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New Orleans/London Profile: Mordecai Rodas
By: Coolcat207 Date: January 6, 2022, 5:04 pm
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"We reach into the shadows, reach into hell. We pull out what
you find there, and paint the world with it."
~Azaneali Clan Quote
"Huh... you're emitting a fearsome aura for a loathsome ant."
"This world belongs to the strong. Humanity had their chance to
evolve and they wasted it. Instead, they turned against us and
tried to wipe us out. They can barely get along with themselves.
And yet, those same fools expect us to bend a knee and obey
them. To me, that sounds like complete madness!"
"It brings me such joy when the paranormal and metahumans put
aside their differences and stand together against a common
enemy. It shows how there's still a bright future ahead for
beings like us."
"I don't like monkeys. That's the truth I chose."
"I'm enraged because of the fact that our kind risked their
lives and sanity for people who barely acknowledge us and those
who do only do it so they can use us as tools. I'm done. For now
on, I'm focusing on furthering my own kind!"
"As you can see, there are two types of monkeys in the world:
Monkeys who collect money and monkeys who are livestock. Those
who fail to play their roles are of no use to this world and
must be exterminated."
"Magneto help me and my group break out of Weapon X and we both
share the same goal. With my new group, I will put humanity back
in their place and punish those who use and abuse us, starting
with the supernatural hunter families who believe that they are
untouchable like the Van Helsing family."
"I understand your anger and your pain. But what I will not
tolerate is someone insulting my heritage and others like me.
Either you accept that hybrids like me are people as well or
I'll treat you like I treat any other monkey who thinks the same
way as you. Your choice."
~Mordecai to a pure blood Lasombra vampire that was insulting
him for being a hybrid
Mordecai: Enough of this foolishness. You were there when it
happened, Theodore! We both had something that was taken away
from us and suffered at the hands of man. Join me and all your
questions will be answered!
Theo: glares at Mordecai as he helps up LaSalle I'll take my
chances with SCIS!
Mordecai: You're messing around with your destiny, Theodore.
Those fools are no better than the ones who made you their
living weapon. Face it, you went from one cage to another.
"Truth, doctor? You wouldn't know the first thing about it, nor
loyalty for that matter. How many times must I tell you this,
Theodore? The answers you so desperately seek, lie with me. And
as for you, doctor, consider our past disagreement settled. I
look forward to continuing our research...alone. This was
unavoidable, Theodore. The longer you resist me, the more people
get hurt."
~Mordecai to both a ex member scientist of the DoD and Theo
after Mordecai fatally wounded the scientist from behind.
"I created Blackwatch to help people like us who were hunted
down to no end by arrogant and greedy hunters and the like. With
this alliance, not only we can protect our own but we can create
a brighter future for our kind."
~Mordecai creating an alliance with Magneto.
"Unfortunately, I know exactly who that man is. His real name is
Cezar Stoica. He was an ally to MI-5 and knew Leo. He was noble
and was devoted in helping humanity. Then, an incident happen
when we lost a fellow ally to a bounty hunter. Turns out that
the bounty hunter was hired by a cult to assassinate our ally
for God knows what. Then things got worse. We thought that him
working for the DoD would help him since we had those like
Cecilia there but it only got him captured by Weapon X. By the
time he broke free, he was already a different man. The worst
part is that he knows a lot about Theo, from his powers to his
own family which puts him at a advantage over him. Words cannot
describe how glad I am that you brought this kid in and treated
him as a fellow agent and as family. And I know that all of you
will go through literal hell and back for him but I fear that
Weapon X isn't the only thing you guys will have to worry about.
Which means that we need to find out about Theo's past and we
need to do it as fast as possible. If there's one thing I know
about Cezar is that he will stop at nothing until he gets what
he wants. And if that means that he will have to coat SCIS with
all of your blood to do it, he will do it without a second
thought."
~Karasu "Raven" Tepes to the SCIS team on Mordecai Rodas.
Name:
Mordecai Rodas
Real Name:
Cezar Stoica
Anti-Hunter Name:
Former: Zoian (Means 'Animal' in Greek/Weapon X Name)
Current: Algan (Means Pain in Greek)
Age:
Unknown
Physical Age:
Mid Twenties to Early Thirties
Gender:
Male
Species:
Demonic Dhampir
Height:
6'2
Weight:
165 lbs
Appearance:
Look at pic
Family:
Father: Unnamed Vampire (MIA; Presumed Dead)
Mother: Unnamed human (Deceased; Died of an illness)
Organization:
Blackwatch (Anti-Hunter Group) (Leader)
Aligned with The Brotherhood of Evil Mutants
Birth Vampire Clan:
Azaneali
Sect:
Independent
Generation:
4th
Clan Disciplines:
Obfuscate, Obtenebration, Daimonion, Presence, Potence
Disciplines:
Daimonion:
Sense the Sin:
~A real mark always convinces himself. The most dangerous Baali
aren’t the ones that use extortion, threats, or over displays of
power; the most dangerous Demons simply know how to talk their
victims into cutting their own throats. This power allows the
Baali to find a target's particular vice. If successful, the
Baali can sense the subject’s greatest weakness. The
significance of this information is dictated by the degree of
success: One success might determine a low Virtue, weak
Willpower, or a poorly defended avenue of approach, while two
might yield a closely guarded secret or conversational misstep.
Three or more yields a central derangement or formative trauma
from the subject's past.
Fear of the Void Below:
~Once the Baali has mastered reading a subject's darkest
secrets, he can reach into the victim's mind and twist what he
finds there. The shock of feeling one's most deeply held beliefs
and darkest fears manipulated can send the victim into catatonia
or fits of panic. The Baali must first employ Sense the Sin
(above) or use some other method to discern the tragic flaw of
the target. She must then speak to the target, playing upon his
inadequacies and the inescapable consequences of his
shortcomings. A successful attempt drives the victim into fits
of terror (one success), mindless panic-borne flight similar to
Rötschreck (two successes), or even unconsciousness (three or
more successes). All effects last for the remainder of the
scene. Kindred or other supernatural targets may resist with a
strong willpower or a psychic shield to the point that stronger
willed people can resist the power completely.
Psychomachia:
~With this power, the Baali combines his ability to read the
psyche of a victim with the ability to summon up matter from the
Outer Dark. Psychomachia pits a victim against the most
dangerous, shameful parts of her own subconscious. The vampire,
after learning the targets tragic flaw (such as after using
Sense the Sin, above), might force the target to go search
through their lowest Virtue. Failing to do so pits the target
against an apparition summoned from her darker self, perceptible
to the subject only. The target may see or feel his abusive
father, a long-dead lover, a childhood bogeyman, or (for Kindred
victims) even the Beast itself. A botch indicates the target has
been overwhelmed and frenzies — or, worse, becomes possessed by
his inner demons.
This imaginary antagonist may be wholly narrated, or assigned
Traits equivalent or slightly inferior to the victim's, at the
RPer's option. All injuries sustained by the target in such an
encounter are illusory (substitute catatonia or torpor for death
as appropriate) and vanish upon the phantasm's defeat or the
Baali's loss of concentration.
Bring the Plague:
~A Baali with Bring the Plague calls down a Biblical plague on
her enemies, cursing them with a highly infectious disease that
plagues mortal and Cainite alike. It causes violent, painful
boils that look like bleeding burn wounds when they burst. The
target attracts swarms of insects and vermin wherever he goes as
they wait for his inevitable death and their inevitable feast.
The Baali must touch the initial victim in order to Bring the
Plague. A victim with the plague cannot heal by any means,
naturally or with blood. Every day, the victim's health declines
inch by inch. The victim may be able to resist if their stamina
is strong enough but can shake the plague off entirely if their
stamina is as strong as the castor's stamina. The plague can
also physically damage their skins. Supernatural creatures such
as vampires may be able to heal from the physical damage but
mortals such as humans will be forever scarred even when healed
by the plague (unless their regeneration are supernatural or
have supernatural buddies with strong healing powers).
Those in contact with the victim of the plague must have stamina
that is as strong or stronger than the castor's in order to
resist the plague. It can spread by touch, by breath, or by any
bodily fluids. This includes drinking blood. In fact, the
difficulty to resist blood-borne transmission is two times worse
than resisting infection by other means. Those with True Faith
(basically people like holy vampires or supernatural priests)
are not only immune to this discipline, but if they touch a
victim of the power, the victim ceases to be contagious.
Obfuscate:
Cloak of Shadows:
~At this level, the vampire must rely on nearby shadows and
cover to assist in hiding his presence. He steps into an
out-of-the-way, shadowed place and eases himself from normal
sight. The vampire remains unnoticed as long as he stays silent,
still, under some degree of cover (such as a curtain, bush, door
frame, lamppost, or alley), and out of direct lighting. The
immortal’s concealment vanishes if he moves, attacks, or falls
under direct light. Furthermore, the vampire’s deception cannot
stand up to concentrated observation without fading.
Unseen Presence:
~With experience, the vampire can move around without being
seen. Shadows seem to shift to cover him, and people
automatically avert their gazes as he passes by. Others move
unconsciously to avoid contact with the cloaked creature; those
with weak wills may even scurry away from the area in
unacknowledged fear. The vampire remains ignored indefinitely
unless someone deliberately seeks him out or he inadvertently
reveals himself.
Since the vampire fully retains his physical substance, he must
be careful to avoid contact with anything that may disclose his
presence (knocking over a vase, bumping into someone). Even a
whispered word or the scuffing of a shoe against the floor can
be enough to disrupt the power.
Conceal:
~The vampire may mask an inanimate object up to the size of a
house (Obfuscate cannot be used to disguise inanimate objects
without the use of this power). If the object is hidden, so are
all of its contents. While Conceal is in effect, passersby walk
around the concealed object as if it were still visible, but
refuse to acknowledge that they are making any kind of detour.
Mind Blank:
~A vampire with this power is able to shrug off telepathic
contact, easily withstanding invasive probes of her mind.
Obtenebration:
Shadow Play:
~This power grants the vampire limited control over shadows and
other ambient darkness. Though the vampire cannot truly “create”
darkness, she can overlap and stretch existing shadows, creating
patches of gloom. This power also allows Kindred to separate
shadows from their casting bodies and even shape darkness into
the shadows of things that are not there.
Once a Kindred takes control of darkness or shadow, it gains a
mystical tangibility. By varying accounts cold or hellishly hot
and cloying, the darkness may be used to aggravate or even
smother victims. Certain callous Lasombra claim to have choked
mortals to death with their own shadows.
Shroud of Night:
~The vampire can create a cloud of inky blackness. The cloud
completely obscures light and even sound to some extent. Those
who have been trapped within it (and survived) describe the
cloud as viscous and unnerving. This physical manifestation
lends credence to those Lasombra who claim that their darkness
is something other than mere shadow. The tenebrous cloud may
even move, if the creating Kindred wishes, though this requires
complete concentration.
Arms of the Abyss:
~Refining his control over darkness, the Kindred can create
prehensile tentacles that emerge from patches of dim lighting.
These tentacles may grasp, restrain, and constrict foes.
Black Metamorphosis:
~The Cainite calls upon his inner darkness and infuses himself
with it, becoming a monstrous hybrid of matter and shadow. His
body becomes mottled with spots of tenebrous shade, and wispy
tentacles extrude from his torso and abdomen. Though still
humanoid, the vampire takes on an almost demonic appearance, as
the darkness within him bubbles to the surface.
Tenebrous Form:
~At this level, the Kindred’s mastery of darkness is so
extensive that she may physically become it. Upon activation of
this power, the vampire becomes an inky, amoeboid patch of
shadow. Vampires in this form are practically invulnerable and
may slither through cracks and crevices. In addition, the
shadow-vampire gains the ability to see in natural darkness.
The Darkness Within:
~This power allows the Cainite to call forth the darkness
contained in her black soul. This enormous, turbulent shadow
vomits from the vampire’s mouth, though some vampires are said
to cut themselves and let the blackness seep from their veins.
The shadow-cloud engulfs a chosen target, burning it with a
soul-scarring chill and siphoning its blood away in torrents.
The resulting shadow envelops the target and, though it does not
physically harm the victim, it may strike terror into him.
Individuals observing the Darkness Within, whether as targets or
onlookers, may suffer from the terror described under Black
Metamorphosis, unless they are already familiar with the
Kindred’s power.
Individuals touched by The Darkness Within lose a pint of blood
per rp turn, though targets may resist this effect by stamina
each rp turn the target remains in contact with the cloud. The
Cainite invoking The Darkness Within must devote all her
attention to maintaining the cloud. If the vampire is attacked,
the darkness immediately returns to her through whatever orifice
it originated. The Cainite can summon the darkness back at any
time. Taking blood from another in this fashion is similar to
drinking from that vampire, and blood bonds may result if the
vampire so chooses. Additionally, the Darkness Within may take
blood from only one individual per rp turn, though it may be in
contact with many.
Shadow Perspective:
~Using this ability, the vampire can potentially observe
anything done near the shadows. She shifts her perception from
the shadows she is standing in to a nearby shadow. She can
choose to shift any or all of her senses across to that area as
if she were actually standing there. Should she move all her
senses, it will be as if she is standing in the other shadow,
but she would not even feel an attack made on her own body.
Shadow Steed:
~Tales of dark riders who bring death and destruction in their
wake on nightmare steeds made of the night itself have long
permeated tales of frontier campfires and made many a weary
settler jump at their own shadow once the sun had set. The
Cainites of the west know that distance is their enemy and the
ability to traverse it as fast as possible is one of the best
ways to guarantee survival. Several Lasombra from packs out of
New Mexico and the California territories have adapted their
innate control of the darkness to suit this unique need in a
terrifying way.
The user conjures into existence a horse made of shadow. The
Shadow Steed has the stats of a Large Horse but is always
affected by Tenebrous Avatar. It is only substantial to the
vampire and can carry them and any weight they bear at top speed
without getting tired. The creature also has the ability to jump
through shadows via Shadowstep. The steed lasts until sunrise.
Shadowstep:
~The vampire has such fine control over the darkness that he may
become it briefly and reform himself from other darkness close
by. The vampire may Shadowstep through walls, floors, and even
mystical barriers. The Cainite simply steps “into” a shadow and
re-emerges from another shadow a short distance away (or next to
the barrier, if there is no shadow on the other side).
Shadow Lair:
~This power is an advancement on Shadowstep, effectively
allowing the vampire to pause mid-step. She enters a dark realm
outside existence, where she is unaware of what might be
occurring in the real world. Just as nothing can see the vampire
here, she also can’t see anything outside the void.
Shadow Twin:
~The vampire’s control over darkness has progressed to such a
degree that he may bestow upon it a limited degree of sentience.
By animating his own shadow or that of another, the Cainite can
actually “free” the shadow cast by light. While this power is
active, the subject casts no shadow, as it has left to pursue
the vampire’s commands.
This power can unnerve mortals and even a few inexperienced
vampires. The Kindred wielding Obtenebration commands the
individual’s shadow; some vampires report having seen mortals
literally scared to death, as their shadows leapt away to taunt
or menace them.
Oubliette:
~By creating a “chamber” of pure darkness, the Cainite may
entrap or smother her enemies. No air exists in this
shadow-trap, and mortals suffocate within its chilling void.
Even vampires have little recourse once trapped — they may leave
only at their captor’s whim. The Oubliette appears as a dense
patch of shadow, unaffected by ambient light around it.
Presence:
Awe:
~Those near the vampire suddenly desire to be closer to her and
become receptive to her point of view. Awe is extremely useful
for mass communication. It matters little what is said — the
hearts of those affected lean toward the vampire’s opinion. The
weak want to agree with her; even if the strong-willed resist,
they soon find themselves outnumbered. Awe can turn a chancy
deliberation into a certain resolution in the vampire’s favor
almost before her opponents know that the tide has turned.
Despite the intensity of this attraction, those so smitten do
not lose their sense of self-preservation. Danger breaks the
spell of fascination, as does leaving the area. Those subject to
Awe will remember how they felt in the vampire’s presence,
however. This will influence their reactions should they ever
encounter her again.
Dread Gaze:
~While all Kindred can frighten others by physically revealing
their true vampiric natures — baring claws and fangs, glaring
with malevolence, hissing loudly with malice — this power
focuses these elements to insanely terrifying levels. Dread Gaze
engenders unbearable terror in its victim, stupefying him into
madness, immobility, or reckless flight. Even the most stalwart
individual will fall back from the vampire’s horrific visage.
Entrancement:
~This power bends others’ emotions, making them the vampire’s
willing servants. Due to what these individuals see as true and
enduring devotion, they heed the vampire’s every desire. Since
this is done willingly, instead of having their wills sapped,
these servants retain their creativity and individuality.
While these obedient minions are more personable and spirited
than the mind-slaves created by Dominate, they’re also somewhat
unpredictable. Further, since Entrancement is of a temporary
duration, dealing with a lapsed servant can be troublesome. A
wise Kindred either disposes of those she Entrances after they
serve their usefulness, or binds them more securely by a blood
bond (made much easier by the minion’s willingness to serve).
Potence:
Crush:
~The vampire with this refined application of Potence knows just
how to apply her deadly strength to destroying inanimate
objects.
Imprint:
~A vampire with extensive knowledge of Potence can squeeze very,
very hard. As a matter of fact, she can squeeze (or press, or
push) so hard that she can leave an imprint of her fingers or
hand in any hard surface up to and including solid steel. A use
of Imprint can simply serve as a threat, or it can be used, for
example, to dig handholds into sheer surfaces for purposes of
climbing.
Brutality:
~With this level of power, the Cainite’s hands move through
flesh the way a mortal’s moves through packed sand.
Earthshock:
~According to some pundits, Potence is merely the art of hitting
something very hard. But what do you do when your target is too
far away to hit directly? The answer is, if you’re sufficiently
talented with the Discipline, to employ Earthshock. On its
simplest level, Earthshock is the ability to hit the ground at
point A and subsequently have the force of the blow emerge from
the ground at point B.
Immovable Object:
~The vampire’s strength is such that her force of will alone is
enough to make her an immovable object, whether or not she has
something to hold on to. She can lock herself in place, clinging
onto where she stands with the power of her mind. Using this
ability, she can resist any attempt to shift her by telekinesis
or physical strength. She digs in, holding herself in place with
her will alone.
Flick:
~It is a truism that "the great ones always make it look easy."
In the case of Flick, that saying stops being a truism and
becomes literal truth. With this power, a master of Potence can
make the slightest gesture — a wave, a snap of the fingers, the
toss of a ball — and have it unleash the full, devastating
impact of a deadon strike. The attack can come without warning,
limiting the target’s ability to dodge or anticipate; this makes
Flick one of the most feared applications of Potence.
Powers:
Dhampir Physiology:
~User with this ability either is or can transform into a
dhampir, a vampire/human hybrid, which in most cases has all the
strengths that a normal vampire has without any of the
weaknesses. Blood is still a factor in most cases, either they
need to feed because they will die or they simply are weakened
when they don't feed. Some dhampirs can subsist on either blood
or human food. Whatever the case, just like with vampires, the
quantity of blood a dhampir needs will vary greatly. Their
resistance to sunlight varies as well; some may be weakened by
it, while others are completely immune to its effects.
Physically dhampirs are in top form, having the strengths of a
vampire they are very strong, most do not age and others age
very slowly. There are far less variations in appearance when it
comes to dhampirs because of their human side. Most dhampirs
will look like normal humans, some will be extremely attractive
but there are not many non-humanoid dhampirs out there.
Mordecai is a demonic dhampir due to having a demonic vampire
father and a human mother.
Blood Consumption:
~The user can absorb (usually by ingesting) the blood of others
for either sustenance, offensive, defensive, or regenerative
purposes.
Blood Empowerment:
~User becomes stronger, faster, more durable, etc. when they
come into contact with or are near blood, possibly unlocking
abilities related to the affinity and enhancing their existing
powers. Some users may be able to draw sustenance from the blood
or even slow or stop aging.
Daytime Walking:
~The user is a nocturnal creature (typically a vampire) able to
withstand exposure to direct sunlight and be active during the
day. This can be because they are a Dhampir, are endowed with
magic or are unique physically in one way or another.
Contaminant Immunity:
~The user is immune to poisons, toxins, venoms, viruses,
bacteria, parasites, pathogens, allergen, etc.
Vampiric Force Manipulation:
~The user of this power possesses and is able to utilize strong
vampiric power. This ability not only grants the user great
strength and control over numerous variations of vampiric
abilities but also allows them to overwhelm weaker vampires as
well as rival that of powerful vampiric entities.
Through this, the user can perform such feats as infusing
weapons with vampiric power, allowing them to transfer blood
and/or life-force to the user, or into projectile weapons that
would continuously drain the target's blood/lifeforce once stuck
in their body, nullifying regeneration and softening them up for
the finishing blow, as well as convert other beings into
vampires without biting them or mixing blood.
Diabolic Darkness Manipulation:
~The users can generate and manipulate the mystical darkness of
hell, which can completely destroy anything. The color of the
darkness varies, but may be green, black, blue, white, etc.
Sometimes, the darkness isn't generated, but instead is summoned
from the planes of hell itself.
Unholy Darkness can cause excruciating pain upon contact, or
cause instant death, but can possibly be used for relatively
beneficial purposes, such as summoning spirits of the deceased
temporarily back to the world of living from Hell. Some users
can even use Reanimation or Resurrection via Summoning the
damned and/or Demons.
Magic User Base Abilities:
Magic User Skill: Base Affinity:
~This is the basic requirement for a being to use magic. In
order to utilize magic of any kind, one must first have the
affinity for magic. This is something that one has to be born
with, where they have this and eventually awaken it at some
point in their life. Depending on the magic, some may require
different affinities, but there is always at least a basic magic
affinity that is required to use any magic. The most obvious
affinity is that of normal magic, where one just has to have the
base affinity for magic. The affinity for mana is not hard to
gain, as every race has the affinity for mana (almost all races
have mana or dark mana in some form). However, when one gets to
other magics, the affinities may require more than just a basic
magic affinity. For example, dark magic requires one to be able
to harness dark mana and sometimes darker emotions. Some
affinities can also be gained through training if one has the
right training. For example, a magic user who trains with spirit
energy could eventually learn spirit magic if one has a way to
learn it (usually through a teacher who can teach them the
basics. This affinity usually is determined by birth, and
usually cannot be changed, except in very rare cases, such as
someone may gain a dark magic mastery through artificial methods
(common methods involve dark mana infusion or demonic deals).
There are a few rare ways to change or gain magic affinities,
and these methods mostly depend on the magic. These affinities
act as the basis for one's ability to use magic, determining not
only what magics they have affinities for, but also determining
how much magic potential one may have. This affinity can be
great or small, usually corresponding to the amount of magic
power one can learn which is usually measurable early on. Those
with lesser affinity won't have much affinity to gain strong
magic potential, but those with stronger affinities gain
stronger magic potential. Those with stronger potential usually
have stronger magic, while those with less tend to learn to
utilize their magic more effectively through tactical means. Of
course, with magic affinity also comes magic weaknesses, where
magic users are weaker to anything that counters magic with the
worst thing being anti-magic (which does severe damage to magic
users).
Magic User Skill: Mystic Source:
~Those that utilize magic know that magic has to run on
something. Every type of magic runs on some form of energy,
which is dependent on the magic. The most commonly used magic
source is mana or dark mana (which can be used for normal magic
or dark magic respectively), where users will power their magic
on basic mana or dark mana energy. However, these are far from
the only options. For example, angelic magic may run on angelic
energy or demon magic may run on demonic energy. There is also
things like holy magic that run on holy energy or holy
energy-infused energies. There are magics for almost every kind
of energy out there, as magic users may learn chi magic, spirit
magic, ki magic, even the rare psychic magic. Depending on the
magic used though, there is always an energy that has to be used
to power one's magic, which is determined usually by the user's
affinities. For example, spirit magic is one that only requires
one to learn how to use spirit energy (which can be done by
almost any race), or chi magic only needs to be learned by a chi
user with magic affinity. The source of one's magic is very
important, as some may have affinities for certain magics,
depending on their affinities. This acts like a basic power
source for magic, which is used to power spells. As one trains,
one can usually learn multiple sources of power for magic,
assuming they have the right affinities, and some may learn new
magics in this manner (as mentioned, a magic user could learn
spirit magic by learning spirit energy as an introduction to
spirit magic). Energy consumption is a pretty basic concept when
it comes to supernatural abilities, and magic users are no
different. In order to use magic, one must have the energy their
magic runs on, and without it, one cannot use their magic unless
they have energy to use. Trying to force magic when one has no
energy could be detrimental to oneself, as drawing on one's
energy when they don't have enough could result in one pulling
from their vital life force (which could kill the caster). And
of course, every energy that is used typically has it's usual
counters, such as how holy energy powering holy magic is still
countered by things like demonic energy.
Magic User Skill: Energy Balance:
~Depending on the energy used, most energies that power magic
require some form of balance before they are used. This isn't
specifically designated for magic, but more for the basic energy
it runs on. Almost every energy requires some form of balance,
as many energies have positive and negative energies that must
be balanced. For example, spirit energy is known to have a
positive spirit and negative spirit aspect which can be used, or
chi has yin and yang as the two sides of chi. No matter the
energy, there is some form of balance that must be maintained.
While not all have this aspect, most energies do. In order to
use the energy effectively to power one's magic, one must first
figure out how to utilize their energy effectively. The second
part to this power is that one must make sure their energies
remain uncorrupted (unless they use some form of corrupted
power, in which this balance isn't as necessary). There are a
few exceptions, such as mana, that should be stated as well.
When it comes to mana, it is not only the most basic energy that
can be used by almost any race, but it also has properties not
like other energies. Unlike other energies, there is no
"balance" of mana, but instead, one just has to have mana to use
it. Dark mana is only used if one suppresses their normal mana
or runs out of normal mana, so one doesn't have to "balance"
their mana in the traditional sense. They simply have to
maintain their supply of mana in order to prevent dark mana from
coming up (unless one wants dark mana to come up, which some do
utilize), which keeps their balance when it comes to mana. For
the most part, learning balance requirements depends on the
energy, where each one has different aspects. However, while
each energy has its strengths, the user will also have
weaknesses of the energy users. For example, almost any kind of
energy can be used as long as one has access to that energy, and
once they run out, they must wait to replenish their supply, or
find another source (depending on the person and how they use
their energy). Another thing to note is that most energy types
have specific weaknesses, such as how mana can be negated by a
certain frequency.
Magic User Skill: Magic Connection:
~Once one has figured out their specific energy their magic runs
on, they then move on to the next step of being a magic user.
The second step is that one has to learn how to connect with
magic, where they must gain an instinctual connection to magic.
Typically, most magic users gain this initially by focusing
magic for the first time, where they will often instinctually
learn to utilize magic (with only a few having to manage this
connection depending on the type of magic they use). once the
user has their instinctual connection, they then train that
connection by casting spells and learning how to better cast
magic through either training or learning from someone who can
teach them better methods. Each form of magic has its own
special connection that must be obtained, usually by casting
spells. Almost every form of magic requires some connection,
which is pulled from one's affinity for magic. Those that use
magic have to train their magic connection before they can gain
stronger magics, and they also have to train their magic
connection in order to strengthen their spells. As they train
and cast spells, this connection of magic will get stronger, and
will not only strengthen how strong magic can be by allowing one
to fully access their affinities for magic over time (thus
increasing their abilities to use magic), but will also reduce
magic cost of spells over time as one masters magic. This also
is what allows one to eventually move up to more advanced
spells, as more advanced magic users strengthen this to the
point that their affinities will allow higher level spells to be
used once enough of their magic potential is attained. This
applies to any magic, and is an absolutely necessary skill to
learn magic. Those that don't train this often will never grow
as magic users, and will never be able to strengthen their
spells. And even though this does help magic users grow stronger
with magic and reduce cost, this is still a skill that requires
experience and training to fully utilize (only master magic
users are going to have full ability to use this), and no amount
of natural talent circumvents this need. While natural talent
magic users start with massive magic ability, they cannot
maximize that potential without experience. This is also only a
passive skill that strengthens magic, and is not an active
attack skill. And one also has to keep in mind the weaknesses of
their magic since all magics can be countered by something.
Magic User Skill: Magic Activation Types:
~With any magic, dark magic holy magic, or other 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, verbal
incantations, or visible cues to activate magic, and as a result
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 verbal or written incantations, in which verbal or
written 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 or written
before the user can activate their magic (But usually allows
stronger magic than some more instant types of magic). However,
some have come up with their own ways of activating magic with
incantations even faster, with the most common being shortening
phrases to only a word or two through special phrase training
(usually through intense casting and mental 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. There are many other methods
of activation, including physical activation (using motion to
activate) This depends mostly on the user, but each user must
have one activation type in order to use magic, 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. Each has its own strengths and weaknesses,
such as spoken spells can be interrupted if the user isn't
allowed to finish the spell, or mispronounces the spell, and
physical activation can be countered by movement restrictions
that don't allow the user the proper movement. Depending on the
user, all activation types have downsides.
Magic User Skill: 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 (sometimes also called spell circles) 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 circles that can be developed and used by magic users.
This power utilizes magic, but requires that the user know how
these glyphs are formed and how to make them to use this. This
is a basic power that some magic users are able to use, and this
particular use of the magic spell circle can be used in a
variety of ways. 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
spell circles are also used in summoning magic as a conduit for
summoning, or some magics like alchemy could be focused with
these spell circles as well, or some magics can even use them to
focus magic spells. 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 spell circles for a variety of uses, and some can use entire
combat and magic styles based on how these spell circles are
used. This power is a fairly basic magic ability, and although
useful, it does have ways one can counter these glyphs/spell
circles. For example, someone who uses these spell circles 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 spell circles. It is also
possible to break these spell circles/glyphs depending on the
spell circle or glyph used, which can stop any spell if the
glyph or spell circle is destroyed (as the spell circle/glyph
being destroyed stops whatever effect it had). There may also be
other strengths/weaknesses depending on how certain magics use
them.
Magic User Skill: Magic Spell Type:
~In addition to learning one's specific source of magic, one
must also learn what magic spell type they have affinity for.
The first thing to note is that there are many types of magic
spells, which are divided into categories. The first is attack
magic, which is a type of magic that usually focuses on
offensive spells. The next is defense magic which usually
involves barriers, defensive spells, and may also include
defensive buff spells. The next is physical amplification, where
one can amplify their physical stats with magic to increase
their physical damage (most notable among those like mystic
knights who focus magic into physical power). The next is
recovery, healing and purification magic, which is pretty self
explanatory since it's main purpose is healing and purifying
other people and objects. The next is summoning magic, where
users can learn to summon creatures, items or people depending
on the summoning magic (some magics may summon specific
creatures, such as spirit summoning specialize in summoning
spirits). The next is sealing magic, which focuses on sealing
away objects or people (usually as a defensive means to remove a
threat). The last is elemental magic, which uses magic to focus
the elements into magic spells (which can usually be offensive,
defensive, or even sometimes can be used for recovery or
summoning). Depending on the type of magic one has an affinity
for, this usually determines the type of spells that one can
learn. Typically, there are ways to test one's affinity, though
most will usually cast certain types of spells and see what
kinds they have the most affinity for, or some may find others
who have ways of testing affinities). These are not all the
possibilities of spell types, as there are other spell types out
there, but these are usually the categories of spells in most
magics. There are even those like necromancy magic (usually used
in dark magics) that revive the dead, or everyday magics which
are purposed for do everyday chores. There are also less common
magics like divination, enchantment, nature magic, creation
magic, and transmutation/alchemic magic. And many users may have
more than one affinity, where some may have multiple affinities
depending on the person. For example, someone with elemental
affinity may have both attack and defense spell affinities, or
someone with defense/buff magic may also specialize in sealing
magic. Each spell type has it's weaknesses, and must be stated,
such as attack spells typically are able to be dodged or blocked
with defensive abilities, or necromancy may be countered with
healing/life magic, or physical amplification is countered by
defensive abilities.
Magic User Skill: Magic Mastery:
~This aspect of magic is an extension of one's magic connection.
In order to master magic, there are a number of ways one can do
this. This ability is determined by the strength of one's magic
connection, and is necessary for magic users to advance and grow
so that they can rise to higher levels of magic. There are two
stats that magic mastery affects in general (more than any
other): magic attack and magic defense (More on these two next).
Mastery of magic comes from people who strengthen their
connection to magic, and this ability is a magic user's ability
to get stronger in magic over time. Depending on the user, there
are a few ways to train this ability. The main one that most
people know is to just keep casting spells, where the more
spells are cast, the more practice one will gain, and the more
skill one will gain in using spells. However, others can train
with magic teachers to increase their magic ability as well,
which allows magic teachers to possibly teach them better ways
to focus magic. Another method is that one can find ways to
optimize their spells, such as how some have developed advanced
magics designed to cast magics more easily, more conveniently,
or even just faster casting. Depending on how one wants to train
their magic, they can increase this with experience and
training, which allows them to draw out the full capabilities of
their magic affinities over time. This has a few effects. The
first and most notable is that increased mastery will often
increase magic attack and magic defense, which allow stronger
attack power with magic and stronger magic resistance to magic
attacks used by others. Higher levels of magic mastery also
allow one to cast spells at reduced energy cost (higher levels
can usually reduce the cost of power to use their lower level
spells once they master the use of magic), and one can also use
this to increase their abilities to cast stronger magic as they
gain higher levels of magic mastery. Of course, as mentioned
before, this is something that no natural talent can surpass,
and this is a necessary skill in order to advance in any magic.
This is something that can only be trained with time, and no
amount of training will ever be a substitute for experience.
Even those that are experienced though can still be overcome by
stronger talents, or stronger experience depending on the magic
user. Some may even be able to be overcome simply by someone
using specific abilities (such as anti-magic counters almost any
magic, including mastery of it).
Magic User Skill: Type Mastery:
~Depending on the type of magic used (whether it's defense,
attack, recovery, summoning, or something else), there is a
certain type of mastery that corresponds to almost any kind of
type of magic. This doesn't just apply to one's specific source
of magic, but to the types of magic they also possess. In order
to use any type of spells specifically, a user has to have
affinity with the type of spells used. This skill is similar to
magic mastery, except that users advance their specific types of
magic by training their affinities. Just like magic mastery,
there are a few ways to do this. The first is that one just
casts spells, and as they cast more spells, they become more
efficient. Another is that one can find magic teachers to help
them learn to use specific affinities more efficiently. This is
a passive skill that allows a user to actively grow in knowledge
about specific types of magic, which is more specific than
normal magic mastery which is just a general mastery of magic.
Like basic magic mastery, users grow in ability through
experience, and can bring out their magic potential through
training and experience. Different types of magic may have
different aspects that have to be learned, but those with enough
experience will learn how best to use their magics, whether it's
through training with someone who can help them better
understand magic or if one just gains experience through number
of times they cast the spell (which is usually one of the most
effective ways to gain mastery). This depends more on the
person, and what means they have to master their magic types.
Some may even learn new affinities over time while training, in
which it is sometimes possible for people to learn new types of
magic once mastering one specific type of magic (IE a common
learned affinity is that defense magic users often move on to
learn recovery magic once they master defense magic). Of course,
as one might guess, all magics have some weaknesses, such as
magic resistance/immunity, or specific magics still have their
specific weaknesses. And of course, as mentioned before, no
talent can bypass the experience needed to grow this mastery, as
this only comes from actually using magic.
Magic User Skill: Magic Attack:
~There are two passive skills that one needs to know when using
almost any kind of magic skills. The first is magic attack. When
one uses magic, their potential for damage comes out in their
magic attack, which is determined by how skilled they are with
magic and how powerful they are as mages. Magic attack often
determines how strong the mage's magic is, and is required to be
high for certain spells to work properly. This is the main stat
one works with when training magic. As one strengthens their
magic connection, the magic they use becomes not only stronger,
but more potent as well. Training one's magic attack is mostly
done by training and experience, where most increase their
potential for magic by casting spells enough times that they
begin to be able to do so much more easily, as their bodies
adapt to their magic and get more efficient. Those with strong
magic experience will usually gain the ability to not only cast
stronger spells, but even their base magic skills will become
stronger over time as they master their magic. This is a basic
skill that comes with every trained magic user, where the amount
of magic power they can muster is determined by their magic
attack. There are a number of ways to train this, with the most
known one just being casting magic enough times that the user
starts to grow stronger in their magic mastery and magic
connections (which is more often than not done by those that are
self taught in magic). However, one can also find magic teachers
that can help train them to use magic more efficiently, as there
are a lot of magic arts and magic training one can do to help
increase their magic abilities if they know where to look.
However, it is known that one cannot infinitely grow in power,
and there is a limit to how strong magic attack can eventually
get depending on the person. Once that person has reached that
cap, no amount of training can release that cap, unless they
find someone with a skill that can actually release the cap to a
higher level (which is very rare). That means that no matter how
tough a mage is, they always reach a plateau that they cannot
get any stronger (usually when they get older and reach their
peak magic levels after years of training).
Magic User Skill: Magic Defense:
~The second is just as important, and that is the magic defense
stat. This is how much resistance one has to magic attacks,
which one can build up with this skillset by strengthening their
magic mastery. Magic defense grants a passive defense to magic,
allowing slight magic resistance depending on the magic used.
Typically, the magic attack and magic defense are also affected
by types of magic used, such as some magic types will often gain
specific resistances against certain types of magic. For
example, one who is well versed in holy magic may gain a high
resistance to other forms of holy magic, and maybe a slight
resistance to unholy magics over time if their holy magic rises
to a high enough level. Typically, as one's magic skill rises,
their attack and defense rise as well, usually through either
training or through experience. This skill is one that is not
trained up directly per se, but is strengthened through users
learning magic and strengthening their magic. This skill often
works by users strengthening their magic so that their magic
runs through their body, the magic in the body dampens other
forms of magic used against the user. This means that the magic
of one's body can act like a passive defense that reduces damage
done by magic. As they train their magic and get stronger, their
magic defense will get higher, and this will essentially
translate to magic resistance. This is trained simply by a user
getting stronger in magic, and over time, the magic in the
user's body getting stronger. This is not a skill that has to be
learned, but is one that just comes naturally to those that use
magic. That said, it is difficult to specifically train this
skill, as one needs to simply train their magic to its peak
efficiency to increase this stat. However, while this may grant
magic resistance, it doesn't grant magic immunity, and usually
magic immunity is a different skill altogether. Those with this
magic defense almost never train it to the point of immunity,
and those with immunity often gain it through other skills
(usually they gain magic immunity as its own skill). Also
certain magics may not be resisted against depending on the
magic, such as some magics that are used differently like chaos
magic (which there aren't many direct defenses against).
Magic User Skill: Magic Weapon Mastery:
~When using magic, it is important to have weapons that can be
effective alongside one's magic skill. For those that use magic,
they can gain a mastery of magic weapons through the use of
magic and learning different magic weapons that they use. There
are a few ways to do this. Some may create magic weapons
themselves, where they may use things like enchanting or
blacksmithing magic to make magic weapons, but this is not the
only way to learn how to use magic weapons. One can also get
magic weapons from other sources, such as from others who have
made magic weapons. There are many types of magic weapons out
there, and mostly, the magic weapon mastery is dependent on the
individual and what kind of weapon they wish to use. For
example, some magicians may use staffs or wands, but there are
plenty of magic weapons that are not wands or staffs. For
example, some may create magic swords, which can cast magic
spells using runes or magic on the weapon, or some may use magic
gauntlets to cast magic in close combat if they want to use
martial arts skills with magic. Typically, magic weapons can be
tailored to each individual magic user, and over time, magic
users can master magic weapons with enough training. Over time,
magic weapons will become more comfortable to a user, and they
will learn the best ways to utilize a magic weapon, as well as
even learning which magic weapons best suit them as they train
and use magic weapons more and more. While this may sound like a
general mastery of weapons using magic though, magic weapon
users don't necessarily always master every kind of magic weapon
out there (as there are so many out there it would be very
difficult to do so). And of course, as one might expect, magic
resistance/immunities would also be a problem to most magic
weapons as people with magic resistance/immunity would take
reduced damage. And while weapons are good to cast spells, the
weapons do still require energy to cast their magic (Depending
on the weapon and what kind of magic it casts), and the spells
are still countered just like they normally would be. And this
mastery only counts towards mastering magic weapons, and doesn't
count towards normal magic mastery if the weapon is the one
casting spells (so users can only train this with general magic
mastery if they are only using the weapon to help focus the
spell).
Magic User Skill: Magic Base State Amplification:
~When one gains magic, one not only gains the ability to cast
spells, but magic energy also is used to amplify their base
state. While there are specific magics that specifically focus
on active physical amplification, this ability is simply a
passive amplification of one's base abilities. Just like other
energy users can amplify their base states, magic is also used
to amplify one's base state. In addition to magic specific stats
like magic attack and defense, one also gains enhanced physical
abilities thanks to the magic that runs through them once they
establish their connection to magic. This grants a passive
amplification, where as long as one has magic running through
them (usually through use of whatever their source of magic is)
this amplification continues to stay in effect. Users of magic
learn to adapt over time to this amplification through training,
and become stronger as they train in magic. As magic users gain
stronger magic mastery, and bring out more of their magic
potential, this amplification grows, and makes the user's base
state stronger as a result. Typically, the precise amplification
depends on the user and the magic affinity they possess. This is
also determined by the magic source of what one uses for magic,
in which some energies may amplify slightly differently
depending on the ability. For example, mana is usually an
adaptable power that tends to specialize in adaptability, while
ki tends to be more geared amplify one's raw power. Each energy
can be usually used differently, but the end result is usually
close to the same. Each person gains some form of base stat
amplification, and this can even lead to some people gaining
skills with whatever magic source energy they use, such as
spirit magic using spirit energy could lead to people becoming
spirit users as they amplify their body with spirit energy.
Typically, the amplification depends partially on the energy one
uses, and the person themselves, but the one thing that is
universal is that in every case, this amplification only works
as long as one has energy, if they run out of energy, then this
power deactivates until they have enough energy again.
Magic User Skill: Magic Aura:
~Once one has initiated their magic connection, magic becomes a
part of them thanks to their magic connection. A part of this
involves one's aura, where a magic user will start emitting
magic from their aura once they have attained their magic
connection. This adds magic to their aura, and depending on the
magic source one uses, this can even amplify one's aura as well.
There are two stages of aura that are used. The first is the
most common, and is the default state of one's aura unless they
learn to flare up their aura into an active state. This state is
a defensive state, where their energy radiates invisibly from
their bodies. When in this state, magic radiates from one's
aura, which is not only able to allow them to be sensed as magic
users, but also grants their aura slight amplification of
abilities (in combination with the base state amplification).
Some users are even able to fire magic attacks using the magic
in their aura, depending on the magic attacks. When one does
flair up their aura though, the aura can act like a defensive
barrier, where hits are dampened by the energy exuding from
one's aura. This can act as a defense, and sometimes can boost
recovery depending on how one interacts with the energies in
their aura. For example, some regeneration magic arts may use
magic in the the aura to activate the regenerative magic.
Depending on what state the aura is in, there are advantages and
disadvantages. For the most part, magic users don't rely on aura
as much as other races do, but their magic does get infused into
their aura as part of their ability to generate magic. When the
aura is in the passive inactive state, the aura doesn't use any
extra energy, and just exudes energy invisibly. However, in the
passive state, the aura doesn't offer much in the way of
defense. Meanwhile, the active state offers the most in defense,
but the downsides are that one must actively keep it activated
and the aura uses more energy when in an active state. Of
course, one with stronger energies or stronger attacks can still
break through one's aura, or some with specific types of
abilities or weapons may find ways to more easily break through
even an active aura. For the most part, there are many ways to
break an aura depending on the aura.
Magic User Skill: Magic Recovery:
~As one uses their magic, inevitably they will run out of magic
to use in battle. When this happens, most don't think about how
they will recover. With most energies used for techniques and
abilities, there is some kind of recovery that takes place when
someone uses mana. As the body rests and rejuvenates, the body
eventually recovers its energy. This ability allows a user to
recover magic as they recover their energy, where a user can
recover magic through rest and rejuvenation. There are a number
of recovery options. The first and most obvious one is just to
rest and let the energy come back naturally. Some may have
recovery skills, such as some magic users may use meditation to
restore stamina and energy (Depending on the meditation skill,
some may work better than others or have different effects).
Skills that can more easily recover energy and stamina are great
for use in this regard, as faster recovery usually means less
time that has to be taken to recover. Another way to recover
magic is through artificial means, where people can do things
like taking recovery potions, have restoration skills used on
them, or even have people just do something simple as transfer
energy to them. There are a number of ways to recover energy,
but this is a necessary skill to recover magic. Without being
able to recover magic, most beings would eventually lose their
ability to use magic. Another thing to note is that while one
can recover their vital life force if one uses it in magic
(usually as a result of overuse to the point that the user keeps
trying to use energy when they have clearly run out), life force
takes longer to recover and may have lasting effects if one uses
their life force. While life force infused attacks are usually
more powerful, it can also bring someone close to death, and if
one uses all their life force, they will die. Typically
overusing life force is dangerous, as even if one doesn't die,
they can actually shorten their life. Recovery does take time
though (unless one uses an artificial means), so one simply
usually has to wait in order to recover. This recovery time can
be shortened, but cannot usually be outright bypassed. And when
in recovery, most energy users become much more vulnerable since
they usually lose temporary access to abilities.
Advanced Magic User Skill: Magic Spell Advancement/New Spell
Creation:
~Once someone has reached a certain level of magic mastery, they
can learn advanced skills. As mentioned earlier, experience can
often lead to new skills, or better usage of old skills. The
first thing to note is magic advancement, where users reach
higher levels of magic. Once a user uses magic enough, they will
eventually start reaching higher levels of power, and often
start using lesser magic at reduced cost once they have mastered
their magic. This allows a user to not only use basic magic more
effectively, but they can also use this advancement to move on
to casting higher level spells as they start to be able to focus
more magic energy and power. This leads to advanced magic users
to eventually move up the ranks of magic, with the most
experienced and trained magic users even being able to create
their own spells and magics. For example, a user that has
mastered wind magic may learn to create lightning from the air
by only manipulating the air, and can learn new abilities in
this manner. Typically, most reach this by not only
strengthening their magic though, but also by studying the world
around them, and how their magic interacts with it. For example,
one can advance in fire magic by learning how fire works, where
they can make more efficient fire magic by learning the science
of fire and applying it like learning how to manipulate the
explosive aspects of fire to create more explosive spells.
Almost all magics can be adapted and users can learn better ways
to use magic or even create new magic as their knowledge
increases and they figure out new ways to utilize magic. Magic
is never a fully evolved art, and there is always room for
improvement when it comes to any kind of magic. As such, this is
a skill that can never truly become useless as long as one is
willing to learn. For the most part though, it is worth noting
that only advanced magic users can advance their magic or create
new spells, as this requires a certain level of magic mastery
and control, as well as adaption before one can learn this,
which only comes with time and practice no matter the natural
talent. While some have a natural talent for spell creation if
they are knowledgeable enough, advancement only comes with
experience and training over time.
Magic User Abilities:
Magic User Skill: Spell-Casting:
~This is the actual art of casting spells. Once one has learned
enough about the basics, they can utilize the first step in
actually using their magic. This is the basic act of casting
spells, where users put their magic knowledge to actual use.
Typically, spell-casting is different depending on the magic,
and the person depending on how they want to use magic. The
first step is for one to know what spell they want cast, and to
focus their magic connection to attempt to create that spell.
The next step is that one must use whatever source they use for
magic and utilize their magic connection, where they must
prepare the spell. The next step is use whatever magic
activation one has, whether it's a spoken incantation, a spell
circle incantation, or even just a simple instant activation.
There are a number of spells one can learn to cast, and each
type of magic has different spells to be cast. Depending on the
individual spells, some may have different requirements for
casting, but all spells have to be casted in some form by magic
users. This could be as simple as casting an attack spell, or
even as simple as just using a recovery spell. If done properly,
the spell will be utilized for the desired effect (depending on
the magic and what the desired effect is). Once cast, a spell is
utilized in the manner it was cast (if it is utilized
correctly). Typically, all magic comes with a cost, which most
of the time tends to be the energy one has to put into magic
spells. However, there are magics that require specific costs,
such as some that require ingredient preparation. Another thing
to note with spells is that if they are not cast correctly, the
desired effect may be diminished or not even happen depending on
how wrongly the casting process is done. For example, using dark
mana instead of normal mana in normal magic can cause unstable
spells that can explode in one's face. The worst miscasts for
spells often involve the spell rebounding on the user, and doing
damage to them directly if the spell goes wrongly enough. In
terms of spell casting, opponents can interrupt any aspect of
this process to interrupt spell-casting, which can stop the
spell casting, cause it to become unstable or cause a spell to
rebound.
Magic User Skill: Magic Constructs:
~When one casts spells using magic, the magic doesn't just
invisibly attack, but instead magic works usually by constructs.
When using magic, there is usually constructs of magic that
work. This could be really simple, such as elemental magic
constructs creating elementals using magic, but may be much less
obvious or even nonexistent with some types of magic. This is a
basic power of many forms of magic, where they form constructs
in some form. This could be as simple as creating attacks, or
things like amplification magic amplifying someone's abilities.
Major constructs people may recognize include glyphs, runes and
magic circles, which are basic magic constructs that can be used
for different purposes. For the most part, magic constructs are
how magic constructs shapes and objects, where magic energy is
usually used to create some form of physical object. As
mentioned, things like elemental magic have easy constructs (the
constructs being the elementals themselves), but things like
defense magic or physical amplification instead use things like
glyphs or spell-circles to apply magic. Typically, spells rely
on constructs in some form, making this power a necessary one
for using magic. This is a passive ability that magic users
don't really have to consciously control, as once they learn it,
they can learn to subconsciously generate these constructs once
they have learned how. This is a necessary part of
spell-casting, and is usually necessary for most kinds of magic.
Those few that don't use constructs in some form, though, do
still utilize energy in some form to use the spell even if it
may or may not count as magic-based constructs. Typically, this
goes hand in hand with spell-casting, and is the power that
allows spells to physically manifest. As such, this is a
necessary skill that one has to learn alongside spell-casting,
and has to figure out how to use it in order to use magic. Of
course, these constructs are typically some form of physical
energy or object, so these can be broken by opponents if one
attacks them (assuming one can break the energy that makes up
these constructs).
Magic User Skill: Magic Bonds:
~Another part of magic is the bonds of magic, which allows one
to connect with their spells. With this, a spell-caster controls
their spells, which is a necessary power for a user to utilize
in order to use their spells. In order to use almost any kind of
magic, bonds are usually necessary when spell-casting, as this
allows a magic user to interact with their magic through the
bonds they create to their magic. This is a part of the
spell-casting process, which is usually done subconsciously.
This is not a conscious aspect of spell-casting, but it is
something that spell-casters must master in order to use spells
of many kinds. This is most often used in summoning spells to
allow a magic bond to a familiar summoning, or some may use it
when using necromancy or animancy magic. However, this is also
used in most forms of basic magic as well, where bonds are what
allow the user to manipulate spells after their cast. Those that
learn to utilize these bonds are able to manipulate spells as
needed even after casting, and can manipulate spells using this
bond with the spells. To an extent, all magics and spells have
this in some form, as it is what allows a user to control magic
spells. Some can learn better control over magics by mastering
this power, where some can manipulate their spells after they
are cast in ways that some may not expect. For example, some
have been able to allow their spells different options by using
control of their spells, such as an explosive spell can be
controlled when it detonates by using the connection, or some
spells can be made stronger by putting more magic into the
connection with the magic, or one who was able to even control
the trajectory of spells using this power. This is a necessary
ability for all magicians to at least understand, though this
does have to be learned to be used in some form. Because of
this, this power is a necessary one. If one were to interrupt
this by interrupting one's concentration, they could effectively
interrupt one's control of their magic (making it a one way to
fight magic users).
Magic User Skill: Magic Combat:
~Once one is able to use cast spells, the next ability one has
with magic is how they can usually find uses for magic during
combat. Most users of magic find ways to use their magics in
combat situations, whether it's attack magic, defensive magic,
or other kinds of magic. Typically, each magic has its own
strengths and weaknesses, and some work better for certain
aspects of combat than others. Typically, the type of magic
combat depends on the magic, as there are many ways to use
magic. For example, besides the usual attack, defense and
elemental magics most know, those with physical amplification
magic may be able to use that to fight opponents in physical
combat, or those with recovery magic could act as support in
combat for allies. There are certain magics that are difficult
to use in combat, such as divination magic, or magics that are
used outside of combat like enchanting items, but usually
creative enough magic users can find ways to apply magic to
their combat abilities. Users don't have to go as far as only
using magic based fighting styles, but users can find ways to
use spells in combat. This usually includes finding ways to find
the best times during fights to cast spells so that users can
cast spells in battle without being interrupted (usually for
those with longer charging times for spells), or this could be
used for finding methods of using spells during combat, such as
a physical amplification magic user may use this in combination
with martial arts to more easily utilize their physical
amplification. For the most part, this is a passive ability
where users will instinctively try to find the best ways to use
their magic in combat. Almost any magic type or spell type can
be used in battle in some ways, even if some are mostly support
or defense. While some may be harder than others to use in
combat, such as enchanting objects, there are some creative
people who might still find ways to do so. However, one should
know that every combat ability has weaknesses, depending on the
magic and spell types, which should be stated by players since
there are many magic types and spell types out there and many
ways to use this.
Magic User Skill: Unique Magic Weapon (Optional Skill):
~When it comes to magic weapons, there are a few ways that one
can gain magic weapons. This is a skill that is optional for
magicians, where they can get a magic weapon designed to work
for their brand of magic, and usually, can supplement one's
ability to combat others using magic. Typically, magic weapons
are designed to either cast spells (like a magic staff or wand),
or allow one to fight and do damage using magic (like a magic
sword). There are a few ways to gain a magic weapon. Some may
have arts to use magic to awaken magic weapons tied to the
person, similar to how some may have familiar arts to create or
summon familiars. In a similar manner, one can either do a
special ritual through magic to unlock a magic weapon unique to
the person, which grants them their own unique magic weapon.
There are a few magics that allow this, and usually have
specific methods depending on the magic. However, the other way
is to create or have someone else create the magic weapon one
wants to use. Magic users can find ways of creating their own
weapons using various methods, such as blacksmithing while
infusing with magic spells, or special enchantments of made
weaponry. Users can make weapons themselves, or they can
commission other weapons makers to make weapons for them.
Thankfully, it is not necessary for a magic user to make or call
on weapons themselves, and they can rely on weapons made by
others. While many will often try to get special weapons made
tailored to their magic based combat styles, it is an optional
thing that magic users can pursue to help them utilize magic
more easily. For the most part, each magic weapon tends to be
unique, depending on how its made, even if weapons are similar
in nature. Even making a weapon with the same process twice will
usually result in a different weapon, even if the only
differences are the combat statistics of the weapon. This means
each weapon has its own strengths and weaknesses, but it should
be noted that unless a weapon has special durability or is made
of stronger materials, almost any weapon can be broken if it is
hit with enough power, and most of these have skills that can
still be dodged or blocked like any other similar power or
weapon one might encounter.
Magic User Skill: Item Enchantment:
~There are a number of ways to enchant items. Most magics have
some way of doing this, where they will often do things like
using runes, glyphs or magic energy infused into an object. The
general idea is that one can infuse magic into an object, in
which there are a few ways to use objects with magic. Some may
do things like infusing magic spells into magic books, and then
releasing them from the spell books during battle, or some may
infuse magic into items so that the items have specific effects
when used, or some may just use this to enchant weapons and
armor that can be used in battle. There is a number of ways to
use this, and each magic often has its own ways of doing this,
but it is usually something that most forms of magic can do in
some form. Whether or not one can actually use item enchantment
usually depends on the user, but most magic users at least know
how the process is done, and those that can learn it can learn
to use it in different ways. For the most part, this uses some
method to infuse magic into objects, and then the objects will
have magic based effects depending on the magic used. For
example, infusing lightning into an armor could grant it
lightning defense, or may electrocute anyone who touches it as a
defense (depending on the magic infused). Even using the same
magic, different effects can be infused if a user utilizes the
right magic. Typically, the magic used, as well as the item, are
the biggest things that determine the magic's effects on the
item. Some may also use things like scrolls, which can hold
magic enchantments. While there are many ways to use this, so it
is hard to quantify each way this can be used, as it is not only
determined by objects and spells available, but how creative and
knowledgeable about magic one can get. For example, one may look
at an armor and think that it can only be charged with defense
magic, but more creative magic users could infuse it with
offensive magic to trigger when the armor is struck. For the
most part though, this is something that has to be done out of
battle, and even if one does use this, one can find ways around
the enchantment effects if they know how it works.
Magic User Skill: Written Magic Incantation:
~Those that know magic know that words hold a special power,
which is why verbal incantation is so effective. Magic users
learn to take advantage of this, where they can learn to use
words not just in verbal form, but in written form as well. By
writing down magic spells, they can cast them by using written
magic incantations as well as verbal incantations. When used,
this allows a magic user to write down spells, and then activate
the spells whenever they need to. While magic spells can be
charged using enchantment, writing spells down is also effective
for allowing activation of spells. In doing this, a user is able
to cast spells without needing verbal incantations, and instead
just rely on the written incantation to activate their spell.
This is an ability that not all can learn to use, but many
magics can utilize this in some form. Those that use this can
even learn certain skillsets that may utilize the power of words
specifically, where some magic users can assign words to certain
magical effects as a means to associate certain words with
specific spells. For example, "physical hardening" is sometimes
used to describe a defense spell that hardens the body against
damage. Another method this is used for is for those that want
to create notes on how to use magic, where they can use written
incantations that can allow one to use magic in order to
understand how to use spells. There are other ways to use this
spell, but those that use it will often find ways to make use of
it. Typically, how it's used does depend on the magic though, as
different magics may offer different written spell abilities. So
magics even have entire skillsets based around written magic.
While this does depend on the magic used, the main thing to note
about this is that those that use it always need to write down
spells, so the best way to prevent this from being used is to
prevent someone from writing spells, like washing away ink used
when the user writes. And any spells used still have the same
weaknesses they normally would as well, usually regardless of
the art (Any exceptions must be stated).
Magic User Skill: Magic Charge:
~Another ability that comes with spell-casting is charging up
one's magic. Usually when casting spells, a spell has to be
charged in some way, where the spell is cast and then charged to
it's peak so that it will do optimal damage. There are two ways
this usually works. The first is that charging the spell is
mandatory for the spells, such as in the Way of Eweca magics,
where users must charge the spells before they can use them. In
this case, this is a necessary skill that one must learn in
order to use the magics they are going to use. The other method
is that one may use this to charge spells in order to make them
more powerful. In this method, a user casts the spell, and then
keeps charging so that they can add more magic power into the
spell. By doing this, magic users can fire more power spells by
charging longer. Depending on how it's used, this can be quite
useful, and some users can even utilize this in creative ways to
boost their magic. For example, one might charge a fire spell to
create more explosive power, or one might charge a defense spell
to make their defense spell stronger. However, one can also try
to use this in other ways, such as some may apply this to their
magic amplification of their abilities to charge up their
physical abilities (though one has to be careful not to charge
too much power in this method). This is a fairly basic aspect of
spells, and many forms of magic have some use for this. However,
for some magics, it is not absolutely necessary to learn, just
helpful and grants more options. For the first method (the one
where some spells need to be charged), this can be interrupted
by attacks, where users cannot charge attacks while they are
being attacked (since charging spells may take concentration).
For those that have to use it, it is a necessary skill, and must
be used according to whatever magic one uses. However, for those
that don't need to use it (those that can use it to charge
spells with more power), charging can also be interrupted, and
if one charges too much power into a spell, they may overcharge
it and cause it to become unstable (often causing the spell to
explode in one's face).
Magic User Skill: Magic Skills:
~Along with spells, there may be other abilities that come with
one's specific type of magic. Depending on the magic, some may
gain abilities through magic that aren't necessarily magic
based. For example, those with physical amplification magic may
have enhanced strength and physical stats, to the point where
their bodies may grow stronger with enough exposure. Some other
examples also include wind magic users being able to fly by
casting wind magic, or those with shapeshifting magic may gain
other abilities through forms they may shapeshift into (such as
something with wings could fly, or something with claws could
use claw slashes). These are usually special abilities granted
by spells, or by magic in general. Some abilities may be
passive, while some may be active (in that they have to be
consciously used). It is hard to quantify every ability that can
be gained by magic, and this mostly depends on the user and the
magics they use. This also depends on how creative the user is
with their magic, as some magics can be made to be used for
other purposes if one is skilled enough, such as how some wind
users can use wind magic to create lightning (though lightning
magic is it's own unique magic type usually). Abilities gained
can be temporary because of cast spells, or they can be
permanent passive abilities granted by spells (Such as special
passive magic amplifications). Some also gain special abilities
through magic aura, where some abilities can be used through
one's magic aura such as some regeneration magics may operate
from being a passive aura skill. Typically, the ability gained
depends on the magic and types of magic one uses. It should also
be noted that not everyone can gain magic from magic, as there
are certain types of magic that may not grant extra skills or a
lot of creative room for using, such as chaos magic tends to
offer little in terms of extra abilities. Typically, each skill
will come with weaknesses and strengths, depending on the skill.
For example, flight through wings can be interrupted if the
wings are damaged. Each ability usually has strengths and
weaknesses, and without magic, most of the time these skills are
no longer able to be used since many run on magic in some form.
Magic User Skill: Magic Suppression:
~Those that use magic sometimes need to not use magic. For those
that have to suppress their presence, magic users usually
possess the ability to suppress their magic abilities at will,
where they can suppress their magic and magic connections if
needed. Typically, this is most useful for blending into a
group, where one can come across as not being a magic user when
their magic is fully suppressed. When used, this can be useful
in certain situations, and is an active skill that magic users
can use. This skill is more about temporary suppression, where
one temporarily suppresses their magic. While this is mostly
useful for trying to hide one's magic nature, it can also help
magic users recover from anti-magic, where suppressing their
magic lessens the effects of anti-magic by reducing one's magic
abilities that would be affected by anti-magic. Depending on the
skill of the user, users can often have varying methods of
suppressing their magic, where some may be able to suppress
their magic better than others. Typically, this is better used
by those of lesser magic ability, because it makes their magic
ability much harder to sense, while with stronger magic users,
it is harder to suppress as much of one's magic power. And this
skill also depends on the magic, where certain magics may work
better than others when it comes to suppression. For example,
dark magic can be a bit hard to suppress, unless one has special
spells to do so. This also brings up another thing to note,
which is that some magics may have skills specifically designed
for this purpose, such as magics that have suppression skills
that will hide their presence and make them appear as something
else. This is often used to hide or infiltrate, where magic
users will often disguise their presence when not using magic.
However, those with strong senses may still sense their magic
even when suppressed, depending on the magic user and their
suppression abilities. As mentioned, those with weaker magic
abilities can use this more easily and are harder to sense,
while those with stronger magic abilities have a harder time
hiding them from others.
Magic User Skill: Advanced Magic Skills:
~Once users manage to reach a certain level, there are certain
advanced magic skills that one can learn. These usually have
something to do with optimizing the spellcasting process, or may
be advanced skills that magic users can learn to better utilize
their magic (such as learning to charge spells into objects to
release at will). For the most part, spells that modify the
casting process are usually the most common magic skills one can
learn. The first example is chain cast, where one can learn to
cast multiple spells of the same kind at once (usually as a
means to bombard an opponent with multiples of the same spell).
There is also multi-cast, a spell which can cast multiple spells
at the same time (such as casting two different spells
simultaneously to try and use two different spells at once).
There is also spells like snap cast, which can be used to
instantly cast spells at certain times through buildups of magic
power, and there is phrase shortening used by verbal
incantations where users learn to shorten phrases used in
incantations to more easily cast using less words (thus making
it less likely an opponent can interrupt them). There are also
other examples of advanced magic skills, such as how wind users
may learn to cast lightning spells, cold wind spells, or
explosive wind spells once they have reached an advanced skill
level. There are a number of skills that one can learn once
reaching this skillset, and usually depends on the magic one
learns (with some skillsets having skills that can only be
learned once one reaches an advanced enough level). It is also
typically at this advanced stage that many can learn to start
modifying spells as well, usually as a means to optimize them
for better use in battle. Of course though, these skills are
only as useful as the user's skill at using them, and requires
knowledge and practice in order to utilize these spells. Only
those at higher levels can learn these, and each comes with its
own strengths and weaknesses (which must be stated by players).
This is not a necessary set of skills to learn depending on the
magic, but still useful as there are many optional advanced
skills one can learn.
Magic User Skill: Advanced and High Level Magic Spells:
~Once a magic user reaches a certain level, their magic starts
to get stronger as their affinities are better trained. When
their affinities reach a certain point and they have the energy
to do so, they can then move on to higher level spells in their
respective magics. Users of magic reach this point through
experience and practice of using lesser level spells, and once
they reach a certain mastery of those spells, these may become
available if the user has a strong enough affinity and enough
energy to cast such spells. There are different levels of
spells, with some levels requiring more power than others. Some
levels of magic may also have special requirements, such as
being born with a certain magic affinity or they may require
certain other skills be acquired before one can learn them (IE a
high level fire spell often requires lower level fire magic to
be used and mastered before it can be learned). Once one has
reached this level, they can learn high level advanced magic,
and even higher levels if they master the advanced magics. Many
magics have higher levels of magic that one can reach, with many
classifying magic into different categories. For example, there
is the standard beginner, intermediate and advanced, but there
is also certain other higher levels such as a high level of
magic in one universe known as grand magic (the highest level of
magic). Those that learn these advanced magics become capable of
casting magics that many lesser magic users cannot, and usually
have much stronger spells as a result. Most advanced and higher
level magics are usually either stronger, more efficient, or
have extra effects depending on the magic. It is hard to
quantify every advanced skill (just like it is hard to quantify
every type of magic out there), so it is difficult to go over
them all. However, as one gets to higher level magics, it is
required for them to be master magic at a certain level, and
without that mastery, they cannot advance to this level. And
those that use these magics will find they do still have
weaknesses, like stronger magics will cost more power to use
than weaker magics. It is important to know when these skills
are necessary, but even more important to understand when to
save these skills for tougher opponents.
Magic User Skill: Spellbonding (Advanced Skill):
~This is another advanced skill that deserves its own mention.
Those that reach advanced levels of magic can eventually learn
beyond just casting spells. One such skill is learning to create
new spells. When one learns to utilize magic at a higher level,
they can learn to create new spells if they can find creative
ways to use magic that others have not. One major way people
create new spells is to fuse aspects of multiple spells
together, where users may learn to bond certain traits of spells
together in order to create their own spells. For example,
someone with wind, lightning and water magic may use this skill
to create storm magic using all three elemental magics, by
combining the traits of all three elemental magics into one.
This is a very useful skill, and depending on the creativity of
the user, one can use this in a great many ways. This is usually
how new spells get developed, where many magic users will
research magic and practice these spells for years to build up
the ability to use new spells. It is actually far easier to
create new spells by combining existing spells than it is to
create new spells from scratch, due to the fact that bonding
spells together simply casts multiple spells combined into one
rather than trying to come up with a new spell to cast. Some may
even learn to adapt spells using aspects from other magics,
where they may even learn to develop spells based on other
spells. This is another aspect that is easier than creating new
spells, due to the fact that it is easier to base spells on
others than build new spells from scratch. For example, chi
magic users adapted a few spells from normal magic to use in chi
magic, but had to adapt them to using chi instead of normal
magic. For the most part, this is a very useful skill one can
gain, but takes a lot of experience and practice to learn to
create new spells. This also requires knowledge of magic and how
to use it, as without it, users cannot easily combine aspects of
multiple spells. Also, spells learned may still have the
weaknesses of the original spells, such as a water spell will
still have water type weaknesses when combined with another type
of spell.
Vampire Magic Abilities/Spells:
Vampire Magic:
~The user is capable of performing magic associated with
vampires. Sources can include actual instruction from vampiric
beings, using the vampires as a source of magical power or even
using substances/tools that come from or are connected to them.
Blood Magic:
~The user is able use a form of magic that allows them to cast
magical spells related to blood.
The user is able to use Blood Magic in two ways: to gain access
to (esoteric/mystic/magical) blood-based powers/abilities (E.g.
Blood Manipulation) or to cast spells that require or are
related to blood (E.g. an astral projection spell or healing
spell).
In some cases, the user has the inherent power in their blood to
manipulate and/or fuel spell-casting. This is an ancient version
that predates word-based magic and was considered by some to be
more powerful. Blood Magic was a kind of magic based on the
employment of blood which is an important component in many
rituals, spells and other aspects of the supernatural world.
Demonic Magic:
~The user is capable of using demonic magic to achieve several
feats such as creating, destroying and reconstructing anything,
sometimes even to warp reality. This type of magic is usually
used by a dark and evil entity or those related to them.
Decay:
~This power accelerates the decrepitude of its target, causing
it to wither, rot, or otherwise break down. The target must be
inanimate, though dead organic matter can be affected.
Anguish:
~Cause a target to feel pain simply by standing in its presence.
The figure has to be at least no more than 6 feet away from him
in order for the spell to take affect. Still vulnerable to long
range attacks.
Shattering:
~Cause a target's bones to break or its organs to rupture. The
target has to be close in order to do this. Those with
regeneration can recover from this but won't minimize the pain
unless the target has pain resistance powers.
Agony Within:
~Cause a target's blood to transform into hooked tendrils that
shred their arteries. The target has to be close in order to do
this.
Old Hunter Bone:
~Allows the user to perform the "art of quickening". It
increases invincibility frames when dodging, and makes players
vanish in-between dodges. Last for two rp turns (basically a
teleport dash).
Beast Roar:
~The user will brace its own body and produce a roar, unleashing
a shockwave that bounces almost any thrown object at the player,
and will cause any small enemy to be thrown violently at the
ground.
Augur of Ebrietas:
~The user will summon dark tentacle like tendrils to deal damage
to enemies and knock them to the ground. Has limited range and
takes a while to reach its maximum distance. Sends most enemies
flying and can parry if timed correctly upon an enemy attack.
When it strikes the back of an opponent, it will guarantee the
opportunity for a backstab visceral attack or can perform a
surprise attack by grabbing them from behind.
Tiny Tonitrus:
~Summons many consecutive pillars of dark magic energy in a
straight line, dealing massive damage and possibly hitting
multiple opponents. It is, however, extremely easy to dodge, but
excels in tight corridors.
Accursed Brew:
~The user will throw a dark purple magic energy projectile that
will explode midair after a short range, similar to a Molotov
Cocktail, although it has a much faster projectile speed.
A Call Beyond:
~Unleashes a myriad of small dark magic orbs, some of which will
track opponents, while others simply surround the caster and
blast around him. It is an incredibly powerful tool and should
be used mostly in tight situations, such as when being
surrounded. It will essentially destroy everything inside a
small room. It is extremely hard to dodge and deals insane
damage. It can be blocked but can damage shields and those with
tough skin.
Sleep:
~A spell of lethargy which, if successful, will send the victim
into a deep slumber from which they cannot awaken until attacked
or the spell wears off.
Chains of Agony:
~Glowing black chains bind the target of this spell, hindering
their ability to strike and do damage.
Combat Abilities:
Magic Combat:
~The user is able to infuse magic with physical attacks, using
magical energies to blast away, hex opponents, and strengthen
attacks.
They can infuse their attacks with magic, augment their physical
capabilities, use magic attacks, etc.
Demonic Combat:
~The user is able to incorporate demonic power into physical
combat.
Supernatural Hunter:
~The user possesses the powers of a supernatural hunter, having
the innate ability to hunt down supernatural creatures. They are
able to physically match and fight off most of the creatures
they hunt, have innate combat abilities and information about
the paranormal world, ability to detect supernatural creatures,
and know how to kill and trap them. They may have immunity
towards the creatures they hunt (immune to vampire's compulsion,
werebeast's infection, demon's possession, witch's magic, divine
influences, etc.).
Dhampirs are commonly known for being supernatural hunters by
hunting vampires and other supernatural creatures.
Supernatural Training: Supernatural Hunting and
Tracking/Tracking Avoidance:
~For the most part, supernaturals have to learn specifically how
supernaturals are tracked, not just so they can track their
enemies, but to learn how those like supernatural hunters might
track them . Because supernaturals are getting smarter and
learning to counter supernatural hunters, supernatural hunters
have to be creative in how they handle tracking supernaturals,
which also means supernaturals must adapt in response in a
never-ending cycle. Usually, training can involve things like
being able to analyze foot steps of creatures to find out more
about where their opponent is going, while some more skilled
supernaturals can use tracking more effectively to learn more
about the supernaturals they're tracking. For example, many
supernaturals that don't rely on supernatural senses may use
foot prints to track an opponent, but master level supernaturals
can learn what kind of creature made the prints by analyzing
things like how deep the footprint is and the size of the stride
being a way to tell a rough estimate of the weight of the make
of the tracks, or even traces of elements in the footprints
could be signs of certain supernaturals (such as demons leave
behind a sulfuric trace wherever they go and is also in their
footsteps). In addition, supernaturals are also trained to
listen to the environment, in which the environment can be a
great way to track opponents. For example, most know that when
everything in a forest goes quiet, even the bugs, it usually
means there is a predator nearby, and some supernaturals can use
that to tell when they are close to a possible target. This
skill is something that not only requires knowledge of tracking,
and using the environment, but also requires knowledge of
supernaturals as well. For example, some werecreatures actually
jump through trees in the forest rather than walk on the ground,
in which supernaturals have to understand that and use that
knowledge to their advantage. Supernaturals usually have a sense
of when creatures are around them, and most are trained
specifically to track supernatural creatures. Most have come up
with many ways to track supernaturals, as the world of
supernatural hunting is rapidly changing as supernaturals come
to learn supernatural hunter tricks for hunting. And while some
may learn to use hunting and tracking without supernatural
senses, many supernaturals also have supernatural senses that
can also help them more easily track or sense potential enemies
they may encounter, or potential enemies that might be tracking
them.
Supernatural Training: Supernatural Hunter Extermination
Experts:
~Supernaturals who want to survive supernatural hunters have to
become experts in supernatural hunting techniques. Besides just
using them to fight other supernaturals, supernaturals also have
to use supernatural hunting tactics to counter supernatural
hunters that hunt them. Most supernaturals will learn how
supernatural hunters operate, whether the hunters are human,
werewolf, vampire or even demon or angel. In order to survive,
supernaturals learn everything they can about how supernatural
hunters operate, and how to avoid most supernatural hunter traps
or tracking. This is another aspect that makes some
supernaturals even more dangerous, as many supernaturals in
recent years have had to learn ways to counter supernatural
hunter traps and learn quickly the tricks supernatural hunters
used to find and combat them. Because all supernaturals do
encounter supernatural hunters from time to time that will try
to kill them (Some will hunt down supernaturals for simply
existing), they will often not only learn through books and
training, but most end up having to fight to survive against all
manners of creatures (not just humans, as there are even
supernaturals who act as supernatural hunters in some places).
Usually, hunters will hunt down almost any supernatural creature
even if some may only ever go after dangerous supernaturals, as
many hunters will see supernaturals as enemies. Because of this,
supernaturals have to learn quickly about how to avoid, counter
and kill almost any manner of supernatural hunters (many only
kill supernatural hunters when necessary, though the less moral
ones will actively hunt down and kill supernatural hunters to
protect themselves). Most supernatural hunters have to be very
creative about how they lure out spirit users like many
supernaturals, because of the fact that most learn over time how
supernatural hunters work, where supernatural hunters have to
learn new tricks and supernaturals have to again learn the new
tricks in a never-ending cycle. Of course, supernatural hunters
can learn to adapt, and usually do, so it is difficult to adapt
to every strategy since each supernatural hunter may have
different strategies for different things. Supernatural hunters
also tend to shift strategies in order to keep supernaturals off
guard, so one should keep this in mind if learning how hunters
operate and hunt down supernaturals.
Supernatural Hunter Training: Supernatural Hunter Counter
Experts:
~Because of the rivalry between some supernatural hunter groups,
there are some supernatural hunter groups that fight each other.
Because of this, most supernatural hunters also have to worry
about other supernatural hunter groups, or some supernatural
hunter hunter groups who use their own tactics against them,
which even applies to spirit users who become supernatural
hunters. Because of this, supernatural hunters have to be aware
of when groups are using their own tactics, and they have to
adapt and counter those tactics when they arise. This training
also teaches supernatural hunters how to avoid certain traps and
tracking that other supernaturals will use, with some groups
training their supernatural hunters how to counter the
supernatural hunter group rivals of the group they're trained by
(For example, the Christian churches may have rivalries with
different churches supernatural hunter groups, or certain other
secret groups like the Men of Letters may refuse to cooperate
with other groups). Because of this, it's also important for
supernatural hunters to realize that their enemies are not
always supernaturals, but sometimes other humans and other
supernatural hunters. This mostly applies to supernaturals that
double as supernatural hunters (and may apply to spirit users),
as they often come under scrutiny for hunting their own kind and
some human supernatural groups won't let them operate as
supernatural hunters in fear they may turn on humans. Because of
this, supernatural hunters are not only weary of supernaturals
they hunt, but also of other supernatural hunters (though many
supernatural hunters often form groups for better survival
chances). To an extent, supernatural hunters have to be weary of
supernatural hunters they might come across, though most have to
learn when other supernatural hunters are enemies and when they
are allies, or else they could make unnecessary enemies. Of
course, this also works to counter when supernaturals use this
as a means to counter supernatural hunters, which is a tactic
that many supernatural hunters are seeing more and more of in
the current days.
Supernatural Training: Presence Suppression/Crowd Blending:
~Most supernaturals have to learn how to blend into crowds and
learn to avoid suspicion in order to avoid things like
supernatural hunters. It used to be that supernaturals had to
operate in secret in order to avoid the secrets of supernaturals
existing from getting out as was the unspoken rules before
supernaturals were revealed to the public. While that is not a
focus anymore, supernaturals still learn to blend into crowds
and learn to avoid suspicion from normal people, mostly to avoid
unnecessary attention. And because many supernaturals also live
in the open by learning to blend into crowds, this even more
important to avoid other dangerous supernaturals who might try
to take them out if they are discovered. As such, the ability to
blend into a crowd is still just as important as it was before
supernaturals were discovered. For the most part, supernaturals
often learn the best ways to avoid drawing attention to
themselves in crowds, learning methods to keep suspicion off
them. For example, some supernaturals will have ways to hide
their weapons or supernatural items when out in public, often
wearing casual clothes or clothes to fit whatever area they're
in (such as wearing clothes common to the area they're in to
avoid looking out of place) that can allow them to not show
anything they might carry with them. Because a lot of
supernaturals aren't human, many supernaturals also have the
help of supernatural abilities to help hide their presences, and
even humans can learn things like the assassin's wavelength to
help them avoid detection by supernaturals and supernatural
hunters. Crowds can be very useful, as crowds can mask someone's
scent, due to so many people often being in one area that the
scents are impossible to differentiate, and hiding in crowds can
make one hard to find if they blend in to the crowd well enough,
allowing a supernatural to be able to avoid suspicion from
supernaturals they are hunting or from supernatural hunters (as
many supernaturals are always on the lookout for hunters).
Almost any supernatural, no matter how they're trained, use this
to blend into crowds whenever they can, as they often don't want
to draw attention to themselves, which has become quite
important over the years both to hide from supernatural hunters,
but also to hide form enemy supernaturals.
Murderous Intent Sense:
~This lets those with this sense when an attack is coming,
usually by being able to tell when someone has the intent to
kill. This is a skill most warriors get by fighting constantly
for many years, learning how to sense someone's murderous intent
usually through encountering it first-hand enough that they
start to develop a strange sense that lets them read people and
be able to tell when someone has the intention to kill. This
lets the user read their environment as well as the 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, and most people can usually sense
when that murderous intent is aimed at them. Some can sense this
literally as an aura through things like ki sense, 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 predict an attack, and to some extent, helps the
person predict what opponents will do in a fight by reading
their murderous intent. 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 movements in order to predict
how they will fight or attack, as some have developed entire
fighting styles predicting people through this method, such as
the Hiten Mitsurugi sword style that uses this to predict
opponents. However, this sense is not perfect, and some
opponents can't be read if they can disguise their murderous
intent or they learn skills that can trick people with this
sense. Those who have no ability to feel emotions also don't
give off this murderous intent, as those who don't have emotions
don't feel the intent to kill. 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 as it is
only a passive ability that one can pick up by experiencing
murderous intent firsthand from enough people that they learn to
recognize the murderous intent in the feelings they get from
people.
Celerity Art: Projectile:
~This is a basic vampire celerity art skill which most vampire
clans teach, and is pretty easy to learn by vampires with a
speed-based skillset. This combat technique speeds up something
thrown at opponents, letting vampires transfer their celerity
combat speed to projectiles. This speeds up an attack or weapon
thrown using this training, essentially making a thrown knife
into a speed akin to a bullet. In addition to increased speed,
the increased speed also does more damage, as not only does
whatever projectile hit the target, but the impact damage of the
increased speed also does more damage as well. Fast opponents
can still dodge this, and the attacks can still be blocked. This
is designed for opponents fast enough to dodge normal
projectiles, as this technique is designed solely for speeding
up projectile techniques and making them harder to dodge.
Celerity Art: Flower of Death:
~This is a vampire celerity art combat technique where a vampire
transfers their speed with their celerity training and applies
it to their combat tactics. This gives them a huge boost in hand
to hand combat, letting them move extremely fast in their combat
and making it so they are extremely hard to keep track of in a
fight. Combined with an already fast opponent, this art can be
deadly in close combat if the opponent can't keep up with the
user. Users of this are taught to fight in close combat at
incredible speeds, enhancing their speed, and at times, their
strength as well due to the increased speed. Those who use this
are dangerous in close combat, and when combined with techniques
like Sonido and other martial arts, this technique can make a
deadly fighting style even deadlier.
Celerity Art: Zephyr:
~This celerity art is akin to comic book-style uses of enhanced
speed, where the user moves so fast they can do things like
running across water, running up walls, and in some faster
cases, running across a ceiling. This technique requires
precision control though, as one can easily flatten themselves
into a wall if they can't keep up with their own speed. And for
the most part, most vampires can only move this fast while in
motion, as when they slow down, they will go back to their usual
speed. This particular ability acts like a high speed amp,
amping the speed of vampires. However, if one wants to train
this, their best bet is to train their own speed, as their base
speed increases more with this than trying to train the
technique itself.
Enhanced Swordsmanship:
~Users possess incredible proficiency and skill in wielding and
utilizing a sword, a bladed melee weapon intended for cutting or
thrusting that is longer than a knife or dagger, consisting of a
long blade attached to a hilt. Regardless, of the sword’s shape
or size, the user can wield it as if it were an extension of
their hand(s). They can also wield a sword with incredible
expertise in speed, power, and skill, allowing them to perform
feats such as stopping and deflecting bullets, decimating large
objects or areas, cutting through solid material such as steel,
and even hold back their strength to deal damage to their foes
without killing them.
The user can sword-fight with little or no effort, deliver
skillful strikes to weak points with great precision, and cut
only and exactly what they want. This ability also allows them
to become naturally skilled with multiple swords or any type of
sword regardless of shape or size to suit their needs in combat.
Their remarkably fast weapon control may allow them to bypass
obstacles in order to cut their intended target.
Passive Skills:
Glowing Eyes:
~The user possesses eyes that glow which allows them to generate
light, sometimes allowing them to see in the dark clearly. Some
users' eyes vary in color while glowing. Users may or may not be
able to control the color of the glow. Unlike Light Vision, the
user can't manifest their eye lights as beams or blasts.
In some cases, the eyes may glow involuntarily when the user
calls on another power. This can cause Glowing Eyes to act a
sort of limitation, tipping others off that they are or are
doing something supernatural.
Demonic Vampire Wings:
~Just like any other demonic vampires such as the Hazeldines,
Mordecai have demonic vampire wings which he can summon from his
back at any time. These wings can let him fly, or be used to
help protect him from projectiles. These wings are almost always
demonic in nature, radiating a demonic vampire energy from them.
Mordecai can use these as defense to block attacks since his
wings are strong enough to block some attacks. He also can
infuse his wings with either black flames or shadows for
offensive or defensive purposes. The wings can also provide some
defense against light, which also helps due to his physiology.
These wings can also use vampire regeneration and can use
specific demon abilities to regenerate as well.
Demonic Vampire Blood Power Gain:
~When a Angellis Ater drinks the blood of another supernatural,
they are able to gain the abilities of the person they drink
blood from as a standard vampire power. Depending on how much of
the supernatural's blood they drink, they can gain the abilities
temporarily or permanently. Unlike other power gain abilities
though, all powers gained by the Angellis Ater with demonic
enhancement are usually converted to demonic equivalents, acting
as a sort of reverse version of a holy vampire's power gain.
Angellis Ater are able to gain dark or demonic powers, and any
holy powers are converted to demonic power instead of holy.
Depending on the power, the Angellis Ater usually gains the
power taken with this being a good way to gain new abilities.
However, while they can gain new powers this way, they also gain
the weaknesses of the power, and some more advanced powers may
change the vampire's anatomy slightly to compensate. Usually the
best way to avoid new weaknesses is to only absorb powers
similar to the user, such as a darkness user absorbing blood
from someone with a unique darkness ability to gain that
darkness ability. For the most part, this is fairly standard
except for the fact that the Angellis Ater gains a demonic
equivalent rather than just gaining the power.
Multilingual and Ancient Language Experts:
~Just like most creatures who have been around for thousands of
years, the Angellis Ater can speak multiple languages. For the
most part, depending on where they live and where they have
lived, most of them speak a number of languages, and are experts
on ancient languages, with most being able to speak and write in
almost any ancient language of humans. Most are very fluent in
Enochian, biblical Hebrew, normal Hebrew, and even most major
languages spoken in major countries. They can even spoke mostly
forgotten languages that most don't even know, like the original
languages of the world that have been lost to time. For the most
part, most of them are very good at learning new languages and
at speaking and writing in multiple languages that have been
used over the years. A Angellis Ater is able to speak most major
languages in the world, including English, French, Spanish,
Portuguese, Italian, German, Russian, Chinese, Mongolian,
Mandarin, and Japanese. A Angellis Ater also knows forgotten, or
"dead" languages (languages not used with no new words being
added), including Sanskrit, biblical Hebrew, Latin and many
ancient languages like ancient Egyptian, Mayan, Incan or even
knowing Native American languages.
Demonic Supernatural Life Span:
~The Angellis Ater all live an indefinite lifespan like many
vampires. Many of them are able to reach their prime and then
they stop aging, with their regeneration negating most aspects
of the aging process. While many older Angellis Ater still show
some signs of age over time, most Angellis Aters are still in
their prime, mainly due to their associations with demons. It's
not known how long a Angellis Ater can live, but the older
members of the clan have been around for almost 2,000 years if
one looks at their history. Currently, it's believed that the
Angellis Ater will continue to live on to have indefinite life
spans, with them only dying of old age if their regeneration
stops working when they reach a certain age, similar to how
death wraiths eventually age and die once they reach a certain
point in their life. Because no Angellis Ater has died of old
age yet, no one is sure how long a Angellis Ater will live, but
it is estimated that a Angellis Ater could probably live for
thousands of years, if not tens of thousands of years granted
their regeneration doesn't give out on them before then.
Enhanced Supernatural Senses:
~Every Angellis Ater has enhanced senses, like many
supernaturals, and gain a passive enhancement thanks to their
supernatural nature. Each Angellis Ater, depending on their
skills and their disciplines, they gain enhanced senses. All
Angellis Aters usually also gain the ability to see, hear and
smell things that most humans cannot, with some gaining
specialties in this based on their abilities, such as a wolf
smell being able to smell things humans cannot, or certain
animal-demonic senses that sense frequencies and sounds that
humans can't perceive.
Angellis Ater Darkvision:
~Since the Angellis Ater clan is so steeped in darkness due to
them having an odd bloodline between the Baali and the Lasombra,
all Angellis Aters are able to see in all levels of light, being
able to perceive what's around them, even if it's total
darkness. This means that all the Angellis Aters have the
ability to not be affected by darkness restricting attacks that
attempt to blind opponents since they can see even in total
darkness no matter how powerful the darkness. For the most part,
this is a pretty simple power that comes from the clan's natural
ability to control darkness and having affinities for darkness.
They specialize in darkness, so they have to be able to see in
the dark in order to see. However, things like flashbangs can
blind them, and things like smoke or other vision obstructions
can still blind them as well if it's a physical obstruction and
not just pure darkness. This mostly only applies to darkness and
darkness based attacks that try to blind them.
Supernatural Sixth Sense:
~Much like vampires and other supernaturals, supernaturals with
this sense can sense the presence of other beings, and sensing
who and what they are. This can sense not only one's presence,
but their levels of energy and how tough they are, allowing the
user to gauge how they stand against them, as well as often
being able to tell what they are by their presence if the user
recognizes what kind of presence it is. However, this can be
deceived by skilled opponents, sometimes not appearing correctly
if the user can't sense the opponent's full power or use powers
that fool this sense. There are also skills that hide one's
presence so those with this sense can't sense them, or some
opponents can suppress their presence so they're not fully able
to be sensed. While this isn't always the best judge of
someone's abilities, it can provide a slight insight to help the
user as to what they face or what's around them.
Tuned Mind:
~Mordecai learned this ability from a vampire. Through
meditation, Mordecai is able to control his mind completely,
allowing him to access and control his mind's inner world. Each
inner world is unique to the user, and solely dependent on the
user. They are able to do things like controlling their emotions
and filtering out psychic powers that affect the mind.
Magic User Skill: Magic Resistance:
~Almost every magic user has some form of magic resistance
(usually to whatever magic they possess). This is covers how
much resistance one has to magic attacks, which one can build up
with a magic based skillset by strengthening their magic
mastery. Magic defense grants a passive defense to magic,
allowing slight magic resistance depending on the magic used
(which translates to this magic resistance). Typically, the
amount of resistance is dependent on the person's magic defense,
which determines how strong their magic resistance is. For
example, one who gain high training in holy magic may gain a
high resistance to other forms of holy magic through magic
resistance and training their magic defense. Typically, as one's
magic defense rises, their magic resistance increases as well.
This skill is attained through training one's magic defense,
where their magic defense directly affects their magic
resistance. This is done through training in magic, and as one
exposes themselves to more and more magic, their bodies adapt
and become resistant. High level magicians can gain high magic
resistances, and some may even gain new resistances as they
reach higher levels. For example, low level magicians who use
holy magic may gain resistance to holy magic, but higher level
magicians who use holy magic may also gain resistances to
demonic or unholy magics as their holy magic strengthens their
resistance to unholy power by strengthening the holy magic power
in the person's body. This is a passive skill that applies to
many magic users (though not all gain specific magic
resistances, as this depends more on the type of magic). This
not only applies to the type of magic one has, but also gives
them resistance to the specific types of spells they may use or
be most familiar with. For example, not only would a normal
magic user be resistant to normal magic, but a normal fire magic
user would be resistant to other forms of fire magic. Typically
this depends on the user and how high their magic defense is. It
should be noted that very few times does one gain complete
immunity to magic (which is usually a different skill and comes
from a skill people usually have to be born with), and only gain
resistances. Also, their resistances may be limited to their
specific kinds of magics or magics that interact with them, and
may not apply to magics they don't know or haven't experienced.
Dhampir and Combat Trained Enhanced Physical Stats:
~Just like any other supernatural hybrid, dhampirs like Mordecai
have enhanced physical attributes. Depending on the dhampir,
they can either focus on speed based or strength and stamina
based combat. Mordecai is a balanced fighter since he believes
that both speed and strength are important in combat. He can
lean onto his speed and agility when facing speed based
opponents and lean on his strength and stamina when facing
strength based opponents. Of course, this doesn't work on those
with immense speed and strength which he needs to be careful
since beings like Grave can severely damage him if he's not
careful. One thing to note on Mordecai is that he has a great
durability as he was able to take multiple stabs from a
supernatural hunter who is a specialist in close ranged weapons
from behind and still being able to overpower them while
appearing to be unfazed by the wounds. The one thing to take
note of is that Mordecai is not a fighter to be taken lightly
due to him being specially trained for combat against strong
opponents.
Transformation(s):
Demonic Shadow Form:
~Due to his demonic vampire heritage, Mordecai is able to take
on a demonic vampire form. In this form, all light seem to be
sucked from it's surroundings. This form is weaker in the day
but at night, it's stronger and dangerous due to it being
surrounded by the night. His demonic vampire powers doubled
along with his demonic physical stats. Only concentrated/strong
divine light can harm Mordecai in this form to the point that
enough attacks can force him back to his base form. Regular
light attacks such as flash bangs annoys him while white light
(stronger/purer version of light) slightly irritates him.
Weaknesses:
The Angellis Ater have the same weakness as other Lasombra —
they do not cast reflections. They cannot be seen in mirrors,
bodies of water, reflective windows, polished metals,
photographs and security cameras, etc. This curious anomaly even
extends to the clothes they wear and objects they carry.
Although empowered by demonic weapons and artifacts, just like
their demonic clan bloodline, Mordecai is weak to strong
holy/light powers and attacks. He can enter a church or any
other holy site but he will feel uncomfortable the longer he
remains on holy ground. He can also touch things like silver or
holy weapons but he prefers not to, going as far as wearing
leather gloves since it simply annoys him. Though he is still
weak to weapons such as stilled silver and other weapons that
harms his regeneration and heaven gate pieces due to his demonic
magic. Mordecai also needs to be careful with his magic since
despite being a magic user, he has to make sure his magic is
balance otherwise it won't work.
Another weakness that came from the Lasombra is distorted image.
All reflections and recordings distort, flicker, or become
transparent (though this does not conceal their identity with
any certainty). Microphones have the same difficulty with the
vampire's voice as cameras have with their image, touch
technology becomes unresponsive at best, and their anomalous
nature makes it harder to avoid electronic detection systems.
With effort they may overcome this difficulty but it’s as if
they exist on a slightly different frequency to other beings,
flickering in and out of light. Many Lasombra have attendants to
handle technology for them, but a few strange beasts manage
without.
Like actual dhampirs, Mordecai need to ingest blood, but the
results of not feeding is far less severe than what happens to
vampires. The worst case is severe weakening of one's abilities
but hardly ever death or desiccation like vampires. A dhampir's
one true weakness is their bloodlust, a damning trait they
inherit from their vampiric parents. In fact, it is because of
this weakness that dhampirs refuse to be accompanied by
companions on their journeys of hunts and self finding. As much
as Mordecai hates to admit it, this is also a problem for him if
he's not careful.
Weapon(s):
Demonic Cane Sword:
~made to be a demonic equivalent to the angel blades, which are
weapons used by angels to kill demons. These are shaped similar
to angel blades, but instead of being silver, they are black in
color. These blades are able to interrupt regeneration for many
types of supernatural creatures, and do extra damage to angels,
even being able to kill them similar to angel blades. These
demon blades can even be used to interrupt holy type
regeneration of almost any creature (as long as it's holy
regeneration), making this a great weapon to use against holy or
angelic opponents. Instead of being holy weapons, these weapons
shine with a demonic power, and can draw demonic power to
enhance the blade's cutting efficiency to focus. Vicar's demon
blade looks almost exactly like an angel sword except that it is
black in color. This is also a dark magic type of weapon that
amplifies and channel his dark magic.
Personality:
Cunning, Mordecai does not hesitate to seize opportunities to
further his plans. He is cold and ruthless when it comes to
achieving his goals. Mordecai talks in a polite manner most of
the time, even during battle or while taunting his opponents. He
has a somewhat humorous side to him, as shown when he stopped in
mid-battle just to ask Theo why he was "taking out his
frustrations on a wall". However, Mordecai's polite attitude is
just a way to hide the darker side of his personality, and he
has been able to trick many people at first before seeing his
malevolent nature. He keeps a level head nearly all of the time,
even in a situation where the odds are against him.
Mordecai hate humans, especially hunters which he usually
referring to them as "monkeys". He is cold, rude and extremely
condescending towards normal humans and human supernatural
hunters, using his alter ego Algan to fight humans who attack
supernatural creatures and hybrids. Mordecai find normal humans
disgusting enough to spray himself in order to disinfect the
"monkey stench". He believe that those he call monkeys only have
two roles in association with him, money-collecting monkeys and
monkeys who are livestock for certain creatures such as vampires
and werewolves. If they weren't fulfilling their roles or choose
to defy them, Mordecai will gladly kill them or let others kill
them without any remorse, regardless of age. He also believes
that the monkeys don't want to admit superior physical beings
exist and is disgusted by their pompous existence.
In contrast, Mordecai cares deeply for his fellow supernatural
creatures especially hybrids, referring to his small
organization as family. He is even friendly to metahumans since
he believes that those superior humans have actually reach human
evolution and feels sorry for how they were treated by normal
humans. Though there are a few metahumans he cannot stand such
as Mr. Sinister for the crimes he has committed.
Though Mordecai wasn't always like that. Before, Mordecai was a
much more kind and proper young man back then. He understood the
importance of manners and carrying himself with dignity. Despite
his heritage, he was raised to help others in need regardless of
race, hoping for humanity and supernatural creatures to coexist
with one another. However, following the death of a young
metahuman he befriended, things began to change. The followers
of small church group applauded her death since they thought of
her as a devil worshipper, a deplorable action that stayed with
Mordecai. He decided not to kill them because of his mentor's
teachings.
Mordecai attempted to maintain his ideology but his path became
more and more unclear as time went on. He that day saw a hideous
evil that day and still chose to protect them, an action he
grows to regret, calling them "monkeys" for the first time as he
looks back on the memory. When asked if and why he hated humans,
Mordecai replied that he used to think protecting humans was
right but began doubting if they're worth fighting for along
with being unable to tell the difference between the
preciousness and ugliness of the weak. His decision was finally
made when he saw a young werewolf/human hybrid being used and
abused by human scientists that was working for Mr. Sinister in
a remote village. In a rage, Mordecai killed all one hundred and
twelve people in the remote village and rescued the young
werewolf, officially becoming a anti-hunter. On that day,
Mordecai chose the true side of himself, deciding that he
doesn't like monkeys and will fight for a world of only beings
like him.
Bio:
((Will do later))
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