Shield: This lets
Silvio create shields of blood which can protect him from
attacks using his blood manipulation. This creates crystallized
shields of Silvio's manipulated blood, which can harden and
protect him from many forms of attack depending on how they're
used. He can form these in almost any shape he desires, such as
a simple wall, or a dome around him depending on how much blood
he has to utilize to block an attack. Normally, Silvio will
utilize this to create shields on his arms to block attacks,
using shields like a gauntlet with shields, or utilizing blood
to absorb attacks in liquid form. Typically, the shape can be
anything Silvio wants it to be, utilize it whether it's
connected to his body or not whether it's shields formed on
Silvio's body or from armor, or used to create walls and shields
not conencted to Silvio. This is another technique that can be
modified with the situation, though the same rules apply that
larger shields or more powerful shields require more blood and
more power to make or maintain, making this another technique
that should only be used in small increments to avoid attacks
rather than just keeping the shield up constantly. And since
this creates a physical shield not having to be connected to
Silvio, this can also block Silvio's view if he keeps it up too
long. This technique is very useful though if Silvio
concentrates it and uses enough power to defend against attacks,
but can be broken with enough force, and can still block
Silvio's view of an opponent when in use since the shield
technique is solid and not transparent or translucent like some
other shield techniques. This is also weaker to lightning and
fire attacks since it's still basically a giant blood crystal.
Shields on Silvio's body are usually easier to use, but require
Silvio to use the shields to block specifically, which means he
usually has to move his arms since the shields are usually on
his arms. Shields and barriers around Silvio that aren't
connected to him usually are better to block attacks he can't
reach, but they don't move around when cast, and only stay in
one spot, limiting their ability to block attacks.
Spirit User Abilities:
- Spirit Energy Manipulation: Those who use spirit energy
manipulate spirit energy into attacks and other constructs, a
power originally perfected by humans to fight supernaturals and
then modified by other races once they figured out how to use it
effectively. This skillset is designed around spirit energy
attacks and focusing on one's spirit, training their spirit
power. Races all use spirit power different, with some having
specific skill sets, like certain monks and priestesses having
specific spirit energy skillsets. When one thinks of specific
spirit energy skillsets, most people think of soul reapers,
hollows and arrancars or they may think of holy vampires, and
some might even think of aura users who use aura as a type of
spirit energy. In addition to specific skillsets used by certain
races, they can also learn generic spirit energy training which
has been set up to grant more ways to use spirit energy to
attack opponents. This setup uses spirit energy specifically,
using it similar to how other races use things like mana, ki or
aura.
- Unique Spirit Energies/Positive and Negative Spirits:
Different races have different spirit energies, which often have
different effects. However, there are two main aspects of spirit
energy use in battle. The first is using one's own spirit energy
and it's unique effects. This depends on the race (as each race
is different), and one must figure out the spirit energies they
can use. Hybrids may not have as strong energy in one specific
race type, but usually they often have unique energies that
blend whatever races they have to create one that is as strong
as others. (See previous section for races' general unique
abilities). Some even have unique spirit uses, such as some
dragons developing dragon hunter spirit energy unique to them or
developing advanced spirit energy types. The other main aspect
is that some races learn to utilize positive and negative spirit
energies in their attacks, using them for different things. The
most common thing associated with this is the Darkfire's
elemental abilities which use positive and/or negative spirit
energy in combination with elementals. However, it is possible
to use this on it's own to grant a spirit users attacks a holy
or dark attribute. This is more effective for some races than
others, as some races positive/negative balance doesn't work the
same way as some, like holy vampires having purely positive
energy or angels and demons not having a light and dark side but
having a pure holy or demonic soul depending on the race.
- Unique Attacks/Spirit Abilities: Depending on the race and
type of attacks one will specialize in, most spirit users have
their own specific unique abilities. For the most part, each
race has their own spirit effects, such as demons having
stronger, more concentrated attacks and a natural unholy element
to their spirits, or angels having a holy light effect in their
spirit energy. Each race tailors their effects to their
abilities their own way, and depending on the techniques they
learn, may develop some other techniques. There are plenty of
techniques that were adapted by other races, such as Kierran
Black's spirit lightning being based on a Seiji's cethran energy
they utilize in battle, or arrancars originally being the result
of attempting to create soul reaper style hollows. There are
plenty of uniqueness available depending on the individual and
the types of energies they have. This is most evidence with
hybrids as they often have more than one energy to blend
together. And on top of learned skills, it is possible for some
spirit users to be born with specific abilities and enhanced
powers depending on the person, such as one human who was born
with a spirit that had a natural ability to destroy demon energy
using his unique human spirit energy. However, because each
person is different and manages their spirit different, this
makes spirit training harder than some other energy type
abilities, because unlike certain energies like mana and chi,
spirit energy is different depending on the individual, training
and race. This makes it harder for each person to specifically
train their spirit energy, sometimes having to imitate other
techniques and modify them as they might not be able to use them
in their true form, such as no other race being able to use
ceros as effectively as hollows.
- Spiritual Aura Attack/Defense: Almost all spirit energy users
develop their spiritual aura, gaining an enhanced spirit aura.
The first use of the spiritual energy aura is a passive defense,
that can defend the user while active. Similar to those like the
Darkfires who use elemental auras, spirit energy users can use
their spiritual auras as a passive defense to dampen blows and
can even be used to attack if the user can focus their aura into
attacks. This is a fairly standard ability of those that use
specific powers in their aura. And depending on the race,
different auras will be different, such as demon aura being far
stronger and more potent, or angels having a holy light spirit
aura. Usually, the amount of spirit power an aura has depends on
a number of things. For example, larger bodies are able to
channel stronger spirit energy, as larger bodies generate more
spirit power. Depending on the race and heritage, some creatures
have higher enhanced auras with specific effects, and might have
unique abilities using their aura. For example, Tartaros Kindron
Darkfire was able to use his aura to empower those with his
demonic spirit, or certain angels can use their aura to purify
areas of impure influences. Again, the biggest influence of
effects and abilities of an aura is what race the person is and
specific spirit abilities they gain or inherit as a result.
- Spirit Aura Physical and Supernatural Amplification: Similar
to abilities like mana amplification and ki amplification,
spirit energy users also learn to use this power as well. Those
with the use of spirit energy can amp their abilities the same
way, using spirit energy to boost their stats and supernatural
abilities. With it, most spirit energies can a passive amp to
their abilities that makes ups their stats without them having
to do anything, but users can also use spirit energy to amp
themselves more when they need to, powering up with spirit
energy through their body to amp their body's abilities. One
such method involves powering up energies in the body with
spirit energy, creating more powerful energies. It was through
this method that the aura abilities were created and certain
other special spirit based amplifications. This amplification
only works as long as the body has spirit energy to use to amp
the body and powers, and without enough of it, this
amplification is not usable.
- Unique Spirit: Most spirit users have their own abilities they
develop once awakening their spirit power, and can develop their
own spirit abilities. This is something that most spirit users
are aware of, and strive for so that they can develop new
abilities to grow spirit energy user abilities and gain new
abilities as other energy users develop new abilities. Spirit
users often have unique abilities dependant on who they are,
what talents they are born with, and what kind of spirit power
they have. For example, aura users all have some sort of unique
semblance they possess, which is an example of unique spirit
abilities. Some can even develop their own abilities using
unique variations of their power, such as one who could use a
spirit sword that was able to cut through space and time, or
those like Kierran Black who created techniques like spirit
lightning that was originally unique to him, but eventually was
copied and used among other spirit energy users. Most of these
have their own strengths and weaknesses that are dependant on
the user.
- Spiritual Vectors: This is a technique used by spirit energy
users, in which they project their spirit from their backs. When
the spirit's power is released from the back, it's released as
tendrils that come out as extensions of the spirit that can be
used to attack opponents. These tendrils are typically very hard
to see, since they are clear. Some races are able to use
different shapes, such as one race who makes the tendrils into
arms with hands at the end of the arms. Depending on the person,
some people can also change the form of these vectors, such as
turning the tendrils into shields to block attacks, or can be
used to do things like create axes or other sharp weapons out of
the tendrils to attack opponents. These vectors can be used to
grab and throw objects, attack opponents, or they can be used to
fire spirit energy attacks. This power is an extension of the
spirit using spirit energy, and is a power that can be used to
deadly affect by those who use this power. Those with this power
can also use this to slice through objects and crush objects
when used with enough spirit energy, requiring users to be able
to handle putting a lot of spirit energy into this power. This
is one of the main attacks of a spirit energy user, as they are
able to use this in conjunction with other spirit energy attacks
as well. These vectors can be used to attack opponents or trap
them if wrapped around them, but must remain connected to the
body. If removed, the tendrils not only dispel, but the user
takes spiritual damage to their soul that can weaken them if the
tendrils are using enough power. Depending on the race, some
spirit energies can be seen by people more easily, such as a
death wraith spirit energy being black like shadows, or a demon
spirit energy being crimson, orange or some form of demonic
color.
- Spirit Lightning: This technique was originally used by
Kierran Black, but during a fight, another spirit energy user
copied it and created other abilities using spirit energy
similar inspired by this technique. the main technique uses
change in energy form, in which the energy is shaped to have the
same consistency as lightning. This lets someone use a spirit
energy change of form to make their spirit like a current of
electricity, in which it can be used to attack people and
through physical contact can be used to electrocute people with
his spirit energy in this form by using their spirits as
conductors. This power works just like lightning, but since it
is spirit energy, it bypasses lightning immunities, which is why
some lightning users have learned it as well to try and
compensate for those with immunities to lightning as an
alternative to corrupted lightning. This power can still be
avoided like lightning, but being dispelled must be blocked by
other energies, rather than with powers like ice or water since
this power is spiritual and not elemental. Other than that, this
can be blocked and defended against like normal lightning.
- Burning Spirit: One of the skills developed by spirit energy
users where they designed this power so that they could create
something akin to certain elemental attacks. This one was
created by using a change of spirit form to intensely vibrate
spirit energy, generating immense heat so that the spirit energy
becomes extremely hot and using change of energy form to make
the spirit like a flame. This particular attack, if not's not
obvious, is meant to be a fire-like attack, and designed to be
used like fire. This can be used to attack with spirit energy
fireballs, create explosive spirit energy attacks and be used to
burn people through physical touch. Just like spirit lightning,
this bypasses elemental immunities, being able to burn people
with spirit energy rather than with actual elemental energies.
This power is counterable just like fire, except that the fire
cannot be put out under normal conditions, and has to be blocked
or dodged. The energy can be dispelled like energy by those that
can dispel energy, but wind powers or smothering the flames
doesn't put out the flames. However, the positive side is that
this attack doesn't do as much damage as typical flames and
doesn't spread to much beyond it's initial impact.
- Cold Soul: As one might have guessed, this one was the
opposite of the burning spirit, in which those who use this are
able to use this power to generate extreme cold, similar to that
of a vengeful spirit using their emotional energies to focus
their spirits, usually focusing negative emotions to generate a
coldness that can be used to freeze an area. When used with
their spirits, they are able to use this to generate a spirit
energy so cold that it is able to attack like ice. Depending on
how it's used, it can be used to do things like create ice-like
constructs to attack opponents, fire blasts of spirit energy
that can freeze people, or freeze people on physical contact.
This power is the last of the three spirit energies designed
like elemental powers, and is designed to be used like ice.
While the ice generated is ice and can be dispelled like normal
ice, the spirit energy used is extremely cold and can be used
like ice, but can't be dispelled like typical ice like how
something like lightning would. This power is the opposite of
burning spirit, and those with it can use it to counter this and
vice versa. But those without must block this energy with other
energies, or avoid this energy.
- Spirit Gun: This attack was one of the main projectile attacks
created for the style where the user fires a blast of spirit
energy at an opponent with explodes on impact. Depending on the
user, there are different levels of spirit gun techniques.
Spirit gun is typically the base technique, where the user fires
a blast of spirit energy, big or small depending on what they
want to fire. Bigger spirit guns are able to do more damage but
take more energy, and smaller shots can do less damage but are
better for the spirit energy. This technique also has another
variation, which is called Spirit Shotgun where the user focuses
the spirit gun in their hands and blasts it outward using their
fingers to split the blast into multiple attacks, generating an
attack that can be used to hit a group in front of the user,
being an advanced spirit gun attack. Highly advanced users can
also use the spirit lightning, burning spirit and cold soul in
conjunction with this (if they are skilled enough) and can use
it to empower their spirit gun with more power, or granting the
energy a special effect, such as spirit lightning spirit guns
exploding in a burst of spirit lightning when it hits a target.
Of course, as one might expect, the larger more concentrated
spirit guns are harder to block, but strong enough defenses can
block this ability, and this ability can still be dodged like
normal if one cannot dispel the energy normally. This cannot be
combined with spirit vectors, and the spirit vectors cannot fire
this attack on their own, as the energy must be focused through
the hand, or through the fingers depending on what the person
wants to do.
- Spirit Missile: This is a variation technique of the spirit
gun, where the user creates a spear-like attack to try and
attack the opponent. This attack is designed to try and pierce
opponents, where the attack is able to generate one or a group
of spear like projectiles. Each user is able to form the spirit
projectiles as they want, such as forming them as knives, as
sharp spears, or as arrows, depending on what they want the form
to be. The effect is still the same though where this technique
is designed to spear opponents. This can also be combined with
the spirit lightning, burning spirit and cold soul to grant the
spears additional effects depending on what's used. This can
also be fired from one's spirit vectors as well, as this was a
projectile attack designed to be used by spirit vectors. This
attack is fairly adaptable and those who use it can change it's
form to better suit what they want the attack to do or what they
want it to look like. This is a fairly basic attack, but still
quite effective. Users can fire one or fire a group, though
firing more or making larger spear projectiles costs more power
to use. And while these are designed to pierce through armors
and shields, they can still be dodged, or opponents can use
cover to try and make sure they don't get hit.
- Spirit Sword: This is a variation of the spirit gun, where
instead of being fired at an opponent, the spirit energy is
focused into the hand and creates a sword of spirit energy the
user can attack with. This spirit sword is able to be used like
a sword, or the user can change the form of the sword into
another weapon, such as a spear or knife. Users can also change
the form of the sword if they want to do something like
extending the sword, or changing the form of the sword, as this
technique is another technique that is pretty adaptable. This
technique can be used in creative ways, such as some who change
it like a chain whip, or some who change the length at will to
make it extend and try to spear someone. This technique is
pretty adaptable, being able to be used a variety of ways, and
depending on the race, this can also have specific attacks, such
as demonic spirit swords also doing demonic energy damage, or
dragon spirits being able to do elemental spirit energy damage.
Some people even develop special sword techniques as well.
- Severing Soul Cutter: This is a variation of the soul sword
designed to attack the spirit rather than the body. This attack
works similar to the spirit sword, but instead of cutting the
body like normal, this is designed to attack the spirit of the
user, doing damage to their spirit. While they take no physical
damage from this technique, this technique can weaken those
struck with it as their soul is damaged, and may be unable to
properly control their energies. Some races spirits can also use
this technique to use different effects, such as death wraiths
being able to use this to attack ghosts and spirit type
opponents and do darkness damage to one's soul, which is what
the death wraith version of this technique was originally
designed for. This was originally designed to be used against
hostile spirits, so that this technique could be used to take on
spirits that would normally not take physical damage. This
technique also goes through solid matter, and cannot be used to
block attacks or projectiles unless they are spirit based in
nature, since this is made to attack on a spiritual plane rather
than a physical one.
- Spirit Beam: This was designed to be similar to those that use
ki beams and like hollows who use ceros. This attack fires a
beam of spirit energy, very similar in nature to a cero, at the
opponent to try and damage them. Depending on how the spirit
beam is fired, it can be fired in a few ways, similar to how
some hollows have created their own variations of ways to fire
ceros. The two main ways are usually firing a large beam, and a
thin beam. Firing a larger beam does more damage to opponents,
but takes more power. Firing a thin beam is designed more for
piercing opponents, which requires less power but a more
concentrated beam. There are other ways to fire this attack as
well, such as small controlled bursts, or concentrating it
different ways. And depending on the race, some spirit beams
will have special effects, like a demon spirit beam being far
more concentrated than normal and doing demonic energy damage,
or a dragon spirit beam also being elemental in nature. This can
also be combined with the burning spirit, spirit lightning, and
cold soul, in which the power can be used to amp the beam's
abilities.
- Spirit Summoning: This particular ability lets one summon
things hidden in their spirit, specifically things like their
spirit animal, or the Pai Zhua animal spirit. Users are able to
tap deep into their spirits and summon constructs of different
manifestations of the soul, and can summon those manifestations
using spirit energy in a manner similar to how Pai Zhua summon
their spirit animals. Depending on the skill set, some people
can summon multiple creatures from their soul by embodying
different parts of the soul, and depending on the skillset, some
can create their own constructs by giving their power to a
certain part of their soul and generating a spirit-based
familiar of their own. This power is designed to be very similar
to Darkfire elemental familiars in nature, beign controlled very
similarly. The summoned spirit creatures are dependant solely on
the person and what is in their spirits, with certain races
spirit constructs also being able to attack using unique spirit
energy. And in addition to being able to attack opponents, the
spirit constructs are also able to use spirit energy attacks to
try and attack opponents. As one might expect, dispelling this
requires one to dispel the spirit energy that makes them up, or
overcoming it with other energies (which can destroy it).
- Spirit Item Posession: This ability lets a user use their
spirit energy to empower objects around them. This is similar to
other spirit users who use this, in which objects, weapons and
armors can be empowered in order to use the spirit energy that
empowers the object, giving the object a life of it's own by
giving the item it's own consciousness. Depending on the
weapon's creator, some items or weapons can actually be turned
into intelligent weapons this way, or some weapons and items can
just have a consciousness of their own, which is most common
with making weapons. Some weapons that have been made in this
way develop their own abilities and their own ways of
communicating with their owner, and have their own ways of
growing. Object and weapons empowered by this gain the spirit
power of the person who empowered it, which includes the race's
spirit power, such as a death wraith spirit energy being able to
be used to make a shadow user weapon, or an angel making a
weapon a holy weapon by empowering it with their spirit. The
weapon or item empowered still uses the same powers as the
person who empowered it to an extent, and that means that they
have the same weaknesses, such as demons and angels items being
weak to the opposite force.
- Spirit Wave: This is one of the strongest abilities of a
spirit user, designed as one of the most advanced spirit
techniques one can use. Only those who have mastered the use of
spirit energy can use this power. When used, this amps the body
with spirit energy, granting a higher level of focus and power.
In addition, the spirit power is also amped through the body,
creating a powerful wave through the body that empowers it even
more. This technique, when used by a master of spirit power, can
use this to attack opponents with highly enhanced power
temporarily, or be used to fire a large wave of spirit energy at
an opponent. When used, this can also be used to purify others
of impure influences or purify them of any type of control over
their mind and body. This is a very powerful technique, but it
exacts a very heavy toll on the body, doing more damage to the
body as long as the technique is active, and overuse can weaken
a user's ability to use spirit energy. And while this is a
powerful attack, it can be dispelled or blocked by more powerful
energies, but usually more when it's fired in a wave at an
opponent.
- Spirit Share/Spirit Bond: This particular ability was modeled
after certain other arts where users share space in their minds,
but instead of doing so, users are able to bond a being to their
spirits. This is useful for bonding other spirits to one's soul
if they want to create this bond. When used, a user can bond to
just about any kind of spirit, from spirits of other people,
creatures and races, or they can bond to other types of spirits
like spirits that control the world's elements or spirits that
can be summoned from the spirit realm. When used, this creates a
bond where the two spirits are able to share their power, and
empower each other as long as they stay bonded together. The
bond can only be broken by an experienced spirit user, and while
bonded, the lives of the two are tied together, so if one dies
then so does the other.
- Soul Energy Steal: This is a forbidden art among spirit energy
users. Not just because soul eaters are seen as dangerous, but
because this ability has a price for using it. This ability lets
a user absorb the spirits of others after they've been weakened
or killed, and lets the user absorb spirit energy from others,
and taking souls if enough essence is absorped from others. This
is a forbidden art because of the price it takes, as once
someone starts absorbing the spirit energy of others using this
technique, they must continue to feed on spirit energy or they
will age rapidly until they die. However, when used, this lets
someone absorb not just the spirits and energy of those they
take from, but allows the user to gain the other person's
abilities to include fighting styles, special abilities and
supernatural abilities. This also restores one's youth if they
are not in their prime, making this more useful to older users
who want to use this to absorb the power of others to restore
their youth. However, they must keep doing so constantly, or
they will age rapidly until they die. Absorbing some spirit
energy can grant someone temporary enhancement using one's
powers and abilities, but permanent gain of the abilities
requires the full taking of the soul. This is an effective soul
eater power that lets one gain the abilities more easily, but
the price can take a toll on others, as once the price takes
it's effect, this art cannot be undone.
- Mafukan: This is a technique designed by a spirit user who had
no outlet for their extra energy, and instead created a
technique to empower an object and let it absorb extra spirit
energy from the user passively. This technique is perhaps the
ultimate spirit user art, in which this art empowers an object
close to the user to absorb the user's extra spirit energy. Over
years of storing energy, the object becomes powerful, keeping a
storage of spirit energy within in order to keep the power
stored away for emergencies. The item empowered can be anything
the user wants, but must keep it with them. The main ability of
this is to store the energy and then be able to release it
later. When used, this can be used a few ways, such as
empowering someone or oneself, revitalizing and empowering them
beyond their typical limits, or using this to even revive
someone who has died (but this takes years of gathering power
before this can be used). Some use this as a backup to bring
themselvs back to life once if they die, or they may use this if
they are in a desperate situation that they need the extra
energy. Some even use this to train, using it to weaken one's
abilities and absorb the extra energy so that they can get
stronger more quickly, in which they use this to keep their true
power hidden. However, when used to weaken someone and let them
grow more quickly, they cannot release their full power until
the energy of the item is filled again, making this a
semi-permanent weakening. This technique requires a long time of
charging before it can be of any use, and until it does, this
technique is useless. Even experienced users cannot overcome
this as this requires a lot of energy to even be able to use.
However, users can speed this up slightly by feeding their item
more spirit energy, sometimes cutting the time down it requires
to make this usable. And once used, all of the power is used in
this, so using it and trying to save some of the energy in it is
impossible, making this something the user must be sure they
want to use before doing so.
Avatar of the Black Abilities:
- Avatar of the Black: This is perhaps one of the biggest taboos
among anyone who knows about the Parliament powers. Unlike the
other Parliaments, the Black will take anyone who seeks their
power (though they do have a limit on how many people they allow
with this power). Unlike what people think, the Black doesn't
want to destroy the world, but they want to feed on life.
Avatars of the Black become empowered by the force of death, and
become connected to the death realms like the Veil and Shadow
Realm. Users of the Black gain powerful death manipulation, in
which they can use death energy to rot away living things, use
their death energy to create undead, and feed on life energy of
most living things. Users of this power become enemies of all of
the other Parliaments, and feed on any of the Parliaments powers
that they can as a result of this. When they absorb the life
energy of other forces and of other beings, those with the Black
gain power as time goes on, and become more powerful forces. The
Black is a force of its own, and doesn't work with any of the
other forces despite life and death needing to remain balanced.
Users of the Black absorb life energy through touch, and some
advanced users can even control darkness infused with death
energy. Some advanced users are even able to call on dark
spirits to help them, since it is believed that some members of
the Black and some of the minds of the Parliament of Decay are
servants of Xeles. Typically, the Gray and the Bright are the
two best people to fight the Black, as the Black is able to
absorb the powers of the other Parliaments. While they can
absorb the power of the Bright, doing so damages them physically
due to the Bright's energy being able to burn away the Black's
power, so the Bright is usually able to do physical damage to
users of the Black. The Gray also has ways to counter the Black,
though this is a double edged sword since the Black can directly
feed on the Gray. The Black's life absorption can be overwhelmed
though, as they can only handle absorbing so much life. Other
than their life absorption, the Black's death energy can be
countered by anything that counters death, with holy power also
working against most users of the Black. When the Black appears,
all life forces of the other Parliaments will often work
together to fight the Black. Silvio has been using the black for
almost 500 years, and knows how to keep his power suppressed so
the alchemists and vampire ninjas don't catch on to his use of
this power.
- Avatar of the Black Base Power: Connection to the Black/the
Rot: After a user gains the power of the Black/the Rot, the
first thing they do is gain a special connection to the
Parliament of Decay and to the force of the rot. This force is a
force of death that seeks to feed on almost all forms of life.
When used, this force of death comes from deep within the
balance of life and death, hidden in the energy of death. Users
can learn to tap into it with the Black, and this becomes the
basis of all of their powers in the Black. This power allows a
user to absorb life energy and feed it to the Black, and in
turn, the Black makes the user more powerful. This connection
becomes a passive ability that allows the user of the Black to
connect to the Black, and is a very necessary power for them to
have in order to utilize their abilities. This power builds a
basis in the powers of tapping into the Black, and almost all
powers come from first tapping into this. even abilities like
decaying energy or using death energy for necromancy require
connections to this force. Whether one is a servant of Xeles or
trying to keep the balance of life and death, this connection
allows a user to tap into the balance of life and death and they
are able to sense life and death energies through their
connection to the Black. When using this, users can hear the
Parliament of Decay, in which they will often commune with those
that have or desire this connection. This is a power that one
cannot access without connecting to the Black, and must either
make a deal to become an avatar of the Black, or must be
recruited by the Black. However, unlike the other parliament
forces, the Black will often take anyone who wishes to join
their group, and they have no problem calling on people by
overing them power. Since the Black will take anyone they can
get (whether they are seeking to balance life and death or
follow members of the Black that serve Xeles), there isn't much
limit on who can become an avatar of the Black. Those with this
connection will permanently lose any connection to any other
parliament force though, and those that join the Black will be
hunted down by other Parliament forces no matter who they are.
- Avatar of the Black Power: Black Ooze Generation/Manipulation:
This is a power that is the basis of most users of the Black,
which is also known as the "Living Darkness" by other Parliament
forces. This power uses black ooze generated by death energy,
and using a connection to the Black. This ooze is made of
darkness combined with death energy, but instead of being like
the deathly darkness that death wraiths use, this power instead
is more death based than darkness based. This ooze has all the
powers of the Black, in which users can use this ooze to do
things like absorbing life energy, decaying and absorbing solid
matter. This ooze is known as the Living Darkness because it
seems to have its own consciousness connected to the Black,
similar to how Whispering Darkness has its own consciousness
connected to Xeles (which is often why this is favored more by
those loyal to Xeles than other parliament forces). Users of
this are able to call forth and control this ooze as needed,
being able to utilize its abilities as the main use of the
Black's connection. There are a number of ways to use this, but
users use this as their main power and can control this ooze
based on what they want to do. For example, one could release
this ooze on someone through physical touch, or one could
release this ooze along the ground and absorb life energy of the
area around them (such as absorbing life from the plant life
around them). This also has other abilities such as decaying
objects using death energy. This is far stronger than normal
death energy, due to the fact that this power comes directly
from the Black, which is a force of death itself. The major
downside to this power is that the darkness does have its own
conscious, and most of that conscious is dedicated to trying to
satisfy its hunger. This ooze has an endless hunger which it is
always trying to satisfy, whether its by absorbing life or
absorbing physical matter through decaying and consuming
objects. As far as countering this power, the best way is to use
fire or lightning (something that can burn the ooze). Since the
Bright is also a force of "destruction" in that it can burn away
both life and death forces, powers of the Bright are great for
fighting the Black (but only if one knows how to fight forces of
death, as it's slightly more complicated than just setting the
Black ooze on fire). The best way to avoid the ooze is to avoid
physical contact, and as long as one doesn't make contact with
it, they can avoid having the effects of the ooze.
- Avatar of the Black Power: Black Ooze Matter Decay/Absorption:
This is one of the primary abilities of the black ooze that the
Black produces. The black ooze of the Black is able to absorb
physical matter, using death energy to decay and decompose
objects as it absorbs physical matter. Many often see the ooze
as "digesting" physical matter in this regard, where they see it
decaying and decomposing objects as they are absorbed and
compare it to matter being digested. The black ooze is able to
decompose almost any matter, and can absorb the matter once its
fully decomposed. This power uses physical contact, and uses the
death energy of the ooze, in which the connection to the Black
feeds on the matter by decomposing it. This is one way to feed
the hunger of the Black, though it isn't as effective as
absorbing life energy. This process is very effective, not just
on organic matter, but non-organic matter. While it is far more
difficult to decay non-organic matter, many users of the Black
will often find a way to do so by using the black to overpower
matter. Typically, it takes scientific knowledge to break down
some materials, in which some users have had to have strong
scientific knowledge of decomposition and decay in order to
break down certain materials. However, because almost any matter
decays, there is usually a way to do so (if the user knows a way
to). For the most part, this is not only effective on objects,
but on other creatures as well. By grabbing someone or
something, the user can use the black ooze to decompose and
decay the body starting where they are in contact with the ooze.
However, this only works when in physical contact with the ooze,
and requires the user to know how to break down a substance.
While organic beings are easy, non-organic objects are much
harder to break down. For example, glass (especially current
manifactured glass) and plastic are examples of objects that
most don't know how to break down or decompose, so there are
some objects that are not able to be decomposed. Depending on
the time something decays, this can also effect how long it
takes to decompose something. Even with easy to decompose
materials though, this is not an instant process and requires
time depending on the material or creature the ooze is trying to
affect (For example, a person would slowly decompose at the
point of contact with the ooze, having time to get away from it
before taking too much damage). As before, the best way to stop
this is with plasma based energies like fire and lightning that
can destroy the Black's ooze (as long as its not life energy
based).
- Avatar of the Black Power: Life Energy Absorption: This is the
other main ability of the black ooze of the Black, and the main
ability people know the Black for in general. Users of the Black
can absorb life energy, whether it's using the black ooze, or
using a power they have that they connect to the Black. And when
they absorb life energy for the Black, the Black can in turn
make the user more powerful since the Black feeds on the life
energy absorbed and uses the process to grant more power to the
avatar of the Black. Depending on the user, some can focus other
powers and combine them with the Black, such as one user who was
able to combine it with water manipulation to try and drown
people while decomposing them. Whether using the black ooze or
using their own power or physical combat, this only requires
physical contact with something with life energy. Usually, users
of the Black will use the black ooze, as the ooze can move on
its own and absorb life energy farther away than one's own
physical reach. The other popular method is to find a power that
they can combine with the Black in order to allow a long range
contact with the Black. The idea is that once in contact with
something connected to the Black, the Black can absorb energy
from someone. Users of the Black can even use their physical
body to physically contact opponents or living things and absorb
life energy through physical contact. Because of this, some
users may rely on physical combat that can restrain or disable
people so they can grab them and drain their life energy. This
power doesn't take the soul, but does drain the life from the
body, killing the creature being drained if enough life energy
is drained. Because the Black has an endless hunger for life, it
is important to know that the Black can absorb as much life
energy as they want to take, so users are usually not able to
overwhelm the Black by just using a lot of life energy. However,
users that want to overpower the Black are best using something
to destroy the Black, such as fire or lightning, whether it's
the Bright or just normal elemental fire or lightning. By using
destructive elements like fire and lightning, users can usually
destroy conduits of the Black with the right strategies. This
does also require physical contact, and all an opponent has to
do to stop this is break contact with a user of the Black or
whatever the Black is using a as a conduit (like the black ooze
or a power of the user).
- Avatar of the Black Power: Aura of Death: Those that gain the
power of the Black gain something else in addition to the black
ooze of the Black. Users of the Black gain a powerful aura of
death, in which their very being radiates the Black's death
energy. While this is not too different from normal death
energy, users of the Black gain a powerful death aura that can
feed on the life energy around the aura, and users of the Black
can use their aura for different attacks. For the most part,
this is similar to any supernatural aura except that this power
uses death. Unlike creatures like death wraiths and grim reapers
though, users of the Black become more like living
manifestations of the force of death. Depending on how its used,
this is often manifested into two different forms. The first
form of this aura is the default where users of the Black are
incarnations of death and become almost like a balance, bringing
death to areas that require it in order to make way for new
life. In this regard, the feeding of life energy is controlled,
and users learn to control their aura to only release it when
they want to feed on life energy. However, the second is for
those that ally with Xeles (as there are many with the Black who
work for Xeles or Phantom), their aura becomes more like a
connection to the Deep Shadow Realm, and the part of the Black
that goes into the Deep Shadow Realm can empower the user with
other ablities, like some users who are granted abilities by
Xeles if they choose to work for him. For the most part, the
aura option chosen is depedent on the user, and what they want
to align with. Those that are more controlled and about balance
often gravitate more towards the elder Death and some have even
been known to become avatars of death for Death himself to help
his reapers. However, those that use the second option (using
the Deep Shadow Realm) will almost always gravitate towards
Phantom and Xeles, and will become avatars to absorb life energy
that is funneled to the Hell of Souls for dark spirits that feed
on life energy. As one might expect from the use of the Black,
fire and lightning are usually the best things to use, as fire
and lightning utilize a different form of destruction than death
energy does and can counter it. Burning away one's death aura is
often the best way to counter this aura.
- Avatar of the Black Power: Death Energy
Empowerment/Regeneration: While users of the Black absorb life
energy as their main ability, users of the Black are also
empowered by death energy. While most often forget this, users
of the Black gain empowerment by the force of death due to them
being incarnations of the force of death. When absorbing death
energy, users of this power can use death energy around them to
empower themselves. By absorbing death energy around them, they
can gain stronger power from their connection to the Black. The
best aspect about this empowerment though is that users of the
Black can use death energy to heal themselves, in which gaining
death energy allows them to regenerate themselves since users of
the Black become avatars of death. Using death energy, users
gain the ability to regenerate using the energy, or they can
simply just use the energy for empowerment. This works on most
forms of death energy (as long as the power isn't corrupted in
some way in wihch rare cases of life and death users might be
able to corrupt life or death energy). When using this, any user
of the Black can grow stronger with death energy, and the more
death energy is in an area that they absorb, the stronger they
can become from it. While they don't gain as much of a boost in
power as they do with absorbing life energy, they do gain a fair
amount of power. For users of the Black, this is a great means
of powering oneself up in a pinch, and can work when there is
not much life energy around them to absorb. This means that
users of the Black can adapt to either life or death
environments, as they can absorb life, or absorb death power.
However, this doesn't grant too much power, and many users can
still keep up with those that use this power. This power is more
about simply powerup than being a transformation, so it only
grants a slight increase in ability. It is also worth noting
that this can also be countered if a flame user (or someone who
can burn things away) burn away an area to burn away both life
and death in an area. Because flame renews an area, it first
takes away both life and death from an area when used properly.
- Avatar of the Black Power: Rot Poisoning: When one uses the
Black, they are able to force the Black's ooze into people's
bodies (usually through injuries). By using the ooze on someone,
there is a chance this could be absorbed into the body if one
has an open wound or the ooze manages to find a way into the
body. When used, this power allows a user of the Black to poison
opponents with black ooze, where the black ooze usually is made
to run throug their bodies. In small amounts, the ooze is not
fatal, but will absorb small portions of life energy as long as
it is inside the body. The more ooze that is in the body, the
more life energy will be absorbed. When in the body, the ooze
also causes major damage to the body, where the ooze is able to
attack the body from within. Not only does the ooze absorb life
energy, but the death force in the body causes physical rotting
damage inside (usually in the blood vessels). The most dangerous
thing though is if this damage spreads to the heart, which can
rot away the inside of the heart and cause a cardiac tamponade
where the blood can leak out and fill the area around the heart
or cause a myocardial infarction (heart attack) if the rotting
causes a clot in the heart. This can also do something similar
to the brain, in which damage from the blood vessels can extend
into the brain. This mostly depends on how deep the rot
poisoning goes, and only becomes a problem if a user lets the
ooze continue to cause damage. While lesser amounts are far less
detectable, they are rarely ever fatal, and may only cause minor
damage to the body. However, larger amounts are easier to
detect, but cause far more damage much more quickly. If one
wants to remove this poisoning, the best way is to filter out
the poisoned blood, or use some kind of heat to destroy the
poisoned blood (heat can be used no matter who someone is, so
heat is often the easiest thing to access to counter this). Of
course, this also ONLY works if the ooze gets into the body, so
if it doesn't get into the body, this can't even affect others
unless it finds a way into the body.
- Avatar of the Black Power: Regeneration Destruction/Death
Inducement: As a force of death, the Black is able to interrupt
attempts to regenerate, and can induce death if attacking
certain points in the body thanks to this ability. Those that
are exposed and damaged by the Black can have their regeneration
abilities temporarily halted, and with enough exposure, some can
even have their regeneration abilities permanently damaged by
the Black's damage. This can also be caused as a side effect of
Rot poisoning, which enough exposure to the poisoning causes
this effect as well. Users of the Black are able to attack using
the Black's ooze, and when used, the ooze has the ability to
utilize death power to essentially induce death energy onto
someone. This is a very particularly dangerous power, in that
users of the Black can kill most normal beings with enough
exposure to the Black, which only requires them to have their
opponents suffer enough of the ooze. And if this ooze pierces a
kill spot (which is usually the heart or brain, basically a spot
that can kill someone if it is destroyed), this can cause death
in the person, as this will destroy a vital spot before the
person can regenerate. As such, it's imperative for opponents to
avoid contact with the Black as much as possible, and imperative
to avoid the Black attacking vitals. Users of the Black have
been known to permanently damage people's ability to use
supernatural regeneration with this power, to the point that
some permanently lose their regeneration. Of course, this is
only with enough exposure to the ooze (as in enough of the ooze
has caused damage that some of it causes permanent damage). Most
of the time, the regeneration negation is temporary, but becomes
permanent if the opponent doesn't stop avoiding contact with the
Black's ooze. If lost, regeneration can only be regained by
someone who can grant powers, or by using some form of tech
regeneration (like cybernetic regeneration). This also doesn't
affect tech regeneration, though it can be slowed. Since the
Rithm (the tech force of the universe) is a fairly new force to
the Black, the Black hasn't learned to counter everything it can
do yet, which is why tech regeneration isn't nearly as
vulnerable to this power as normal regeneration.
- Avatar of the Black Power: Power Decay: This power is more of
a side effect. When one is affected by the Rot poisoning of the
Black, this is one of the side effects the body undergoes. When
affected, people infected with the Black's ooze will suffer
hiccups where they cannot use their powers, with the Black's
damage to their body basically preventing them from using their
supernatural abilities effectively. Since the Black absorbs life
force, and the Black causes rotting damage in the body, the side
effect is more an effect of the combination of the two. This
causes powers to slowly lose the ability to be used, in which
those afflicted with Rot poisoning will eventually lose the
ability to use their powers completely. This damage starts out
in small amounts, but if not treated, the Black's ooze will
cause permanent damage to the body. Those afflicted with this
can eventually lose all of their supernatural abilities if
enough damage is done to the body. The only way to avoid this is
to treat the Rot poisoning, which will also cure this as long as
the Rot poisoning hasn't done extreme damage. If permanent
damage is done, the only way to fix the damage is to find
someone who can restore supernatural abilities, or use some form
of artificial abilities (such as some may replace certain
abilities with cybernetic upgrades). This only affects those
with Rot poisoning (which means that the opponent has to have
been exposed to the Black's ooze and some of it got into their
body). The effect is small at first, with it being nearly
undetectable and most attributing it to temporary lack of focus,
but as time goes on, most who are afflicted with this will
figure out that it is a problem. This also is a major reason
people figure out they have Rot poisoning, once it starts
affecting their powers and their regeneration. It is rare for
this to actually end someone's powers through permanent damage,
and the only way it does happen is if someone suffers Rot damage
long enough without treating it. It often takes weeks to start
doing permanent damage, and by then most have figured out what
it is and how to treat it.
- Avatar of the Black Power: Energy Decay/Absorption: As a means
to combine life absorption with matter absorption, the Black
users developed this as a means to absorb other forms of energy.
By using the Black's ability to absorb matter by breaking it
down, the Black users developed this ability to break down
energy and allow the Black to devour energy of almost all types.
While this isn't as effective as absorbing life energy, it is
very useful for attacking energy, and breaking down almost any
energy. This can be used not just on energy in the world around
a user, but users can also use this to break down and devour
supernatural energy used against them. For example, aura defense
users have found that the Black can break down and devour their
aura off their bodies. This is another very dangerous ability,
as users basically have to counter most energy types. While some
stronger energies can overpower this and still attack a user of
the Black, most users will find that energy doesn't really do
too well against enemies. The Black users have learned to use
this as a means to combat other enemies who use supernatural
energies. There are only a few energies that the Black often has
trouble with, such as trying to absorb plasma (as things like
fire and lightning usually destroy the Black, so the Black has
to absorb the energy before it can destroy it). Opponents who
want to counter this power are best avoiding physical contact,
and using weapons or powers that utilize flames and/or lightning
(or other forms of strong plasma that can destroy the Black's
ooze). It is also possible for those with potent enough
supernatural energy to overpower the Black, and may actually
still be able to use their energy even with the Black trying to
devour it. For example, one aura defense user had aura so potent
that he killed a Black user before the Black ooze had eaten
through his aura defense. However, for those without energy that
potent, fire or lightning is still best (it doesn't have to be
supernatural, so technology created fire and lightning can be
used against the Black just as effectively).
- Avatar of the Black Power: Dark Necromancy: Users of the Black
can use their black ooze for another purpose, in which they are
able to use this to revive enemies using necromancy, thanks to
the death force the Black represents. When used, this allows a
user of the Black can use death energy based necromancy to bring
back dead bodies. Depending on the user, some may have unique
abilities to use unique necromancy skills, such as some users of
the Black might have necromancy magic that is combined with this
to revive bodies with black ooze. When used, a body can be
brought back and made to fight for a user, in which the Black
uses its energy to control the body. When brought back, the
bodies have the same abilities they used in life, with some even
gaining unique abilities when exposed to the Black, such as one
revived darkness user that gained the Black's life absorption
when combined with his darkness. This is a fairly simple
necromancy, and does create undead creatures for the user to
command. There is no limit to how many can be created, and some
have even created undead armies. Since these undead are usually
not too strong, they are mostly used as canon fodder or as a
distraction. For opponents, the best way to counter necromancy
is usually with holy power, or using some form of life energy
(assuming the Black can't absorb it) to counter the undead's
death power. The only dangerous thing are undead when they
possess holy or light powers, as the undead become unable to be
killed by holy or light powers (whatever power they have) and
have to be killed some other way. Usually, fire is a great way
to kill undead, as burning away their bodies can destroy them.
Some have even had some success using healing magic or life
magic to destroy zombies as it works like purification.
Werewolf Lunar Fighting Spirit Combat Abilities:
- Werecreature Combat: Lunar Fighting Spirit: This is a basic
werecreature combat style taught among some basic werewolves.
Because werewolves not part of a clan didn't have a lot of the
same capabilities, they developed this as a means to fight their
enemies. Combat based werewolves are able to learn this style,
which concentrates their combat ability into special techniques
that utilize their werecreature physiology. Most werecreatures
have different ways of utilizing each ability, but for the most
part, this is a very basic fighting style that typically works
with any kind of werecreature as it's highly customizable
depending on the creature. While werewolves were the main focus
of the original style, other werecreatures have since figured
out how to create their own versions of the style as well. This
style utilizes many different kinds of techniques, and some
clans have found their own gifts or abilities that have been
used to enhance this considerably over the years. This was
designed to fight stronger werecreatures, but also designed to
fight vampires and other supernatural creatures, so the
techniques this uses are specifically tuned to fighting
supernatural rivals. Most fighters usually find ways to use this
to amplify their combat in different ways, with some even using
it to amplify their physical combat styles to amplify their
abilities. Because of how easy it is for werecreatures to adapt
this style, most werecreatures usually learn this if they have
no other clan or tribe to belong to, allowing them to learn to
focus their combat without needing a major clan. This was
designed with the same mindset that humans developed martial
arts, in which this is designed to help weaker opponents fight
stronger opponents. Typically, while a good fighting style, this
is a basic fighting style, and aside from mastering the most
basic combat style, most werecreatures only use this as a basic
stepping stone into other werecreature combat styles, due to it
being so basic and not being designed for complicated combat
styles.
- Werewolf Lunar Combat Enhancement: This part of the lunar
fighting spirit has to do with a werecreature's connection to
their moon empowerment. Werecreatures who gain an empowerment
from the moon are able to use this empowerment in this fighting
style, in which they use their lunar connection to enhance their
abilities during the night in order to combat their enemies. The
amplification comes from their connection to the moon, and the
level of amplification depends on the phase of the moon just
like their normal moonlight empowerment. As such, werecreatures
tune their combat to the phases of the moon, and gain better
combat stat amplification depending on how full the moon is. As
one might guess, the full moon will grant the highest level of
amplification (not counting special phases like blue moons and
red moons), and the new moon grants the lowest level of
amplification. This combat is the basic amplification of this
combat style, in which it was designed to originally counter a
vampire's connection to the night, and enemies who could get
stronger during nighttime. This combat style is basic, but works
well for a basic combat ability, and allows for a werecreature
to see how this style is impacted by the connection to the moon
so that they can more easily incorporate this into other combat
styles. The main danger of this empowerment comes from the red
moon, which can overwhelm certain werecreatures. The other
danger is if an opponent is able to amplify themselves more than
this, as this only empowers a werecreature depending on the
moon, which means that lesser light phases of the moon are the
best times to fight a werecreature, or fighting a werecreature
during the day can remove this amplification completely, as it
only works when the moon is in the sky.
- Werecreature Combat Affinity/Combat Tuning: As werecreatures
learn to tune their combat, they eventually learn an affinity
for combat once they've learned to tune their abilities toward
combat. This doesn't take away their normal supernatural
abilities, but instead just hones their combat and tunes it to
the enemies they fight. In this combat style they learn to tune
to the opponents they face, and learn to easily adapt their
style to fight certain types of opponents. For example, if
fighting a martial artist, a werecreature would adapt and take a
more martial artist style approach, such as blocking and
countering similar to martial artists in order to combat the
style specifically, or they may use their supernatural abilities
to their advantage and use skills to get around a martial
artists skills. This combat tuning can be used a variety of ways
depending on the werecreature, as some may prefer stealth
combat, some may prefer normal combat, or some may even have
special combat styles they adapt. This is designed to allow a
werecreature to fight a large number of creatures, and many
study the strengths and weaknesses of other races in order to
come up with techniques to best certain supernaturals. For
example, there is a technique among werecreatures that allow
them them claw the throat of a human form dragon, which is
designed to interrupt an elemental breath attack, in which
clawing the throat may not kill the dragon, but will stop the
elemental breath attack. This depends mostly on the creature,
and the combat ability of a werecreature, so many werewolves are
typically different in how they use this. It is also worth
noting that certain creatures may be harder to adapt to,
specifically unusual creatures, or artificial ones, and those
that adapt to combat similarly to this kind of tuning will also
be able to adapt to counter this adaption.
- Werecreature Warrior Spirit: This power is a special technique
that uses werecreature fighting spirit and hones the senses of
the werecreature to extreme levels. In the case of a
werecreature's fighting spirit, this is designed to allow a
werecreature to tune to his enemies, and use their fighting
instincts to observe and predict the opponent's movements. With
the proper training, a werecreature can learn to predict the
movements of an opponent, depending on how much of the fighting
style the werecreature is able to observe. By adapting their
combat ability, the werecreature learns to fight the specific
styles of an opponent, and is designed to allow a werecreature
to eventually learn to predict the moves of combat styles. While
this does act almost like a sixth sense, the main purpose of
this training is to open up the mind to observe and counter
opponents more easily, and with enough observation, a advanced
combatant could even learn to predict an opponent's moves before
the opponent knows they are going to use a move themselves. This
kind of technique is very useful for werecreatures who combat
stronger opponents, and allows a werecreature to learn the style
of an opponent and how they attack and defend, usually allowing
the werecreature to find ways to counter a style if the
werecreature can observe it. However, this is not a perfect read
on more experienced opponents, as more experienced opponents may
be able to do the unexpected, and some opponents may be
unreadable due to certain abilities they might have. Those with
this kind of training (like martial artists, swordsman, and
other attack spirit trained skills) can also learn to counter
this, since they also possess similar training to use a training
similar to this.
- Werecreature Combat Spirit Defense: This training is similar
to martial arts, where a user is trained in pure defense. By
training the defense style of the werecreature, a werecreature
learns to concentrate their fighting spirit in order to defend
themselves against certain kinds of opponents. Like martial
artists, this requires a number of training aspects. The first
is being able to concentrate physical force into the
werecreature's defense, in which a werecreature has to learn to
utilize certain blocking and dodging maneuvers in order to
strengthen their base defense and allow them to block or dodge
attacks. The second aspect of this is that a werecreature
focuses on not only training their muscles to withstand stronger
impacts, but also learns how to tense the muscles in response to
an attack, so that the tensed muscles can lessen the impact and
absorb more of the kinetic force. Some advanced users are even
able to stop bladed weapons to a degree, and some can even use
this to stop certain kinds of projectile attacks with enough
training and defense concentration. While somewhat difficult to
master, this is a very useful defensive power that werewolves
can learn. Masters of this style can even strengthen their
muscles to the point that their muscles are almost like steel
when using. However, this technique is not perfect, as certain
attacks can break through defenses, and this also may leave a
werecreature vulnerable as opponents can wait for a werecreature
to untense their muscles before attacking, attacking when the
werecreature is in a more vulnerable state, rather than trying
to break the defense. Breaking through this defense is more
about patience and waiting for the moment to attack, rather than
just trying to break this style, as it's designed to be
defensive and block even some stronger combatants. The strength
of this usually depends on the werecreature, and how skilled a
fighter they are.
- Werecreature Combat Spirit: Form Negation: Just like anyone
else, werecreautres know that attacking carelessly can be
dangerous, especially against supernaturals. This training
technique was developed as part of the attack focus training, in
which werecreatures developed this particular training to attack
someone who is either intangible or in some sort of energy or
elemental form. This uses the combat spirit ability, along with
the combat trained instincts and senses to focus the users
attack to the opponent's real body, rather than the form they
are in. Many might considering this a "supernatural" feat, but
this is purely a combat feat that requires focus and
concentration that werecreatures learn to hone through their
training as they get to an advanced level. For example, someone
in an energy form could be attacked, but instead of attacking
the energy form, the werecreature focuses on attacking the body
of the opponent rather than carelessly attacking the energy
form. When done properly, the attack will hit the person even
though they are in energy form. At first, this often requires
concentration and honing a werecreature's combat senses, but
over time, advanced users will learn to use this subconsciously.
This works on almost any intangible, energy or elemental form
opponents can take, as long as the user concentrates properly.
Since each form is different and each person requires a
different focus, each person has to be attacked different when
used, making this something that has to be tuned to each
opponent individually. Opponents can counter this by displacing
their form, specifically to prevent their actual body from being
hit, essentially dodging this technique. Because this uses
attack force focus, simply dodging the attack in an intangible
form isn't how one avoids this, as they have to know where the
user is focusing their attack, which opponents who know how this
training works can figure out where the user is going to attack.
- Werecreature Combat Spirit: Energy Negation: Just like how
werecreatures learned to fight supernaturals in energy form,
they also learned how to use their attack focus to focus their
attack force to develop their own answer to opponents who use
energy attacks. When using this, werecreatures learn to focus
their attack force to energy itself, where they used their
martial arts honed senses and instincts to learn how to focus
their attack to dispel energy attacks. When used, a user focuses
the force of their attack on the energy itself, and by doing so
they can attack the bonds that hold the energy together using
their attack focus. When used properly, this will dispel the
energy at the point of the attack and dispel the energy of
projectile type attacks or other energy techniques that the
werecreature focuses on. This technique is difficult to master,
but is a very useful technique for any werecreature, as this
gives many werecreatures something they can use to fight tough
supernaturals with strong supernatural abilities. This only
works on energy type attacks and defenses, and doesn't work on
solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
attack focus training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and requires different attack focuses) and must be
attacked using form negation rather than energy negation. The
most this can do to someone in elemental form is negate some of
the energy used to keep their body in it's elemental or energy
form. Opponents who want to counter this can counter this by
changing the position of the energy used, if they know how this
ability works (which those who see similar abilities will know
how it works) so that their attack doesn't hit the point the
attack focus needs to hit.
- Werecreature Skill: Rock Bullet: Since most werecreatures
didn't have a lot of projectile attacks without supernatural
abilities, this technique was developed solely for that reason.
When used, a werecreature grabs a simple rock, and concentrates
the force of their throw to throw the rock with incredible
power. If done properly, a simple pebble can become a deadly
weapon, which can hit almost like a bullet. Some werecreatures
develop special arts around this, with some even using certain
abilities they might have to empower what they throw or throw
more dangerous items depending on the werecreature. This only
requires the werecreature to have the strength and the focus to
throw an object, and doesn't really matter what the object is as
long as the werecreature can throw it with some force. Stronger
werecreatures have been able to throw this hard enough to blast
through some opponents, and some have practiced this enough that
they can even throw these attacks from a larger distance, with
some even trying to hit opponents while hiding from them, as a
means to attack while using stealth. Advanced users can even
focus the throw so that the rock will ricochet off a surface,
using it in places where the object can bounce off surfaces and
attempt to hit the opponent multiple times if the user misses.
Some supernaturals can focus things like magic and other
amplifications into this as well, allowing for customization of
this attack. Typically, this attack is best dodged depending on
the werecreature. Depending on the user, some have better arts
for this than others, and those with projectile amplifications
usually get more out of this than normal werewolves. Typically,
this can be blocked if one can handle the force of impact, and
earth users can also take advatange of this and control the
projectile if they are skilled enough.
- Werecreature Skill: Impact Strike: This is a basic combat
ability, in which a werecreature focuses their power into their
attack. At the point of impact, the werecreature focuses their
power into the point of their impact, and reverberates the force
through the point of impact based on the werecreature's combat
attack. When done successfully, the attack will reverberate when
it hits something, doing more damage to the area around the
attack. This can be used on people or objects, and only requires
the werecreature to focus their point of impact and focus their
attack to vibrate on the moment of impact to create a
reverberation. Depending on the item or person attacked, this
does varying degrees of damage, with stronger uses of this being
able to shatter even concrete if used properly. Depending on the
attack and how the werecreature reverberates this attack, this
determines the attack's damage, as certain reverberations can do
more damage to objects if used properly. As some might now,
there are frequencies of waves that can do damage to objects or
people when used, which is what this technique tries to do.
While this isn't really a supernatural power, it is designed to
do more damage to stronger opponents if the attack hits, and if
used at it's strongest, this might even break an opponent's
guard. Tuning to the right frequency and reverberation of attack
is something that is very difficult though, and even masters of
this may not always get the best result. Things like movement,
attack and defense can influence this, and opponents can even
dodge this entirely to avoid the effects. Typically, this
doesn't disorient others as people might think, but instead just
does more damage when using physical attacks.
- Werecreature Skill: Claw Slash Wave: This is a basic attack
where a werecreature attacks with their claws, except that they
focus their claw slash in order to hit the air so strongly that
it creates a wave of physical force. Instead of just relying on
a claw slash, this was designed to create immense physical force
that can attack opponents. When used, this creates a powerful
wave of compressed physical force that can slash an opponent
even if they aren't in range of the actual claws. When used,
this extends the attack using the wave up to 4 feet in front of
the opponent. Supernatural werecreatures can actually fuse this
power using other air abilities due to how surprisingly
customizable this technique is, in which they can create certain
other attacks with this, such as some who use cold wind can
create a freezing claw slash wave. Once advanced enough, users
can even learn to fire these claw slashes at opponents in a wave
attack, in which they learn to fire the slashing waves upon
creating them to try and hit opponents farther away. Typically,
the waves created by this are invisible unless fused with some
sort of supernatural power, so they are impossible to see.
Typically, opponents who want to dodge this need to react as the
werecreature uses the attack, as usually they won't know a wave
is coming till it's too late, due to this being mostly just a
manipulation of physical force in the air. However, those
familiar with this attack style can usually figure it out fairly
quickly if they know how supernatural fighting styles work as
there are plenty of supernatural fighting styles that use
shockwave style attacks.
- Werecreature Skill: Sonic Howl: This technique turns a
werecreature's howl into a weapon, in which a werecreature will
be able to focus the force of their howl into a powerful wave
that acts as a projectile attack. There are two versions of this
attack. The first is one that simply is focused on blasting
opponents in front of the user, where the user simply fires it
like a concussive wave to do damage to an opponent when the wave
is released. This technique is designed to be released and fired
at opponents as a type of projectile wave attack. The second is
where the user releases a larger wave that is released in a 360
wave around the user, and blasts away anyone who is close to the
user. This cannot be fired at opponents like the first version,
but instead attacks anyone within a 6 foot radius around the
user. Advanced users who can learn to howl at certain sound
vibrations can even learn to use these waves to disorient people
who hear their howls, allowing an extra layer of attack to this
technique. Typically, this is just a wave attack that is useful
for a number of attack options, but is still quite useful in
battle when used creatively. Some users learn to combine this
with other abilities, such as some who combine this with other
wind manipulation to create certain wind attacks out of the
howling wave. Typically, dodging the projectile attack normally
just requires moving out of the way, as the wave being released
is usually obvious by where the werecreature's face is pointed,
and a werecreature always has to lean forward to use this. The
second version instead focuses on the werecreature using this
upward, and will lean up to release a screeching howl. When this
happens, an opponent can usually avoid the attack by getting
away from the user before the attack is released, as long as the
opponent can get out of the radius of this attack.
- Werecreature Skill: Counter Wave: This is a purely defensive
technique that werecreatures developed to be used against
physically stronger supernaturals. When used, this allows a
werecreature to focus a sideways movement to attack an
opponent's own attack. When used, this requires a werecreature
to focus the physical force from their arms into either a
sideways, upward, or downward motion, and concentrates the force
of the air displaced by the movement to increase the force of
the attack. This attack is purely defensive, designed to attack
an opponent's attack in order to deflect it. For example, if an
opponent is throwing a punch, the proper use of this technique
would be attacking the wrist to deflect the attack in a specific
direction, depending on the best direction the werecreature can
deflect it. Usually the standard move is to deflect an attack to
the side, which is designed to open up an opponent to attack
them. This is designed as a way to not only deflect, but allow
for an attack after the opponent's move has been deflected.
Advanced users of this are able to not only attack with an arm
movement, but some are able to also attack with the elbow or
knee, depending on the combat style of the werecreature, which
can allow for stronger counters if done properly (But this takes
practice and experience to learn how to modify the technique in
this way). Opponents can of course dodge this wave, though this
is usually meant to be used while on the defensive, so opponents
should keep an eye out for this. Typically, this is hard to
avoid if the opponent is caught off guard, but some opponents
might be able to move away and cancel their attack if they see
the werecreature about to deflect their attack, but the opponent
should be careful that they don't leave themselves vulnerable
during this.
- Werecreature Skill: Shield Breaker: This technique was
designed by werecreatures to break through defenses. When an
opponent blocks, this technique is used on the opponent, usually
designed to break through more defensive fighting styles. This
is done simply by attacking an opponent with what appears to be
a normal open palm attack, but instead, the user focuses their
physical force into the attack in order to power through the
block. By focusing all of the attack forward into the defense, a
werecreature with this skill can break many strong defense
techniques. If used properly, the attack will not only hit the
defensive technique, but also allow the user to hit the opponent
if they successfully break through the opponent's defenses.
Advanced users of this can even learn to focus their attacks to
attack their way through energy defenses, with some being able
to use this to power through barriers and energy defenses with
enough force. This was designed specifically for opponents who
main their defense, as werecreatures wanted a way to attack
opponents who had good defense who would normally block all
their techniques and attacks. When used, this is difficult to
master, as it requires martial arts knowledge as well as normal
combat focus, as the creators of this technique created it based
on certain martial arts techniques. As this is designed solely
to break defenses, dodging is usually the best means to avoid
this attack due to it's defense breaking ability. However, there
are certain defensive or counter attacks that can counter this,
such as opponents who use defense techniques that deflect an
opponent's attack to the side, or other counter techniques that
dodge and then attack an opponent.
- Werecreature Skill: Claw Spear: This is a combat technique
that was designed to use a werecreature's claws to attack an
opponent and utilize the piercing force that could be generated
around the werecreature's claws. When using this, a
werecreature's focuses their combat ability around the point of
impact, and does an open hand attack to the opponent. By
focusing the attack force around the hand and at the fingertips,
the attack is designed to allow the claws to spear into the
opponent. This uses the same concept as a stabbing motion,
except that it uses the hand of the werecreature to stab an
opponent. Concentrating the force into the point of impact,
users of this can even pierce through armor with enough force,
as this was designed to attack stronger enemies, including
armored foes. Some advanced users have even been able to use
this to break through opponent's defenses, even spearing through
an opponent's arm when the opponent tries to block the attack.
Depending on the skill and power of the werecreature, this can
be very effective in battle, even though the motion may seem
simple. Many werecreatures will attest that this may be easy to
do on weaker opponents, but harder opponents will provide far
more resistance than one might think, requiring a werecreature
to have to learn to focus a lot of force into this attack. As
one might imagine, this is a thrust attack that is designed to
spear an opponent, so opponents can usually dodge the attack, or
some can deflect the attack away from them using certain defense
techniques.
- Werecreature Skill: Windmill of Slicing Wind: This attack is
designed to attack groups of enemies, with this being designed
to repel opponents. This uses the claw slash wave, but instead
of a normal attack, the werecreature focuses their claw slash
wave by spinning in a circle, allowing a user to create a
whirling circle of force around them generated from the spinning
of their claw slash. Instead of moving vertically, the claw
slash waves move horizontally, and as the user spins, they are
able to generate more physical force using their concentration
of force into their claws. When used properly, this attack uses
a spin that can not only create a circular force, but anyone
close by or who tries to get through this will be repelled by
the physical force of the wave of the spin. Advanced users of
this, or some supernatural power uses can even use this to repel
energy projectiles and other supernatural abilities. Depending
on the werecreature, this is able to be used as long as the
werecreature is able to keep spinning, and the wave is
maintained by the attack wave generated from the spinning done
by the werecreature. Typically, this is good for a quick
defense, though prolonged use of this can create dizziness and
disorientation if maintained too long, as spinning at the speeds
the werecreature has to spin at can be taxing even for most
tougher werecreatures. Opponents who want to avoid this can
attack from move away when the user attacks, if they know the
attack is coming, and opponents that want to attack can do so
from either above or blow where the defense has no force (as the
force is concentrated in a horizontal fashion).
- Werecreature Skill: Vacuum Wave: By focusing the force in
their hand into more of a wave, werecreatures are able to create
force wave attacks by pushing their hands forward with enough
strength to force the air into an wave that is fired at the
opponents. This attack is designed to essentially be an open
palmed attack that pushes the air towards the opponent in a
martial arts style move, which can hit an opponent with
incredible force. Some users of this have used these waves to
shatter concrete (usually at master levels), and users of this
are able to hit opponents from a slight distance. Unlike the
claw slash wave, this attack is designed to push a shockwave of
force at opponents in it's base form. However, this is only the
beginner version of this technique. Advanced users learn how to
do this, but instead of firing it as is, advanced users twist
their hand during the technique, not only still concentrating
more force to bring into the attack by using the rotation to
draw in the air, but the wave fired uses a whirlwind when done
correctly. If done correctly, the user twists their hand when
pushing the air into a wave, and this creates the whirlwind that
is fired at opponents. However, in addition to doing more
damage, this also has another effect, which the masters of the
style originally designed this technique to do. When used
properly, the whirlwind sucks the air into the whirlwind and
creates a vacuum inside the whirlwind. When inside, the air
becomes extremely still, and the air is completely removed. This
not only temporarily leaves no breathable air in the wave, but
also is designed to put out fire and lightning attacks, which
cannot be used in the vacuum attack. Since fire cannot burn
oxygen in a vacuum and lightning needs static, this attack
removes both of those things needed. As such, this was designed
mostly against fire and lightning users, but works against wind
users to interrupt certain wind abilities due to the whirlwind.
As one might guess, this is a dangerous technique, and requires
immense martial arts mastery to even attempt the true form of
this technique. Of course, opponents can block or dodge this,
assuming they can handle the wave. Typically, the air returns to
normal after the wave is gone, which is usually not long enough
to suffocate someone or do any real serious damage.
- Werecreature Skill: Ground Wave: This is a very complicated
attack that releases a wave through the ground. Depending on how
it's used, there are usually two main ways this is used. Both
attacks are executed the same way, where the user punches the
ground with a concentrated attack, and both attacks are released
in a 360 fashion. The first is designed to focus the force more
downward, where the earth is dislodged and launched at opponents
with immense force. Essentially, this version of the attack is
designed to release a wave that breaks apart the earth and
launch the pieces of earth at the opponent. Proper uses of this
essentially turn the earth into small bullet-like projectiles
when launched that can do severe impact damage. The second is
where the user punches the ground and reverberates the shockwave
outward rather than downward, and releases the shockwave to
dislodge the earth under the feet of everyone around them.
Proper use of this version of the technique can be used to knock
the earth out from people's feet within a 10 foot radius, which
can knock most opponents off their feet. Typically, this attack
is a very advanced ability that requires not only heavy
training, but for some it may require specific supernatural
training on certain surfaces (IE concrete might not always be
usable for this if the werecreature isn't strong enough to break
concrete). Opponents that want to avoid this should attempt to
move away from the user. The first version can be avoided by
using cover to hide from the smaller earth projectiles, while
the second one can simply be dodged by moving far enough away to
avoid the wave of the attack. Another method of dodging this is
to move into the air, where certain airborne enemies might be
able to avoid both versions of this attack.
- Werecreature Skill: Rage Impact: Using their anger,
werecreatures can use a werecreature technique to empower
themselves when they reach a high enough anger level by focusing
on their anger and bringing it out into their physical
reactions. Once used, this technique amplifies all of a user's
physical stats temporarily as long as they maintain their anger.
Typically, the biggest increase goes to strength and speed, in
which the werecreatures use their anger to motivate stronger
attacks. When in this form, the werecreature's attack speed and
strength are enhanced, making them even more dangerous, with
some advanced users even generating immense heat from their
bodies. In their rage impact state, they can do severe damage to
most opponents, hitting with the incredible force and usually
brute-forcing their way through attacks in their anger.
Werecreatures with this are also fast enough that they are hard
to keep track of, being able to disappear from view with their
incredible speed. However, this doesn't last long, and must be
used to channel rage in order to activate. Typically, the
average rage reaction is about 8-10 seconds with some being
shorter or longer depending on the werecreature. Since most rage
reactions are not unlimited, most minds cannot handle channeling
the rage needed for this for too long, and only those with
constant rage issues would be able to use this (and even then
constant rage can shorten one's life). This can be just as
dangerous to a user as the opponent due to it's risks.
- Werecreature Skill: Werewolf Crash: This technique lets a
werecreature use their power to charge at opponents in a wave,
allowing them to basically charge an opponent with immense force
to do heavy impact damage to an opponent when it hits in a dash
attack that the werecreature uses on opponents. This technique
requires immense speed and strength focused by the werecreature,
and when used, the werecreature is able to attack with
incredible force. This can be done a variety of ways, such as a
shoulder charge, a dash that turns into a kick or punch, and
even just dashing into an opponent head-on. This attack is a
strong attack type, and some users are able to use this to break
through defenses if they can generate enough force for this
attack. When using this, the werecreature has to be able to
close a gap fast enough to hit an opponent before the opponent
can react, but can't use it too close or the attack won't gain
enough momentum. This technique also locks the user in one
direction, and the user cannot change direction easily, having
to stop and restart the attack if they miss. This technique is a
standard crash attack that is designed to power through some
opponents and defenses, so it can break defenses, although
stronger opponents may not be as affected or may even be able to
stop the user depending on the opponent. Typically, dodging is
the best way to avoid this, and users may be vulnerable once
they stop moving, as they usually have to switch stances after
coming out of this attack.
Werewolf Gifts:
- Werewolf Gifts: Just like most werewolf tribes, the alchemists
have different gifts they've learned over the years. While
werewolves typically avoid other werecreatures and stay out of
the conflicts among other werecreatures. However, this doesn't
mean that werewolf alchemists haven't learned certain gifts.
Among some of the ways they've learned these gifts have involved
allies in other clans, some older members that were once part of
other tribes that left to join the alchemists, or many are able
to learn from the spirits themselves. Typically, werewolf
alchemists focus on the nature and elemental type spirits, so
most of the gifts they know are those taught by elemental
spirits since alchemists are usually closest to the elemental
spirits. However, some advanced users have learned other clan's
gifts depending on the gift. Usually, earth and wind spirit
gifts are the main specialty of the alchemists, due to their
strong connections to earth and wind through alchemy. Alchemists
typically can learn a number of gifts, depending on the
alchemist, though some more advanced gifts may require more
advanced users in order to use, as some are more difficult to
learn and even more difficult to master. Most of these have
their own strengths and weaknesses, with each having their own
skills. Typically, rank 1 gifts are the easiest to learn, with
each rank up becoming harder and harder to learn and requiring
more advanced users. Users can learn up to 8 total gifts, with
alchemist elders being able to learn more depending on the
elder.
- Rank 1 Gift: Falling Touch: This technique uses the air around
a user to reduce the affects of resistance to the opponent. By
attacking an opponent, the user is able to hit them with far
more force than they put into their attack, and allow a
werecreature to attack using this to do more damage then they
should. Users of this are able to send opponents flying with
very little force, and can allow even small attacks to do a lot
of damage when this skill is in effect. When used, this may not
seem like much, but users of this can use this very effectively.
Users can use this a variety of ways, such as deflecting a
physical attack with ease, or attacking an opponent to send them
flying (usually relying on impact damage if they hit something
while being sent flying). This is a simple gift to learn, but a
user has to be able to effectively account for the varying
forces around them, and the forces of air acting on the person
they want to affect. Opponents are usually best dodging this
attack rather than blocking, due to it being a very dangerous
technique to use in combat. Some stronger and heavier opponents
may not be as effected, such as those with concentrated mass, or
those that have stronger bodies that can absorb far more impact.
- Rank 1 Gift: Razor Claws: This gift allows a werecreature to
sharpen their claws using stone, steel or another hard surface.
By doing this, the werecreature is able to focus their claws
into deadly weapons, and many can use the razor sharpness to
slice through more than just slicing through flesh. Users of
this art sharpen their claws to deadly perfection, and in this
state, the claws are enhanced with this gift to the point that
many werecreatures using this can attack with much more
concentrated force using their sharpened claws, as the
sharpening of the claws condenses the attack and focuses it more
into a smaller area. Users of this gift can slice through
crystal, stone, and some can even slice through metal objects
with this gift. Typically, this is taught by a bear or cat
spirit, who teach the werecreature the right way to sharpen
their claws without reducing their range and shortening their
claws. Users of this can use their claws to counter bladed
weapons and other slicing attacks. Typically, this isn't too
different from normal attacks, and blocking is usually
difficult, but not impossible. Opponents can usually figure out
quickly how strong the claws are, and can avoid them usually
just like normal claw slashes. And just like normal claw
slashes, the claws can only damage on people or objects the user
connects with in attacks, so dodging is usually a good way to
avoid this gift altogether.
- Rank 2 Gift: Steel Fur: Using this, a werecreature is able to
wrap their spirit with steel, and with it turn their fur into
hardened metal. This can increase defense, but can also be used
to stab opponents with the fur if the fur is used properly to
attack. The fur increases defense heavily, in which things like
bullets and swords can be blocked using the metal fur. If in a
human form, the werecreature can use the metal to harden their
body hair (Depending on how much they have), so a user can still
use this in human form. Advanced users can combine this with
other supernatural abilities, as some have even been able to
pluck their metal fur out (which is usually painful to do) to
use as weapons (with each hair acting like a needle that a user
can throw at opponents). This is taught by an earth or metal
spirit. Users of this may be granted more defense, but opponents
that can cut through metal can still cut through the user, and
certain abilities might have greater effect on the user in this
form. For example, a metal furred werecreature will be far more
vulnerable to lightning, able to conduct lightning more easily
and takes more damage from lightning skills. Anything that can
counter metal can still counter this, and certain wind abilities
can even slice through this defense more easily with proper
concentration.
- Rank 2 Gift: Storm Winds Slash: This allows a werecreature to
attack opponents from a distance. By utilizing the concentrated
force of an attack, a werecreature can learn to strike an
opponent as far away as 50 yards, and can focus their strikes
and attacks to travel through the air as waves of concussive
force. This is normally an ability that is used with a weapon,
but can also be used with physical combat. This can also be
enhanced by those that can use certain impact-based shockwave
abilities as well. This can be used a few ways, with the two
main ones being transferring the attack force of a weapon, or a
physical combat strike across a certain distance. This is taught
by a metal or a wind spirit. The strength and distance that
these attacks can travel depends on the skill and ability of the
werecreature, as some can use certain combat training to attack
from farther away than others could with just this skill alone.
The users attack force will also start losing physical force
after a certain distance, as the friction and wind resistance
will prevent the force from being traveled beyond a certain
point depending on the attack and the force that's used.
Opponents can also still dodge this, or even block if they are
able to handle the physical force of this attack.
- Rank 3 Gift: Wind Claws: This allows a werecreature to focus
the air around their attacks, in which their claw slashes become
much stronger. By focusing the air like razor sharp blades
around their claws, a werecreature is able to use this to slice
through defenses, and can even slice through armors and shields
when used properly. This skill appears at first to just empower
a werecreature's claws, but is actually an ability that focuses
the air around them to a more deadly effect. Advanced users of
this skill can even use this in combination with claw slash wave
techniques to create powerful claw slash waves, and some
advanced users may even be able to fire these slashing waves at
opponents by combining this with other special wave generation
abilities. Some more advanced users may even be able to use this
in combination with other elemental abilities to create certain
other claw slash attacks This is taught by an air elemental
spirit. Typically, while this allows more easily piercing
defenses, users should know that some stronger materials might
be harder to pierce, and certain things like stronger metals or
certain supernatural items might be able to resist this
technique. Opponents can also take advantage of certain wind
abilities to use certain other abilities to affect the wind, or
use certain abilities to absorb the impact of the claw slash,
such as using water's impact absorption properties.
- Rank 4 Gift: Black Mamba Strike: This is similar to certain
vampire celerity training called Blink (not to be confused with
the werewolf gift Blink which is something else entirely), in
which this was designed for fighters who cannot seem to get
close enough to their opponents. This gift increases a
werecreature's speed temporarily, like a snake moving to strike
their opponent. When used, a user can move temporarily at
extremely fast speeds, with users being able to cross extreme
distances using this technique in a very short time. This
technique is designed to allow a werecreature to close a gap,
usually so that they can get close enough to attack at close
range. This gift is taught by a snake spirit. Those that use
this are able to move fast, but only in short bursts, as this
was designed to enhance one's speed but only temporarily.
Because the body cannot handle the speeds this skill uses for
long, the user cannot stay in this state for very long.
Opponents can still dodge attacks made, or block attacks when
the user gets close like normal, if they can account for the
increased speeds. This can also be countered with other enhanced
speed skills, like the vampire celerity training of Blink, or
high speed movement options if one can use them.
- Rank 4 Gift: Strike the Air: By concentrating on the air
around the user, the user is able to use the air itself to throw
off a user's blows. This is designed to be a defense skill to
avoid enemies, where the user is able to throw off attacks by
enemies in order to try and have them wear themselves out. By
playing defense and using this, a user can essentially avoid
being hit by attacks, and can even be used against multiple
opponents (as long as the user can account for each opponent's
attacks), even knocking opponent's attacks into each other if
used properly by advanced users. This gift is taught by a
mongoose spirit. This is a purely defensive skill, and is not
designed to be used offensively. If the user attacks, then this
gift will stop entirely, as the user will have to focus on the
attack. As such, this means that while using this, a user cannot
attack opponents, and are stuck playing defense for as long as
this skill is active. While this is a great defensive skill,
there are stronger enemies that might still be able to hit
opponents that use this, if they are able to hit with a stronger
force than the air that is used to redirect the blow.
Redirecting blows is far easier than stopping blows, so this is
best used for redirecting attacks rather than stopping them
entirely. The user also has to be able to focus on how they want
to use this, so this does require some level of concentration in
order to use which opponents can take advantage of.
- Rank 5 Gift: Spirit Vessel: This is a high level gift in which
a werecreature is able to channel a spirit. For a short time,
the werecreature and the spirit fuse together into one being and
have the abilities of the werecreature and the spirit.
Typically, the werecreature is the one in control, with the
spirit adding it's powers and abilities to the werecreature. The
spirit called depends on the creature and what spirit will heed
the werecreature's call, so there is no real way to predict what
kind of spirit will appear. The only thing that is certain is
that the spirit and the werecreature will fight as one while
this is in effect. This gift can be taught by fire elementals or
banes (though banes call for a price in learning it). The main
danger to this is that the werecreature and spirit must remain
unified, and if something goes wrong, the werewolf might
accidentally channel a bane spirit and the bane spirit will turn
the werecreature on their allies. When used, the spirit called
still has the same weaknesses to their powers (For example, a
fire elemental spirit would be weaker to ice abilities), and
users of this only gain this temporarily. Depending on how long
this lasts, the spirit will return to nature after this has been
used, or if the spirit runs out of power and can no longer
fight. Werecreatures don't gain as much power and ability as one
might think, as this is more about adding the spirit's abilities
and some of it's spiritual power to the user. The werecreature
is still able to be damaged like normal, as this just lets the
werecreature temporarily gain certain abilities from spirits.
Some spirits also might not be able to be used depending on the
werecreature, as some spirits may be incompatible with the
werecreature's abilities. When Silvio uses this, he has to force
spirits to work with him. Because of his power using the Black,
he has to force spirits into servitude, or else the spirits will
not go near him because of his power of the Black.
Basic Werewolf Race Abilities:
- Werecreature Physiology: Many are familiar with werecreatures,
and know what they are. When it comes to these creatures, there
are many types of werecreature, just as there are many types of
vampires. Typically, most werecreatures are similar at the base
level, which is usually discussed before their specific
abilities. Most know werecreatures possess claws, tail, even
sharp teeth, and usually are human-like with animalistic bodies
(some may stand on two feet, but some might stand on all fours
depending on the creature). Most werecreatures have a very
similar base, even if most have different ways of manifesting
the supernatural abilities of that base among different
werecreatures (like some have different connections to nature
than other werecreatures). Almost all werecreatures have this
base physiology, no matter what they are, enough that even other
types of werecreatures still act somewhat similarly. Most
werecreatures are either born into a pack or tribe, or turned
into supernatural creatures through a werecreature bite (usually
a bite, some may have other ways to turn people). Werecreatures
started out as a type of cursed beast that put a curse on man,
but that curse ended up creating a race of supernatural
creatures many see as the counter to vampires, and have
developed a strong connection to nature. Of course, there are
many types of werecreatures, from werewolves (the most known),
were-cats, were-jaguars, were-tigers, to even were-rats and even
other rare variations. However, most of these cursed creatures
do often share a weakness, in that most are vulnerable to silver
and mercury (though some creatures might have other weaknesses,
as some creatures might be vulnerable to other things instead of
silver). Most of the alchemists are werewolves, but there are
clans of other werecreatures, since the werewolf alchemists
started out as a group of outcasts from other tribes and packs.
- Werewolf Nature Connection: Most werewolves has a powerful
connection to nature, which lets them sense the condition of the
nature around them. This lets them not only sense people close
to them who do things like step on the grass, but also lets them
do things like tell when plants are dying, or letting them
communicate with animals depending on the tribe/pack and their
affinities. For the most part, this isn't too much of a skill
that's useful in a fight, as it's just the basis of a werewolf's
abilities. However, it also does give them a sense where they
can sense all nature around them, even without seeing it
directly. This helps greatly for them to see the flow of
nature's energy and learn how the power of nature is channeled.
They are also able to use this connection to heal plants and
animals with the life force of the world around them. This not
only gives the user basic connection to the earth though, as it
also gives them a connection to things like the water, which is
also of the earth. This means werewolves with this connection
can also even use their purification and interaction with water
and creatures of the water. Typically, many werewolf tribes
focus on their connection to nature in different ways, and many
will often figure out how to utilize this in their tribe, though
this is still a basic of werewolves on their own that they can
learn. This power is not a battle ability, so it doesn't really
grant them much in battle. The only real advantage it can give
is if the werewolf knows the area they are in due to being close
to the nature there, and can gain an advantage when fighting
opponents in familiar territory.
- Werewolf Spiritual Tuning: Similar to other creatures like
moglins who have a connection to the world, werewolves with this
specific nature connection have a special connection to the
spirits that make up the earth and the elements of the earth,
and are far more tuned to the spiritual realm than most
creatures would be. These spirits are normally invisible and not
able to be interacted with by most people, even most who think
they know all the spirits often find they don't know how the
spirit realm dictates the very world's elements. This may seem
simple, but this lets werewolves connect to the world much more
than most who connect to nature, as they aren't just connected
to nature, but are able to also interact with those spirits for
another way to interact with nature. Depending on the tribe,
some tribes have specific ways to use this, and some can even
develop their own ways to use this to their advantage depending
on their affinities. Werewolves that have this connection
understand the importance of the world's forces, and can see not
only the flow of the planet's life energies, but also how the
spirits impact that balance of the world itself. They are also
able to perceive the world's flow of life and death as a result
of this power. For the most part, this just lets werewolves have
a closer connection with the world around them, not really being
too useful until one learns to use spirit art magic. For
werewolves with this ability, their main enemy is dark spirits,
as dark spirits are the type of creature that will go after
anyone that "sees" or "senses" them. Once a creature has seen or
can perceive dark spirits, it opens up a new realm of knowledge,
but also means they're more likely to be attacked by dark
spirits.
- Werewolf Tribe Connection/Empowerment: Almost all werewolves
gain empowerment by being part of a tribe or pack, which is why
many will travel together. Not only does traveling together
allow them to cover each other in battle and allow them to fight
together, but a connection to a pack or tribe can empower
members of the tribe or pack. The more of the pack that are
together means a stronger boost in abilities. This amplifies
both physical and supernatural abilities when together, and may
even grant other special effects based on the tribe, such as
werewolf alchemists having a stronger ability to sense magic
when working together, or another wolf tribe that might gain
enhanced spiritual connection when working together. This
depends on the tribe or pack, and this power is a natural
encouragement for werewolves to work together rather than being
alone. Most werewolves would see strength in unity, and weakness
in being the lone wolf (no pun intended). This power is designed
to unite tribes and packs together, and sometimes when packs
join other packs, their abilities can blend together, such as
two different tribes that join together could passively gain
some of each other's abilities if they become truly unified.
However, this requires that the werewolf submit to the pack, and
those that are not a part of the pack are usually cast out of
the pack otherwise those that interrupt this connection, and see
those that "work alone" as infections to their connection to
each other. Of course, one without a tribe or pack doesn't lose
power by not having a tribe or pack, but just that those that do
will gain power and focus as they work with others. The
alchemists typically gain enhanced magic when working together,
and certain alchemists may even gain special combination
abilities (for example a fire alchemist and lightning alchemist
might gain an ability to combine their magics into one powerful
magic through this connection).
- Werewolf Lunar Empowerment: When reaching a high enough power
as a werewolf, a werewolf can essentially gain a powerup where
they gain power and ability through lunar light. While
werewolves can still fight at their full power during the day,
most werewolves are at their best when in moon light, and many
werewolves are able to fight using enhanced physical and
supernatural stats. This technique is just a base powerup, which
werewolves gain at a certain level of power and training to
harness the full nature of their nightly nature. Those with
werewolf nature connection are connected to the moon just as
much as the earth, and this power symbolizes their embrace of
their nightly nature. The more full the moon, the more powerful
the werewolf becomes, with the full moon amping them to their
max capabilities (aside from special moons like blue moons or
red moons). Depending on the type of moon, usually determines
the powerup. In the full moon, a werewolf is at their strongest,
with their nature power and their magic gaining a large amp.
This makes the werewolf's physical and supernatural abilities
far stronger, but doesn't gain any other real abilities in terms
of new abilities unless they are of a special tribe that does
gain abilities in full moons. However, the werewolf can gain
special abilities during blue moons or red moons (more on red
moon and blue moon powers next) depending on the werewolf and
what tribe they are a part of. This power is a passive ability,
which is something the werewolf doesn't really have control
over, as it's simply part of their nature connection. Typically,
those that can create sunlight in nighttime can slightly
interrupt this power, and can return a werewolf to normal power
if the werewolf is hit with it enough times, since lunar power
can only operate in the absence of the sun light.
- Red Moon Enhanced Moonlight Power: When in the red or blue
moon, the nature connection and lunar empowerment abilities give
the werewolf special enhanced modes, where they are able to draw
the unique moonlight into their power. When in the red moon, the
werewolf gains a corrupted mode where their abilities all become
more powerful and they gain a massive powerup from the red moon.
Most werewolves gain more power with the red moon than they do
with the blue moon, but this comes with a price. Typically, when
in the red moon, most werewolves become much more ferocious and
they seek to kill their enemies as brutally as they can. While
most werewolves learn to control this with time and training,
werewolves still have to be careful on these nights, and many
werewolves who do lose control often hide from the moon light
when this night comes around due to the dangerous of who they
might hurt, as some have even killed their friends and family
during this kind of night due to the nature they gain. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werewolf abilities become corrupted and are able to hurt almost
any creature due to the corruptive energies they generate in the
presence of a red moon. Only the most ferocious of werewolves
typically carry red moon energy outside of red moon nights, and
many try to avoid the power altogether due to what they become.
However, those that do try to utilize this outside of nights of
the red moon must be careful, or else they could eventually lose
their sense of self and become feral werewolves, as the
unnatural red moon light can eventually overwhelm the rational
mind and eventually destroy a werewolf's ability to think
rationally. Of course, a counter to this ability is sun light
manipulation, due to sun light being able to counter lunar light
manipulation, and some sun light manipulators are able to
completely negate the powerup of the red moon if they use it on
a werewolf enough, though keeping them from regaining the amp
requires usually getting them out of the moon light.
- Blue Moon Enhanced Moonlight Power: Just as the werewolves
gain abilities during the red moon, they also gain special
abilities during the blue moon. During the blue moon, the
werewolf gains a purity with their nature connection that
surpasses their normal connection, and gains highly enhanced
ability to connect to nature during this time. During this, the
purity of their connection lets them use their supernatural
abilities at a highly reduced cost, and can amp their special
abilities considerably. To an extent, depending on the werewolf,
some can even gain unique abilities only usable during this
time, such as some with magic being able to use special spirit
magic that purifies corruption and gives the werewolf a pure
neutral nature. This lets them more easily influence the world
around them, for better or worse depending on the werewolf, and
allows them to use enhanced power at reduced cost. While in this
mode, the purity of their power is also able to damage almost
anything due to the neutral pure nature of their connection with
the world. When in this mode, werewolves also gain a calm focus,
and lose much of their natural ferocity in favor of
concentration and purity of mind (For better or worse). However,
while it is possible to store the energy of a blue moon up for
later use, it is hard to use when not in a blue moon, and
werewolves cannot usually handle too much of this energy outside
of nights of the blue moon. Due to how unnatural stored blue
moon energy is, it can overwhelm a werewolf's natural
connection, and temporarily damage a werewolf's nature to the
point that they could lose part of their werewolf connections to
nature and the moon. Typically, sun light manipulation (if it
can be created in the presence of this moon light) can counter
this power, and do more damage to werewolves who use this since
sunlight typically counters lunar light manipulation.
- Werecreature Trait Suppression/Shapeshift: Werecreatures have
an ability where they are able to change forms. Typically, this
depends on the werecreature, but most werecreatures will either
take a werecreature form as their base, or a human-like form as
their base depending on their heritage, and certain other
factors. Depending on their base form, they are able to
shapeshift between their human form and werecreature form, with
the base form being the natural form and the other form being a
form they can use using shapeshifting. Werecreatures who take
their werecreature forms naturally can shapeshift and suppress
their werecreature traits, in which they are able to pass as
human by using this power. A werecreature is able to suppress
all of their traits to the point that they come across as human,
and even feel human to those with supernatural presence sense
abilities. Those that take human form typically use this to
release their full werecreature form, in which they can
typically use their werewolf form like an enhanced form that is
stronger than their normal mortal form. There are other
werecreatures who have other ways to use this, but these are the
main two aspects. Typically, it does take energy and stamina to
transform or suppress one's traits depending on which is the
base form and which is the form the werecreature has to
shapeshift into. As such, werecreatures cannot stay in their
other form indefinitely, as they will eventually run out of
energy or stamina to maintain this. Typically, this is used to
allow a werecreature to pass as human for those that need to use
this to take human form, or used among human form werecreatures
to take a battle form when fighting, so this is usually only
meant to be used temporarily anyway. However, once they do run
out of energy or stamina, they can no longer use this to
transform, and will revert to their normal base form (whichever
form that their base form is).
- Werecreature Cursed Bite: This is the ability that allows a
werecreature to bite someone with their werecreature fangs. When
they bite someone, they can choose whether not to leave this
cursed bite mark behind. This is used not to kill someone, but
is designed to turn those with this cursed bite into
werecreatures like the werecreature who uses this. When changed
into a werecreature, the werecreature becomes a werecreature the
same as the original werecreature who bit them, such as a
werewolf would turn someone into a werewolf upon biting them.
While the user might have unique abilities that might manifest
depending on the tribe and training they are a part of, the
werecreature will usually be more or less like the one that
cursed them initially. The person can be cured of this cursed
bite within a certain amount of time, however, this can only be
cured if a special formula (which is fairly known by
supernatural hunters and most know how to make this formula) is
administered before the new werecreature eats the flesh of a
human or animal, as once they do, their curse will often corrupt
their natures after feeding and it will make the change
permanent. If the werecreature that casts this is killed, the
person affected can be changed back, but they may be permanently
changed if the person has devoured flesh while being a
werecreature. However, if they haven't done so, then they can be
returned to human when the original werecreature dies if they
don't have access to the formula to turn them back to normal. It
is also worth noting that those that are immune to being changed
into supernaturals won't be affected by this, as there are some
creatures and even some humans that have ways of making sure
they cannot be changed by supernaturals, depending on the
creature and what they have access to.
- Werecreature Claws: Just like one might expect from their
animalistic appearance, almost all werecreatures have claws of
some kind that extend from their fingernails. Most werecreatures
have ways of keeping their claws maintained, and most
werecreatures can leave their claws long, or some will keep them
trimmed so they're not so bothersome in day to day activities.
Typically, their claws are one of their biggest weapons in
combat, in which most werecreatures use their claws to slash
opponents, with many even having claw slash techniques they can
use in battle depending on their abilities. While claws are
naturally sharp, werecreatures can actually sharpen their claws
like they would a sword, usually sharpening them with a strong
substance to the point that they can become razor sharp.
Depending on the werecreature, some claws may be different
sizes, or some might have slightly different capabilities, but
there are plenty of ways for a werecreature to use their claws
in battle. Most werecreatures are very dangerous and can easily
rip people to pieces with their claws depending on their skill
level. For the most part, avoiding the claws just requires the
opponent to avoid the strikes of the user when the user is using
their claws in battle, as their claws are a type of short-range
close combat move. Most long distance claw slash attacks can
also be dodged or blocked (Depending on the werecreature and
their abilities if the opponent can account for the user's
enhanced strength, and their abilities), though opponents should
be careful of werecreatures who have claws that are able to cut
through metal, as some werecreatures do have much stronger claws
that can claw through metal objects.
- Werecreature Bite/Teeth: As one might expect from seeing a
werecreature, almost all werecreatures have some sort of sharp
teeth. Typically, most werecreatures teeth are designed for
tearing apart flesh of either animals or humans (depending on
the werecreature and what they survive on). Due to this, many
werecreatures will use their teeth to bite opponents in battle,
and are usually strong enough that most werecreatures are even
able to bite through limbs with their bite (depending on the
werecreature and their strength. Different werecreatures may
have different teeth, but overall, werecreatures are able to use
their teeth to some degree, with some werecreatures even having
certain abilities to enhance their bite. There are some
werecreatures that are able to absorb life energy through a bite
attack, in which some werecreatures have the ability to take
life energy through biting others depending on the creature.
Some werecreatures are known to have enhanced bites, like
werepyres (werecreature/vampire hybrids) having an acid bite, or
some might have special techniques that utilize their bite in
unique ways. This mostly depends on the werecreature and their
abilities, as each werecreature is different. Typically,
avoiding a bite in battle is as simple as maintaining one's
distance from an opponent, as this can usually only be done at
short range unless the user has a special bite attack that can
be used from a distance, which is usually rare. For the most
part, these teeth aren't really made for battle, but more are
specifically for eating. Werecreatures can use them in battle,
but there is a lot of risk in doing so since werecreatures might
take hits that might knock their teeth out just like any other
creature.
- Werecreature Fur: Werecreatures, as one might expect, generate
fur in their werecreature forms. Depending on the creature, the
fur will typically be different depending on the werecreature,
but usually almost all werecreatures have this to an extent.
This is usually not noticeable on a human form, since a human
form suppresses most werewolf traits, but in werecreature form,
almost all werecreatures have fur, which has a few functions.
The first is that, like other creatures with fur, this helps
them stay warm in harsh temperatures, and depending on the
creature, they may even have summer fur that helps keep them
cool in hot temperatures. However, there are certain
werecreature that can use their fur as a weapon. For example,
there is a werewolf gift that turns a werecreature's fur into
something akin to steel armor, or some werecreatures can fire
their fur at opponents like firing needles with certain
techniques. Overall, this depends on the werecreatures and their
abilities, as most werecreatures are different in nature and
different werecreatures usually have different ways to utilize
this. Typically, the fur is more defensive than offensive, so
it's not really useful to attack unless a werecreature has a
means to attack with their fur (though some can learn skills
that will allow them to attack with their fur). Aside from
special techniques though, fur is more for environmental
adaption more than to be used in battle, so this is more just a
part of their physiology that helps them survive rather than
helping them fight. It is also worth noting that fur is also
more vulnerable to fire, as fur can be flammable under the right
conditions.
- Werecreature Anger Amplification: Typically, werecreatures are
far more emotional than vampires are. As a result, werecreatures
gain power from their intense emotions, specifically their anger
when they are feeling strongly. Many werecreatures are empowered
by anger, and are able to gain boosts through their anger while
it's in effect. The most common method of using anger is a rage
frenzy, where a werecreature will temporarily lose control of
themselves and act in pure rage towards whatever is causing them
anger. Depending on the werecreature, this may happen under
different circumstances (like some werecreatures might react to
other stimuli like certain kinds of light), or some
werecreatures even have specific arts for using this, like
utilizing their anger in special techniques that empower their
rage frenzy with different abilities (depending on the
werecreature, tribe and abilities). This is an ability that most
werecreatures have to deal with and is more of a hindrance to
their daily lives, since many werecreatures might have short
tempers, but most advanced werecreatures have learned to control
this, and only really use it when they want to rather than
letting their emotions control them. Overall, the arts used
depend on the creature, but most have to control this at some
point, as this can lead to werecreatures attacking allies when
they are in their frenzied states, and werecreatures may not be
able to control who they attack (as they might go after someone
other than the intended target) depending on the situation.
Overall, the main use of this is for those with techniques to
utilize this in combat, which all usually only work temporarily
while the user is in a rage state. And even if they don't have
any special techniques, the rage state is only temporarily,
lasting as long as the stimulus persists that drove them into
it, or a certain amount of time passes after going into the
frenzy.
- Werecreature Agility and Werewolf Cling: Werewolves have a
natural agility, in which they are able to move very effectively
in battle. Part of this is speed and flexibility, where they are
able to move around and attack based on the type of werecreature
they are. Even werecreatures that are larger than normal beings
have a strange agility that they are able to use that lets them
move effectively, usually letting a creature jump around, or
even use their agility to move silently across an area. In
addition to this, werecreatures also have a natural ability to
use their claws to cling to surfaces, where they are able to dig
their claws into a surface and then stick to that surface. Most
werecreatures use this on trees, where they are able to stick to
a tree, or use their momentum and use their claws to change
their trajectory in a fight. Some werecreatures have certain
abilities in doing this, such as some that will hide in the
trees and steathfully strike (like those with panther powers) or
some might use their claws and agility to make their way up
trees and drop down on their opponents, or some might just jump
off surfaces to attack opponents. This usually depends on the
werecreature, as different werecreatures have different hunting
styles depending on what kind of creature they are and what
abilities they possess. Typically, it is very important to keep
track of werecreatures in battle, as their agility may be hard
to keep track of, and some will use stealth if the user loses
track of them to stay hidden until they're ready to attack.
Opponents can usually dodge a werecreature as agile as they are,
as long as they are able to keep track of them and can react to
what they do. Those that know werecreatures often know just how
agile and dangerous werecreatures can be, especially ones that
utilize this in combination with stealth.
- Werecreature Hardened Body: Werecreatures typically have much
stronger bodies than humans do, as their muscles, bones and even
their skin is thicker than a human's. While not as strong in
human form (as they typically will be the normal level of a
human when in human form), their werecreature forms are much
stronger and are able to take reduced damage from attacks due to
how strong their bodies are. Werecreatures are usually natural
fighters, and usually have ways to utilize this, such as some
might learn certain heavy stander abilities that resist
knockback and stun to a degree. Werecreatures are able to use
their bodies hardened muscles in a variety of ways, as
werecreatures can even use their stronger muscles for stronger
attacks depending on the training the werecreature has.
Typically, this partially depends on the training of the
werecreature, and partially on the werecreature themselves
depending on what type of werecreature they are. For example,
certain werecreatures may have stronger bodies than others, with
certain werecreature types might have a strong body, while
others might have specifically stronger bodies. Of course, just
like with most of their physiology, werecreatures also have
certain abilities and arts that might enhance their defense,
with some even training their durability so that they can become
more resistant to damage. Some more trained werewolves have even
been known to block swords to a degree, though whether or not
they can do this depends on the strength of the opponent.
Typically, opponents can more easily pierce opponents with
silver, or certain stronger attacks can also do damage. While
stronger, they do still take damage from attacks, even if it's
just reduced. Many werecreatures are also vulnerable to fire to
a degree as well, though some werecreatures might be resistant
to fire if they possess the ability to use it.
- Werecreature Regeneration: Werecreatures, like vampires, have
supernatural regeneration that can be used to heal themselves
when they have taken damage. Werecreatures have strong
regeneration, and can regenerate from most damage. Werecreatures
can usually regenerate anything as long as their heart or brain
isn't destroyed. Werecreatures also regenerate faster than most
other vampires, due to werecreature regeneration being slightly
different than vampire regeneration. Of course, some tribes even
have special regeneration techniques, so some werecreatures may
even gain special regeneration techniques of they are available
to them. This is a passive skill that heals werecreatures, and
this power is sustained by their devouring of flesh of either
animals or humans, depending on what the werecreature wants to
eat to sustain their power (which may or may not depend on the
tribe they're born into). Werecreatures, unlike vampires, cannot
regenerate limbs, but they do regenerate any damage to their
bodies, and can regenerate even fatal wounds that might kill a
vampire (typically, vampires regenerate more parts of their
body, but werecreatures regenerate faster and more easily).
Werecreatures usually are able to regenerate almost anything
save for decapitation unless silver is used on them. For most
werecreatures, silver is usually the best thing opponents can
have, since silver can be used to interrupt most werecreature's
regeneration (though some werecreatures may be vulnerable to
other elements like gold depending on the creature). Certain
holy powers can also help kill werecreatures more easily due to
their cursed natures. Certain things like death scythes and
other regeneration negation weapons/abilities can also be used
on werecreatures, just like vampires. However, decapitation or a
silver bullet to the heart is usually the easiest way to kill a
werecreature (though decapitation works on almost any
werecreature where silver might fail depending on the creature).
- Werecreature Body Temperature Regulation: Similar to how
certain supernaturals are able to adapt to environments around
them, werecreatures are able to adapt to environments around
them thanks to their supernatural physiology. For the most part,
a werecreature's body usually has ways of regulating their body
temperature, whether it's in battle or outside of battle. Most
werecreatures will be able to adapt to hot or cold environments
depending on the creature. Usually, this is most present during
different seasons, when a werecreature often has different coats
of fur to handle each season (depending on the werecreature). In
addition, each werecreature is able to regulate their body
temperature through their body's own methods as well, which have
the same abilities as humans to try and regulate their
temperatures. However, werecreatures are much more easily able
to adapt to extreme temperatures thanks to this, and they are
able to survive in almost any environment, from the hottest of
deserts to the coldest of icy weather. Most werecreatures can
adapt for certain environments specifically, depending on where
they live, as most werecreatures usually specifically adapt to
wherever they tend to stay. Some even adapt by other methods,
like certain werecreatures might have a higher body temperature
than normal because of their werecreature nature. The last
advantage is that this helps them against people who use heat
and cold as weapons, which allows the werecreature to handle
extreme heat and extreme cold (granted they aren't being burned
with fire, or frozen with ice). However, while they adapt to
temperature easily, they cannot adapt to being burned by fire,
or frozen with ice, and while they can adapt to the heat
generated by fire or the cold generated by ice, they can still
be hurt by fire and ice abilities (depending on the
werecreature, as some might have certain resistances and
immunities). This also doesn't apply to things like vacuum
environments and being underwater, since this only really
applies to adapting to temperature and not certain other
environmental factors.
- Werecreature Animalistic Senses: Werecreatures all have
animalistic senses, which allows them to sense far more than
what humans can. While they still have human senses as well
(sight, smell, taste, touch and hearing), they also have other
senses depending on the werecreature. Animals are often known
for being able to senses changes in the earth that humans
cannot, and this sense is just one of the senses that
werecreatures have. One such example are how some creatures have
an electromagnetic sense to sense the flow of ions in the
earth's atmosphere, and they are able to use this to not only
sense changes in the earth itself, but they can also use it to
navigate far more easily than humans can. Most werecreatures
have much higher tuned senses, and this doesn't just apply to
their normal senses. Most werecreatures are also able to do
things like seeing in the dark, or many have a specific ability
to sense the presence of others with a sort of sixth sense of
the environment around them and can use it to focus on anything
living. The specific senses depend on the werecreature, as all
werecreatures typically have different senses depending on the
type of werecreature they are and what animalistic traits the
werecreature possesses. Typically, this isn't too useful in
battle, though some werecreatures can use these senses to sense
when danger is nearby, as werecreatures can learn to hone their
senses to a point where they can even sense when someone is
trying to sneak up on them or is going to attack them. While
useful though, these senses are not always accurate, and certain
natural phenomena might also be able to affect a werecreature
due to these senses if an enemy has a way to take advantage of
these senses.
- Werecreature Earth Communication: As part of a werecreature's
connection to the world and the spirits, they are able to
communicate with the earth, including the life on earth. While
they may not have connections to certain life forces depending
on who they are, all werecreatures, in some form, have some sort
of communication they can use. For example, many werecreatures
can communicate with animals and some can even communicate with
plant-life if they have a strong enough connection to the force
of the Green (a life force connecting all plant life). Usually,
this communication allows them to not only befriend the entities
of the world, but this also allows them to call on allies during
battle, such as some who can call on animals or plants to fight
for them depending on the werecreature and what creatures or
organisms will listen to them. Typically, animals and plants can
be called to help the werecreature, with some even having unique
training depending on the tribe, as some tribes have specific
gifts designed to call on animals or plants to help the
werecreature. This isn't really a battle power so much as more
of a communication power, as most werecreatures usually use this
to keep animals and plants from certain battles they might face,
or they may make friends with certain animals or entities due to
their strong connections to the earth. This usually depends on
the werecreature, and some werecreatures speak to specific
aspects of the earth whereas others may have a more general
communication with the life in the world. This depends mostly on
the individual, but mostly, the only way this is used in battle
is to call animals or plants to fight or help out in some way,
and the animals or plants can still be destroyed as normal, with
them still being able to be killed in battle (though some
werecreatures may have gifts that strengthen animals and plants,
so that should also be taken into account if one needs to fight
a werecreature with this ability).
- Werecreature Gift Affinity: Werecreatures developed gift
training depending on the tribe specifically for werecreatures
in the same manner that vampires developed their discipline
training. This allows werecreatures different training to gain
different abilities, which are usually taught by certain
spirits. Unlike vampire disciplines taught by clans, werewolf
gifts are not just taught by tribes, but also by individual
spirits that might know of them. Once a werewolf has their
affinities, and someone to train them, the werewolf is able to
learn werewolf gifts based on the tribe they are in, or what
spirits will teach them. Overall, most werewolf gifts are
dependent on the tribe, as each tribe has its own set of
abilities to learn. This could be as simple as combat
enhancement skills, or learning to call on spirits in battle, or
some like the Glass Walkers even have unique gifts involving
manipulating technology. As one might expect, each set of gifts
is different in nature, so naming them all is nearly impossible,
let alone naming their strengths and weaknesses, but all
werecreatures are usually able to learn these in some capacity,
with some advanced users of certain gifts being able to combine
gifts depending on what they can do. Overall, each gift works
different, and has it's own strengths and weaknesses, but each
gift does have it's own strengths and weaknesses, due to each
gift having limits of what it can do. For example, combat based
abilities are limited to combat and may not include supernatural
powers (though there are some that enhance supernatural
abilities as well), or some that might have consequences (such
as some used too long might take a toll on the werecreature's
body). This depends on the gifts learned, and the gifts learned
depend solely on the tribe the werecreature belongs to or the
spirits teaching them gifts. It is also worth noting that most
werewolves gain gifts solely based on the tribe they belong to,
and no werewolf gains random gifts unless they are part of no
specific tribe and are just taught by spirits in general since
those with no tribe have no specific ties to any one tribe. This
also may not cover certain things like werepyres who have
combination abilities with vampire disciplines, or other
werecreatures with power from things like demons or angels that
might be able to combine gifts with angel or demon arts
depending on their natures.
Combat Abilities:
- Spirit Combat Styles: In addition to other fighting styles
individual users learn, there are also fighting styles that can
be learned using spirit energy. Among them are fighting styles
like Pai Zhua, Satsui no Hado, and Soul/Psycho power. Those that
learn these styles are able to weaponize their soul energy in
normal combat, not just using it as an amp, but also using it as
a fighting style of it's own. Depending on the user, some can
learn certain styles with proper training depending on what the
user wants to learn, or can find the ability to learn. Fighting
styles that use spirit energy in physical combat tend to have a
few things in common. The first is that the soul energy is often
weaponized in some way to use against opponents in direct
combat. The second is that those who use this often use emotions
in order to use this power. The best example is the soul and
psycho powers, which are two opposite fighting styles using
sides of the soul. The psycho power sacrifices all good in the
soul to feed the dark side of the soul, powering itself on
negative emotions while soul power focuses positive and often
sacrifies the dark side of the soul to power the good side of
the soul. Then there are other styles that use certain powers to
feed others, like the forbidden Shaolin lion style that feeds
anger to grow the power of the spirit without sacrificing any
part of the soul. The last thing is that those who use this can
often fire spirit energy attacks in physical combat, or focus
their combat into projectile spirit energy attacks that they can
use in physical combat. For the most part, these styles are all
individual and have their own weaknesses, with one of the major
ones being those who can feed on spirit energy, in which makes
these styles seem like lunch to those that feed on soul energy.
- Spirit Combat Acceleration: This is a combat acceleration
technique that was modeled after soul reaper flashstep or
arrancar sonido. This method uses spirit energy to speed up the
body's movements, and uses this to amp the body's ability to
move so that opponents can move fast enough to keep up with fast
supernaturals. This combat tactic lets users speed themselves up
by concentrating the amp of their spirits into their body,
usually projecting it into the limbs so that the limbs can move
more efficiently. This technique requires precision movement,
careful coordination and the ability to process things at higher
speeds, since this is a dangerous combat maneuver that can
easily result in someone hurting themselves, like running
themselves into things if they can't stop process what's going
on fast enough and can't stop before they hit something. This
particular style is often used by more experienced fighters used
to moving fast through combat stepping methods or other speed
based abilities, since they are used to moving fast. Using this
is very difficult, but if used properly, the skill can prove
very useful in combat. Users, however, must be careful when
combining this with combat style stepping methods, as sometimes
the combination can be too much speed to handle.
- Piercing Claws of Blood Style: This is Silvio's own personal
style that he developed along with his cousin, Kain Silverfang
(back when he was Kirnan Knightly) This style is a very
dangerous style that is designed to use claws to spear
opponents. The main focus of this style is spearing opponents
with the hand, using the claws to concentrate the force of an
attack to a single point and pierce an opponent with their
claws. This is a very dangerous style that maximizes the use of
the claws, and specializes in even being able to pierce metal
due to how strong the strikes usually are. This style is an open
hand style, focusing all the power to the finger-tips where the
claws are so that the claws can pierce opponents, and makes this
style very deadly if striking a vital. This is a style that is
meant for killing opponents, and made specifically to cause as
much damage as possible to the body. This style can use gripping
techniques by using the claws to dig into what the user grips,
as well as this style having defensive stances where the user
attacks an opponent's arm or leg as they attack to try and
pierce it with their claws. This style is often known among many
who have seen it as the "Blood-Claw" style, as Kain gained his
nickname from using this style, and Silvio was known for this
style as well back when Kain and Silvio were using it together
(back when Silvio was Kirnan). This is perhaps one of the most
dangerous styles, as it was specifically made for murdering
opponents, rather than disabling them. Unlike Kain who uses
restraint when using this, Silvio doesn't restrain himself, and
uses this to straight up murder anyone he considers an enemy.
Silvio usually is not subtle about this, and can even use a
variation of this with his ice claws to attack enemies. Of
course, as one might expect, this can still be countered with
other styles, as any style has it's defensive styles and
experienced enough opponents might be able to avoid Silvio's
attacks. In this style, while shockwaves can be used to attack
opponents from a distance, this style is mostly up close, so
opponents usually just have to watch for how this style attacks.
- Multiple Clan Fighting Styles: Every clan in the werewolf
alchemist society has their own set of fighting styles,
dependent mostly on the clan and the abilities of the clan.
There are a lot of clans in their society, so naming all the
skills is impossible, though the most common things among each
tribe are two aspects. The first is that the fighting style is
usually designed to take advantage of the werecreature's
specific physical combat abilities, such as a werewolf could
focus on a more animalistic style to resemble fighting like a
real wolf (as there do exist wolf-like martial arts that can
humans learned to mimic the combat style of wolves and
werewolves can learn these styles much more easily than humans
can due to their physiology). The second aspect is usually their
alchemy styles and combat, where most clans usually have family
alchemy arts that also become part of the combat style of the
alchemist. For example, Kina Darkwolf's combat style was a
lightning based combat style that amplified her physical combat
as well as her alchemy, and she was able to use it to move
faster than any other known alchemist before her death. The
styles used depend on the clan, but also on the individual
alchemist and their preferences, since they don't have to stick
to alchemist fighting styles. Alchemists are also able to learn
martial arts styles and weapon combat styles depending on what
they want to learn. Many have learned styles outside of the
alchemists society, and there are plenty of fighting styles out
there. As such, it is hard to list what strengths and weaknesses
these styles have since every one is different. Typically,
styles focus on specific aspects, such as Tai Chi focuses on
defense, breathing and movement, but doesn't focus too much on
speed, power and other offensive skills. Each style has it's own
styles, and almost every style has other styles that beat it in
combat, such as a speed style might be beat by a defensive style
or vice versa depending on the style.
- Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
Because the primary goal of the werewolf alchemists is to
protect humanity, the world and the spirits from the dark
spirits and from evil spirits in general, the alchemists have
become experts in dark spirits and other evil spirit entities.
The biggest one is dark spirits, in which the alchemists have
been fighting dark spirits as one of their primary enemies since
the beginning of their pact with the spirits to protect them.
They are an expert in almost every dark spirit that they know
of, and an expert on how to deal with other evil spirits like
hollows and high level lost souls that might escape the death
wraiths and soul reapers. Thanks to their spirit purification
and the elites who use spirit destruction arts, there aren't
many dark spirits or evil spirits that usually escape the
alchemists, as they seek to protect the world, humanity and the
spirits from these creatures. They are experts of almost every
kind of dark spirit known, aside from more unique ones like
certain combinations of dark spirit powers (such as Kuroshi who
is a mix of multiple dark spirit types to create his own new
dark spirit type). Overall, the alchemists are knowledgeable
about much of dark spirits and how they operate, such as things
like dark spirit rebirths (which many don't fully understand),
dark spirit rituals and even how to counter dark spirits that
are immune to spirit purification (which are rare, but some are
immune to normal spirit purification). Because the alchemist's
primary jobs are to protect spirits and humanity, they have to
constantly fight these spirits, even more so than fighting their
enemies like the vampire ninjas. However, there are some dark
spirits that the alchemists don't know how to destroy, or how to
overcome, with the two major ones they can't beat being Xeles
and Phantom (almost all alchemists know to avoid these two at
all costs, and know not to deal with them).
- Supernatural Strengths and Weaknesses Expert: Since the
alchemists have to fight other supernaturals more than most
other tribes due to them being outcasts and protectors of
humanity, most learn everything they can about other races and
become experts in almost every kind of creature, and while they
specialize in werewolves, vampires and hunters, most alchemists
can learn to fight many other types of creatures as well.
Depending on their training, most alchemists have to learn how
to fight all types of creatures whether they want to or not as
alchemists will find enemies of all types as they fight to
protect the world. Depending on the alchemist, some alchemists
try to blend into crowds so they can search libraries on all
manners of supernatural lore and creatures among humans to gain
extra knowledge. As such, they know the strengths and weaknesses
of almost every race, including spells, exorcisms and traps used
against almost all manners of supernaturals. Depending on the
age and experience of the alchemist, most learn as much about
killing supernaturals as they can, as the more they know about
fighting supernaturals, the higher their chance of survival in a
world that constantly hunts them and creatures like them since
many hunters have mistaken alchemists for enemies. Of course,
alchemists also seek battle to grow stronger and grow as
warriors, but usually the primary reason for fighting is to do
their job protecting humanity, the earth and the spirits. Since
most are outcasts from normal societies, most have to learn
through experience, other alchemists, or infiltrating human
civilizations to find written information they can use. One main
race they learn to fight is vampires, as they have their main
enemies among the vampire ninjas, and other vampire clans who
have also tried to kill them.
- Supernatural Hunting and Tracking: Though not supernatural
hunters themselves (usually), alchemists learn a lot of the
tricks supernatural hunters use through research into
supernatural hunting techniques, and picked up a lot of tricks
to track people down partially through experience of hunting
down supernatural threats, but also through the supernatural
abilities the werecreatures have like werecreature senses of
smell. This has left them with not only a great sense for
hunting down opponents they need to hunt down, but also left
them with an innate ability to track opponents. Werecreatures
are able to learn to do very subtle things, like tell whether a
foot print is his target or not by things like the shape of the
boot and how deep the boot-print is, as well as also being able
to tell where their opponents go thanks to circumstances like
walking on plants, and animals that are unusually silent being
signs of predators in an area. They usually have a sense of when
opponents are near, as well as usually knowing which way an
opponent is going. And thanks to supernatural senses as well as
enhanced normal senses, almost all werecreatures have a great
sense of where things are around them. While most alchemists
don't hunt supernaturals (other than ones that try to kill them,
or if they happen to be vampire ninjas as they typically attack
the vampire ninjas on sight), they do have to learn how to track
hunters and other creatures, due to needing to stay ahead of
supernatural hunters and other creatures that might try to hunt
them down since they make a lot of enemies among other
supernaturals.
- Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge: Most alchemists are trained or learn how to use
exorcisms and traps for a multitude of creatures and
mythologies, due to exorcisms and traps being very useful in
their own survival. Alchemists typically use exorcisms and traps
in order to take advantage of other races weaknesses, and
typically use this on other creatures that are vulnerable to
exorcisms and traps. For example, some alchemists know that holy
oil works well for trapping angels, and even know demonic
exorcisms to exorcise angels back to Heaven due to the
occasional angel or demon who might try to recruit or hunt them
depending on their intentions. For the most part, they also know
how most supernaturals operate, in case they should find
themselves up against other supernaturals. Most alchemists seek
as many ways to exorcise and trap beings as possible,
specifically for finding ways to trap stronger enemies they may
have to run away from. As such, many alchemists that have been
alive a long time have had the time to build up their knowledge.
While many of them are vulnerable to holy power traps, they also
use knowledge of these things to avoid their weaknesses thanks
to so being smart enough to learn how these traps work. Most
alchemists learn this in order to survive if they are on the
wrong side of supernatural hunters or vampire ninjas who act
like supernatural hunters, and learn as much as they can with
what they have. Typically, things like exorcisms and traps can
easily save an alchemist's life in dangerous situations, and
some alchemists have learned a lot about these not just through
books, but by watching other supernatural hunters. Alchemists
also have the advantage of making certain items to help with
this, such as using alchemy to make traps, or using alchemy to
create things like holy oil to use against certain unholy
enemies.
- Supernatural Hunter Extermination Experts: The other reason
why most alchemists become experts in supernatural hunting
techniques, besides just using them to fight other
supernaturals, is so that the alchemists can learn how to fight
against other creatures that hunt them, since many are hunted
down for being werecreatures even if they don't eat humans
usually. Most alchemists will learn how supernatural hunters
operate, whether the hunters are human, werewolf, vampire or
even demon or angel. In order to survive, alchemists learn
everything they can about how supernatural hunters operate, and
how to avoid most supernatural hunter traps. This is another
aspect that makes alchemists especially dangerous, as their mix
of werecreature senses and alchemic ability give them what they
need to avoid most normal supernatural hunter tricks and traps.
Because alchemists do encounter hunters from time to time that
will try to kill them, they will often not only learn through
books and training, but most end up having to fight to survive
against all manners of creatures. Usually, hunters will hunt
down alchemists as supernaturals, as many hunters will see the
alchemists as werecreatures who hide among humans since many
operate among humans to protect them (such as hiding in cities
to watch for dark spirit or hollow activity). Because of this,
alchemists learn quickly about how to avoid, counter and kill
almost any manner of supernatural hunters (though they only kill
supernatural hunters when necessary). Most supernatural hunters
have to be very creative about how they lure out werecreatures
like the alchemists, because of the fact that most werecreatures
specifically stay on guard against supernatural hunter traps.
- Presence Suppression/Crowd Blending: Most alchemists learn how
to suppress their presence using their shapeshifting skills, and
learn how to blend into crowds in order to watch over humanity
to essentially hide in plain sight. Some will take human form to
hide among humans, though more advanced werecreatures can walk
through crowds wearing just a cloak and mask, and they never
draw any attention from the people around them due to them
learning how to take advantage of humanity's distractions (like
most humans paying more attention to technology rather than to
them). Many alchemists will do this when they are on missions to
watch humans, as they have to watch human cities for signs of
dark spirits and hollow activity. Because most human cities have
masses of people that get around constantly, most werecreatures
like the alchemists utilize this to make themselves hard to
track even among supernaturals, usually making it where their
presence is overshadowed by everyone else in the area since
tracking one presence among thousands can be very difficult.
Even creatures like other werewolf tribes may have trouble
finding alchemists who are good enough at using this trick, as
some use the masses of crowds to disguise their scent from
anyone who is trying to track them. They also keep their
presences suppressed so vampires cannot sense them easily, since
many vampires have a strong third eye that can sense their
presence if they're not careful, and they usually have to hide
from those like the vampire ninjas. Most alchemists can even use
this to hide out in nature, though this usually isn't needed
unless they are in another werecreature tribe's territory (which
they usually try to avoid).
- Assassination/Interrogation Training: Most wouldn't think
alchemists would be experts in assassination and interrogation,
but one would be surprised how often the alchemists interrogate
their enemies like the vampire ninjas and other
vampires/werewolves that come after them. Many alchemists could
become assassins if they desired, as some have even had to kill
people hunting them. Most alchemists learn how to kill their
enemies silently (mostly thanks to having to learn to fight
enemies like the vampire ninjas), and learn how to interrogate
people as needed. Most alchemists have had to learn to be on par
with top level assassins, with some even being able to learn
advanced assassin skills, due to the fact that they have had to
often hide and learn to sneak up on vampire ninjas with a third
eye for sensing the presence of others. There have been plenty
of times where the alchemists have snuck into vampire ninja
villages to rescue captured comrades. And when they capture an
enemy they need to interrogate, alchemists usually have their
own ways of getting information, with some being good at
torturing enemies for information, or some being good at
manipulating an enemy's emotions to get them to tell them what
they want to know. This depends mostly on the individual
alchemists, as almost all alchemists have had to steak around or
interrogate someone at one time or another, and the elites among
the alchemists have stealth and interrogation skills that even
rival the vampire ninjas. For the most part, each has their own
ways of doing this, which most people don't think about.
- Murderous Intent Sense: This lets those with this sense when
an attack is coming. This is a skill warriors get by fighting
constantly for many years, learning how to sense someone's
murderous intent usually through encountering it first-hand.
This lets the user read their environment as well as the spirits
of people around them in order to see what attacks might be
coming their way by reading an opponent's body language and the
"sense" of people around them. This gives them a passive sense
of reading people who might try to hurt them, as they can sense
when someone is ready to attack. Some can sense this literally,
but most sense it in an instinctive way once their instincts
have been developed through constant fighting and battles. This
gives the user time to dodge or avoid an attack, and to some
extent, helps the person predict what opponents will do in a
fight. For example, by reading an opponent's body language, such
as how they move or how tense they might be, a user of this can
read opponents. However, this sense is not perfect, and some
opponents can't be read if they have similar skills or can
disguise their murderous intent or they learn skills that can
trick people with this sense. This sense is usually pretty
reliable unless one can suppress their murderous intent, and is
usually instinctive among people who have seen a lot of battle
and those that have fought for their lives multiple times. The
only real way to develop this is experience, as no amount of
training can truly grasp how this sense truly works.
Passive Abilities:
- Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
There are two ways to gain the magic necessary to become an
alchemist in the werewolf alchemist society. The first is to be
born of a werewolf alchemist, or the second is to make a pact
with the spirits that grant the alchemists their magic. Either
way that is chosen though, alchemists become naturally tune and
gain an affinity for magic, in which they may sacrifice certain
affinities for magic affinity to learn this alchemy. Once they
gain this magic, they gain a permanent affinity for magic, and a
special affinity for spirit purification magic that lets the
alchemist use their magic for spirit purification. Every
alchemist is thoroughly trained in how to use their magic, and
learn to utilize their magic to empower the world and protect
the spirits. Every alchemist usually specializes in different
magic, with every alchemist typically having affinities for
certain kinds of alchemy over others, such as some who might use
fire alchemy over normal transmutation, or some that utilize
bio-alchemy over other forms of alchemy. However, this doesn't
always mean that alchemists only gain alchemy, as some can move
on to learn other forms of magic as well that can be used,
usually playing off their spirit purification ability. Because
of their spirit purification and their use of alchemy, most
alchemists learn to use this magic to benefit nature and the
spirits, as long as they don't perform any taboos among the
clans, as certain taboos become a danger. However, while this
affinity is great for learning magic-based alchemy, this also
opens one up to the world of spirits, and this means that the
dark spirits will also start targeting those with this affinity,
since dark spirits usually specifically notice people who notice
them as it is the nature of dark spirits to target those that
target them.
- Alchemist Combat Adaption: Because the alchemists are a tribe
who focus on bettering themselves and getting stronger as
warriors, the alchemists have all learned a natural combat
talent when it comes to training. Almost all alchemists train in
physical combat and supernatural combat in some way, and with
enough training, they can gain an affinity for combat, whether
it's through natural talent or through hard work. Any warrior
can mention how one or the other doesn't always mean one will
have an advantage over the other, as natural talent and hard
work are often best used in combination with each other. For
alchemists, even those without natural talent learn to adapt and
modify their combat style so that they can more easily change up
their styles in combat. While this isn't an instant process,
learning from combat allows an alchemist to practice and learn
how to adapt to certain combat styles and supernatural
abilities. Just as one might expect, this leads most alchemists
to be highly capable and adaptable warriors as a result of this
training and this talent they develop to adapt their combat for
the situations they might find themselves in. Since they are
constantly at war with groups like the vampire ninjas, the
alchemists have even had to learn how to handle fighting in ways
they aren't used to, with some learning how to fight using
stealth in order to more easily kill vampire ninjas, while some
may compensate by outmaneuvering the vampire ninjas even if the
vampire ninjas know they are there. All alchemists have their
own ways of adapting and learning to fight, and as they train,
they show these ways. However, while skilled in combat, no
fighter is ever perfect, and there is always room to grow, so
this never truly hits a cap. Typically this combat depends on
the alchemist and their training, as each will come up with
different ways to use this. For example, younger alchemists will
usually train hard and get stronger, faster and more durable
between battles, but older alchemists that have been fighting
for a long time often hit a cap in how high their physical
abilities can get and instead focus on becoming more efficient
fighters rather than just trying to grow in physical stats. It
is also worth noting that depending on the alchemist, some may
have more talent than others, and some may have more talent for
some aspects of combat, while others have more talent for other
aspects.
- Werecreature Heavy Stander: Because of the werecreature's body
structure, most werecreatures are extremely hard to knock back.
Due to their strong and bulky muscles, werecreatures are able to
take many attacks without flinching, and most are heavy enough
they are barely knocked back with impact damage. While
werecreatures still take damage, they are much harder to knock
back, and much harder to stun through physical damage unless
they are taking an attack that's stronger than they are.
Typically, most werecreatures are able to shake off normal
damage thanks to their regeneration and their body structures,
and require very strong attacks to knock them off their guard.
Thanks to this, most werecreatures are difficult to stun or
disable using physical force, usually only being vulnerable to
other creatures as bulky and powerful as they typically are
(though some that stay in human form may not have this bulk and
therefore won't have this passive ability in their human forms).
Most werecreatures with this take highly reduced damage from
physical attacks, and are much harder to fight than many other
types of opponents. However, while they are harder to damage and
harder to knock back, this means that things that do hurt them
and overcome this do more damage. This also doesn't always help
against certain piercing projectile attacks, as certain
projectiles might pierce a werecreature more easily due to them
not moving back, or certain attacks that break their defense may
do more damage due to knockback often helping disperse physical
force a bit on impact. Most werecreatures also might have
varying levels of this, as some werecreatures have stronger
bodies than others, and those in human form won't have this
defense at all, since this only takes effect in full
werecreature form.
- Spiritual Defense Iron Skin: This particular passive skill was
based on the arrancar art, hierro, which uses spirit power to
strengthen the skin to increase defense in battle. This power
works similar to dragon skin in how it operates, and helps
dampen attacks so that they do less damage. The degree of this
depends on the person's spiritual power, and how much energy
they are able to generate, in which this power is trained and
concentrated using energy normally wasted when expelled from the
body. This skill's strength depends on the person, with some
having stronger ability to use this and some having weaker
abilities. Abilities like regeneration and other hardened skin
abilities make this ability weaker, since power is usually
diverted to other methods, but those with just this power can
use a stronger form of this than those without things like
regenerate. Trying to pierce one's defense requires more power,
and the stronger the technique, the harder it is to pierce
someone. This acts like a natural defense to those with this
power, and helps them defend against attacks to a degree. And
depending on the race, they can gain defense against certain
techniques, such as death wraiths spirit energy being able to
also weaken shadow attacks that might be used on them. But just
as they may gain strengths, they also gain weaknesses, like
death wraith versions of this skill upping defense against
shadow abilities, but this technique can be overcome in death
wraiths far more easily with concentrated light attacks and
blessed sea salt.
- Spirit Protection Soul Strengthening: This ability allows one
to use their spiritual power to protect their souls,
strengthening their souls against possible opponents that might
want to try and take their souls. This ability uses spirit
energy to strengthen their souls hold on the body, and is a
passive ability that prevents users from letting their souls be
drawn out of the body through opponents like soul eaters and
soul energy stealing opponents. Usually, this technique draws
the spiritual power inward, allowing users to also defend
themselves from spiritual attacks to a degree, protecting the
soul from things that attack on spiritual planes.
- Alchemist Magic Resistance: Because the alchemists have pacts
with the spirits, and they have heavy training in magic,
alchemists focus on things beyond the physical realm. As a
result of their spirit purification magic attacking the
spiritual rather than physical, they take highly reduced damage
from most forms of magic, including having resistance to holy
and dark magics. Thanks to this resistance, magic attacks have
highly reduced effects on them, with them mostly being immune to
things like dark and holy effects of magic due to them training
in a more spiritual sense. While this doesn't mean they are
immune entirely, magic does have highly reduced effects, such as
a piercing attack might not pierce as deeply. Typically, when an
alchemist is hit by a magic attack, some of the magic power is
dispelled by their own spiritual magic ability, making the
attack weaker. As a result, most alchemists are able to fight
other magic users pretty effectively, and most alchemists have
certain advantages against most types of magic users. Among the
only types of magic that do normal damage to them are spiritual
magics (as magic based in the spiritual similar to them can
attack them as easily as magic would normally hurt anyone else),
and certain types of dark spirit dark arts that are specifically
designed to counter the alchemists spirit purification. However,
while this does grant resistance, this does not grant completely
immunity, so alchemists will still take damage from attacks,
even if it's slightly reduced. However, some magics might be
more effective than others, such as alchemists can use their
magics against each other, and certain powers like anti-magic
are still very effective against alchemists. Magic negation is
also a problem for alchemists, since most of their power is
based in magic.
- Spirit Energy Training: Those who want to train in spirit
energy do not do so in a traditional sense. Those that train in
spirit energy cannot simply train their physical bodies and call
it a day, and require specific training. Those who train their
spirit energy have to not only train physically, but they also
have to push their spirit energy beyond it's limits, training
the spirit to generate more power on a consistent basis. When
training, most have their own ways of doing so. However, while
things like meditation can help train to some extent, the true
training comes from using spirit energy and pushing that power
beyond it's limits. There are many ways to do this, but those
who train in it have to train harder than most people who use
typical energy do. This may not be a problem for some who have
high levels of spirit, but those that do not have to train much
more harshly, making this a good path of training for those that
want to become powerful, but is difficult in the beginning for
those that don't have as much affinity for spiritual abilities.
Since most people do start small, massive training is often
necessary to be able to use spirit energy at all, let alone
grow. Some don't like the sheer amount of work people need to
put into this training, but some use it for just that purpose,
as some feel that training the spirit and the body can help them
grow as warriors.
- Soul Healing: Those with spiritual energies are able to use
their spirit energy to heal souls that have been damaged to a
degree. Those with permanent soul damage or souls that have
taken heavy damage are usually weakened or they may be affected
physically by it, but those with spirit energy are able to heal
that damage depending on their spiritual natures. Some are able
to do this more easily than others, such as angels and holy
vampires who specialize in more positive powers. Though races
like demons and death wraiths who use darker sides of their
souls may have a harder time doing so. However, they can also
use their spirit energy to remove corruption and tainting of
souls and spirits to a degree, with some races being better at
it than others. Those with this can also heal the body as well,
making this able to heal just as easily as other healing
abilities, and having more range to healing souls and spirits.
- Soul Resonance: Those with spirit energy are able to harmonize
with other spirits, being able to use this passive technique to
tune their spirit powers to combine their spirit power with
another supernatural. For example, those with living weapons or
spirit bound weapons have to use this to be able to wield their
weapons. However, those with this technique are able to tune to
others, combining their powers with each other more easily. This
can result in special techniques being usable that normally
wouldn't be able to be used, such as a demon and angel combining
their spirits to create a unique spirit attack that blends their
powers together. The powers usable depend on those tuning to
each other, and the powers of the other person. Some are even
able to use this with special abilities to transform certain
abilities as well, such as combining spirit energy summoning
with an elemental power to change the combined form into an
enhanced form as a more powerful construct. This is different
for everyone, and some may have easier times tuning to people
than others.
- Astral Projection/Commune with the Dead/Astral Possession:
Those that are in tune with their spirits are able to project
their spirits when they desire through astral projection. This
power lets a spirit user project themselves, mostly so that they
can interact with the dead and with spirits. Those with this are
able to go to the Veil where spirits are usually found, or the
user can attempt to go to the Spirit Realm, which is a realm
where natural spirits reside, if they are able to percieve the
spirits. This lets users commune with the dead, and with
spirits. Of course, the biggest use for this is to interact with
spirits, but also if one is trying to interact with a dead
spirit, it is much easier to do so in astral projection than in
physical form. Those who are in astral projection are also able
to possess those that are not immune to being controlled, in
which usually this is best done when someone is asleep. Of
course, those immune to psychic abilities and other forms of
mind manipulation won't be affected.
- Soul Reading: This lets a spirit energy use their tuning to
the spiritual to read the souls of others, usually allowing them
to sense the presence of other souls around them. This could be
as simple as sensing the presence of someone close by, or this
could include sensing things like ghosts that are not usually
physically present. This is similar to many supernatural sixth
senses, except that it lets a spirit user interact with more
things spiritually than most mortals would be able to. Not only
can someone sense the spirits of those around them, but they are
able to tell what presences are around them by the soul and what
kind of soul they are sensing, since every race has different
spirits. This skill is also immune to typical abilities to hide
one's presence, since the user can sense the soul of people,
which bypasses sensing one's presence. The only way to hide from
this skill is to suppress the soul's energy, and make it where
users cannot sense the soul of the person.
- Werecreature Flesh Devouring: Sustenance: Most werecreatures
are able to devour flesh from either animals or even humans,
being very similar in nature to a vampire that needs human blood
to maintain their power. This is the major use for flesh, and,
like others, werecreatures use this to sustain their power. A
werecreature is able to eat flesh just like other animals in the
wild, as almost all werecreatures usually eat flesh in some form
(aside from a few rare werecreatures that might survive on
vegetables and fruit). Typically, there is no real special
purpose for this, other than sustaining the werecreature. Eating
flesh is purely for sustenance and survival for werecreatures,
where they must feed in the same way a human would eat food. If
they don't eat flesh, werecreatures will eventually get weaker
as supernaturals, and eventually go feral from hunger with some
cases even having the werecreature eating their own flesh. While
a werecreature can eat normal food, it doesn't really help them
since they don't sustain themselves on human food (unless it is
meat, as animal meat is something that werecreatures can survive
on). Typically, werecreatures have a choice of surviving on
animal flesh, or surviving on human flesh. Depending on the
werecreature, some prefer one or the other, with some tribes
focusing on eating humans, while others typically focus on
eating animals. Depending on the tribe and the werecreature,
each typically has their own way to sustain themselves, though
most werecreatures focus on flesh/meat devouring as their
primary source of sustenance. For the alchemists, they
specifically eat animals, as they don't like eating humans since
they don't find humans as nutritious to them as animals do, as
they have studied the nutrition of animals vs humans and found
that animals typically are better nutrition than humans are. Of
course, they also don't want to eat humans because they don't
want to find themselves on the wrong end of supernatural hunters
and feel that eating humans contradicts their overall job of
protecting humanity.
- Werecreature Flesh Devouring: Ability Gain: This is the second
use for a werecreature's flesh devouring, with a werecreature
being able to absorb supernatural blood to gain new powers from
those they take blood from. The werecreature can gain these
powers temporarily, or if they eat enough flesh, they can gain
powers permanently. A werecreature's ability to devour the flesh
of supernaturals and gain new powers is similar to that of a
vampire, where it works the same way as a vampire would gain new
abilities by drinking blood (for the most part). While eating
supernaturals is not always the easiest thing to do depending on
the supernatural (as werecreatures will mention how creatures
like demons taste purely awful due to the sulfur smell of their
demon natures), but werecreatures seeking new powers can usually
gain ones from those they devour flesh from. For example, if a
werecreature devoured the flesh of a fire user, they may gain
certain fire abilities depending on the werecreature's
affinities. Depending on the werecreature's affinities and
powers, some flesh may grant them one or multiple abilities,
depending on the being they devour. However, they can also
choose not to gain power from these beings, as a werecreature
often has to weigh a power's strengths vs its weaknesses when
determining whether or not they want a specific power. As one
might guess, this power gain has the same drawbacks as other
power gain abilities, in that the user gains the weaknesses of
the powers they gain as well as the strengths. For example,
devouring dragons may grant a werecreature the powers of a
draco-werecreature, but as a result they would gain the
weaknesses of dragons like being weak to dragon hunter powers
and weapons. Typically, most werecreatures only gain powers if
they choose to, and some powers may alter their physiology (like
eating a dragon would grant them new physiology that changes
them into a draco-werecreature that is different from a normal
werecreature) for better or worse (usually there are advantages
and drawbacks, so users should consider carefully).
- Alchemist Multi-Linguists/Language Learning: Because
alchemists often have to write code, and some even encrypt their
work using other languages. In addition, many of the alchemists
have been around for a very long time and have had time to
travel the world doing their job protecting humans, so they have
had plenty of time to learn other languages. Some older
alchemists may even know certain out of date dead languages
(languages with no new words being added and aren't spoken
anymore), with some even being familiar with certain older
languages that most wouldn't know. However, the time they have
spent fighting supernaturals has also led to them learning other
languages they need to understand other creatures, such as
learning Enochian to learn more about angels as a whole, or
learning Hebrew to learn more about fallen angels and demons. Of
course, that's not to also mention the fact that all alchemists
have at least a few spoken languages they have to learn, with
English, Spanish, and French being among the most common
language families for them to learn. Because most alchemists
have been around for a long time, most werecreatures have also
developed an affinity for learning new languages, and there are
many with a collection of languages they know. It is also easier
to learn a language if one is familiar with the language tree,
such as Spanish and Portuguese being very similar languages due
to being in the same language tree (though some might find the
similarity between similar languages a bit too difficult to
learn at times). Overall, alchemists always have multiple
languages, whether it's for learning about supernaturals, hiding
their alchemic knowledge, or just learning it to be able to
communicate with other people who speak other languages.
Regardless of the initial reason, most alchemists know at least
a few languages, and have an affinity for learning new languages
due to having to learn multiple languages that they learn to
pick up on other languages much more easily.
- Werecreature Supernatural Life Span: Depending on the
werecreature, most werecreatures with their regeneration can
live up to thousands of years, with some werecreatures even
being able to live up to tens of thousands of years depending on
the werecreature. It isn't really consistent how long a
werecreature can live as there are many werecreatures who live
beyond normal stated limits, and a werecreatures regenerative
abilities make their ages hard to predict, but it is certain
that werewolves can live for a very long time, with certain
werecreatures having lived for thousands of years. Just like
vampires who have supernatural life spans, werewolves can live
just as long, and are just as hard to predict as there are
werecreatures and vampires that are hundreds of years old that
look like kids, and then there are hundred year old
werecreatures and vampires that are fully adult. Since each is
different, their life spans and growth rates are difficult to
quantify, but it is certain that werecreatures can live for an
extremely long time before their regenerative abilities start to
eventually break down. Many wonder how werecreatures and
vampires age with such strong regeneration, but it's because the
regenerative abilities eventually break down, just as human
bodies don't heal as effectively as they get older. As
werecreatures get older, they also have this problem, and after
a few thousand years (usually), a werecreature will often find
their regeneration doesn't keep up as well, and older
werecreatures may age as a result of this. It isn't certain at
what point a werecreature dies of natural aging, since they
typically have regeneration until they die, but there have been
some that have died of old age that it is known that
werecreatures eventually do die naturally (even if their life
spans are much longer than humans). However, this doesn't mean
werecreatures still can't be killed by normal means, as
werecreatures usually can die by normal means in battle. This
mostly only applies to their natural aging, not being killed in
battle or dying as result of some sort of accident.
- Supernatural Telepathy: This ability lets a supernatural
creature communicate telepathically with anyone they can connect
to. Typically this power uses their supernatural power, in which
they use it to tune to a person if they know where they are in
order to communicate with them. This lets them communicate with
other people without having to speak, with them being able to
share thoughts directly with others when the creature isn't
speaking out loud. However, usually the creature has to know
where the person is to use this basic telepathy since they have
to know where to send their thoughts and communication. However,
this doesn't apply to those who establish permanent connections
(as this allows those with permanent connections to always be
able to communicate with someone they have this permanent
connection with), such as connecting to other family members and
close friends. This lets creatures not only communicate with
those they have a permanent connect with, but can also tell them
where they are at any time should they require to find them or
need to be summoned to them (which some supernaturals can learn
to summon those that they have special connections with). Those
who are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
However, there are ways to block telepathic communications, such
as certain frequencies that may confuse the mind's ability to
process telepathy, or certain wards that might prevent
telepathy. There are also certain types of opponents who can
listen in on communication done telepathically (it is rare, but
sometimes it does happen sometimes with certain psychic
opponents).
- Magic Item Storage/Magic Satchel Spell: This is a trick among
alchemists, which they learned from other magic users. This
power lets them store things like weapons and items that they
might want to carry, but don't have room for. Typically, the
size of the items they can carry depends on the alchemist and
their magic affinity, but many can create a special storage
space that acts like a small pocket dimension that they can use
to store their items in. Each alchemist is able to do this to
store items, with each alchemist having their own small magic
pocket dimension. Normally, alchemists use this to store things
like weapons and items they might need, but don't want to carry
with them all the time. This makes a great way to store items
and weapons and keeping them out of the hands of others, usually
being most useful for their weapons so that they can keep their
weapons stored when they're not using them. Alchemists are able
to call on anything they've stored, or some can even reach into
this space and grab items they have put into these spaces. As
such, this is great for storage, and items stored inside are
kept preserved. Even food that has been put into it, will stay
fresh, as these spells don't have any time so anything put in
has no progression of time and, within the dimension, no time
passes between the time an item is put in and when the item is
removed. Because of this, this is a great way for alchemists to
store things like herbs, potions and other perishable items.
However, this cannot store an infinite amount of items, and more
or less acts like an extra-dimensional box the user can access,
so one cannot just store an infinite number of items. Typically,
after a certain number of items, the spell becomes harder to
maintain, with a certain point possibly breaking this spell
completely.
- Supernatural Weapon Teleport/Connection: There are many forms
of supernatural powers that attach items to oneself, usually
tying weapons to themselves in some form so that they can summon
them when needed and summon their weapons from wherever they
might be. There are a few different ways to do this depending on
the creature and how they use this, such as storing a weapon in
one's soul in which the weapon becomes a part of them
permanently, allowing them to summon and de-summon their weapon
at will, and even control it to a degree. There is also those
that have a special connection with their weapons, where they
simply just develop a connection and then are able to summon
that weapon at any time to them, using that supernatural
connection. Some arts even allow stat boosts for a user and
their weapon when used together, which works even better with
intelligent weapons depending on the creature. Each race
typically has their own ways of doing this, whether it's an
intangible storage, connecting it to their soul to store it in
their soul, or even just making a connection that lets them
summon their weapon from anywhere to them. This has it's uses as
it's usually designed to allow weapons to be used by the user,
and not be able to be taken by enemies (as this specifically
connects it to the user so that only the user can summon and
de-summon it, even if the enemy gets a hold of their weapon).
Some advanced users of this art can even use telekinetic
abilities to control their weapons with this connection,
depending on the creature and the weapon used. Typically, this
connection can only be made with certain weapons, and users of
this cannot simply do this with every weapon they possess, as
the connections made can only handle so many weapons. Typically,
the most weapons known to operate effectively with this is five
weapons, though certain users might have the ability to store
more depending on their abilities and their connections.
- Werecreature Enhanced Intelligence, Memory and Reflexes:
Depending on the werecreature, most werecreatures have enhanced
minds thanks to their supernatural power. The first thing that
is enhanced is their intelligence, in which some werecreatures
gain certain intelligence boosts depending on what kind of
creature they are and what supernatural power they possess. This
has a few uses, such as allowing a werecreature to more easily
learn information, or might help werecreatures develop
strategies for certain situations. Depending on the
werecreature, some might gain stronger intelligence than others,
and depending on the tribe, they may have ways to utilize this.
The second enhancement is to the werecreature's memory, where
werecreatures typically have very good memory thanks to their
supernatural enhancement of the brain. Most werecreatures have a
hard time forgetting things, and some smarter werewolves may
even have a photographic memory depending on the werecreature.
The last enhancement that werecreatures gain is the enhancement
of their reflexes, which allows them to react much faster than
most creatures can due to many werecreatures often having a
major talent and end up training specifically for combat.
Depending on the werecreature and the training some
werecreatures are able to utilize their enhanced reflexes to
react far more quickly, with older and more experienced
werecreatures sometimes even learning to train their reflexes to
allow them to dodge attacks without thinking, a highly advanced
combat skill among supernaturals and even martial artists.
Typically, all of these enhancements work in unison, and
depending on the werecreature, the balance of enhancements may
be different depending on the specific werecreature, and their
natural abilities (such as smarter werecreatures might gain
better intelligence, but more combat-based werecreatures could
gain stronger reflexes). Typically, most werecreatures are
either balanced with a slight increase to all their enhanced
mind stats, or they can specialize in specific stats for higher
stats, but this usually means lesser stats in certain other
aspects as a result (Like an enhanced intelligence and reflexes
might have poor memory).
- Werecreature Darkvision and Enhanced Senses: Werecreatures
have highly enhanced vision, and gain highly enhanced ability to
see in the dark. Most werecreatures are able to see in the dark
as though it were light out, and are able to operate even in
complete darkness thanks to their supernatural vision. Some
werecreatures may have varying degrees of this power, with some
having stronger vision than others in the darkness, but most
werecreatures have this to some degree. In addition to this
though, werecreatures also have highly enhanced senses depending
on the werecreature. Many know creatures like werewolves for
their incredible sense of smell, or might know certain bird-like
werecreatures for their sense of hearing and sight. However,
each werecreature has highly enhanced senses, with each
werecreature usually having a different balance of senses. This
depends mostly on the werecreature, and partially on how they
train their senses. However, while most werecreatures do have
highly enhanced senses, werecreatures enhanced senses can be
overwhelmed by certain things, such as enhanced sight could be
overwhelmed by a flashbang, or a strong sense of smell could be
overwhelmed with a strong enough smell. This depends on the
werecreature and their senses, but most werecreatures can be
overwhelmed in their senses in some way. Some that are more
balanced in their senses may not be as easy to overwhelm, but
they may not be able to keep up with certain enhanced senses.
Depending on the werecreature, some may even gain special senses
that are unique to the type of creature they are, such as
certain werecreatures use certain senses unique to certain
creatures.
- Werecreature Ultralight Sense: Werecreatures have a somewhat
unique sense that lets them focus their senses far more than
most mortal beings would be able to. Different werecreatures
have different ways of utilizing this, but ultimately, this
sense focuses more around sensing the presence of others in some
form. For creatures like werewolves and certain other
werecreatures, this sight allows them to focus on living beings,
in which they are able to "see" life and focus to the point that
living things light up to the werecreature, allowing them to
focus on living beings. This can be used a few different ways
depending on the werecreatures. The first is that this allows
one to sense presences, and sense what those presences are
(unless the person is somehow concealing themselves using
shapeshifting or other abilities that fool this kind of sense).
The second is that werecreatures can focus this sense to track
certain kinds of beings nearby, such as using the focus to light
up humans who might be nearby to allow the werecreature to more
easily track certain kinds of creatures. The last is that this
can be used similarly to certain senses like the vampire's third
eye, that allows a werecreature to do things like see through
certain kinds of illusions and use this sense to sense presences
left by others (like demonic presences that are left behind by
demons in the form of demonic sulfur). This sense is something
that most werecreatures have, though some may utilize this
differently depending on the werecreature. While this is a good
sixth sense type power, it does have the same weaknesses in that
there are those that can suppress what can be sensed, so this
sense can be fooled by those that suppress their presence, or
some who have the ability to hide their presence completely.
- Disciplined Mind: This is the Darkfire's art of controlling
their mind completely, which the alchemists learned during the
time Qrow was staying with the Darkwolf Clan in exchange for
Qrow being trained in his wife's (then) lightning abilities.
Afterward, Sirion taught this to the other alchemists as a
standard mind training to help them. This lets the user take
complete control of the world in their mind, shaping it to their
own devices and letting the user control their mind. Each inner
world is different, and solely depends on the one with this art.
This not only lets the users control their minds, but allows
them to become immune to mind control or other attempts to
influence their mind. This also lets them enter into the inner
worlds of others, and more advanced users can slightly influence
those who's minds they enter. Though going into other's minds is
mostly as a method of training, not having too much use to a
user as they aren't too skilled in controlling other people's
minds, since every mind is different and requires different
approaches. And by controlling their minds, the user can do
things like shut down certain parts of their mind should the
need to, or manipulate their emotions at will. For the most
part, shutting down parts of their mind only helps against
opponents with psychic powers, such as shutting down their sense
of pain when an opponent uses a psychic power to overwhelm their
pain receptors. However, doing so could have negative
consequences depending on what they're shutting down. Such as
shutting down pain can lead to more damage if the users can't
process pain.
- Fool Senses: Users of disciplined mind and similar skills that
suppress certain parts of the mind have a special ability which
lets them lie to people and control the fact they are lying
thanks to their disciplined mind (or similar training) training
and suppressing the unconscious habits of the mind when one is
lying. Reading the aura and body language, most people think
they are telling the truth, which allows the user to lie to
people far more easily than most would be able to since they
will come across as telling the truth as they don't give off any
signs of lying. This power comes from advanced users of
disciplined mind training and similar type training, as they
learn to manipulate their minds to fool opponents that can see
into their minds. However, only advanced users of the
disciplined mind skill or similar skills can do this
effectively, as they have to suppress not only the fact they are
lying, but they have to suppress their unconscious tells of when
they lie, such as some people looking away when lying, or some
doing certain unconscious actions when they lie (which is
different for each person). This requires not just training in
disciplined mind or a similar skill though, but also requires
the user to know their own self enough to know what they do when
they lie to suppress it, from knowing how their voice reacts
when they lie, to the unconscious actions they take when they
lie, and to suppress the body's hormonal reaction in the brain
when the person is lying. As one might imagine, this is a very
difficult art to master, and those with the proper training have
to do more than just suppress certain parts of the mind.
- Alchemist Supernatural and Combat Trained Enhanced Physical
Stats: Depending on the alchemist, all alchemists have enhanced
physical stats as a result of not only their supernatural power
they gain from the spirits and from their magic, but also gain
enhanced physical stats from training, since most alchemists
train in combat and become high level combatants. Most
alchemists have trained in not only alchemic combat, but in
other combat styles, with each alchemist typically having their
own balance of physical stat enhancements. This mostly depends
on the alchemist and their combat styles, as some might
specialize in strength, some might specialize in speed, and some
might even go for a more balanced set of stats. In addition to
learning to fight hunters, or other enemies like vampire ninjas,
alchemists have to learn to fight dark spirits and other evil
spirits. Since most alchemists are werecreatures (only rare
alchemists are not werecreatures of some kind), most of their
physical stats are usually reflected in the type of werecreature
they are. For example, some werewolves might focus more on
agility and speed, but still have incredible power and stamina,
while a larger werecreature like a werebear might focus more in
strength and defense rather than speed. This depends on the
individual alchemist and all alchemists have their own balance
of strengths and weaknesses, depending partially on their
training, their combat styles, and whatever combat talents they
might possess. The alchemists are warriors though, and never
ones to be underestimated since they constantly fight and grow
from their battles. Typically, like most physical stats, most
beings will focus on one or two stats to gain a bigger boost
than the others but at the cost of other stats not being as
high, or beings could train for a more even set of stats to be
more even, but they may not gain as high stats as a result as
those who specialize in specific stats (though they would be
able to outclass the lesser stats of stat specialists due to
having all their stats enhanced).
Transformations:
- Werecreature/Human Form Change: Werecreatures usually are able
to shift between human and werecreature form, depending on the
werecreature. Most werecreatures usually have one base form,
whether it's their human form or their werecreature form. There
are usually two ways werecreatures use this shift. The first is
human form werecreatures, who will shift into werecreature form
as their battle form, and only change when they want to fight in
a more enhanced capacity. This has the advantage in that the
human form can train and gain a bigger amplification while in
werecreature form, but might lack certain natural higher stats
of werecreatures who stay in werecreature form on as their base.
The second option is for a werecreature to use their normal
werecreature form as their base form, and only shift to human
form when hiding among humans since the human form may be
weaker. Werecreatures who use their werecreature form are
usually much more adept at using their werecreature form, and
may possess stronger attributes than their human form
counterparts, such as a werecreature might have more strength
and speed as a natural werecreature than as a human form
werecreature. However, when going into human form, some
werecreatures may not be able to stay in the form for long, but
they can usually fight with certain combat enhanced skill since
most werecreatures are natural fighters, such as certain human
forms may gain enhanced speed due to the human form's muscles
not being as bulky. Usually, the option depends on the heritage
of the werecreature, and typically what is natural to them, so
they usually don't chose the options as it's more that the
options choose them. Once a specific option is chosen though for
their base form, that option doesn't change at all, as the
option is usually dependent on the werecreature and no one
really knows what specifically determines which option is used
for each werecreature. Silvio is usually in human form, but can
turn into a werewolf as his battle form.
- Spirit Purification Form: Some alchemists have learned to
utilize the spiritual aspect of their magic to reach a certain
magic induced state using their spirit purification magic. Some
can do this through alchemy such as certain enhancement potions,
while some learn this by meditation and enhanced combat mastery.
Typically, this form allows an alchemist to reach a state in
which they are highly enhanced, and allows them to utilize their
spiritual natures to attack enemies. Typically, this is on par
with other supernatural transformations, and many spirit
purification forms may grant specific unique abilities based on
their state. For example, a fire alchemist could gain a spirit
purification form that specializes in fire and uses fire to
enhance the body, or a water alchemist could gain a form that
can specialize in certain water abilities their base form might
not have. This depends on the alchemist, but overall, the one
thing that is consistent is that this form has much stronger
spirit purification and works great against dark spirits and
other evil spirits that are more powerful than normal (as long
as they're not immune to normal spirit purification). This form
is a temporary form though, and users of this cannot maintain
this form without using heavy amounts of magic power. As an
alchemist gets older though, they may be able to train and
control their power through training and learn to utilize this
form a bit more easily. Because each form is usually different
depending on the alchemists abilities, it's hard to specific the
weaknesses of this form, but it is known that demonic and dark
spirit powers are the main counter for this form, besides
anything that might counter their other powers. It is also worth
noting that those with spirit energy or spirit powers may also
be able to do more damage against these forms as well, and
vampire ninja's spirit destruction arts may also do heavy damage
against this form (Since vampire ninjas do use spirit
destruction, this form is not recommended against them). When
using this, Silvio foces himself into this power through using
the Black, and while this is a purifying presence, it uses the
power of death to purify rather than using purification energy.
This form also connects Silvio more closely with the Black, and
allows him stronger death force power.
Weaknesses:
- Most werecreatures have two major weaknesses. The first is
silver, in which silver can interrupt their regenerative
abilities. If one is to take down a werecreature, it is
important to have silver on hand as taking down a werecreature
without it is very difficult. However, depending on the
werecreature, some werecreatures might not be vulnerable to
silver, as some might be vulnerable to other things like mercury
or gold or other materials depending on the werecreature.
However the second option proves dependable against almost any
werecreature, no matter what their first weakness is. The second
option is cutting off the head of the werecreature, in which
they do die if their head is taken off. Werecreatures cannot
regenerate limbs or their bodies, so cutting off pieces of their
body means that part of the body won't grow back. While they can
reattach limbs, they cannot regrow limbs from nothing, and if
their head is removed, they cannot survive without the body,
just like any other creature. As one hunter put it: "Cut off the
head, and the animal is dead." While silver may not always work
on a werecreature, cutting their heads off always will, and
cutting off limbs can seriously hinder a werecreature.
Werecreatures, unlike most vampires, cannot regrow certain body
parts (basically, they cannot regrow anything a human cannot
regrow), but they can regenerate more easily from wounds that
they can regenerate, such as slashes and stabs will usually not
kill a werecreature even if in the heart, unless the
werecreature's regenerate is interrupted by something like
silver (or other metal weaknesses that must be stated).
- The alchemists, just like the vampire ninjas, are extremely
prideful. Almost all alchemists are prideful to some degree, but
balancing that pride is a double edged sword. This is part of
the reason why the vampire ninjas and alchemists don't get
along, since both races are very prideful and neither is willing
to back down when facing the other. Most alchemists are prideful
in their abilities, though some are more prideful than others.
Proper alchemists are prideful, but know the limits of their
power. However, most alchemists are prideful enough that they
never ask for help, and don't like people getting involved and
telling them how to fight. As such, this causes a lot of
problems, and is a major weakness. Some more prideful alchemists
have even gotten to a point where they think themselves above
the rules, and some more prideful alchemists can never admit
when they do something wrong. As a weapon, pride helps keep the
alchemists confident in their abilities, but should never go
beyond helping them grow as warriors. The point where an
alchemist can no longer acknowledge other warriors as equals is
usually the point where someone like Sirion and Kain will step
in, and try to talk the alchemist down. This is a big problem
among many alchemists, though Sirion and Kain have tried to
control that pride to a degree so it doesn't get out of control
since they are among the top alchemists, but even Sirion and
Kain also have a lot of pride themselves. Because of this, this
is one of the major weaknesses of the alchemists specifically,
and no alchemist is without pride. Most alchemists can be taken
advantage of in this, in that not only will they usually never
back down from a challenge, but most will usually make mistakes
in their more prideful moments (such as letting an opponent go
if they can provide a good enough challenge).
- The vampire ninjas, as the alchemists' main enemies, have many
ways specifically to kill alchemists. Because the vampire ninjas
and alchemists have been at war for so long, both have specific
power used to fight each other. Both sides have been in a
stalemate for a long time, and neither can overcome the other,
but vampire ninjas have a slew of techniques that they can use
to kill alchemists. The main danger is the vampire ninja's
spirit destruction abilities, which utilize a power that can
even destroy an alchemist's soul if used properly when killing
an alchemist. As such, the alchemists have tried to prevent
their souls from being destroyed, but the closest they have come
is using spirit destruction for the Dawnguard to counter this
spirit destruction. Overall, the vampire ninjas, and certain
other groups that might specifically target them can figure out
ways to specifically fight them. The vampire ninjas are not the
only enemies though, as dark spirits have also sought to kill
alchemists and vampire ninjas specifically as their enemies, and
certain werecreature tribes have even sought to destroy the
alchemists since they view the alchemists as outcasts and many
werecreature tribes see the alchemists as overconfident and
prideful to the point that most hate the alchemists for their
pride and confidence in their tribe.
- The alchemists are victims of normal magic weaknesses since
their alchemy is specifically magic based (though it's spirit
based magic, it's still magic). As such, using this means that
the alchemists are vulnerable to anything that counters magic.
The first thing are magic resistances and magic immunities,
which are a major danger of magic users. Resistances usually
depend on the creature and what kind of magic they are resistant
to, like the alchemists typically are resistant to normal forms
of magic due to them being more spiritual in nature with their
magic. However, magic immunities are a problem to alchemists, as
an alchemist may have to rely on physical combat if the user is
immune to magic. However, even bigger problems lie in magic
negation and anti-magic. Magic negation is a skill that negates
all magic in an area, and may hinder an alchemist's ability to
use magic. As for anti-magic, anti-magic is specifically
effective against magic users, as it essentially can act like
the opposite of magic itself and is the major opposing force to
magic. It is also worth noting that there are plenty of powers
that can counter magic, such as other energy users that can use
certain defenses to defend against magic. Depending on the
magic, any magic can be countered by something, such as
elemental magic can be countered by counter elements (like fire
magic could be countered with ice powers (not just magic)). Mana
negation will also negate any alchemist magic used, since mana
powers an alchemist's magic.
- Breaking the taboos usually results in imprisonment, or some
more extreme cases may result in execution. While this isn't
something the alchemists like to do, it is important to enforce
the taboos. The only taboo that aren't really too enforced are
the money creation taboo (since everyone has had to use it at
some point) and the darkness taboo (because no one can agree on
when it becomes taboo and agree when it's hurting the life
around them). However, there is certain forgiveness for the
taboos if they are not intentionally broken or are broken for
the purpose of the tribe. Usually, the alchemists are very fair
about judging people who break the taboos, as usually they will
allow the user to make a case before Sirion, the clan heads, and
the Dawnguard, but if they determine that the alchemist has been
breaking that taboos without a good reason, they may be
imprisoned. There are certain taboos like soul manipulation that
even might result in exile as well, as some taboo breakers are
exiled from the alchemists if they feel that execution is harsh,
but imprisonment won't teach them anything. Overall, the
alchemists do understand that sometimes exceptions need to be
made, but one must have a good reason for committing a taboo or
else they could face judgement and action from the heads of the
clans. Usually, it is rare to jump straight to execution, as
that's usually saved for extreme cases like an alchemist killing
other alchemists for no reason, or alchemists who purposefully
break taboos over and over without a good reason. Overall, this
is a case by case bases, and those that break taboos even by
accident are usually monitored by the other alchemists to make
sure the alchemist doesn't break the taboos again.
- Alchemy magic is usually close range magic, unless it has to
do with a projectile attack. With the exception of the elite
alchemy, users of alchemy are usually limited to close combat
with their alchemy since most alchemy is done at close range.
The only exceptions to this are projectile attacks (which are
still generated within a certain distance of the alchemist), or
unique alchemies that might be able to be generated a certain
distance away (like a lightning strike spell from above might
not require close range). It is also worth noting that an
alchemy's effectiveness is also only as effective as the user
who utilizes the alchemy. Depending on the knowledge of the
alchemists, they may not be able to utilize alchemy as
effectively as certain others. Typically, each alchemist has
their own talents and affinities, and they usually have to stick
to these affinities as other alchemies will usually not be as
effective. While it is possible to learn as much as one can
about alchemy, they are often limited by their knowledge. For
example, most alchemists may know a little science, but most
don't know as much science as those raised in human society, so
there are certain things they might not know that certain other
alchemists will know, but those who are raised in the alchemist
society may know more about spirits and nature than those raised
in human society and might have more effective spirit
purification and nature connections. This depends on the
alchemist, and what they can learn, as all alchemists have
limits on what they can do and what they can learn.
- Those alchemists that do become Dawnguard and learn the elite
abilities are closely monitored by clan heads and by Siron and
Kain for proper use of the elite skills. Because of the fact
that elites are often using powers that would normally be taboo
(but are accepted due to the alchemists needing powerful skills
to fight the vampire ninja elite teams that the Dawnguard often
faces in battle), the heads of the clans are constantly watching
them to make sure that they are using their skills effectively.
Sirion and Kain, the two people who usually recommend and
approve people for the Dawnguard, usually rule out anyone they
feel might be opting for the elite skills, as many alchemists
have opted for them in hopes they could figure out a way to make
them no longer taboo. If someone does have ill intent and wants
the elite skills for their own gain, Sirion and Kain will
outright refuse to let them become Dawnguard, as even Kain has
prevented his own daughter from becoming a Dawnguard because her
only goal is to gain the power of the elites to surpass everyone
else. And those that don't use the elite powers properly are
typically cast out of the Dawnguard, and might even be
imprisoned if they are willingly breaking taboos. As such, using
the elite skills comes with a lot of risk, as the heads of the
clans and both Sirion and Kain will always be watching and call
out any time the powers are not used properly. There is some
forgiveness in this for fighting groups like the vampire ninjas
and dark spirits, however, there are certain situations where
using the powers is not acceptable, though Sirion and Kain
always make these instances clear to the elite when they are
trained. Overall, the elite skills may be great alchemy skills,
but overall, elites cannot use them whenever they desire, and
they usually can only use them in specific circumstances (Like
spirit destruction is only allowed against vampire ninja's to
counter their spirit destruction or against dark spirits that
cannot be beaten with spirit purification).
- The Parliament powers may not be taboo, the forces that
control them are very strict with how they are used. This is
another instance of the user is limited in what circumstances
they can use this. Users of Parliament powers are expected to
act on behalf of the force they represent, and sometimes the
forces may require a user to go against allies and friends
depending on certain situations if the allies and friends go
against a certain force. For example, the Red has disliked
werecreatures in the past for eating animals despite the fact
that werecreatures can eat humans instead and sometimes had
their werecreature avatars going against fellow allies and
friends among werecreatures. Among the alchemists, this is
usually easily forgivable for one simple reason: The Parliaments
often expect loyalty to their force first over their loyalty to
the alchemists, and the alchemists know that these forces see a
scope of balance beyond what the alchemists themselves can see.
For the most part, the alchemists have settled most of their
disagreements with the Parliaments though, so going against the
alchemists is not really necessary, especially after Sirion
became an emissary of the Gray, a force that connects all life
and now acts as the intermediary between the alchemists and the
Parliaments since the Gray is like a governing body of all the
other Parliament forces. However, the Parliaments are very
strict with avatars of their powers, and the Parliaments will
only allow their powers to be used in certain ways to maintain
balance. Users that break that balance or that utilize their
power for their own gain are not just cast out of the
Parliaments, but they are ordered killed as the Parliaments have
no patience for those that break their rules. As such, becoming
a member of the Parliaments becomes its own risk, since most
avatars never live to die of old age as they eventually break
the rules at least once or twice and then are no longer
acknowledged as avatars. As such, accepting becoming an avatar
is usually a risk unto itself, and most users have to weigh
whether or not they want immense responsibility on them. Silvio
is a member of the Black, which pretty much means that every
other Parliament force is constantly hunting him, and the Bright
avatars specifically hunt him down as a member of the Black.
Silvio typically has to be careful when he's out and about, as
he is constantly getting attacked by other Parliament forces.
- Spirit energy users still have race weaknesses of whatever
they are. If one is something like an angel or demon, they will
still have typical angel or demon weaknesses. Most spirit users
can be killed just like whatever race they are, and unless
stated otherwise, most races can be killed if their heart or
brain are destroyed. Each race has it's own strengths, yet has
it's own weaknesses. Spirit users are no different. Typically,
soul healing can heal injuries of the users, but this is not a
passive regeneration, meaning that one has to concentrate in
order to use it. Of course, spirit energy users still take
damage from attacks just like any other creatures.
- Spirit energy users have a harder time training spirit energy
than most other energy users. This is due to the fact that they
have to push their spirits to the limit, which usually means
pushing far beyond the body's own physical limits. As such, this
training may add more strength, but it is much harder to keep up
with than most other energies. Spirit users are able to grow
just like typical fighters and get stronger as time goes on, but
their training is still very hard on them. Those who are just
starting out, or don't have as much experience tend to not be
able to draw on as much power unless they have a naturally
strong spirit aura, while elders tend to be able to have access
to stronger and more abundant spirit energy, but often times, by
the times they reach this stage, they are often old and their
bodies don't always keep up with their spirits.
- Spirit energy users might take spiritual damage instead of
physical damage if they overstrain their spirit. For the most
part, spirits are much more durable than bodies are due to the
soul being eternal (under most circumstances), but that doesn't
mean the spirit is invincible. Those who overstrain their spirit
too much may do irrepairable damage to their spirit, damaging
their ability to use spirit energy. And if a user has their
spirit energy turned back on them, it is possible that one can
do spirit energy damage rather than physical damage. This means
that control is typically required for most spirit users, as if
they continue to draw power even after not having any, they can
do damage to themselves, a mistake some newer spirit energy
users tend to fall into as they think they can push their spirit
further than they think. This also means that it is important to
know the limits of one's own spirit and not push too far beyond
it.
- Just like some other energies, drawing too much could risk
killing the user. It's bad enough that trying to draw too much
spirit energy can damage a user's spirit, but if one still
continues to push beyond that point that they take spiritual
damage, they can actually kill themselves if they take the
energy that binds their soul to their bodies, in which they can
accidently permanently separate their souls from their bodies,
which can result in either death, or the soul being unable to
return to the body and the body running around without a soul,
which is often never a good thing. This usually requires pushing
far beyond one's limits, something most people would be aware of
by this point if they are out of energy, but this typically is
similar to when other energy users start drawing on their vital
life force, in which they shorten their lives or even die if
their life forces are reduced to absolute zero.
- All spirit energy is generated by a certain part of the soul,
known as the soul chain. This is a part of the soul that
generates spiritual energy, and interacts with the body. If
enough damage is done to this part of the soul, the user will
not be able to generate soul energy temporarily or permanently
depending on how bad the damage is done. This means that this
part of the soul is something that every spirit user must
protect with their lives or they could risk being made to lose
their power completely. To destroy the soul chain permanently is
difficult, but with enough power and energy, it can be done.
This means that this is typically the greatest weakness in most
spirit users, and they must make sure that opponents do not do
too much damage to this part of the soul lest they lose their
ability to generate spirit energy. If permanently severed, there
is typically no recovery, with the only known cases of spirit
energy recovery being one having hidden spirit power that they
have yet to unlock in which unlocking can restore the spirit
chain, however no amount of soul healing or spirit fixing up can
heal the spirit chain once it is permanently severed. Typically
almost all races have only one spirit chain, and it is almost
unheard of for anyone to have two and impossible to have more
than two.
- Just like all energy users, spirit energy can only be used if
there is spirit energy to draw from. Once a user runs out, their
spirit energy abilities will not be usable. And as stated,
trying to use them after running out of spirit energy can be
very distrastrous. Typically, spirit energy is counterable like
other energies, with other energies like chi and mana being able
to counter like normal. Of course, as one might expect, aura
breaker weapons are also able to dispel spirit energy like any
other energy, making aura breaker weapons another useful counter
against spirit users.
- Unlike other energy types, spirit energy users are limited to
how much power they can output by the size of their body.
Smaller opponents are not able to put out more spirit energy at
once than someone who is much larger, for better or worse. While
this doesn't make those with bigger bodies tougher, it does mean
that those with smaller bodies tend to not being able put out as
much energy quite as quickly as they can. This also means that
larger bodies are also able to generate more spirit energy than
those of smaller statures. This means that larger creatures like
dragons, and even orcs are able to generate much more than most
creatures. Of course, there are exceptions to this rule, as
there are strong people of smaller statures with highly enhanced
auras. The question usually becomes a question of if the smaller
people can fight smarter to take out the larger people.
Personality: Silvio is more or less what one would expect from a
crime boss. Silvio is a calm and charismatic person when he
wants to be, in which he has been known to charm people. Silvio
is the type of person that believes anyone can be bought with
the right price, and has built his criminal empire on the power
of money and buying off as many people as he could (including
him having people in most US organizations, including the
American Justice System). Silvio is a calm and cool-headed
person who rarely ever lets anyone get to him. The only time
anyone can get to him is if they mention his old name, or they
mention his former wife who Silvio views as having betrayed him
to marry a vampire. Silvio is actually a very reasonable person,
and often knows what to say to people to get them on his side.
Silvio is very careful how he talks when he is around people,
and will almost never incriminate himself. Silvio is the type of
person that has two different sides depending on who he's
interacting with. If one is an ally or potential ally, he will
often treat them pretty respectfully, and find ways to make
deals with people to get them on his side. However, if one is
his enemy, he won't hesitate to do anything he needs to do, from
torture to killing an enemy. Silvio often describes himself as
"Just a guy who knows a lot of people", and he often acts
innocent when in public. While he used to be unstable, he has
grown and become far more stable in personality, with him not
having any weird shifts in personality like he used to when he
was married to his ex-wife Kina. Some believe that his time
using the Black has helped him manage his instability, or
possibly his spirit user training helped him gain some mental
discipline. He is also pretty protective of his identity, as he
sought to prevent the vampire ninjas and werewolf alchemists
from figuring out he was still alive. In battle, Silvio is a
very brutal fighter, and often seeks to overpower his enemies.
However, he is also very smart, and will seek to exploit
weaknesses. In battle, Silvio will usually not hesitate to do
anything he needs to, from brutally killing a target, to even
taking hostages if he is up against an opponent he can't beat.
Silvio is known for his Bloodclaw style in combat as well as his
freezing alchemy, and is a very deadly opponent.
Bio: Kirnan Knightly was once a werewolf alchemist, and the
cousin of Kain Silverfang. Known as one of the original four of
the alchemist society, Kirnan was one who helped establish the
group alongside Sirion, Kina, and Kain. As Kirnan grew in
abilities though and helped Kain develop new abilities to be
used by the elite of the clan, he became more and more brutal as
he fought. Kain and Kirnan were often known as the Bloodclaws,
due to their fighting style using a blood spirit but also
because when they fought, their claws would be covered in blood.
Kirnan would eventually marry Kina Darkwolf, in an arranged
marriage by the Darkwolf clan. Things started out simple, with
Kina having Kierra not too long after their marriage, but soon,
Kirnan started to grow unstable and abusive towards Kina. As he
started to push Kina away, Kirnan started to focus on fighting
enemies of the alchemists, including fighting in almost every
war up to that point against the vampire ninjas. However, after
the death of some alchemists at the hands of Safiria to spark a
conflict between the Darkwolfs and the Darkfires, Kirnan
attacked the Darkfires in response. Since Kirnan had never
trusted the Darkfires like Sirion did, Kirnan was not hesitant
to attack the Darkfires. However, during the fight, he found out
that Kina had cheated on him with Qrow Darkfire and ran off to
marry him. After finding out about Kindron being born, Kirnan
became angry and tapped into the Black in his instability. After
he killed Kina in his rage, he went after Kindron to kill him.
Kindron was just a small child at the time, and would have been
killed by Kirnan if it hadn't been for Kain Silverfang and Ilona
Hamilton's mother appearing. In what could only be described as
the most brutal battle of the Darkfire/Darkwolf war, Kain and
Ilona's mother managed to defeat Kirnan, believing that they
killed him.
It isn't known how Kirnan survived, but soon after he would end
up going into hiding. After the Americas were colonized and the
US was formed, he started building a criminal empire, changing
his name to Silvio Mandretti. In order to hide from the vampire
ninjas and the werewolf alchemists, he seemed to kill everyone
who figured out his identity, and soon became known as Silvio.
Silvio started out simple, building up from simple crime to
eventually building a massive criminal empire in what would
become New York. However, it wasn't till the 1900s that Silvio
became infamous among intelligence communities, but only because
Silvio had connections in most communities that no one could
safely bring him down. Silvio quickly became one of the more
charismatic crime bosses, and became known among those like
Black Mask and the Big Man of Crime as being among the top crime
bosses in the US. For years, Silvio managed to avoid being
arrested due to his connections, and stayed hidden from the
alchemists and vampire ninjas, being careful to keep his
identity secret from those that might recognize him. It isn't
known yet how he got involved with Nightshade, but just as Hei
was building allies in other countries, it seemed Silvio had
joined Nightshade just as other groups were joining Hei's
criminal groups. Silvio works in Nightshade as someone with
connections, and has started buying out London's court system as
well as trying to buy out police in London. Silvio now works as
a major member of Nightshade, and while he tried to hide his
identity, recent activity has revealed that he is in London, and
groups will soon learn that Kirnan has returned as Silvio
Mandretti.
Theme: Amakusashiki Juuji Seikyou (
HTML https://youtu.be/XOqIMBQR91o<br
/>)
Battle Theme: Mr. Monokuma After Class (
HTML https://youtu.be/JwLh2Sks8Jc
)
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