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       #Post#: 10969--------------------------------------------------
       London RP Profile: Silvio Mandretti
       By: Zorbak the Ebil Moglin Date: October 31, 2021, 10:28 pm
       ---------------------------------------------------------
       "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 (
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       Battle Theme: Mr. Monokuma After Class (
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       )
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