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Return to: New Orleans/London Angel/Demon/Nephilim Profiles
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#Post#: 10855--------------------------------------------------
London/New Orleans Profile: Hugo Garnier
By: Coolcat207 Date: October 19, 2021, 11:01 pm
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"Only when it suits you, you remember that I'm not some errand
boy?"
"If they want a damn monster so bad, then I'll give them one."
"We may be 'family', but we are far from equal!"
~Hugo to a demon before exorcising it and sending it back to
Hell
During a fight, Hugo landed a deadly blow on a female
supernatural hunter who tried to kill a acquaintance of his.
Female Hunter: Hey! Are you insane?! You're not suppose to hit
women!
Hugo: Then it's a good thing there isn't one around.
"She was the only reason why I tolerated you damn humans... and
you still have the balls to make threats even after you took her
away from me?! I will make sure that none of you bastards leave
here alive!"
~Hugo to the demon hunters who tried to get Hugo in line even
though they were responsible for the death of Hugo's lover.
"Just because I'm a half breed, doesn't mean that I should
immediately break my back and risk my life for people I barely
know. The only person I actually gave a damn for is dead thanks
to your kind. So not only I don't owe you a damn thing, but your
kind gave me a far greater reason to not even bat an eye when
your lives are in peril. If you need someone to save your
worthless ass, go bother one of those goody two shoes nephilims
or something. I'm not interested in wasting my energy for the
likes of you."
~Hugo to a Baptist priest when the priest tried to get Hugo to
help the church with a demon problem.
"There's a reason why you've spent your life watching the sheep,
kid. And it's not because you're a shepherd. It's because you're
a wolf."
~Victor "Sabretooth" Creed to Hugo Garnier on his potential.
"The hunters were afraid of you. They want you to be controlled
and kept in line. So, they got rid of the one thing that was
keeping you happy just to teach you a lesson."
~Victor Creed's way of telling Hugo that what happened to his
human lover wasn't his fault.
"Compassion and understanding is the last thing these damn
humans deserve. They have committed the worst acts upon each
other and can barely get along. What the f*ck makes you think
that they'll treat people like me any better?! Fear and violence
are the only things that these wretched parasites understand. If
they want something to fear so god damn badly then I'll give
them something to fear to the point that even their descendants
will hide under their bed sheets due to hearing my name!"
"Word of advice, my dear: Look out only for yourself. Everything
comes with a price so it's best to keep your head low and do
whatever it takes to survive. This world is full of people who
lie, cheat, steal and kill who in turn blame their faults on
others. You don't ever want to associate yourself with the likes
of them unless you want to end up dead or worse."
~Hugo to a young human mutant girl after saving her from a few
ordinary human bullies
"He goes by many names but he's known as Sollix. Remember when I
said that people who fight like wild animals usually have
something to hide? He's a prime example of that. Turns out that
he was forced to fight at a young age but he usually either kill
his opponents or reduce them into a lump of flesh. Yeah, this
guy's anger issues makes mine look like moody cat. He also
REALLY hates humans. Humans who are supernatural hunters
especially. I know you three can take care of yourselves but if
God forbid you run into this homicidal maniac, do NOT fight him
by yourselves. Hell, I'm as skilled as he is yet I would rather
fight a dragon with my bare hands."
~Jack Kariel warning his friends Chelsea, Lucia and Vivian about
Hugo Garnier.
Name:
Hugo "Sollix" Garnier
Other Names:
Le Loup
Hellhound
Beast of G�vaudan
Wolf Demon
Age:
19
Gender:
Male
Species:
Cambion (Human/Demon Hybrid)
Family:
Father: Unknown Human Turned Faust Wolf Demon (MIA; Presumed
Dead)
Mother: Unnamed Human Mother (Deceased)
Foster Father/Partner: Victor "Sabretooth" Creed
Organization:
Marauders
Rank:
Second in Command
Height:
6'1
Weight:
Unknown
Appearance:
Hugo is a taller-than-average male with a Herculean physique. He
has a broad face and a strong jaw, piercing dark gray eyes and a
long, straight nose. He also has a fluffy white streak located
just above his hairline which is unknown how he got it (Hugo
believes that it was because he used his demon powers under a
stressful situation during his pre teens). Due to his demonic
heritage, Hugo has slightly sharp canines which makes some
people mistake him for a werebeast. When using his demon powers,
at will or in one of his demon forms, Hugo's eyes change to
amber orange.
Natural Abilities:
Containment/Disease Immunity
Supernatural Accuracy
Supernatural Agility
Supernatural Athleticism
Supernatural Awareness
Supernatural Balance
Supernatural Charisma
Supernatural Dexterity
Supernatural Durability
Supernatural Endurance
Supernatural Flexibility
Supernatural Intelligence
Supernatural Leap
Supernatural Reflexes
Supernatural Senses
Supernatural Speed
Supernatural Stamina
Supernatural Strength
Supernatural Wisdom
Powers:
Cambion Physiology:
~User with this ability either is or can transform into a
Cambion: a being (most commonly one of the first generation)
with human and demonic ancestry. As partially mortal they are
more bound to their form than their non-mortal parent, but their
personalities and minds are far less defined by their spiritual
aspect. In some forms of media, Cambion are shown to be equal or
higher in power than full demons, this is generally explained
with the claim that the human soul enhances the
spiritual/demonic power gained from their "parent". Combination
of mortal and physical with immortal and immaterial is highly
unpredictable, and someone with heritage from both sides can
lean on either side of their ancestry.
Hugo is the son of a human turned Faust demon and a human woman.
Apex Predator Physiology:
~The user is an apex predator, a vastly superior predator in the
known world, with a fearsome capacity for hunting down
practically any species in their ecosystem, even other
predators.
Predators of this category are at the top of a food chain and
are never preyed upon by any other predators, as they are the
most dangerous and fearsome creatures in their
environment/world, with qualities of a greater degree.
There are many variants of apex predators, many of them can come
from any particular species from foreign to common, others can
come from nature while others can come from different sources of
creation that can enhance any predators to their highest danger
in being, raising their predatory potential to its maximum
making them the most dangerous beings in the natural world or
even their own universe.
Weapon Creation:
~User can create weapons from nothing or by shaping the existing
matter or energy, they are capable of creating virtually any
weapon and however many they wish. Depending on what the weapon
is made of, it can posses a variety of abilities and be very
effective in both offensive and defensive combat.
Faust demons are able to create weapons from either whatever is
around them or create them with the energy of their demonic
power or element.
Wing Manifestation:
~User has or is able to manifest wings that grow or are attached
to the body allowing flight. They may also protect from rear
attacks or detach and re-grow for quick getaways.
Faust demons are associated with ravens and crows in early and
ancient Germanic lore as those are the most common bird form
that Faust demons take. Faust demons are also sometimes called
descendants of the fallen angel, Arakiel, by those who follow
the old Catholic and Cathar Christian beliefs. Faust demons can
summon up black feather wings for flight.
Biomorphing:
~User can turn into any living things (E.X: Plants, Animals,
Bacteria, Humans, etc possibly including living machines).
Faust demons can shapeshift into any living creature but usually
have a particular animal form or two that they are fond of and
use very often when not in a human form. Just like his father,
Hugo's main animal form is a giant black wolf.
Faustian Contract:
~A Faustian contract or a deal with the devil, is a link and
bargain between a being (typically human) and a demon whereas
the latter offers specific services and fulfills the being's
wish, and is rewarded the being's soul after the contract is
complete.
Creating a Contract:
In order to create the contract, a human has to summon a demon.
However, it seems that they do not need to be aware of the
existence of demons, attempt to summon a specific demon, or even
summon one intentionally, or summon one by accident. It is
implied that the human must be desperately searching for a way
out and have little or no faith in God. Once summoned, this fact
will not change for all eternity. All the same, it seems that
the human still has the option to go through and create the
contract, or dismiss the demon. However, the creation of the
contract is finalized as soon as the human issues a command to
the demon.
Contract Seal:
Once the contract forms, a seal is placed on the human's body.
It is absolute; just as the demon is able to find the human, the
human can never escape. The demon is able to place the seal on
the human by simply pressing their hand against the chosen
place. The choice as to where the seal resides is up to the
human. The more visible the seal is, the stronger the bond is.
The placing of the seal is also painful. Each demon has a
Contract Seal design specific to themselves.
Standard Practice:
If the human's wish is not yet fulfilled, the usual practice for
a demon is to serve under the human for as long as it takes and
to perform supplementary orders. The demon is to protect and be
the human's power. It must obey the orders the human gives, as
long as the contract is still in effect.
Completion:
Once the contract is complete and the human's wish is achieved,
the demon will eat the human's soul, which results in the
human's death.
Corruption Inducement:
~User can induce corruption in others.
The ability can be used to corrupt a person into doing anything.
It doesn't control the victim, but it prevents them from
realizing that they otherwise wouldn't do what the user
suggests, and therefore they become much more malleable. A small
amount of proximity and contact is needed to corrupt someone,
and this proximity or contact is needed every now and again to
prolong the effect.
It is easier to corrupt someone to do something minor, e.g. more
corruption would be needed to get a victim to murder someone,
than to get them to steal. It is not impossible for the
corruption to be broken, but it is severely difficult and would
usually need outside influence. An example of an ability which
could be used to break the effects of corruption is Belief
Inducement. If the corruption is not renewed occasionally, it
will eventually wear away on its own accord.
Faustian contracts are one way that Faust demons corrupt a
person. It helps keep the contractee's soul just right for the
demons consumption as the contract keeps a permanent corruption
energy within the soul of the contractee. The other method that
Faust demons can corrupt others is more temporary and must be
renewed once per week. The demon uses demonic energy through a
touch or through shadows that the demon is standing in with the
target.
Demonic Ice Manipulation:
~The users can generate and manipulate mystical demonic ice,
which cannot be melted by mortal means, drawn straight from the
darkest fears sentient minds have about winter, ice and arctic
areas, including the fears of treacherous ice breaking,
burying/devouring, damaging or tripping the victim in malicious
awareness.
Demonic Ice can cause excruciating pain upon contact or cause
instant death, but can possibly be used for relatively
beneficial purposes, such as summoning spirits of the deceased
temporarily back to the world of living from hell. Some users
can even use Reanimation or Resurrection via Summoning the
damned and/or Demons.
9th Circle Ice of Treachery:
~This lets the user summon ice from the 9th circle of hell, the
part of hell completely frozen where treacherous people are
encased in ice. Satan himself was trapped in this section of
Hell, frozen up to his knees for many years before he broke
free. This power is opposite of hellfire, and is unholy in
nature just like hellfire. This is much colder than normal ice,
causing intense frostbite and rotting damage from the unholy
energy much more quickly than normal unholy ice powers. This ice
can be used just like typical ice to do things like create
freezing attacks, generate ice constructs/weapons, or being able
to freeze things through touch. This ice also has a powerful
special ability, where it is able to feed on those with
treacherous natures, similar to how Satan's wrath flames can
feed on anger. When a treacherous person is encased in this ice,
this ice bonds to them and slowly freezes them completely as it
feed on their treacherous nature. This is very difficult to
break out of, though with proper techniques like hellfire or
something to melt the ice, they can break free from this. When
it comes to ice abilities in hell, this is highly preferred over
the cold rain being turned into ice since this can also engulf
treacherous people.
Demonic Energy Manipulation:
~User can create, shape and manipulate energies of demonic
origin. They would be able to do all kinds of unholy things with
their unique type of energy. Things like creating blasts to
creating or summoning beings of demonic energy. Users would even
be able to summon demons themselves, through ritual use of the
energy.
All Faust demons can use demonic energy. This ability helps
create the Seal of the Faustian Contract and other things that
the demon needs in order to serve their masters or just to
survive in between masters.
Empathy:
~The user can fully interpret and replicate the emotions, moods,
and temperaments of others without reading apparent symptoms,
allowing them to understand introverts or discover one emotion
is actually hiding another. They can attack someone in a
personal and emotional way since they know exactly what emotion
is flowing through themselves and can use this knowledge to play
against them. Some users may learn to read emotional imprints
left into environment or objects.
Usually over time, an Empath's power grows to the point that
they can manipulate emotions on others, and possibly use them to
empower themselves. The user may learn to extend their power
over/on vast number of sentient beings or reach extreme
distances, even other levels of existence but this may be
possible only if the user has emotional link to those they
search already in effect.
Soul Consumption:
~The power to absorb souls and utilize them in some way. User
can absorb souls, while removing them from the source, into
their body and use it in various ways, gaining some form of
advantage, either by enhancing themselves, gaining the drained
power, using it as power source etc., either temporarily or
permanently.
Common advantages include adding the target's skills and
abilities to users, or using the absorbed souls to augment
user's own powers.
Faust demons consume the souls of their masters upon the
completion of a contract. This makes them stronger and gives
them more power. The stronger the soul from holding on to strong
negative emotions such as hatred and from a growing hunger to
complete their goals then the more power the Faust demon gains.
Immortality:
~The power to never die. User possesses an infinite life span,
as they can never die, never age, and can shrug off virtually
any kind of physical damage. Some users are the defensive type,
simply preventing all damages, to appear physically
invulnerable, while others are the regenerative type, surviving
and quickly recovering from anything you throw at them while at
the same time they are capable of resurrecting themselves
instantly after death and completely self-sustaining, free from
all bodily necessities.
Soul Reading:
~The user can sense and read the souls of others, whether free
(ie. dead, astral projection, etc) or in body. By reading souls,
they can see/feel the being's characteristics, personality,
feelings, memories, whether they even have a soul, damage
others' souls have endured, and whether or not another entity is
possessing or influencing the person on a spiritual level.
Faust demons are very strong in this ability. They not only use
their eyes and mind to read someone's soul but can also use
taste and smell as well. Faust demon's sense of taste is so
refined and keen that they can tell everything about a person's
soul far better than eyes, mind, and smell just from a drop of
blood.
Heavenly Divine Resistance:
~Faust demons are not Hell demons. Faust demons are actually
originally of human origins after a Germanic man named Faust.
Much Germanic lore states that Faust sold his soul to a powerful
devil named Mephistopheles in return for political power,
domination, and wealth. Mephistopheles wasn't the Devil nor a
devil/demon lord of Hell but instead a devil lord of the Abyss.
Once Faust succumbed to his contractual price, Faust's soul
became deeply corrupted and turned into a demon. Faust was
raised a religious man so developed a resistance to Heavenly
divine powers instead of a full immunity like Mephistopheles
thanks to the Abyssal corruption energies. This resistance was
passed onto other demons made by Faust in which began a race
that he named after himself while he took up the name Faustus.
Faust demons have a 75% resistance to the divine powers and
attack damage of Christian, Jewish, and Islamic divine origins.
Intuitive Aptitude:
~The user can instantly learn and understand the complexity and
exactness of organisms, objects, subjects, fields, powers, etc.
without the need of long-term or special education.
Intuition, also called Discernment or Instinct, is the ability
to "just know" personal information about an object, subject, or
occurrence, including sensing how others will react to something
that the user does or when something is about to happen. This
ability is innate and cannot be turned off. A faculty of this
ability allows the user to also (or instead) intuit spiritual
truths and principles (sensing the presence of
evil/danger/people that dislike the user, a feeling that one
should or shouldn’t go somewhere, or the right thing to do
in a situation); this faculty is called Gnosis.
Faust demons can do anything with this ability and do it with
great mastery that is on par with an Old Prime master. Even if
it's a skill or something that the demon has never come across,
Faust can learn it in a matter of seconds to minutes depending
on the complexity of the skill needed. Some skills do have
drawbacks though such as culinary skills as Faust demons only
truly understand the taste of a soul instead of understanding
the taste of food.
Wolf Demon Basic Race Abilities:
Corrupt/Demonic Nature Connection and Control:
~Just like werepires, Hugo's nature connection is demonic and
corrupt due to his half demon physiology. This lets him not only
sense people close to him who do things like step on the grass,
but also lets him do things like tell when plants are dying, or
letting him communicate with animals. For the most part, this
isn't too much of a skill that's useful in a fight, as it's just
the basis of a werewolf's abilities. However, it also does give
him a sense where he can sense all nature around him, even
without seeing it directly. Though unlike most werewolves, Hugo
can manipulate the negative side of nature such as brining out
their wrath and sorrow that they suffer from those like humanity
and the wyrm. He can also corrupt them and bend them to his will
such as making trees lash out and attack anyone close to him or
make animals go berserk and maul anything they see. He can even
use nature energy and convert it to their demonic/corrupt nature
so he can use it to his own advantage such as manipulating the
demonic version of the elements.
Nightly and Moonlight Empowerment:
~Just like werepyres, Hugo can gain both enhancements of the
night and moonlight. Although demonic in nature, Hugo is at the
same strength every night, and are usually far more enhanced
than werewolves or vampires due to having both enhancements. He
gain passive enhancements and supernatural enhancements from how
much moonlight is present, with the full moon representing a
full power-up to their abilities. However, unlike normal
werewolves, Hugo is also just as strong during the lesser phases
of the moon, including being as powerful during a new moon with
no moonlight due to his night time empowerment along with
excessive training. Because of how these two powers work in
combination, Hugo is at his strongest enhancement every night,
and operate every night even stronger than vampires or
werewolves would be at their strongest due to Hugo gaining power
from both moonlight and lack thereof. This makes just as
dangerous as werepires, due to him always having an edge no
matter how strong werewolf or vampire opponents would normally
get. Just like both powerups, this is a passive enhancement, but
also increases his werewolf and demonic abilities considerably
when these empowerments are used. The only thing that takes away
these empowerments is being out during the day, or opponents
that use sunlight to prevent this power from being used at all.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the pricolici special enhanced modes
just like werewolves, where they are able to draw the unique
moonlight into their power. When in the red moon, the pricolici
gains a corrupted mode where their abilities all become more
powerful and they gain a massive powerup from the red moon. Like
werepires, most pricolicis gain more power with the red moon
than they do with the blue moon, but this comes with a price.
Typically, when in the red moon, most pricolicis become much
more ferocious and they seek to kill their enemies as brutally
as they can. While most pricolicis learn to control this with
time and training, they still have to be careful on these
nights, and many of them who do lose control often hide from the
moon light when this night comes around due to the dangers of
who they might hurt, as most pricolici often try to avoid
killing unnecessarily so they can avoid supernatural hunters.
This also makes all of their abilities corrupted power
equivalents during these nights, where all of their supernatural
abilities and pricolici abilities become corrupted and are able
to hurt almost any creature due to the corruptible energies they
generate in the presence of a red moon. Only the most ferocious
of pricolici typically carry red moon energy outside of red moon
nights, and many try to avoid the power altogether due to what
they become. However, those that do try to utilize this outside
of nights of the red moon must be careful, or else they could
eventually lose their sense of self and become feral pricolicis,
as the unnatural red moon light can eventually overwhelm the
rational mind and eventually destroy a pricolici's ability to
think rationally just as easily as it can for werewolves. Of
course, a counter to this ability is sun light manipulation, due
to sun light being able to counter lunar light manipulation, and
some sun light manipulators are able to completely negate the
powerup of the red moon if they use it on a pricolici enough,
though keeping them from regaining the amp requires usually
getting them out of the moon light.
Pricolici Nature's Sleep:
~When a pricolici sleeps out in nature, they are able to recover
from exhaustion and injuries far more easily, and are able to go
into sleeps that can save their lives if they are near death.
This is somewhat similar to a regenerative sleep that a dragon
can go into, except the pricolici uses their undead sleep
recovery and their werewolf connection to nature in order to
initiate this power. This allows pricolicis to sleep anywhere in
nature, whether it's in a tree, a werewolf tribe land, a cave or
even underground. When the pricolici sleeps, their injuries are
able to heal through enhanced regeneration, and their exhaustion
can be removed fairly quickly. Most pricolicis only have to
sleep about 4 hours a day due to their advanced regeneration and
recovery, but this is more for the times when a pricolici is
hurt from battle or near death, and the pricolici can sleep
until they've fully recovered. Typically, the pricolici must go
into sleep in order to do this, and since they know that they
will be vulnerable for an attack, they prefer to sleep
underground to avoid people until they are fully recovered and
refreshed.
Violent Amplification:
~A power Hugo learned from a pricolici. This power amplifies
their true violent nature, making them even more dangerous than
most average werecreatures. This amplification can have many
prosperities depending on the pricolici. This amplification
normally amplify one's physical stature, though there are others
who learned other ways to weaponized it either by their previous
violent crimes before their first death or how they were
executed. For example, a pricolici might have been a serial
killer, meaning that pricolici might get even stronger the more
they rob the life of someone. Overall, the main use of this is
for those with techniques to utilize this in combat, which all
usually only work temporarily while the user is in a rage state.
And even if they don't have any special techniques, the rage
state is only temporarily, lasting as long as the stimulus
persists that drove them into it, or a certain amount of time
passes after going into the frenzy. Although not undead, Hugo is
able to amplify his true violent nature due to his demonic
heritage along with the hatred he has for humans, making him
just as dangerous as a feral Sabretooth.
Bloodlust Aura:
~The user has a malicious aura of killing intent and bloodlust,
including aggression and brutality. The effect may be caused by
purely physical or mental means, or a combination of both. This
aura can also give off their pure killing intent, affecting
opponents, themselves, and others around the vicinity.
Particularly strong killing intent can paralyze weak willed
victims or animals in fear, causing them to morbidly hallucinate
their own deaths, flee in terror or even kill them by forcing
the mind to believe their death is a reality. Those with
stronger will might still feel uneasy to the point that they
will either keep their distance, avoid them if necessary or try
to be cautious. Although they are viewed as bloodthirsty undead
monsters, those who have mastered control over their emotions
can control their killing intent by suppressing it in order to
prevent their opposition from discovering it, thus hiding one's
motives and preventing one from being tracked by such emotions.
Anyone who can also perceive a foe's killing intent can perceive
the foe's next move and prepare the next appropriate move in
advance.
Werecreature Body Temperature Regulation:
~Similar to how certain supernaturals are able to adapt to
environments around them, Hugo learned know how to control and
manipulate his own body temperature. Hugo can adapt to any
environment he's in without feeling any affect of it. He can
also use this to preserve himself when sleeping or to fool those
who are hunting him such as supernatural hunters. Of course,
extreme weather might give Hugo some problems keeping his body
temperature under control such as if he's in a hostile
environment.
Demonic Animalistic Senses:
~Due to his cambion physiology, Hugo have animalistic senses,
which allows him to sense far more than what humans can. While
he still have human senses as well (sight, smell, taste, touch
and hearing), he also have other senses due to his physiology.
Hugo can also sense other things such as spirits or other things
that humans cannot sense. He is also able to do things like
seeing in the dark, or many have a specific ability to sense the
presence of others with a sort of sixth sense of the environment
around them and can use it to focus on anything living.
Typically, this isn't too useful in battle, though some
pricolicis can use these senses to sense when danger is nearby,
as they can learn to hone their senses to a point where they can
even sense when someone is trying to sneak up on them or is
going to attack them. While useful though, these senses are not
always accurate, and certain natural phenomena might also be
able to affect Hugo due to these senses if an enemy has a way to
take advantage of these senses.
Werecreature Heavy Stander:
~Because of the werecreature's body structure, most
werecreatures are extremely hard to knock back. Due to their
strong and bulky muscles, werecreatures are able to take many
attacks without flinching, and most are heavy enough they are
barely knocked back with impact damage. While werecreatures
still take damage, they are much harder to knock back, and much
harder to stun through physical damage unless they are taking an
attack that's stronger than they are. Typically, most
werecreatures are able to shake off normal damage thanks to
their regeneration and their body structures, and require very
strong attacks to knock them off their guard. Thanks to this,
most werecreatures are difficult to stun or disable using
physical force, usually only being vulnerable to other creatures
as bulky and powerful as they typically are (though some that
stay in human form may not have this bulk and therefore won't
have this passive ability in their human forms). Most
werecreatures with this take highly reduced damage from physical
attacks, and are much harder to fight than many other types of
opponents. However, while they are harder to damage and harder
to knock back, this means that things that do hurt them and
overcome this do more damage. This also doesn't always help
against certain piercing projectile attacks, as certain
projectiles might pierce a werecreature more easily due to them
not moving back, or certain attacks that break their defense may
do more damage due to knockback often helping disperse physical
force a bit on impact. Most werecreatures also might have
varying levels of this, as some werecreatures have stronger
bodies than others, and those in human form won't have this
defense at all, since this only takes effect in full
werecreature form.
Werecreature Flesh Devouring: Sustenance:
~Most werecreatures are able to devour flesh from either animals
or even humans, being very similar in nature to a vampire that
needs human blood to maintain their power. This is the major use
for flesh, and, like others, werecreatures use this to sustain
their power. A werecreature is able to eat flesh just like other
animals in the wild, as almost all werecreatures usually eat
flesh in some form (aside from a few rare werecreatures that
might survive on vegetables and fruit). Typically, there is no
real special purpose for this, other than sustaining the
werecreature. Eating flesh is purely for sustenance and survival
for werecreatures, where they must feed in the same way a human
would eat food. If they don't eat flesh, werecreatures will
eventually get weaker as supernaturals, and eventually go feral
from hunger with some cases even having the werecreature eating
their own flesh. While a werecreature can eat normal food, it
doesn't really help them since they don't sustain themselves on
human food (unless it is meat, as animal meat is something that
werecreatures can survive on). Typically, werecreatures have a
choice of surviving on animal flesh, or surviving on human
flesh. Depending on the werecreature, some prefer one or the
other, with some tribes focusing on eating humans, while others
typically focus on eating animals. Depending on the tribe and
the werecreature, each typically has their own way to sustain
themselves, though most werecreatures focus on flesh/meat
devouring as their primary source of sustenance. For the
alchemists, they specifically eat animals, as they don't like
eating humans since they don't find humans as nutritious to them
as animals do, as they have studied the nutrition of animals vs
humans and found that animals typically are better nutrition
than humans are. Of course, they also don't want to eat humans
because they don't want to find themselves on the wrong end of
supernatural hunters and feel that eating humans contradicts
their overall job of protecting humanity.
Werecreature Flesh Devouring: Ability Gain:
~This is the second use for a werecreature's flesh devouring,
with a werecreature being able to absorb supernatural blood to
gain new powers from those they take blood from. The
werecreature can gain these powers temporarily, or if they eat
enough flesh, they can gain powers permanently. A werecreature's
ability to devour the flesh of supernaturals and gain new powers
is similar to that of a vampire, where it works the same way as
a vampire would gain new abilities by drinking blood (for the
most part). While eating supernaturals is not always the easiest
thing to do depending on the supernatural (as werecreatures will
mention how creatures like demons taste purely awful due to the
sulfur smell of their demon natures), but werecreatures seeking
new powers can usually gain ones from those they devour flesh
from. For example, if a werecreature devoured the flesh of a
fire user, they may gain certain fire abilities depending on the
werecreature's affinities. Depending on the werecreature's
affinities and powers, some flesh may grant them one or multiple
abilities, depending on the being they devour. However, they can
also choose not to gain power from these beings, as a
werecreature often has to weigh a power's strengths vs its
weaknesses when determining whether or not they want a specific
power. As one might guess, this power gain has the same
drawbacks as other power gain abilities, in that the user gains
the weaknesses of the powers they gain as well as the strengths.
For example, devouring dragons may grant a werecreature the
powers of a draco-werecreature, but as a result they would gain
the weaknesses of dragons like being weak to dragon hunter
powers and weapons. Typically, most werecreatures only gain
powers if they choose to, and some powers may alter their
physiology (like eating a dragon would grant them new physiology
that changes them into a draco-werecreature that is different
from a normal werecreature) for better or worse (usually there
are advantages and drawbacks, so users should consider
carefully).
Learned Werewolf Gifts:
Sense Guilt:
~Being the leader means knowing your friends and foes. Storm
Lords use this Gift to detect any hidden shame or guilt in their
packmates and enemies, to see if such a weakness can be
neutralized or exploited, depending on the werewolf's decision.
By meeting the target's eyes for a rp turn, the character can
search the other's soul for evidence of guilt or past shame that
still haunts the subject. This is a sensory Gift, not an
invasive one. Targets with some kind of soul protecting or
concealment ability can make this gift harder to use.
Alpha's Aura:
~An alpha should be an inspiration in war as well as peace. This
Gift heightens the werewolf's outward projection of confidence,
creating a palpable aura around the Storm Lord in battle.
Enemies suddenly fear the werewolf, re-evaluating their attacks
and rethinking strategies in the face of such an impressive
opponent. Stronger willed enemies will at least feel weary or
cautious around the user of this gift.
Lordly Will:
~The strongest leaders render themselves immune to unwanted
outside influence, hearing only the voice of their own authority
and those of their advisors. This Gift reinforces the alpha's
dominance over his own mind in the face of psychic or other
supernatural manipulation.
When activated, this Gift makes the character automatically
immune to all Gifts, Disciplines, Numina and other supernatural
powers that affect the mind — such as Dominance Gifts,
Majesty Disciplines, etc. The Gift's effects last for the rp
turn in which the Gift is activated. This gift helps Hugo when
those such as psychics, silver tongue individuals, etc. tries to
persuade or manipulate him, making him only listen to his own
instincts or to his own team members like Sabretooth.
Heart Stopping Howl:
~The howl of Destroyer Wolf roared across the Pangaean night in
prehistory, terrifying spirits and mortal beings alike. His
Blood Talons are children are capable of emulating this great
howl to strike terror into the hearts of their enemies, reducing
them to gibbering, panicking wretches.
The character howls with all of his breath, loud and long,
creating a roaring howl filled with his rage and hatred. Enemies
affected by the blood-chilling howl find themselves overcome
with fear, trembling and weeping as they attempt to strike the
Blood Talon in their midst. Those with stronger will or
resistance to fear will still feel uneasy, wary or cautious once
hearing this howl, though it depends on the target.
Visage of Fenris:
~By channeling their tribal totem’s rage, the Blood Talons
can plunge themselves into the connection with Fenris-Ur and
manifest an aspect of his fearsome presence to intimidate their
foes. Eyes blaze with primal fury, and the werewolf’s
snarl drops several octaves to mimic the growl of Destroyer
Wolf.
Worry the Prey's Heels:
~The werewolf who wishes to catch a fleeing enemy can use this
power to halt his foe’s limbs, slowing down any attempts
at flight. The Gift is most often used on cowards who seek to
flee a fair fight, or when a pack desperately needs to catch
someone who doesn’t wish to be caught. It is said that a
coward’s shame fills the heart of a fleeing enemy and
slows his muscles.
Primal Anger:
~The more a Blood Talon loses himself to his primal bloodlust,
the more dangerous he becomes. Werewolves using this Gift
harness the ferocity and wild-hearted anger of their wolfish
natures, using it to enhance their strikes in battle. Every blow
falls with the desperate strength of an enraged wolf on the hunt
biting at its prey.
Darksight:
~Though a werewolf can track by sound and cent, in cities and
other human-dominated areas the forms necessary to do so can
attract more attention than they're worth. This gift mitigates
that risk, allowing a werewolf in human form to see perfectly no
matter the level of light. Where there is any illumination, the
user of this Gift can see as if it were bright daylight. In
situations in which there is no light at all, the user can see
as if her surroundings were bathed in the light of a full moon.
Whichever is the case, the user's eyes glow of yellow when using
this Gift.
Aura of Dread:
~A werewolf who knows this gift has an edge beyond the obvious.
The darkness hides many things, and through subtle spiritual
urging onlookers worry about what will follow her out of the
shadows. The darkness may conceal the rest of her pack, or she
could be a harbinger of a far deadlier threat. This Gift
exacerbates the ancient human fear of the dark places outside of
the cave, and though it doesn't actually alter anything visible,
it does instill a feeling in the minds of everyone present. The
werewolf is the face at the window on a moonless night; the
chill howl heard by campers when there are only stars for light.
Shadow Step:
~Huddled in stone houses, human looked out at the dark in fear,
never knowing if some beast was going to attack, and if so where
from. This Gift allows a werewolf to play on that fear, letting
him slip from one patch of shadow to another to confuse prey --
or predators -- as to his location. Though hardly the fastest
means of getting around, slipping between shadows in this way
does allow the werewolf to move without being seen, strike from
odd angles, and convince her victims that there is more than
just one of her.
Crushing Blow:
~Sometimes a werewolf chooses to kill without using his claws or
fangs — perhaps to elude hunters searching for a "rabid
man-eating animal", perhaps simply as a gesture of scorn for his
prey. Crushing Blow allows a user to deliver strikes with
bone-shattering force. Few things in nature (or out) can stand
against such power.
Mighty Bound:
~The power of this Gift allows werewolves to leap across
distances that would seem impossible for creatures of their
size.
Iron Rending:
~Werewolves tap into a source of strength that is older than all
the works of man. Iron-Rending infuses a werewolf’s claws
with such destructive power that iron, steel and concrete cannot
withstand his might. A character with this Gift can tear apart
steel like cardboard and claw stone as easily as clay.
Legendary Arm:
~With this Gift, a werewolf can hurl even tremendous and
unwieldy objects great distances. Whether this means throwing a
boulder as a projectile at enemies or tossing a packmate over
high flames depends on circumstance.
Feet of Mist:
~Sight and sound are not the hardest senses for a werewolf to
defeat, but even a bloodhound would wear its nose out trailing a
werewolf with Feet of Mist. The werewolf’s scent fades to
near-imperceptibility.
Blending:
~An expert hunter knows the value of not being seen. A werewolf
with this Gift can blend with the landscape by simply remaining
still — overlooked even in the open.
Running Shadow:
~Sometimes, one must choose between moving silently and moving
quickly. This Gift makes the choice unnecessary. The werewolf
can trot over dry leaves as quietly as tiptoeing carefully.
Alchemy Abilities:
Alchemy Manipulation:
~The user can create, shape, and manipulate Alchemy, the mystic
and scientific pursuit of the power of the Philosopher's Stone
and Universal Panacea, focusing on Elemental Transmutation
(ranging from transforming base materials into purer (lead or
iron into silver or gold), to making permanent changes on the
state of matter (making glass malleable or durable), etc.),
various forms of Elemental Manipulation (especially electricity
and fire) and Life-Force Manipulation (Immortality, Healing and
even creating life or at the least clones/homunculi). The user
can also manipulate alchemical processes.
Alchemy:
~User can utilize Alchemy, the mystic and scientific pursuit of
the power of the Philosopher's Stone and Universal Panacea,
focusing on Elemental Transmutation (ranging from transforming
base materials into purer (lead or iron into silver or gold), to
making permanent changes on the state of matter (making glass
malleable or durable), etc.), various forms of Elemental
Manipulation (especially electricity and fire) and Life-Force
Manipulation (Immortality, Healing and even creating life or at
the least clones/homunculi). They also know how to create
potions (for rejuvenation and immortality) and magical items,
although these are generally for practical use.
Alchemic Material Manipulation:
~User can create, shape and manipulate various alchemic
materials. Through an esoteric usage of mystical and scientific
techniques and ingredients, one could produce and/or control
unique materials that could induce supernatural effects.
Historically, these substances, often described with secret
symbols, were meant to enable physical and spiritual
transformation. Fictionally, they can enable amazing abilities
for those who possess or are affected by them.
Ice Alchemy:
~This alchemy is a type of alchemy that Hugo specializes in,
which helps due to his ability to create and manipulate demonic
ice. He is also able to freeze any source of water, even sources
with water essence in them, allowing him to use any available
source of water for a variety of feats such as paths to walk on
or forming crude weapons to strike at his opponents with. As a
last resort attack, he can also freeze his own blood so as to
strike his target. Despite being well known for his ice
abilities, Hugo is capable of more than freezing, as he can boil
the water so as to create a thick cloud of vapor so as to make
his escape. By touching his opponent, he can freeze or boil the
water in their body to severely harm them or kill them; however,
this technique is ineffective when not used on flesh, such as
artificial limbs.
Alchemic Projectile Conversion:
~Using his gauntlet gloves, Hugo is able to catch supernatural
projectile attacks with physical touch, and convert them using
his alchemy. This is useful for converting energy and elemental
attacks, assuming it's a type of power he can hold in his hand.
This lets him convert and possibly turn the attack back on his
opponent, depending on what he changes it into. For example, he
could turn a ball of mana into chi or chakra and fire it back at
an opponent, or freeze a fire attack if he can hold it. However,
this only applies to attacks he can grab or catch, since he
requires being in physical contact with whatever he's
converting. This means that powers and projectiles that are
designed for piercing are much harder to catch, requiring him to
catch them from the side rather than trying to stop their
momentum. Some attacks he can't catch at all, like lightning
which is often dispersed when it hits something and would
electrocute Hugo before he could convert it. Hugo is very
skilled at doing this, but depending on the attack, this isn't
always usable on every type of projectile attack.
Medical Alchemy:
~Although not intended, Hugo manage to find a way to replicate
medical alchemy. This uses alchemy to rebond cells and heal
someone of their injuries. This lets the user use their alchemy
to heal others, healing injuries and even being able to use this
to heal their own injuries. However, this ability still cannot
create matter from nothing, and this means that it cannot
recreate limbs or missing body parts. This is more for rebonding
the body from damage, and not able to replace parts that are
severed or removed.
Combat Skills:
Alchemy Combat:
~The user is able to infuse alchemy with physical attacks.
Demonic Combat:
~The user is able to incorporate demonic power into physical
combat.
Animalistic Combat:
~The user can combine using animal imitation with physical
fighting, they can fight with the brutality of a bear, the speed
of a cheetah, the ferocity of a tiger, the agility of a leopard,
the dexterity of a monkey, the flexibility of a snake, etc.
Savate Intuition:
~The user has an innate understanding of savate, a French
kickboxing combat sport that uses the hands and feet as weapons
combining elements of English boxing with graceful kicking
techniques.
Northern Wolf Kung Fu:
~A martial art that he learned during his time in the fighting
ring. Northern Wolf is a deadly and fearsome fighting style from
the streets of Shanghai that specializes in group fighting
tactics, low realm combat, and ground-fighting. Wolf is a
vicious art with high level striking, gripping, ripping, and
tearing techniques that can kill with the hand. Northern Wolf
Kung Fu fights from low lunge positions that moves throughout
multiple opponents, both in a straight line and in circles. This
low realm running uses fast leg work and leaping, with one hand
momentarily on the ground at times. From this dynamic low realm
maneuvering system Wolf Kung Fu masters scissor style throws,
kicks, reaps, and sweeps primarily either for breaking the leg
and/or bringing opponents to the ground for Wolf's
ground-fighting, strikes, and Chin Na attacks.
Combat Specialist:
~The user has an encyclopedic knowledge in hand-to-hand fighting
styles; therefore understanding and analyzing opponents style of
combat and flaws in the opponent's attack and defense. He can
also use attacks that can automatically knock down the opponent
or use the strength of the opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
Weapon Proficiency:
~User with this ability need only to pick up a weapon before
they instantly become proficient in it. The first time they pick
up a sword, they can spar with masters, the first time they use
a bow, they can hit bulls-eyes. Even alien, magical, or other
weaponry that they should not understand comes naturally to
them.
Indomitable Will:
~The user has unnaturally strong willpower, enabling them to be
immune to all forms of temptation including Subordination
Manipulation, Telepathy, Mind Control and Subliminal Seduction.
Through their will the user can face great physical pain and
psychological trauma and will refuse to surrender no matter how
much the odds are stacked against them, possibly up to the point
of cheating death and pushing themselves past their own
limitations.
Hugo's mind is stronger than Iron with this skill ability.
Though he listens to commands from Sabretooth, not even him or
psychics can affect Hugo's mind with powers.
Enhanced Assassination:
~The user can perform the art of assassination better than the
average killer, she is able to dispatch her victims without as
so much as a struggle. The ways to do this range from something
complex and high-finesse like mastery in stealth, strategically
planned scenarios and highly disciplined martial arts to
something simple-yet-effective like brute strength and raw speed
to overwhelm the targets.
Tracking Evasion:
~The power to hide from followers and pursuers and avoid total
detection/discovery. The user can’t be tracked down, all
the traces of her passing disappear or are ignored: fallen hair,
blood, skin particles, etc. will dissipate into dust and no
scent is given off. She does leave behind a trace such as broken
sticks or disturbed leaves, but to the less observant eye, it
would only be said to be wild animals.
Hunting Intuition:
~The user possesses extraordinary talent and instinct in/for
hunting all things. They can track anything under any
conditions, sense the weaknesses of their prey and exploit them
and finally kill or capture their prey.
Predator Instinct:
~The user possesses predatory instincts, allowing them to become
masters of assassinating, hunting, manipulating, planning and
tracking. One with this ability instantly discern all factors of
any situation and manipulate them so its the most optimal and
favorable for them. Making them a master of manipulation,
pursuit, and capture. This includes sensing what will happen and
how adapt to it, what move a target will make, where they are
headed, and effectively manipulate the target, thus causing the
target to inevitably play right into the user's hands.
Claw Retraction:
~The user can project/retract razor-sharp claws of energy, bone,
metal, keratin, etc., from their
fingertips/hands/wrists/fists/feet for various (mostly
offensive) purposes.
Fang Retraction:
~The user has abnormally sharp fangs and can deliver a deadly
bite with them. In some cases, the fangs may even be
retractable.
Unbreakable Nails:
~The user possesses unusually indestructible nails/claws that
are impervious to any harm or damage.
Enhanced Mauling:
~The users possess enhanced skills to rip their enemies to
shreds with just pure force alone or just a powerful strike.
Enhanced Violence:
~Users are incredibly skilled at harming others, whether
intentionally or unintentional. Users have no problem using any
means to get their way with others, even if it involves breaking
a few bones or leaving some scars. They don't necessarily have
to be good at fighting or killing to be violent, however, the
intention to harm has to be there, which usually does lead to
the deaths or maiming of others.
Killing Instinct:
~User possesses the capability that enables them to be the
"ultimate killing machine". They have instincts to kill by any
means and in the most effective ways possible, use anything at
hand to do so and, have no mental/emotional issues or moral
dilemmas either before, during or after the deed. They are, in
short, cold and merciless killers. They are focused on nothing
except killing their enemies and how they should do so, putting
all of their efforts into making sure whatever they kill is good
and dead. They can also give off a murderous aura, inducing fear
into their opponents.
Ambush Tactics:
~The user possesses incredibly extensive innate knowledge and
skill in many types and ways of ambushing.
Infiltration Intuition:
~The user possesses incredibly extensive innate knowledge and
skill in many types and ways of infiltration, involving
advancing into enemy rear areas, bypassing enemy front line
strong points, possibly isolating them for attack by follow-up
troops with heavier weapons.
Stealth Intuition:
~The user has innate knowledge in stealth, the act of moving
cautiously and surreptitiously, usually for hunting, espionage,
and assassination. They can also use this knowledge to counter
any stealth-based attacks and/or surveillances.
Assassination Tactics:
~The user possesses incredibly extensive innate knowledge and
skill in many types and ways of assassination, able to dispatch
their victims without so much of a struggle or even having to be
near them and cover their tracks. The ways they can do this
range from something complex and of high finesse like mastery of
stealth, strategically and tactically planned scenarios,
expertise in martial arts, and proficiency with weaponry to
something more simple yet effective like herculean strength and
lightning speed to overwhelm their targets.
Enhanced Tracking:
~The user can track others down easily via various means,
ranging from scents to footprints. With enough experience, the
user can follow tracks that are days or even weeks old. Some
users may be able to reconstruct what has happened by sniffing
around the area they are searching.
Survival Intuition:
~The user has innate knowledge and intuitive understanding in
survival and all skills applicable to survival, thus allowing
them to easily survive in any and all environments, actively
prepare for emergencies, including possible disruptions in
social or political order, on scales from local to
international. Survivalists often acquire emergency medical and
self-defense training, stockpile food and water, prepare to
become self-sufficient, and build structures (e.g., a survival
retreat or an underground shelter) that may help them survive a
catastrophe.
This also includes clusters of natural disasters, patterns of
apocalyptic planetary crisis, or "Earth Changes", anthropogenic
disasters, general collapse of society, financial disruption or
economic collapse, global pandemic, or widespread chaos or some
other unexplained apocalyptic event.
Werewolf Lunar Fighting Spirit Combat Abilities:
Werecreature Combat: Lunar Fighting Spirit:
~This is a basic werecreature combat style taught among some
basic werewolves. Because werewolves not part of a clan didn't
have a lot of the same capabilities, they developed this as a
means to fight their enemies. Combat based werewolves are able
to learn this style, which concentrates their combat ability
into special techniques that utilize their werecreature
physiology. Most werecreatures have different ways of utilizing
each ability, but for the most part, this is a very basic
fighting style that typically works with any kind of
werecreature as it's highly customizable depending on the
creature. While werewolves were the main focus of the original
style, other werecreatures have since figured out how to create
their own versions of the style as well. This style utilizes
many different kinds of techniques, and some clans have found
their own gifts or abilities that have been used to enhance this
considerably over the years. This was designed to fight stronger
werecreatures, but also designed to fight vampires and other
supernatural creatures, so the techniques this uses are
specifically tuned to fighting supernatural rivals. Most
fighters usually find ways to use this to amplify their combat
in different ways, with some even using it to amplify their
physical combat styles to amplify their abilities. Because of
how easy it is for werecreatures to adapt this style, most
werecreatures usually learn this if they have no other clan or
tribe to belong to, allowing them to learn to focus their combat
without needing a major clan. This was designed with the same
mindset that humans developed martial arts, in which this is
designed to help weaker opponents fight stronger opponents.
Typically, while a good fighting style, this is a basic fighting
style, and aside from mastering the most basic combat style,
most werecreatures only use this as a basic stepping stone into
other werecreature combat styles, due to it being so basic and
not being designed for complicated combat styles.
Werewolf Lunar Combat Enhancement:
~This part of the lunar fighting spirit has to do with a
werecreature's connection to their moon empowerment.
Werecreatures who gain an empowerment from the moon are able to
use this empowerment in this fighting style, in which they use
their lunar connection to enhance their abilities during the
night in order to combat their enemies. The amplification comes
from their connection to the moon, and the level of
amplification depends on the phase of the moon just like their
normal moonlight empowerment. As such, werecreatures tune their
combat to the phases of the moon, and gain better combat stat
amplification depending on how full the moon is. As one might
guess, the full moon will grant the highest level of
amplification (not counting special phases like blue moons and
red moons), and the new moon grants the lowest level of
amplification. This combat is the basic amplification of this
combat style, in which it was designed to originally counter a
vampire's connection to the night, and enemies who could get
stronger during nighttime. This combat style is basic, but works
well for a basic combat ability, and allows for a werecreature
to see how this style is impacted by the connection to the moon
so that they can more easily incorporate this into other combat
styles. The main danger of this empowerment comes from the red
moon, which can overwhelm certain werecreatures. The other
danger is if an opponent is able to amplify themselves more than
this, as this only empowers a werecreature depending on the
moon, which means that lesser light phases of the moon are the
best times to fight a werecreature, or fighting a werecreature
during the day can remove this amplification completely, as it
only works when the moon is in the sky.
Werecreature Combat Affinity/Combat Tuning:
~As werecreatures learn to tune their combat, they eventually
learn an affinity for combat once they've learned to tune their
abilities toward combat. This doesn't take away their normal
supernatural abilities, but instead just hones their combat and
tunes it to the enemies they fight. In this combat style they
learn to tune to the opponents they face, and learn to easily
adapt their style to fight certain types of opponents. For
example, if fighting a martial artist, a werecreature would
adapt and take a more martial artist style approach, such as
blocking and countering similar to martial artists in order to
combat the style specifically, or they may use their
supernatural abilities to their advantage and use skills to get
around a martial artists skills. This combat tuning can be used
a variety of ways depending on the werecreature, as some may
prefer stealth combat, some may prefer normal combat, or some
may even have special combat styles they adapt. This is designed
to allow a werecreature to fight a large number of creatures,
and many study the strengths and weaknesses of other races in
order to come up with techniques to best certain supernaturals.
For example, there is a technique among werecreatures that allow
them them claw the throat of a human form dragon, which is
designed to interrupt an elemental breath attack, in which
clawing the throat may not kill the dragon, but will stop the
elemental breath attack. This depends mostly on the creature,
and the combat ability of a werecreature, so many werewolves are
typically different in how they use this. It is also worth
noting that certain creatures may be harder to adapt to,
specifically unusual creatures, or artificial ones, and those
that adapt to combat similarly to this kind of tuning will also
be able to adapt to counter this adaption.
Werecreature Warrior Spirit:
~This power is a special technique that uses werecreature
fighting spirit and hones the senses of the werecreature to
extreme levels. In the case of a werecreature's fighting spirit,
this is designed to allow a werecreature to tune to his enemies,
and use their fighting instincts to observe and predict the
opponent's movements. With the proper training, a werecreature
can learn to predict the movements of an opponent, depending on
how much of the fighting style the werecreature is able to
observe. By adapting their combat ability, the werecreature
learns to fight the specific styles of an opponent, and is
designed to allow a werecreature to eventually learn to predict
the moves of combat styles. While this does act almost like a
sixth sense, the main purpose of this training is to open up the
mind to observe and counter opponents more easily, and with
enough observation, a advanced combatant could even learn to
predict an opponent's moves before the opponent knows they are
going to use a move themselves. This kind of technique is very
useful for werecreatures who combat stronger opponents, and
allows a werecreature to learn the style of an opponent and how
they attack and defend, usually allowing the werecreature to
find ways to counter a style if the werecreature can observe it.
However, this is not a perfect read on more experienced
opponents, as more experienced opponents may be able to do the
unexpected, and some opponents may be unreadable due to certain
abilities they might have. Those with this kind of training
(like martial artists, swordsman, and other attack spirit
trained skills) can also learn to counter this, since they also
possess similar training to use a training similar to this.
Werecreature Combat Spirit Defense:
~This training is similar to martial arts, where a user is
trained in pure defense. By training the defense style of the
werecreature, a werecreature learns to concentrate their
fighting spirit in order to defend themselves against certain
kinds of opponents. Like martial artists, this requires a number
of training aspects. The first is being able to concentrate
physical force into the werecreature's defense, in which a
werecreature has to learn to utilize certain blocking and
dodging maneuvers in order to strengthen their base defense and
allow them to block or dodge attacks. The second aspect of this
is that a werecreature focuses on not only training their
muscles to withstand stronger impacts, but also learns how to
tense the muscles in response to an attack, so that the tensed
muscles can lessen the impact and absorb more of the kinetic
force. Some advanced users are even able to stop bladed weapons
to a degree, and some can even use this to stop certain kinds of
projectile attacks with enough training and defense
concentration. While somewhat difficult to master, this is a
very useful defensive power that werewolves can learn. Masters
of this style can even strengthen their muscles to the point
that their muscles are almost like steel when using. However,
this technique is not perfect, as certain attacks can break
through defenses, and this also may leave a werecreature
vulnerable as opponents can wait for a werecreature to untense
their muscles before attacking, attacking when the werecreature
is in a more vulnerable state, rather than trying to break the
defense. Breaking through this defense is more about patience
and waiting for the moment to attack, rather than just trying to
break this style, as it's designed to be defensive and block
even some stronger combatants. The strength of this usually
depends on the werecreature, and how skilled a fighter they are.
Werecreature Combat Spirit: Form Negation:
~Just like anyone else, werecreautres know that attacking
carelessly can be dangerous, especially against supernaturals.
This training technique was developed as part of the attack
focus training, in which werecreatures developed this particular
training to attack someone who is either intangible or in some
sort of energy or elemental form. This uses the combat spirit
ability, along with the combat trained instincts and senses to
focus the users attack to the opponent's real body, rather than
the form they are in. Many might considering this a
"supernatural" feat, but this is purely a combat feat that
requires focus and concentration that werecreatures learn to
hone through their training as they get to an advanced level.
For example, someone in an energy form could be attacked, but
instead of attacking the energy form, the werecreature focuses
on attacking the body of the opponent rather than carelessly
attacking the energy form. When done properly, the attack will
hit the person even though they are in energy form. At first,
this often requires concentration and honing a werecreature's
combat senses, but over time, advanced users will learn to use
this subconsciously. This works on almost any intangible, energy
or elemental form opponents can take, as long as the user
concentrates properly. Since each form is different and each
person requires a different focus, each person has to be
attacked different when used, making this something that has to
be tuned to each opponent individually. Opponents can counter
this by displacing their form, specifically to prevent their
actual body from being hit, essentially dodging this technique.
Because this uses attack force focus, simply dodging the attack
in an intangible form isn't how one avoids this, as they have to
know where the user is focusing their attack, which opponents
who know how this training works can figure out where the user
is going to attack.
Werecreature Combat Spirit: Energy Negation:
~Just like how werecreatures learned to fight supernaturals in
energy form, they also learned how to use their attack focus to
focus their attack force to develop their own answer to
opponents who use energy attacks. When using this, werecreatures
learn to focus their attack force to energy itself, where they
used their martial arts honed senses and instincts to learn how
to focus their attack to dispel energy attacks. When used, a
user focuses the force of their attack on the energy itself, and
by doing so they can attack the bonds that hold the energy
together using their attack focus. When used properly, this will
dispel the energy at the point of the attack and dispel the
energy of projectile type attacks or other energy techniques
that the werecreature focuses on. This technique is difficult to
master, but is a very useful technique for any werecreature, as
this gives many werecreatures something they can use to fight
tough supernaturals with strong supernatural abilities. This
only works on energy type attacks and defenses, and doesn't work
on solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
attack focus training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and requires different attack focuses) and must be
attacked using form negation rather than energy negation. The
most this can do to someone in elemental form is negate some of
the energy used to keep their body in it's elemental or energy
form. Opponents who want to counter this can counter this by
changing the position of the energy used, if they know how this
ability works (which those who see similar abilities will know
how it works) so that their attack doesn't hit the point the
attack focus needs to hit.
Werecreature Skill: Rock Bullet:
~Since most werecreatures didn't have a lot of projectile
attacks without supernatural abilities, this technique was
developed solely for that reason. When used, a werecreature
grabs a simple rock, and concentrates the force of their throw
to throw the rock with incredible power. If done properly, a
simple pebble can become a deadly weapon, which can hit almost
like a bullet. Some werecreatures develop special arts around
this, with some even using certain abilities they might have to
empower what they throw or throw more dangerous items depending
on the werecreature. This only requires the werecreature to have
the strength and the focus to throw an object, and doesn't
really matter what the object is as long as the werecreature can
throw it with some force. Stronger werecreatures have been able
to throw this hard enough to blast through some opponents, and
some have practiced this enough that they can even throw these
attacks from a larger distance, with some even trying to hit
opponents while hiding from them, as a means to attack while
using stealth. Advanced users can even focus the throw so that
the rock will ricochet off a surface, using it in places where
the object can bounce off surfaces and attempt to hit the
opponent multiple times if the user misses. Some supernaturals
can focus things like magic and other amplifications into this
as well, allowing for customization of this attack. Typically,
this attack is best dodged depending on the werecreature.
Depending on the user, some have better arts for this than
others, and those with projectile amplifications usually get
more out of this than normal werewolves. Typically, this can be
blocked if one can handle the force of impact, and earth users
can also take advatange of this and control the projectile if
they are skilled enough.
Werecreature Skill: Impact Strike:
~This is a basic combat ability, in which a werecreature focuses
their power into their attack. At the point of impact, the
werecreature focuses their power into the point of their impact,
and reverberates the force through the point of impact based on
the werecreature's combat attack. When done successfully, the
attack will reverberate when it hits something, doing more
damage to the area around the attack. This can be used on people
or objects, and only requires the werecreature to focus their
point of impact and focus their attack to vibrate on the moment
of impact to create a reverberation. Depending on the item or
person attacked, this does varying degrees of damage, with
stronger uses of this being able to shatter even concrete if
used properly. Depending on the attack and how the werecreature
reverberates this attack, this determines the attack's damage,
as certain reverberations can do more damage to objects if used
properly. As some might now, there are frequencies of waves that
can do damage to objects or people when used, which is what this
technique tries to do. While this isn't really a supernatural
power, it is designed to do more damage to stronger opponents if
the attack hits, and if used at it's strongest, this might even
break an opponent's guard. Tuning to the right frequency and
reverberation of attack is something that is very difficult
though, and even masters of this may not always get the best
result. Things like movement, attack and defense can influence
this, and opponents can even dodge this entirely to avoid the
effects. Typically, this doesn't disorient others as people
might think, but instead just does more damage when using
physical attacks.
Werecreature Skill: Claw Slash Wave:
~This is a basic attack where a werecreature attacks with their
claws, except that they focus their claw slash in order to hit
the air so strongly that it creates a wave of physical force.
Instead of just relying on a claw slash, this was designed to
create immense physical force that can attack opponents. When
used, this creates a powerful wave of compressed physical force
that can slash an opponent even if they aren't in range of the
actual claws. When used, this extends the attack using the wave
up to 4 feet in front of the opponent. Supernatural
werecreatures can actually fuse this power using other air
abilities due to how surprisingly customizable this technique
is, in which they can create certain other attacks with this,
such as some who use cold wind can create a freezing claw slash
wave. Once advanced enough, users can even learn to fire these
claw slashes at opponents in a wave attack, in which they learn
to fire the slashing waves upon creating them to try and hit
opponents farther away. Typically, the waves created by this are
invisible unless fused with some sort of supernatural power, so
they are impossible to see. Typically, opponents who want to
dodge this need to react as the werecreature uses the attack, as
usually they won't know a wave is coming till it's too late, due
to this being mostly just a manipulation of physical force in
the air. However, those familiar with this attack style can
usually figure it out fairly quickly if they know how
supernatural fighting styles work as there are plenty of
supernatural fighting styles that use shockwave style attacks.
Werecreature Skill: Sonic Howl:
~This technique turns a werecreature's howl into a weapon, in
which a werecreature will be able to focus the force of their
howl into a powerful wave that acts as a projectile attack.
There are two versions of this attack. The first is one that
simply is focused on blasting opponents in front of the user,
where the user simply fires it like a concussive wave to do
damage to an opponent when the wave is released. This technique
is designed to be released and fired at opponents as a type of
projectile wave attack. The second is where the user releases a
larger wave that is released in a 360 wave around the user, and
blasts away anyone who is close to the user. This cannot be
fired at opponents like the first version, but instead attacks
anyone within a 6 foot radius around the user. Advanced users
who can learn to howl at certain sound vibrations can even learn
to use these waves to disorient people who hear their howls,
allowing an extra layer of attack to this technique. Typically,
this is just a wave attack that is useful for a number of attack
options, but is still quite useful in battle when used
creatively. Some users learn to combine this with other
abilities, such as some who combine this with other wind
manipulation to create certain wind attacks out of the howling
wave. Typically, dodging the projectile attack normally just
requires moving out of the way, as the wave being released is
usually obvious by where the werecreature's face is pointed, and
a werecreature always has to lean forward to use this. The
second version instead focuses on the werecreature using this
upward, and will lean up to release a screeching howl. When this
happens, an opponent can usually avoid the attack by getting
away from the user before the attack is released, as long as the
opponent can get out of the radius of this attack.
Werecreature Skill: Counter Wave:
~This is a purely defensive technique that werecreatures
developed to be used against physically stronger supernaturals.
When used, this allows a werecreature to focus a sideways
movement to attack an opponent's own attack. When used, this
requires a werecreature to focus the physical force from their
arms into either a sideways, upward, or downward motion, and
concentrates the force of the air displaced by the movement to
increase the force of the attack. This attack is purely
defensive, designed to attack an opponent's attack in order to
deflect it. For example, if an opponent is throwing a punch, the
proper use of this technique would be attacking the wrist to
deflect the attack in a specific direction, depending on the
best direction the werecreature can deflect it. Usually the
standard move is to deflect an attack to the side, which is
designed to open up an opponent to attack them. This is designed
as a way to not only deflect, but allow for an attack after the
opponent's move has been deflected. Advanced users of this are
able to not only attack with an arm movement, but some are able
to also attack with the elbow or knee, depending on the combat
style of the werecreature, which can allow for stronger counters
if done properly (But this takes practice and experience to
learn how to modify the technique in this way). Opponents can of
course dodge this wave, though this is usually meant to be used
while on the defensive, so opponents should keep an eye out for
this. Typically, this is hard to avoid if the opponent is caught
off guard, but some opponents might be able to move away and
cancel their attack if they see the werecreature about to
deflect their attack, but the opponent should be careful that
they don't leave themselves vulnerable during this.
Werecreature Skill: Shield Breaker:
~This technique was designed by werecreatures to break through
defenses. When an opponent blocks, this technique is used on the
opponent, usually designed to break through more defensive
fighting styles. This is done simply by attacking an opponent
with what appears to be a normal open palm attack, but instead,
the user focuses their physical force into the attack in order
to power through the block. By focusing all of the attack
forward into the defense, a werecreature with this skill can
break many strong defense techniques. If used properly, the
attack will not only hit the defensive technique, but also allow
the user to hit the opponent if they successfully break through
the opponent's defenses. Advanced users of this can even learn
to focus their attacks to attack their way through energy
defenses, with some being able to use this to power through
barriers and energy defenses with enough force. This was
designed specifically for opponents who main their defense, as
werecreatures wanted a way to attack opponents who had good
defense who would normally block all their techniques and
attacks. When used, this is difficult to master, as it requires
martial arts knowledge as well as normal combat focus, as the
creators of this technique created it based on certain martial
arts techniques. As this is designed solely to break defenses,
dodging is usually the best means to avoid this attack due to
it's defense breaking ability. However, there are certain
defensive or counter attacks that can counter this, such as
opponents who use defense techniques that deflect an opponent's
attack to the side, or other counter techniques that dodge and
then attack an opponent.
Werecreature Skill: Claw Spear:
~This is a combat technique that was designed to use a
werecreature's claws to attack an opponent and utilize the
piercing force that could be generated around the werecreature's
claws. When using this, a werecreature's focuses their combat
ability around the point of impact, and does an open hand attack
to the opponent. By focusing the attack force around the hand
and at the fingertips, the attack is designed to allow the claws
to spear into the opponent. This uses the same concept as a
stabbing motion, except that it uses the hand of the
werecreature to stab an opponent. Concentrating the force into
the point of impact, users of this can even pierce through armor
with enough force, as this was designed to attack stronger
enemies, including armored foes. Some advanced users have even
been able to use this to break through opponent's defenses, even
spearing through an opponent's arm when the opponent tries to
block the attack. Depending on the skill and power of the
werecreature, this can be very effective in battle, even though
the motion may seem simple. Many werecreatures will attest that
this may be easy to do on weaker opponents, but harder opponents
will provide far more resistance than one might think, requiring
a werecreature to have to learn to focus a lot of force into
this attack. As one might imagine, this is a thrust attack that
is designed to spear an opponent, so opponents can usually dodge
the attack, or some can deflect the attack away from them using
certain defense techniques.
Werecreature Skill: Windmill of Slicing Wind:
~This attack is designed to attack groups of enemies, with this
being designed to repel opponents. This uses the claw slash
wave, but instead of a normal attack, the werecreature focuses
their claw slash wave by spinning in a circle, allowing a user
to create a whirling circle of force around them generated from
the spinning of their claw slash. Instead of moving vertically,
the claw slash waves move horizontally, and as the user spins,
they are able to generate more physical force using their
concentration of force into their claws. When used properly,
this attack uses a spin that can not only create a circular
force, but anyone close by or who tries to get through this will
be repelled by the physical force of the wave of the spin.
Advanced users of this, or some supernatural power uses can even
use this to repel energy projectiles and other supernatural
abilities. Depending on the werecreature, this is able to be
used as long as the werecreature is able to keep spinning, and
the wave is maintained by the attack wave generated from the
spinning done by the werecreature. Typically, this is good for a
quick defense, though prolonged use of this can create dizziness
and disorientation if maintained too long, as spinning at the
speeds the werecreature has to spin at can be taxing even for
most tougher werecreatures. Opponents who want to avoid this can
attack from move away when the user attacks, if they know the
attack is coming, and opponents that want to attack can do so
from either above or blow where the defense has no force (as the
force is concentrated in a horizontal fashion).
Werecreature Skill: Vacuum Wave:
~By focusing the force in their hand into more of a wave,
werecreatures are able to create force wave attacks by pushing
their hands forward with enough strength to force the air into
an wave that is fired at the opponents. This attack is designed
to essentially be an open palmed attack that pushes the air
towards the opponent in a martial arts style move, which can hit
an opponent with incredible force. Some users of this have used
these waves to shatter concrete (usually at master levels), and
users of this are able to hit opponents from a slight distance.
Unlike the claw slash wave, this attack is designed to push a
shockwave of force at opponents in it's base form. However, this
is only the beginner version of this technique. Advanced users
learn how to do this, but instead of firing it as is, advanced
users twist their hand during the technique, not only still
concentrating more force to bring into the attack by using the
rotation to draw in the air, but the wave fired uses a whirlwind
when done correctly. If done correctly, the user twists their
hand when pushing the air into a wave, and this creates the
whirlwind that is fired at opponents. However, in addition to
doing more damage, this also has another effect, which the
masters of the style originally designed this technique to do.
When used properly, the whirlwind sucks the air into the
whirlwind and creates a vacuum inside the whirlwind. When
inside, the air becomes extremely still, and the air is
completely removed. This not only temporarily leaves no
breathable air in the wave, but also is designed to put out fire
and lightning attacks, which cannot be used in the vacuum
attack. Since fire cannot burn oxygen in a vacuum and lightning
needs static, this attack removes both of those things needed.
As such, this was designed mostly against fire and lightning
users, but works against wind users to interrupt certain wind
abilities due to the whirlwind. As one might guess, this is a
dangerous technique, and requires immense martial arts mastery
to even attempt the true form of this technique. Of course,
opponents can block or dodge this, assuming they can handle the
wave. Typically, the air returns to normal after the wave is
gone, which is usually not long enough to suffocate someone or
do any real serious damage.
Werecreature Skill: Ground Wave:
~This is a very complicated attack that releases a wave through
the ground. Depending on how it's used, there are usually two
main ways this is used. Both attacks are executed the same way,
where the user punches the ground with a concentrated attack,
and both attacks are released in a 360 fashion. The first is
designed to focus the force more downward, where the earth is
dislodged and launched at opponents with immense force.
Essentially, this version of the attack is designed to release a
wave that breaks apart the earth and launch the pieces of earth
at the opponent. Proper uses of this essentially turn the earth
into small bullet-like projectiles when launched that can do
severe impact damage. The second is where the user punches the
ground and reverberates the shockwave outward rather than
downward, and releases the shockwave to dislodge the earth under
the feet of everyone around them. Proper use of this version of
the technique can be used to knock the earth out from people's
feet within a 10 foot radius, which can knock most opponents off
their feet. Typically, this attack is a very advanced ability
that requires not only heavy training, but for some it may
require specific supernatural training on certain surfaces (IE
concrete might not always be usable for this if the werecreature
isn't strong enough to break concrete). Opponents that want to
avoid this should attempt to move away from the user. The first
version can be avoided by using cover to hide from the smaller
earth projectiles, while the second one can simply be dodged by
moving far enough away to avoid the wave of the attack. Another
method of dodging this is to move into the air, where certain
airborne enemies might be able to avoid both versions of this
attack.
Werecreature Skill: Rage Impact:
~Using their anger, werecreatures can use a werecreature
technique to empower themselves when they reach a high enough
anger level by focusing on their anger and bringing it out into
their physical reactions. Once used, this technique amplifies
all of a user's physical stats temporarily as long as they
maintain their anger. Typically, the biggest increase goes to
strength and speed, in which the werecreatures use their anger
to motivate stronger attacks. When in this form, the
werecreature's attack speed and strength are enhanced, making
them even more dangerous, with some advanced users even
generating immense heat from their bodies. In their rage impact
state, they can do severe damage to most opponents, hitting with
the incredible force and usually brute-forcing their way through
attacks in their anger. Werecreatures with this are also fast
enough that they are hard to keep track of, being able to
disappear from view with their incredible speed. However, this
doesn't last long, and must be used to channel rage in order to
activate. Typically, the average rage reaction is about 8-10
seconds with some being shorter or longer depending on the
werecreature. Since most rage reactions are not unlimited, most
minds cannot handle channeling the rage needed for this for too
long, and only those with constant rage issues would be able to
use this (and even then constant rage can shorten one's life).
This can be just as dangerous to a user as the opponent due to
it's risks.
Werecreature Skill: Werewolf Crash:
~This technique lets a werecreature use their power to charge at
opponents in a wave, allowing them to basically charge an
opponent with immense force to do heavy impact damage to an
opponent when it hits in a dash attack that the werecreature
uses on opponents. This technique requires immense speed and
strength focused by the werecreature, and when used, the
werecreature is able to attack with incredible force. This can
be done a variety of ways, such as a shoulder charge, a dash
that turns into a kick or punch, and even just dashing into an
opponent head-on. This attack is a strong attack type, and some
users are able to use this to break through defenses if they can
generate enough force for this attack. When using this, the
werecreature has to be able to close a gap fast enough to hit an
opponent before the opponent can react, but can't use it too
close or the attack won't gain enough momentum. This technique
also locks the user in one direction, and the user cannot change
direction easily, having to stop and restart the attack if they
miss. This technique is a standard crash attack that is designed
to power through some opponents and defenses, so it can break
defenses, although stronger opponents may not be as affected or
may even be able to stop the user depending on the opponent.
Typically, dodging is the best way to avoid this, and users may
be vulnerable once they stop moving, as they usually have to
switch stances after coming out of this attack.
Passive Skills:
Glowing Eyes:
~The user possesses eyes that glow which allows them to generate
light, sometimes allowing them to see in the dark clearly. Some
users' eyes vary in color while glowing. Users may or may not be
able to control the color of the glow. Unlike Light Vision, the
user can't manifest their eye lights as beams or blasts.
In some cases, the eyes may glow involuntarily when the user
calls on another power. This can cause Glowing Eyes to act a
sort of limitation, tipping others off that they are or are
doing something supernatural.
Quadrupedalism:
~User can move, act and run on all four limbs in a quadrupedal
manner, enabling them to move about more efficiently on all
fours than simply standing on their legs. Quadrupedalism is a
form of terrestrial locomotion in animals using four limbs or
legs. An animal or machine that usually moves in a quadrupedal
manner is known as a quadruped, meaning "four feet" (from the
Latin quattuor for "four" and pes for "foot"). The majority of
quadrupeds are vertebrate animals, including mammals such as
cattle, dogs and cats, and reptiles such as lizards.
Vehicle Intuition:
~The ability to have extraordinary skill in operating vehicles.
The user is able to operate a variety of different vehicles
(cars, motorcycles, tanks, walkers, hovercraft, robotic suits,
aircraft, etc.) with ease.
Demon/Demon Lord/Demon Prince Regeneration:
~Just like angels and fallen angels, demons also have powerful
regeneration. Depending on the level of demon, most demons have
some form of regeneration, combined with demon hardskin defense
to allow demons to fix their defense and regeneration where they
choose, similar to the angels and fallen angels. Demons, like
angels, are extremely difficult to kill, and can only really be
killed by certain kinds of weapons like demon killer knives,
angel blades, and special holy weapons. Almost all demons have
varying levels of regeneration, with higher ranked demons having
stronger regeneration if they are more powerful demons (like
hell knights who have much stronger regeneration than normal
demons or even demon lords). While demons are still able to be
killed, it is much harder to kill them than most other beings,
and most demons can regenerate even if they are reduced to a
bloody puddle as long as it's not from something that will
negate their regeneration. However, it is worth noting that the
more injuries they suffer and the worse the injuries, the longer
it might take them to regenerate. The other problem with their
regeneration is that some hunters have learned they can cut
demons into pieces and bury all the pieces so they cannot
regenerate. Demons still take damage like normal beings, with
the only real difference between them and other supernatural
beings being the fact that demons can regenerate things like
their heart and brain, whereas most other beings cannot. Hugo's
regeneration match those of a Faust demon. Although he can't
regenerate from everything, this just makes him extremely hard
to put down.
Demon/Demon Lord/Demon Prince Hardskin Defense:
~Like angels, demons also have developed a type of defense using
their unholy auras, in which some demons have developed a harder
skin using their demonic auras, and have made their skin much
harder to pierce in combat in response to angelic hardskin
defense. Typically this comes alongside their regeneration, in
which demons can focus some of their regenerative power into
this to strengthen their defense. The question mostly becomes
which skill do the demons want more, as some prefer
regeneration, but some prefer not taking the damage at all.
Typically, this defense, at its fullest, can defend against
normal bullets, and some higher level bullets, with some showing
that toughening the body can be just as useful in a fight as
regenerating injuries. The main issue with this is that, in
order to use it, one must sacrifice some regenerative ability in
order to generate the power form this, since this power has to
come from a source. Typically demons have a choice of either one
or the other, or weakening both to get a little of both skills.
This depends on the demon, as some may prefer one over the
other. At full strength, some demons and demon lords have often
been seen as nearly indestructible by weaker opponents (even
though they are just harder to damage). Typically, higher level
demons like demon lords and demon prince level demons have more
power they can put into this, but this does still require
putting in some of their regenerative power. When at full
strength, demons are only able to regenerate basic injuries and
cannot regenerate fatal wounds easily (though they still can).
This can, however, be more easily pierced by demonic or darkness
power, since this power runs on an demon's unholy presence/aura.
Certain weapons can even ignore this defense entirely, such as
angel blades being able to instantly break this ability, and
celestial weapons can more easily break this skill as well. This
mostly has the same effects, rules and weaknesses as the angelic
hardskin defense, as it's basically the same power used by
angels.
Demonic Immunity to Demonic Effects:
~Demons are completely immune to the demonic effects of their
power. Usually, demons cover a wider variety of abilities, but
overall, demons are typically immune to unholy side effects of
demon power, such as demon energy poisoning, or the demonic
effects of corruption to remove holy afflictions placed on them.
While they can still take damage from demonic attacks, such as
concussive force or slashing waves, extra demonic effects don't
really hurt them, and demonic energy isn't as effective against
them. The main thing to note with this though is that it doesn't
grant specific immunities to certain demon elements depending on
what the demon can do, such as a fire demon could still be hurt
by demonic ice, but not take extra damage from the demon element
(only taking damage from the ice element). Typically, unholy
afflicts are more effective on angels, and sometimes fallen
angels, while holy afflictions are the main method of hurting a
demon. While they are mostly immune to demonic effects, they are
not immune to fallen angel's corrupted powers, and they are not
immune to an angel's holy power (angelic power tends to act as
the opposite of demon power and can still hurt them). However,
unlike angels, demons are more varied, and some demons may take
specific damage from certain other demonic abilities depending
on the ability, such as demons may take damage from mixed holy
and unholy energy (like certain nephalem who can combine the two
into a unique energy), and may take damage from certain demonic
abilities that might be unique (such as a demon who might have a
corrupted demonic energy power being able to hurt other demons).
Demon Blood Drinking/Demon Blood Enhancement (All demons):
~It is worth noting that demon blood is demonically charged, in
which demons have extremely strong blood. This is something that
can not only have an effect on increasing a demon's power
passively, but can be strengthened by drinking the blood of
other demons. If a demon is seeking more power, they are able to
drink demon blood of others in order to power themselves up,
similar to how vampires can power up using supernatural blood.
In addition to gaining enhanced abilities through demon blood,
demons can also gain new powers in this way, where demons can
gain new abilities from other demons by drinking enough of their
blood. This method is typically taboo among demons however, as
demons don't like it when other demons turn on their own, but
this is a passive ability that demons can rely on if they so
choose. When used, demon blood is a good amplifier of power, in
which demons can gain temporary boosts, and sometimes permanent
boosts to their power the more they drink. However, the main
downside to this is that demons will eventually get addicted to
demon blood after a while, and lose power if they don't drink
demon blood (sort of like a withdrawal symptom), and some demons
have actually become cannibals. It is worth noting that the
increase can continually increase a demon's power, but as they
get stronger, this ability starts to lose it's effectiveness,
similar to how medicines become less effective over time, and is
mostly just for demons who want to temporarily increase their
power and abilities, or steal a new skill from another demon.
Sin/Negative Emotion Empowerment:
~Almost all demons are able to gain empowerment off of at least
one type of sin or negative emotion. The general one for most is
fear, anger and/or hatred, which most demons default to as the
main emotion they draw from. And since demons tend to cause fear
in others, usually fear is their first choice. Those that use
this are able to gain empowerment through sin or negative
emotion depending on what their affinities for. Once a demon
reaches a high enough level, they are even able to influence
this emotion in others, with the demon princes being the best
example of this where they are basically incarnations of sin
that focus the power of sin to influence others and absorb
specific sins generated by others. This ability may also come
with other benefits, as some special abilities can be used in
combination with this, such as succubus demons having special
abilities to use with their lust manipulation. Again, the demon
princes are a good example of this, such as Mammon's gold
manipulation being an extension of his greed power, and
Belphegor's sloth absorption enhancing his mind as he sleeps.
This depends mostly on the demon and their abilities, as each
demon is different, and depending on the demon, some have very
different uses for this. This is usually a passive skill, with
exception to any supernatural abilities focused around
manipulation of sin and negative emotions.
Hugo doesn't have a certain sin he empowers off of but his
negative emotions such as wrath and hatred does empower him.
Demon Blood Communication Network/Demon Telepathy:
~Similar to angel radio, demons have their own methods of
communication. For the most part, many demons communicate with
each other by telepathy, similar to the angels who use telepathy
to interact with each other and hear prayers. However, demons
are more just simple telepathy where they use it to communicate
with one another, rather than having a "network" like angels do.
Demon telepathy doesn't work through prayers like one would
think, since demons don't get prayers typically and demons tend
to rely more on summoning and magic spells to communicate rather
than using telepathy, since their telepathy usually has to know
where someone is to use it. However, demons can communicate and
summon each other through a specific blood spell that they use
to send messages to each other, essentially letting them phone
each other through this spell. This spell can also be used to
summon demons using blood, and works usually alongside a chant
and a blood offering, which is often used even by those that
aren't demons who try to summon Lucifer and Satan or other
demons depending on the demon they're trying to communicate
with. This can be set up as a private communication or to groups
of demons depending on what the demon wants to do. Unlike angel
radio, which others have managed to tune to with certain spells,
demon blood communication is essentially a private
communication, but the downside to this is that the demon blood
communication cannot be used except through preparation or
spells to focus on who they want to talk to, meaning this cannot
be used in battle to call for help usually like angel radio can
be used to call for allies.
Demon Mimicry/Mortal Reading:
~Like angels, demons have a natural affinity for mimicking
others, in which they can do things like mimicking someone's
actions exactly. Their mimicry is so complete that they are even
able to copy the voices of others, such as mimicking the voice
of someone to lure an enemy into a trap, or mimicking someone's
actions to each muscle movement. This typically goes along with
their ability to read mortals, in which demons are able to read
a mortal's body language usually fairly easily. The biggest use
for this is that most demons can tell when someone is lying, in
which they can tell by reading the person's body whether or not
the person believes they are telling the truth. While this
doesn't help against those that can suppress their unconscious
minds signs at lying (like the Darkfires and Hazeldines can), it
does help demons more easily read almost anyone that they can
read. When combining these two abilities together, it shows that
the demons have a high ability to read someone, as well as mimic
their movements and can even copy certain combat styles by
watching people fight. Typically, this can help in a fight,
since they can more easily learn how certain combat styles work.
However, some beings might not be as easy to mimic, specifically
those that have specific powers that prevent themselves from
being mimicked, and some have abilities that prevent them from
being read by other beings. Demons also can use their
shapeshifting to in combination with this to mimic others, in
which they learn to disguise themselves as mortals, and most
never figure out they are demons unless the demon wants them to,
or the demon just doesn't care about hiding.
Multi-Linguist/Language Learning:
~Most demons, like angels and fallen angels, have been around a
long time, and know a great many languages used by people on
earth, with most demons knowing most of the earth's languages
depending on how long they've been alive. Typically, most demons
know almost every language on earth, including ancient and
forgotten languages taught in hell to demons. The most common
one a demon has to learn is Enochian, in which Enochian is the
language used by angels, and is usually the default language
they have that is used in Heaven by angels, which is something
that demons have to learn to understand certain Enochian wards
and spells. However, demons are also able to speak other
languages, with their second specialty being Hebrew, Biblical
Hebrew and other ancient languages that were used to write the
bible, which many beings know about as demons tried to forge
their own attempts at misleading the bible. However, they are
not limited to these languages, as they can speak almost any
modern language, such as English, French, Spanish, and many
other languages. Because many demons have been around since the
creation of humanity, they have mostly seen every language that
has developed thanks to man, and know almost every language
there is to know since they also knew each language before the
languages all split off and eventually became different
languages, something they teach to most new demons over time
once humans are twisted into demons. Due to this, they have no
need to learn new languages, as they automatically gain this
through interacting with humans and can learn other languages
after hearing enough of the language.
Despite knowing Hebrew, Latin and Arabic both modern and
biblical, Hugo is also fluent in French, Icelandic and Old Norse
Demonic Supernatural Life Span:
~Demons, like angels and fallen angels, have an indefinite
lifespan. Thanks in part to their supernatural regeneration, and
their design in being a type of creature that doesn't get old
(Since demons are either twisted angels or twisted dead human
souls granted new life), demons don't age, and no known demon
has died of old age that hadn't given up their power to become
mortal or been killed by other opponents. While a demon can
still be killed in battle, or killed in a few different ways,
they cannot die of old age, because their demonic regeneration
and their design has been set up so that they do not grow old.
Most demons stay in the same form they were since their birth
(whether it's a twisted angel that's been around since early
creation or a human soul twisted into a demon), in which their
demonic self typically takes the form of the form they take when
they were created with small changes made over time thanks to
demonic shapeshifting. For the most part, it's not known if
demons will eventually die of old age and just haven't yet,
since it's not known if older demon's regeneration can break
down over time, which often causes many regenerative types to
age once they get old enough they start losing their
regenerative abilities. Since no demon (including the demon
princes who were the very first demons) has reached that point,
it is believed that they have an indefinite life span, and since
it's believed angels were designed this way, the demons are
believed to never have to worry about dying of old age as well
unless they choose to by giving up their power and living a
human life (which some have done). Since the life span is
indefinite, no one knows if demons can die of old age. It's not
said by those like God, so it's believed that they have an
indefinite life span unless something in them is changed by
those like God or Lucifer. However, this doesn't mean they can't
be killed in battle, as they can still be killed by things like
angel blades (normal demons can be killed by angel blades), or
things like death scythes (which can also kill demon princes and
hell knights).
It's unknown for Hugo due to him being half human but he is
aging slowly.
Supernatural Telepathy:
~This ability lets a demon communicate telepathically with
anyone they can connect to. Typically this power uses their
supernatural power, in which they use it to tune to a person if
they know where they are in order to communicate with them. This
lets them communicate with other people without having to speak,
with them being able to share thoughts directly with others when
the demon isn't using their demonic communication using blood
spells. However, usually the demon has to know where the person
is to use this basic telepathy since they have to know where to
send their thoughts and communication. However, this doesn't
apply to those who establish permanent connections, such as
connecting to other family members (though demons typically
don't have the ability to create connections like this unless
they have the abilities of other races). This lets demons not
only communicate with those they have a permanent connect with,
but can also tell them where they are at any time should they
require to find them or need to be summoned to them (which they
typically do with their demon blood communication). Those who
are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
This is not as effective as demon blood communication, so most
don't ever really use this power anymore after setting up
special spells to summon and communicate.
Weapon Teleport/Connection:
~Unlike angels who usually use intangible storage of their
weapons, demons typically rely on connecting their weapons to
themselves, and being able to teleport their weapon to them at
any time, similar to certain supernaturals who developed the
ability to attach items to themselves. Thanks to this originally
being a demon ability, demons are also able to do this. There
are a few different ways to do this, such as storing a weapon in
one's soul, in which the weapon becomes a part of them
permanently, allowing them to summon and desummon their weapon
at will, and even control it. There is also those that have a
special connection with their weapons, where they simply just
develop a connection and then are able to summon that weapon at
any time to them, using that connections. Some arts even allow
stat boosts for a demon and their weapon when used together,
which works even better with intelligent weapons. Typically,
angels tend to use intangible methods to store their weapons out
of phase with reality, but demons mostly just focus on making
sure their weapon can be summoned to them at any time, and make
it so that they don't need to keep the weapon with them as they
can summon it no matter where it is if they are connected to it.
This has it's uses compared to the angel method, such as one
being able to get a hold of the weapon if it's kept somewhere,
but most demons can still summon the weapon even if it's stolen
from them if they are connected to it.
Demonic Enhanced Senses:
~Depending on the demons, most demons have highly enhanced
senses. Most are able to do things like seeing things from very
far away, or hearing a conversation going on a block away. They
also have a strong enough sense of smell that they can tell who
people are just by the scent they give off, and can even smell
someone's DNA through scent alone. Thanks to this, demons have
very strong senses, and are on par with almost any
supernatural's senses. Each demon has their own balance of
senses, with some having lesser senses and other stronger
senses, usually depending on the demon and what type of demon
they are. Typically, most demons do have very strong senses,
which can also be a weakness to a degree, since enhanced senses
can be taken advantage of, such as taking advantage of a strong
sense of smell by using a strong smell to overwhelm them. This
does depend on the demon, as some don't have as enhanced senses,
but those that do can be very difficult to avoid. Some can even
gain unique senses, such as fire users gaining a thermal sense,
or a lightning user being able to sense electrical signals
around them, mostly depending on the skills and how the demon
uses them. Some even gain animal-like senses, such as bat demons
who gain a sonar sense.
Demonic Sixth Sense:
~Much like vampires and other supernaturals, demons can sense
the presence of other beings, and sensing who and what they are.
This can sense not only one's presence, but their levels of
energy and how tough they are, allowing the user to gauge how
they stand against them, as well as often being able to tell
what they are by their presence if the user recognizes what kind
of presence it is. However, this can be deceived by skilled
opponents, sometimes not appearing correctly if the user can't
sense the opponent's full power or use powers that fool this
sense. There are also skills that hide one's presence so those
with this sense can't sense them, or some opponents can suppress
their presence so they're not fully able to be sensed. While
this isn't always the best judge of someone's abilities, it can
provide a slight insight to help the user as to what they face
or what's around them. Most beings can be sensed, and to an
extent, even the world around them can be sensed, such as
objects and other life around them like plants and animals.
Depending on the senses, this might also tune into other senses,
such as ki users being able to sense ki all around them (though
most demons just have a basic sixth sense.)
Demonic Will:
~All demons have a resistance to mind alterations and other
powers that influence the mind thanks to their design and
twisting of their natures (whether angel or human originally).
When the demons were "born", they had more unique minds than
angels did (as angels came "preprogrammed" by God). As such,
they have resistance to powers that might interfere with their
minds after learning to focus their minds and prevent opponents
from influencing them since most demons have to learn this in
order to be able to manipulate other minds. As a result, most
abilities that affect the mind don't work well on demons, though
some stronger abilities do still work but to a reduced effect.
Demons have even gotten good at rewriting their own minds
through suggestion, so that they can more effectively avoid
things like psychics and control their minds like certain other
supernaturals like the Darkfires and Hazeldines. Demons are
typically immune to most forms of mind manipulation, and can
even shut down certain aspects of their mind when needed in
order to keep certain things from affecting them.
Demonic Demon/Demon Lord/Demon Prince Enhanced Physical Stats:
~All demons, whether human or angel, are all trained and are
highly enhanced warriors designed specifically for battle. For
the most part, all demons have highly enhanced physical stats in
some way. Each demon typically has different abilities, with
each demon being different in their physical combat depending on
how they train and what kind of demon they are, such as wolf
demons being more agile and speedy than strength-based. This
depends not only on the demon specifically, but also depends on
their training and how they train their physical stats. Some may
focus on strength, some on defense, or some on speed. This is
usually specific to each demon, with higher level demons usually
even having higher physical stats than normal demons due to
being among the tougher members of hell. Demons are usually very
tough opponents, and most typically have stats that let them
compete with a lot of higher level supernaturals, whether they
are normal demon, hell knight, demon lord or even demon prince.
As such, it's hard to predict the individual stats of every
demon, but one typical rule is that demons usually either focus
one to three stats specifically, or they may focus all their
stats evenly. If they focus one to three stats specifically,
other stats not trained are typically not as high with certain
exceptions. And when a demon focuses all their stats evenly,
they typically have lesser stats, but all their stats are
usually fairly even. Again, this does depend on the demon and
their own preferences, as well as the type of demon since
natural ability of the demons factors in as well.
Although half human, Hugo is a very skilled opponent and has
proven to be a dangerous fighter due to his time fighting for
his life at a young age. Hugo is also able to compete with many
supernaturals and metahumans, even being able to appear to
vanish from view with high speed stepping maneuvers, usually up
close to get around opponents to their backside. Hugo is also as
strong as a cambion can be, being able to keep up with the
immense strength of supernaturals and super soldiers with his
intense physical training. While not able to keep up with higher
level strength and speed, he is able to use his intelligence in
a fight as well as utilizing his physical stats to their fullest
to even compete with some stronger or faster than him through
strategy and utilizing his combat abilities to their fullest.
Hugo is known for his animalistic combat ability
Weaknesses:
Norse or High Germanic weapons of Odin/Wuotan (one in the same
God) are polar opposites of Faust demons and do 75% more than
normal damage. This is because of the ancient Germanic demon
species that spawned, Mephistopheles, are mortal enemies of the
ancient Norse/Germanic God as he inspires humans down more
righteous paths and slayed their "Queen Mother" creator. Even
though beating a Faust demon through sheer skill is nearly
impossible, it can be done if one is highly trained to the point
of true mastery. Faust demons love a good challenge and will
take the challenge head on which has lead to them being
ambushed. A Faust demon's Master is their ultimate weakness. If
one kills or manages to destroy the contract seal, this will
deny the demon that soul to be consumed. This can drive a Faust
demon to destructive anger and revenge against the one who
denies them their Master's soul and can leave them a bit less
focused. Demon Slayer weapons cause damage that Faust demons can
not heal with their regeneration meaning that one well placed
fatal strike will kill a Faust demon; Norse and High Germanic
Demon Slayer weapons are particularly deadly to Faust demons as
those wounds are even healing magic and healing power resistant.
Even though Faust demons excel beyond most at any non-power
skill through their Intuitive Aptitude, there are some skills
that they must work to perfect due to the lack of having human
side. Skills that require emotions other than what a demon is
use to must take time to perfect as humans can instinctively
tell that the emotion is missing from it; skills like performing
arts, dancing, artistry, and cooking all have a level of human
emotions put into them which makes them more desirable to
humans. If a Faust demon doesn't learn how to perfect these
skills to please humans, then they're just a poor excuse for a
Faust demon and can lead more intuitive humans, such as hunters,
to discover who the Faust demon really is.
Varanium can also cancel his regeneration as well. Stilled
silver doesn't really do much against him despite his wolf
abilities, since he rarely use his demon powers unless facing
tough opponents. Without his gauntlet gloves, Hugo is unable to
use alchemy. Since the transmutation circles are carved into the
gauntlet gloves, damaging the circles can stop him from using
alchemy. Since Hugo is an ice user, fire and heat abilities can
counter ice attacks, though holy fire is more effective due to
Hugo's demonic heritage. Another weakness is that an opponent
needs to cut any source of water away from Hugo so it's best to
not fight him where there are liquids of any kind. Although he
can use his own blood, it's still risky due to the chance of
blood loss.
There are certain laws that an alchemist must follow, that not
even technology can overcome. The first is equivalent exchange.
This is a simple law every alchemist learns first, in which they
can't create from nothing, and cannot destroy matter completely,
as matter cannot be destroyed or created, only converted. This
is the most basic law among all alchemists, and no tech or
supernatural alchemy is able to ignore this law. Even
philosopher's stones (which are rumored to ignore this law),
still use their own energy to convert matter, even if it has a
bit more range and can use it's energy to convert it's energy
into matter. No alchemist can ever get around this, as it's a
law of the very world and not something that can be broken by
any alchemist.
The second law is that alchemy cannot be used to convert
inorganic into organic material. While there are fields of
organic alchemy research, such as chimera making (mixing DNAs
together to create new creatures), it is a taboo among
alchemists and a law that an alchemist cannot use alchemy to
create life from something non-living. This rule is a bit more
breakable than the first law, as it is possible to create plant
life with certain types of alchemy, and using supernatural
alchemy can actually use certain alchemy types that specialize
in living alchemy, but alchemists still consider it a taboo to
dabble in what they call "human transmutation" which is the act
of trying to create a mortal being or bring someone back from
the dead. This is the biggest taboo among alchemists, and
punished heavily among alchemists.
The third law is more of an ethical law, rather than a law that
can't be broken by alchemists. The last law is not creating
valuable substances like gold or money from materials. This is
designed to prevent alchemists from shattering the economy with
false gold or money created through alchemy. This law is easily
breakable by any alchemist, but if caught doing so, they are
arrested and sent to prison if the alchemist is found guilty of
doing so.
Transformation(s):
Demon Wolf Form:
~This is Hugo's demonic creature form. He takes on the form of
an ordinary black wolf of demonic and Norse origin. He can make
this form look like a monstrously huge normal wolf or can turn
into a humanoid which can be mistaken as a werewolf. This
humanoid form is twice the size as his human height. Hugo's
strength, endurance, stamina, durability, agility, reflexes, and
speed increase to double of normal demons in this form. This
form gives most supernatural creatures a hard time.
True Cambion Lord Form:
~This is his full half demon form. Hugo takes the form of a
Faust demon. This form is his strongest despite it not looking
like much along with it doubling his abilities. Hugo rarely uses
this form unless he really has to, especially when he has to
face stronger opponents or if he's really angry.
Weapons(s):
Anything that he can create.
Gauntlet Gloves:
~Thanks to his ability to create weapons, Hugo created gauntlet
gloves as his main weapons. His gauntlet gloves are carved with
a transmutation circle that helps him use alchemy. He can even
infuse his demonic energy into his gauntlet for deadlier
attacks, especially if his transmutation circle are damaged. As
a demonic weapon, the gloves are made to harm those who use
light and/or holy abilities, especially those who are angels.
D�insleif:
~A demonic broadsword that is able to manipulate ice. It is able
to create ice pillars to pierce someone's limbs, freeze people
and even create ice pillars for defense.
Personality:
Normally when it comes to half demons, they tend to either do
their own thing or dedicated to defend humanity. Hugo... is none
of those types of cambions. Due to his past of abuse and
betrayal, Hugo has grown to be a misanthrope due the loss of his
lover and the constant abuse and hatred he faced at the hands of
humans and supernatural hunters. Although he won't murder every
human he set his eyes on, he has somewhat the same opinion as
those like Sabretooth, seeing mankind as a violent and
irrational threat to people like him and those like his
teammates. He even goes as far as referring humans as an "it" or
"thing", going as far as not touching them unless it's
intentional harm. He even goes as a far as giving humans
something to really fear, seeing that coexisting with irrational
parasites to be impossible and gets irritated when see those he
respects gives an actual damn for humans.
Just like Jack Kariel, Hugo does also have a slight anger
management problem, where he will sometimes get mad and hit
something. However, unlike Jack who has trained himself never to
hit someone out of anger, Hugo will go as far as going after
humans who he believes deserve to feel his wrath, mainly
supernatural hunters who he will have zero problem tearing them
in half with his bare hands. He also doesn't have much of a
moral code, going as far as hitting and murdering women if he
has a good reason to, which he normally does.
Although he is mainly seen as a bloodthirsty half breed, Hugo is
actually a decent person to those he actually likes and cares
about. He is more mature and cool headed than his foster father
and partner, Victor Creed but he has shown from time to time
that he can let loose. He also has a soft spot for young
children, going as far as protecting them. He also has been
known for being a mentor for children and teenagers who are like
him to even metahumans, though his hatred of supernatural
hunters is so great to the point that he will go as far as
crippling teenagers of supernatural hunting families out of
hatred and spite.
Hugo's experiences as a child raised fighter and a test subject
victim have left him suffering from a degree of Post-Traumatic
Stress Disorder, or otherwise known as PTSD. This is noticeable
when he has momentary flashbacks when confronted with particular
stimuli. These flashbacks are actually invasive memories, which
are typically triggered in people suffering post-traumatic
stress by things that are connected or similar to features or
stimuli that one experienced during trauma. Normally Hugo just
brushes it off, but when he was confronted by the demon hunters
responsible for his lover's death and them trying to threaten
him to do their bidding, he started to lose control of his
emotions and became frantic, wild, and certainly not the
disciplined warrior most people know him to be.
Bio:
Although his origin is unknown, Hugo was kidnapped and sold into
a illegal trafficking ring at the age of nine. Hugo was
eventually sold off to a fighting ring circuit arena, where he
was forced to fight for his life to survive as the criminal
circuit thought that he was a contender for the fight, despite
his young age. Desperate, he used his demon power to defend
himself, though out of the shock and horror of the audience, he
manage to maul his opponent to death. After the fight, a retired
Faust demon bounty hunter took Hugo in and trained him on how to
kill his opponents since the criminal group refused to let him
go after he managed to win his fight despite how young he was.
Hugo fought and killed for his survival in the ring for years
before the Iscariot managed to bust the fighting ring and manage
to free all the people who were kidnapped and forced to fight.
Hugo manage to run away and ended up being taken in by a group
of demon hunters.
For months, Hugo used his powers and skills from the ring to
help take down demons. During his time there, he met a human
woman and fell in love for her. Unfortunately, it didn't last
too long when Hugo found out the truth of the demon hunters.
When he was planning on escaping, he later found out that the
woman he loved was executed due to the village accusing her to
be a witch who served the devil. Enraged, he slaughtered the
people responsible for her death. His rage increased when he
found out that the demon hunters who took him in not only
confirmed his suspicion but also tried to threaten him despite
them being responsible for Hugo's lover's death. Despite their
best efforts, Hugo ended up destroying the entire village and
painted it red with blood. That was the start of Hugo's hatred
of humans.
((More to come later))
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