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| #Post#: 12725-------------------------------------------------- | |
| Alternate London Profile: Adrielle Thorson-Moireach | |
| By: Coolcat207 Date: January 20, 2022, 4:35 pm | |
| --------------------------------------------------------- | |
| "This world may be beautiful but the people who inhabit in it | |
| are revolting." | |
| "Betraying me was one thing. To be honest, it was something that | |
| I knew was coming for a long time. But for you to even go as far | |
| as harming those who has nothing to do with it... that was | |
| unforgivable and I will make sure that you will suffer for what | |
| you've done before I send you to your God in pieces." | |
| ~Adrielle to the Archbishop of Italy when the archbishop went | |
| after someone Adrielle cared about | |
| "Lies in His house? No wonder He doesn't love you." | |
| ~Adrielle to the losing Archbishop of Italy before killing him | |
| "You dare command me to work for you while you ask to work with | |
| me? Doesn't that line show your evil thoughts? Sure, you will | |
| invest in me but you will make me spit out as much results as | |
| you invest. Then you could throw me away like I mean nothing | |
| when you feel like it. All you want to do is use me, but you say | |
| you want to work with me? You would make a fox laugh." | |
| ~Adrielle to a Shadow Lords werewolf who tried to get Adrielle | |
| to work for them. | |
| "I was spoiled by a single act of kindness in this city. And so | |
| I attempted to be reasonable, honest, and peaceful. This was | |
| against my better nature. It was stupid to expect anything other | |
| than hate from you." | |
| ~Adrielle to a group of supernatural hunters who tried to kill | |
| her even though she was trying to leave in peace. | |
| "When I tried to do good, it was never enough for them. They | |
| were weary and cautious of me as if I was a nuclear weapon ready | |
| to go off at any minute. Yet they have the nerve to ready their | |
| weapons when I was going down a path they didn't want me to go | |
| to despite them guiding me there in the first place. I'm tired | |
| of it. I'm tired of them. So I killed them. And I am hoping that | |
| they are all burning in the lowest pits of hell along with their | |
| hypocrisy." | |
| "That man was the only reason why I tolerated you people and yet | |
| you took him away from me and for what?! A heinous crime that he | |
| was never guilty of?! No... this is truly because he had a power | |
| you feared him of having yet he never asked for in the first | |
| place... so you had to frame him in order to justify your sick | |
| actions!" | |
| ~Adrielle to the White Council of Sweden who killed the man she | |
| loved in an act of fear. | |
| "THERE ARE NO INNOCENTS! Not anymore! Any one of them could've | |
| stand up and said 'No, we won't behave like animals anymore!'" | |
| ~Adrielle to her half brother Brandon Thorson when Brandon tries | |
| to get Adrielle to go after the ones truly responsible for her | |
| husband's death instead of the entire village and the White | |
| Council of Sweden since there are still innocent people who have | |
| nothing to do with her lover's death. | |
| "You took that which I love, so I will take from you everything | |
| you have and everything you have ever been." | |
| ~Adrielle to the village and the White Council of Sweden that | |
| killed her husband for a crime that he didn't commit. | |
| "Well played, Lockwood. It seems that you're stronger than you | |
| let on. But I am no ordinary werepire to be killed by your human | |
| magics. I am Adrielle Thorson-Moireach AND I HAVE HAD ENOUGH!" | |
| ~Adrielle to Roxanne Lockwood and her group of the White Council | |
| of England members as she use her ultimate attack to try to kill | |
| them all brutally | |
| "Adrielle was one of the most powerful Blackstaffs in the world | |
| but soon became one of the White Council's greatest enemies when | |
| the White Council of Sweden's actions took away the person she | |
| loved dearly. That man was the only reason why Adrielle | |
| tolerated the people of this world, and they took him away from | |
| her. And now in retaliation, Adrielle will not stop until | |
| everyone in this world has suffered the way she has suffered." | |
| ~Leader of the White Council of England, Sarika Bordas talking | |
| about Adrielle becoming a major threat to the world, starting | |
| with the people who are followers of the light. | |
| Name: | |
| Adrielle Thorson-Moireach | |
| Age: | |
| Unknown | |
| Gender: | |
| Female | |
| Species: | |
| Werepire | |
| Family: | |
| Grandfather: Baldur Thorson (Alternate Universe) (Deceased) | |
| Grandmother: Adelinda Thorson (Alternate Universe) (Deceased) | |
| Father: T�mas Moireach (White Howlers Werewolf Alternate | |
| Universe) (Deceased) | |
| Mother: Svala Thorson-Moireach (Tremere Vampire Alternate | |
| Universe) (Deceased) | |
| Half Brother: Brandon "Beowulf" Thorson (Tremere Vampire | |
| Alternate Universe) (Deceased) | |
| Husband: Seamus O'Donnell (Human Druid Alternate Universe) | |
| (Deceased) | |
| Organization: | |
| None; Aligned with Kaidon and Kiren Darkfire | |
| Powers: | |
| Werepire Physiology: | |
| ~User of this power either is or can transform into a Werepire, | |
| a hybrid of a vampire and any type of werebeast which is capable | |
| of using all the powers of both parent species and (in most | |
| cases) using them to enhance each other. These hybrids often | |
| have an immunity to several weaknesses that their parent species | |
| have, such as: silver, gold, sunlight, but something that | |
| affects both parent species may still affect them | |
| (decapitation). | |
| Adrielle was born from a vampire mother and a werewolf father. | |
| Like many werepires, Adrielle faced harsh times and was | |
| ridiculed by everyone. Adrielle lived a life of acrimony and | |
| mistrust even when she has done good deeds and made few friends. | |
| Though she finally snapped when the one person who saw her as | |
| her was killed for a crime he didn't commit. | |
| Werepyre Vampire Dark Nature: | |
| ~Werewolves and vampires are creatures of the night by nature, | |
| and have dark natures by default. Werepyres share a mix of the | |
| werewolf's enhanced strength during the night when the moon is | |
| out, and the vampire's own ability to be at their strongest | |
| during the night. Due to this, this mixes a werewolf and | |
| vampire's natures to create a unique dark nature that mixes the | |
| two. Not only does a werepyre gain a werewolf's connection to | |
| the moon, but they also gain the vampire's connection to the | |
| dark. This often grants werepyre highly enhanced affinities for | |
| the dark arts, as well as for dark magic. Because of this, | |
| werepyres are able to learn both combat ability and magic | |
| (usually in the form of dark magic) due to their combined | |
| nature. And depending on the werewolf and vampire, they may also | |
| gain special abilities from their dark natures, such as a | |
| Lasombra born werepyre will be able to manipulate darkness and | |
| have an affinity for any abilities that let them manipulate | |
| darkness. Because of this nature, most werepyres have affinity | |
| for dark powers, and not as much affinity for neutral or holy | |
| abilities (usually they have no affinity for holy abilities). As | |
| such, this affinity does make them weaker to holy abilities, and | |
| those with holy abilities will be more easily able to kill a | |
| werepyre. | |
| Werepyre Shapeshifting/Trait Suppression: | |
| ~Just like other races, werepyres have the ability to shapeshift | |
| their bodies. Usually, they do this to take human form | |
| temporarily so they can hide among humans, but most use this to | |
| suppress certain bothersome traits. Typically, most werepyres | |
| will restrain their wings and their tail, and to a smaller | |
| extent, shorten their claws a little. In doing so, this grants a | |
| werepyre much more mobility, and allows them to save their | |
| suppressed traits for when they need them, such as only | |
| summoning their wings when they need to use them to fly. | |
| However, some werepyres learn to take advantage of this, even | |
| using a vampire's transformation abilities to change into other | |
| creatures. Some werepyres might take the form of a bat, or even | |
| take a rat form to avoid suspicion and get into human cities | |
| more easily. There are a number of things that can be done with | |
| this, and with both the werewolf and vampire power, werepyres | |
| have a lot of variety in what they can do compared to each race | |
| separately. This shapeshifting is usually limited though, and | |
| does require a werepyre's energy to use. As such, even going | |
| into a human form is usually only temporary unless the werepyre | |
| opts for a permanent human form through some means, which some | |
| will just to not stand out. Most werepyres can learn special | |
| transformation abilities, like changing into certain beasts, but | |
| this usually depends on the werepyre's heritage and what they | |
| are capable of learning to do with this power. | |
| Werepyre Nightly and Moonlight Empowerment: | |
| ~Unlike vampires who gain enhancement during the night, and | |
| werewolves who gain enhancements depending on the moonlight, | |
| werepyres gain both enhancements. While werewolves would be | |
| stronger during the more bright phases of the moon, and vampires | |
| would be more powerful on the darker phases of the moon, | |
| werepyres are at the same strength every night, and are usually | |
| far more enhanced than werewolves or vampires due to having both | |
| enhancements. Werepyres 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 werewolves, werepyres are also just | |
| as strong during the lesser phases of the moon, including being | |
| as powerful during a new moon with no moonlight due to the | |
| vampire's night time empowerment. Because of how these two | |
| powers work in combination, a werepyre is at their strongest | |
| enhancement every night, and operate every night even stronger | |
| than vampires or werewolves would be at their strongest due to | |
| the werepyres gaining power from both moonlight and lack | |
| thereof. This makes werepyres far more dangerous than normal | |
| werewolves or vampires, due to them 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 their werewolf and vampire 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. | |
| Though typically, killing a werepyre is usually best done during | |
| daylight. While many werepyres have resistance to the usual | |
| vampire's weakness to light, werepyres still lose this powerup | |
| during the day. | |
| Red Moon Enhanced Moonlight Power: | |
| ~When in the red or blue moon, the nature connection and lunar | |
| empowerment abilities give the werepyre special enhanced modes | |
| just like werewolves, where they are able to draw the unique | |
| moonlight into their power. When in the red moon, the werepyre | |
| gains a corrupted mode where their abilities all become more | |
| powerful and they gain a massive powerup from the red moon. Most | |
| werepyres 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 werepyres become much more ferocious and they | |
| seek to kill their enemies as brutally as they can. While most | |
| werepyres learn to control this with time and training, | |
| werepyres still have to be careful on these nights, and many | |
| werepyres 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 werepyres 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 | |
| werepyre abilities become corrupted and are able to hurt almost | |
| any creature due to the corruptive energies they generate in the | |
| presence of a red moon. Only the most ferocious of werepyres | |
| 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 werepyres, as the unnatural | |
| red moon light can eventually overwhelm the rational mind and | |
| eventually destroy a werepyre's ability to think rationally just | |
| as easily as it can a 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 werepyre enough, though keeping | |
| them from regaining the amp requires usually getting them out of | |
| the moon light. | |
| Blue Moon Enhanced Moonlight Power: | |
| ~Just as the werewolves gain abilities during the red moon, they | |
| also gain special abilities during the blue moon. During the | |
| blue moon, the werewolf gains a purity with their nature | |
| connection that surpasses their normal connection, and gains | |
| highly enhanced ability to connect to nature during this time. | |
| During this, the purity of their connection lets them use their | |
| supernatural abilities at a highly reduced cost, and can amp | |
| their special abilities considerably. To an extent, depending on | |
| the werewolf, some can even gain unique abilities only usable | |
| during this time, such as some with magic being able to use | |
| special spirit magic that purifies corruption and gives the | |
| werewolf a pure neutral nature. This lets them more easily | |
| influence the world around them, for better or worse depending | |
| on the werewolf, and allows them to use enhanced power at | |
| reduced cost. While in this mode, the purity of their power is | |
| also able to damage almost anything due to the neutral pure | |
| nature of their connection with the world. When in this mode, | |
| werewolves also gain a calm focus, and lose much of their | |
| natural ferocity in favor of concentration and purity of mind | |
| (For better or worse). However, while it is possible to store | |
| the energy of a blue moon up for later use, it is hard to use | |
| when not in a blue moon, and werewolves cannot usually handle | |
| too much of this energy outside of nights of the blue moon. Due | |
| to how unnatural stored blue moon energy is, it can overwhelm a | |
| werewolf's natural connection, and temporarily damage a | |
| werewolf's nature to the point that they could lose part of | |
| their werewolf connections to nature and the moon. Typically, | |
| sun light manipulation (if it can be created in the presence of | |
| this moon light) can counter this power, and do more damage to | |
| werewolves who use this since sunlight typically counters lunar | |
| light manipulation. | |
| Werepyre Werewolf Spiritual Tuning: | |
| ~Similar to werewolves who connect with nature and vampires who | |
| use spirits, werepyres with this specific nature connection have | |
| a special connection to the spirits that make up the earth and | |
| the elements of the earth, and are far more tuned to the | |
| spiritual realm than most creatures would be. These spirits are | |
| normally invisible and not able to be interacted with by most | |
| people, even most who think they know all the spirits often find | |
| they don't know how the spirit realm dictates the very world's | |
| elements. This may seem simple, but this lets werepyres connect | |
| to the world much more than most who connect to nature, as they | |
| aren't just connected to nature, but are able to also interact | |
| with those spirits for another way to interact with nature. | |
| Depending on the skills of the werepyre, some werepyres have | |
| specific ways to use this, and some can even develop their own | |
| ways to use this to their advantage depending on their | |
| affinities. Unlike werewolves who usually seek balance with | |
| nature, werepyres seek to bend nature to their will using their | |
| dark power, possible as a result of their vampire desire to | |
| control. Werepyres are also able to percieve the world's flow of | |
| life and death as a result of this power. For the most part, | |
| this just lets werepyres have a closer connection with the world | |
| around them, not really being too useful until one learns to use | |
| certain spirit based magic or spirit arts. For werepyres with | |
| this ability, they focus more on usually finding ways to absorb | |
| nature's power, rather than try to preserve nature like most | |
| werecreatures which could lead to some werepyres who learn dark | |
| arts, or even use dark spirits to their advantage as a result. | |
| Werepyre Connection to the Dark: | |
| ~Just as werewolves have a connection to nature, vampires have a | |
| connection to the dark that werepyres are able to take advantage | |
| of thanks to the vampire side. In this connection, a werepyre | |
| gains a powerful connection to the dark. It isn't just clans | |
| like the Lasombra that gain this connection, but the Lasombra | |
| are the ones that take the best advantage of this connection. | |
| For werepyres, they are able to use this connection to sense the | |
| world through the darkness, and even gain a special connection | |
| to the shadow realm if they have a strong enough sense of | |
| darkness. This sense allows them to not only sense the world | |
| around them, but sense how they can make the darkness stronger, | |
| and help a werepyre draw on it in order to gain new dark | |
| abilities. Because werepyres often learn to twist vampire and | |
| werewolf powers into something that benefits them, werepyres | |
| were able to do this with the connection to the dark as well, | |
| and learned to use this for a few different purposes. The first | |
| is that they are able to sense everything around them through | |
| the shadows, having a connection to see how much power darkness | |
| has over the world, similar to how werewolves see spirits and | |
| their influence on the world. By strengthening the darkness, | |
| werepyres twist and strengthen their own dark natures, enough | |
| that they are able to use this to make their own dark abilities | |
| stronger just as they use their nature connection to twist the | |
| dark to their advantage, with some stronger werepyres even being | |
| able to control dark spirits. | |
| Werepyre Nature Connection: | |
| ~Just as vampires have their connection to the darkness, the | |
| werewolves would have their connection to nature. However, | |
| unlike werewolves, werepyres use this nature connection to bend | |
| it to their will. They are connected to the world in the same | |
| way that the werewolves are, and are able to sense the flow of | |
| nature around them. This has a few different uses, with | |
| werepyres being able to do things like sensing people who | |
| disrupt nature even if it's something as simple as stepping on | |
| the grass nearby, or they are able to sense all the plants and | |
| animals around them and interact with them. As mentioned, | |
| werepyres tend to favor this connection not for trying to | |
| maintain nature like werewolves would, but werepyres are more | |
| interested in twisting nature to their own devices. This is the | |
| basis of a werepyre's abilities alongside their darkness | |
| connection, and allows them to use this to effectively connect | |
| with nature. When the connection is strong enough, werepyres are | |
| even able to sense spirits and their influence on nature, with | |
| werepyres often seeking to enslave spirits to do their bidding. | |
| This helps werepyres greatly, and allows them to use certain | |
| special abilities that are unique to werepyres. Some werepyres | |
| even develop special abilities using vampire and werewolf | |
| combinations of this power depending on what the affinities for | |
| the werepyre would be. Of course, since werepyres twist nature | |
| to their will rather than focus on mantaining it, they tend to | |
| make themselves enemies of most werewolf tribes pretty easily, | |
| and hunters tend to have more trouble with werepyres that can | |
| use this. | |
| Werepyre Dark Hypnosis: | |
| ~Many are familiar with some vampire's who have the ability to | |
| hypnotize their human victims. For werepyres, they are also able | |
| to do this, in which they can use different kinds of arts to put | |
| people under a hypnosis. The most common is using their werewolf | |
| connections to nature to connect to animals, in which they can | |
| hypnotize animals to fight for them. However, some also use this | |
| on humans to get them to do what they want, specifically if they | |
| want to manipulate a human into doing something for them. This | |
| art is usually done through eye contact, in which werepyres, | |
| similar to vampires, will usually use some sort of visual | |
| hypnosis to put their victims under this power. This power is a | |
| fairly basic vampire power, but can be far more dangerous when | |
| used by werepyres, in which they can use this for different | |
| abilities as well. Werepyres typically don't focus on this | |
| unless they have to, as this power is usually just used to lure | |
| their prey to them, and werepyres usually just overpower most of | |
| their prey. Those with strong wills are able to resist this | |
| power, and those with immunity to hypnosis abilities would, of | |
| course, be immune to this. This power usually only works with | |
| simple commands, depending on the hypnosis art (as some vampires | |
| have special ways to use this), and typically, stronger commands | |
| will result in tougher resistance. Usually, the best way to use | |
| this is to make simple commands that are easy to follow, as some | |
| more complicated ones will meet heavy resistance. For example, | |
| even a werepyre (who are stronger than vampires) cannot make | |
| someone kill themselves with this usually, due to the command | |
| being a command that will be heavily resisted against in the | |
| subconscious, while a command like making someone give the | |
| werepyre an object in their possession is usually easier to | |
| obey. Typically, the more risk to the victim, the stronger their | |
| minds will be able to fight against the hypnosis. It is also | |
| worth noting that this typically only lasts a certain amount of | |
| time depending on the hypnosis, as some special arts will use | |
| this longer than others. | |
| Werepyre Group Connection/Empowerment: | |
| ~Just like werewolves, werepyres are able to gain empowerment if | |
| they are able to be part of a tribe or pack, which is partly why | |
| werewolves often travel in packs as they gain power through | |
| their connection to each other. For werepyres, they are often | |
| solitary, but they have learned to modify this ability thanks to | |
| their vampire dark natures that let them twist their natures to | |
| their advantage. In the case of werewpyres, they are able to | |
| gain power when they are parts of a group or if they are working | |
| alongside other werepyres. This allows a werepyre to gain both | |
| physical and supernatural amplification when they are part of a | |
| group, whether they're a true member or not. Many werepyres will | |
| often try to fit into other groups to take advantage of this, | |
| partly to find people to fight alongside, or find groups to take | |
| advantage of. This usually depends on teh group, but some groups | |
| might grant special effects, like if a werepyre groups with a | |
| Lasombra clan, they might gain enhanced darkness abilities, or | |
| working alongside certain werewolf tribes might grant them the | |
| benefits of the tribe (such as some might have a stronger | |
| connection to spirits and the tribe empowerment might allow the | |
| werepyre to use that connection). Some werepyres will even try | |
| to blend into human supernatural groups to try and gain certain | |
| benefits. Typically, the enhancements one gains depend on the | |
| group, and only get stronger if the werepyre is able to forge | |
| bonds with the group. The stronger the bonds, the stronger their | |
| empowerment gets. This means that while they can use this to | |
| join a group and gain a small enhancement, it is usually better | |
| for the werepyre to find a group that they can work their way | |
| into and forge bonds in the group, so that they can gain greater | |
| connection empowerment. This works on any group, though the | |
| effects are different for each group, and while they do have | |
| strengthening, they may weaken other aspects, such as being part | |
| of a vampire clan might make the werepyre more vulnerable to | |
| vampire weaknesses of the clan. | |
| Werepyre Earth and Plant/Animal Manipulation: | |
| ~Just as werepyres are able to sense the flow of nature, so too | |
| are werepyres able to manipulate that connection with their dark | |
| natures. This ability uses the werepyre's dark natures to twist | |
| nature around them, usually to their advantage. The main use of | |
| this is that werepyres are able to make the earth attack | |
| opponents, such as having a spike of rocks come up out of the | |
| ground to spear an opponent, or manipulating nature to create a | |
| mud or quicksand pit in order to trap opponents. On top of | |
| manipulating the earth around them to a degree, werepyres are | |
| also able to use their connection and dark natures to make | |
| plants and animals attack opponents, using this power to use any | |
| means the nature around them has to attack opponents. This could | |
| be having plants trying to trap opponents, or having animals try | |
| to kill opponents that wouldn't normally be violent. This | |
| usually depends on the werepyre and what they want to do, as | |
| some werepyres have better abilities to control nature than | |
| others. Typically, werepyres aren't able to manipulate the earth | |
| as well as earth manipulators do, and usually cannot manipulate | |
| plants as easily as some plant manipulators, but werepyres are | |
| still very dangerous when one fights them in their own element. | |
| This is usually best countered by luring the werepyre out of | |
| forests and nature areas, as fighting them in places like cities | |
| or other areas without much nature for them to manipulate will | |
| usually keep them from being able to use this power too much. | |
| Werepyre Spirit/Dark Spirit Enslavement: | |
| ~Unlike werewolves who often work alongside spirits or vampires | |
| who work alongside darker spirits, werepyres focused more on | |
| bending spirits to their will rather than trying to live | |
| alongside the spirits. Because of the natures of werepyres, | |
| usually spirits and dark spirits both avoid dealing with | |
| werepyres, so werepyres had to come up with a way to use the | |
| spirits to their advantage or else they would lose their | |
| advantage over some vampires and werewolves. This power is | |
| designed to allow werepyres to enslave spirits and dark spirits | |
| alike, usually depending on the spirits that the werepyre wants | |
| to use, and depending on how powerful they are. Once enslaved, | |
| the spirits are manipulated by the werepyre, and are forced to | |
| serve the werepyre as long as the werepyre is able to maintain | |
| their hold on the spirits they enslave. Typically, spirits and | |
| dark spirits can be used to do different things, but many | |
| werepyres use them to give themselves advantages, such as using | |
| spirit arts to fight opponents, or calling on spirits in fights | |
| to fight opponents. Spirits can be useful for many things | |
| besides battle though, as werepyres can also tie spirits to | |
| objects or other things, or even seal away spirits that bother | |
| them. Typically, this enslavement only works on spirits or dark | |
| spirits that are at the same level or weaker than the werepyre | |
| in power, as some stronger spirits are typically able to resist | |
| this or may even be immune to this power if they are powerful | |
| enough. The spirits enslaved are also more vulnerable to spirit | |
| killing weapons, or certain spirit purification abilities. | |
| Werepyre Nature's Sleep: | |
| ~This is an extension of a werepyre's connection to nature and a | |
| vampire's ability to gain power from sleeping in darker places. | |
| When a werepyre 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 werepyre uses their vampire sleep | |
| recovery and their werewolf connection to nature in order to | |
| initiate this power. This allows werepyres to sleep anywhere in | |
| nature, whether it's in a tree, a werewolf tribe land, or even | |
| in a cave. When the werepyre sleeps, their injuries are able to | |
| heal through enhanced regeneration, and their exhaustion can be | |
| removed fairly quickly. Most werepyres 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 werepyre is hurt from | |
| battle or near death, and the werepyre can sleep until they've | |
| fully recovered. Most werepyres will find caves to hide out in, | |
| or secluded homes in the forest where they won't be bothered. | |
| Typically, the werepyre must go into sleep in order to do this, | |
| and while they don't sleep as deeply as dragons would, werepyres | |
| do sleep deeply enough that they can be vulnerable during this | |
| sleep. Most werepyres can be woken up from this fairly easily, | |
| so they usually don't have to risk dying in their sleep if | |
| someone comes across them, but this does slow down their | |
| recovery a bit if they aren't able to sleep for long periods of | |
| time to recover. | |
| Werepyre Bite: Cursed Bite: | |
| ~This is the ability that allows a werepyre to bite someone with | |
| their vampire-like fangs. When they bite someone, they can | |
| choose whether not to leave this cursed bite mark behind. | |
| Usually, werepyres will bite with their fangs when they want to | |
| drink blood, but they can also bite to put a curse on someone. | |
| If they are able to be changed into a supernatural, this curse | |
| will change someone into a werepyre as a result. This combines | |
| the vampire's ability to turn someone into their servant with | |
| the werewolf's mark that marks someone as belonging to the | |
| werewolf. By combining these, the werepyre is able to create | |
| servants out of this method, and bond to them at the same time. | |
| As a result, the person turned will be bonded as the servant, | |
| and the werepyre will become the master. Unlike vampire servants | |
| who can go crazy without the bond between the master and | |
| servant, werepyre bonds can only be broken if the werepyre that | |
| cast it is killed. And like vampires, the werepyre master will | |
| always be connected and know what the werepyre servant is | |
| thinking or doing at any given time due to their connection they | |
| have The person can be cured of this cursed bite, however, this | |
| can only be cured if a special formula is administered before | |
| the new werepyre eats flesh or drinks blood, as once they do, | |
| their curse will often corrupt them at this point and it will | |
| make the change permanent. If the werepyre that casts this is | |
| killed, the person affected will be free from being a servant, | |
| but they may be permanently changed if the person has devoured | |
| flesh or drank blood while being a werepyre. While some people | |
| immune to mind manipulation can avoid the personality change to | |
| a degree, they can be affected by the next part of the werepyre | |
| cursed bite ability. | |
| Werepyre Cursed Bite: Control Servant Curse: | |
| ~Just like vampires who make servants out of those they convert | |
| to their kind, werepyres are able to control their servants | |
| curse. Werepyres are able to use this curse as a connection to | |
| their servants, in which the werepyre can act depending on what | |
| they want to do. For example, when their servants need | |
| punishment, werepyres are able to torture their servants through | |
| this curse if they desire to, as the curse can be used to cause | |
| pain to the servants. And depending on what the werepyre wants | |
| to do, the werepyre is also able to do positive things for their | |
| servants as well, such as giving them new power through the | |
| connection, or the werepyre can use the curse to give the | |
| servant healing through transferring life force. Many werepyres | |
| can use this to control their servants, and the variations of | |
| what can be done usually depend on what the werepyre wants to | |
| do. Usually, this control is used to control the servant, and | |
| force them to do what the werepyre wants, though some werepyres | |
| also use it to build special bonds with servants if they are | |
| people precious to them. While this lets a werepyre exercise | |
| control over a servant, this cannot be used to kill a servant, | |
| no matter how much pain they are put in, as the pain is only | |
| administered through the curse and doesn't actually hurt someone | |
| physically. It is also worth noting that this doesn't actually | |
| mind control servants, but rather is used more for reinforcement | |
| of their servants. And as one might guess, this only works on | |
| those that the werepyre makes their servants, as this power is | |
| only used through those converted by the werepyre. Since | |
| werepyres also tend to be very secretive and hunted down for the | |
| danger they present to vampire, werewolf and human-kind, they | |
| typically prefer servants willing to do their bidding, rather | |
| than trying to force people into submission like most think. | |
| This curse can also be removed entirely if the werepyre desires, | |
| as the werepyre can take back the curse and remove the power the | |
| servant has if the servant proves to be too troublesome. | |
| Werepyre Acid Bite: | |
| ~Werepyres have a mix of vampire and werewolf physiology, but | |
| also have a unique aspect to their physiology. Their saliva/spit | |
| is acidic, which helps them digest what they eat. When a | |
| werepyre eats someone or something, they typically don't leave | |
| anything behind, and this power helps them quickly digest both | |
| blood and flesh. Many werepyres will even eat the bones of their | |
| victims, with this acid even helping digest bones when devoured. | |
| This is designed to help werepyres so they don't have to eat for | |
| so long, as werepyres typically eat more than vampires and | |
| werewolves due to needing both blood and flesh to survive. Most | |
| werepyres can even use this in battles, in which they can use | |
| their saliva when biting someone to do their acid bite. While | |
| werepyre teeth are still as strong as a werewolf's teeth and | |
| their fangs are as sharp as a vampire's, the werepyre can still | |
| devour someone pretty easily even without this bite. This bite | |
| is more a tool to help with digestion, rather than being used in | |
| battle, and the acidic effect of the saliva isn't quite as | |
| powerful as some more powerful acids. Typically, this is only | |
| done through bites, and while this can be dangerous to people | |
| bit by a werepyre, usually it's not life threatening unless the | |
| werepyre bites into a vital point. This acidic saliva is strong, | |
| but usually only works when the saliva comes into contact with, | |
| so avoiding getting bit is usually the best way to avoid the | |
| effects of this bite. | |
| Werepyre Superior Claws: | |
| ~Werepyres have claws similar to werewolves, but because of | |
| their vampire side, werepyre claws are longer and more powerful | |
| thanks to vampires being able to have longer nails that are used | |
| similarly to claws (most vampires have this in some form). | |
| Because of this, werepyres see themselves as having superior | |
| claws, which can slice through more than a werewolf's claws can, | |
| due to the werepyre having longer claws. These claws are strong | |
| enough to usually be able to tear through metal objects, and | |
| werepyres are able to slash opponents with these claws. This is | |
| part of a werepyre's physiology, one that is often used to tear | |
| apart their victims more easily, but also something they can use | |
| in battle to more easily pierce through opponents. Some stronger | |
| werepyres have the enhanced strength to spear through armor and | |
| shields with their claws, making their claws far more dangerous | |
| than werewolves and vampires. This applies not only to the claws | |
| on their hands, but also the claws on their feet as well. | |
| Werepyres also are able to regrow their claws if their claws are | |
| severed or even removed, due to their ability to regenerate. | |
| These claws are naturally sharper than werewolf or vampire | |
| claws, and are typically quite dangerous. Usually, werepyres | |
| have to be careful with their claws, and usually have to | |
| maintain them by trimming them, or else the claws will continue | |
| to grow. Typically, it's usually best to dodge a werepyre's | |
| claws, rather than try to block it, due to a werepyre's stronger | |
| claws and (usually) stronger physique they put into their claw | |
| slashes even without using werepyre skills. | |
| Werepyre Claws of the Beast: | |
| ~This is a power that allows a werepyre to use their vampire | |
| side to empower their claws, and allows a werepyre to use their | |
| vampire power to be used to allow the werepyre to create new | |
| techniques. For example, the most common way werepyres take | |
| advantage of this is by fusing darkness energy into their claws, | |
| so that their claw slash waves release waves of powerful | |
| darkness that is controlled by the werepyre. This can be used a | |
| variety of ways, depending on the werepyre and how creative they | |
| get with this power. Some are able to use this to fire claw | |
| slash waves of darkness, or some might even use this to spear | |
| people from a distance by using their darkness in their claws | |
| like a claw extension to try and extend their reach. This power | |
| can use a variety of vampire abilities, with some werepyres even | |
| having other unique abilities, such as some having shapeshifting | |
| abilities, or others having certain strength increase abilities. | |
| This power can amplify the cutting power of a werepyre's claws, | |
| and is used to allow a werepyre to cut through stronger armors | |
| and defensive abilities, with some werepyres being strong enough | |
| to use their darkness to pierce through energy defenses or | |
| barriers. Of course, as one might expect, using holy power can | |
| counter this to a degree if one can account for the increased | |
| power of the slash, but the best way to avoid this is to dodge | |
| the claw slash rather than trying to block it. | |
| Werepyre Invigorating Slash: | |
| ~By using their ability to absorb life energy, a werepyre is | |
| also able to absorb life energy through using their claw | |
| slashes, in which their claws are able to absorb life energy as | |
| easily as their fangs/bite is able to. When slashing enemies, a | |
| werepyre is able to absorb a small portion of life energy if the | |
| claws make contact with someone, depending on how deeply the | |
| opponent is cut by the claws. This power is designed to help | |
| when a werepyre takes down someone who is their prey, as | |
| absorbing their life energy is part of the feeding process that | |
| the werepyre takes advantage of so they can get more from their | |
| victims. This is specifically dangerous with certain other | |
| powers, such as if the werepyre has Bolshevik vampire powers | |
| that can set up feeding connections by touch. This power can | |
| even be used with other werewolf and vampire powers that absorb | |
| life energy, depending on what the werepyre's capabilities are, | |
| or how they apply their abilities to absorb life energy. When | |
| absorbing life energy, this can be used to replenish the | |
| werepyre's power if used properly in battle, and werepyres are | |
| able to use this to weaken opponents in battle. However, unlike | |
| one might expect, this is actually a conscious ability, as it | |
| requires concentration to use this power. This means that it is | |
| not particularly useful if the werepyre is too injured to | |
| concentrate, and isn't useful unless the werepyre wants to take | |
| the life energy of someone they slash. The best way to avoid | |
| this is to not let oneself get slashed by this attack, and given | |
| the werepyre's strength and claw slash power, it's usually best | |
| to dodge this attack rather than try to use defenses the | |
| werepyre might be able to pierce through. This also cannot be | |
| combined with other werepyre abilities like the Claws of the | |
| Beast, due to this requiring concentration to use and other claw | |
| slash powers usually also requiring concentration. | |
| Werepyre Vampire Discipline Learning: | |
| ~Depending on werepyre, and their training, werepyres are able | |
| to learn the vampire disciplines of any vampire clan that they | |
| have an affinity for. Every vampire clan has their own set of | |
| abilities and disciplines, which werepyres can learn if they are | |
| trained, or they have a strong enough affinity that they can | |
| learn these skills. For example, a werepyre born of the Lasombra | |
| clan would be strong in shadows, or certain other clan born | |
| werepyres might be stronger in other abilities. There are a | |
| variety of vampire disciplines, from physical combat, to | |
| transformation abilities, to even alchemic abilities. This | |
| depends on the werepyre, and what training they can obtain. Most | |
| werepyres usually learn vampire disciplines in order to find | |
| ways to enhance their power further, in which many will combine | |
| these with werewolf gifts to create special werepyre abilities. | |
| All of these often work similar to how they are used by | |
| vampires, and aside from certain modified disciplines, most | |
| still have the same strengths and weaknesses. What disciplines a | |
| werepyre can learn is dependent on their vampire heritage and | |
| their training, and unless they have an affinity for the | |
| discipline, they may not be able to learn it. For example, | |
| physical combat based disciplines usually work well for | |
| werepyres, but those without certain magic affinities that are | |
| required for alchemy won't be able to learn any thaumaturgy | |
| skills. And since vampires typically see werepyres as freaks and | |
| reject them from their society, most werepyres will have | |
| difficulty finding teachers who are willing to teach them, | |
| especially with werepyre's who twist natures to their advantage | |
| like many do in order to twist vampire and werewolf powers for | |
| themselves. | |
| Werepyre Werewolf Skill Learning: | |
| ~Werepyres are able to learn werewolf gifts, which are skills | |
| used by werewolves in a manner similar to how vampires use their | |
| disciplines. Each tribe has their own set of skills, many of | |
| which are taught by spirits. Typically, learning gifts can be a | |
| bit easier for werepyres, since werepyres have the ability to | |
| twist and enslave spirits, whereas vampire disciplines usually | |
| have to be learned by vampires of a certain clan. Werepyres are | |
| able to learn any werewolf gift or power that they have an | |
| affinity for, and can learn these skills as long as they are | |
| able to find a way to learn them. Since many of these gifts are | |
| taught by spirits, a werepyre usually only needs to find a | |
| spirit they can either convince to teach them, or twist/enslave | |
| to teach them. Just like disciplines, werewolf gifts are usually | |
| determined by affinities and tribe. Just like how werepyres use | |
| disciplines, werepyres also use werewolf gifts just like | |
| werewolves would use them, and can use them just as effectively | |
| as any werewolf. Depending on what tribe the werepyre is born | |
| from, they may be able to learn certain abilities, and many | |
| werepyres usually learn these to combine with vampire | |
| disciplines to create their own werepyre skills. As one might | |
| expect, any werewolf gift or skills used have the same strengths | |
| and weaknesses (unless they are modified by the werepyre), and | |
| can be fought against the same way. And as one might expect, one | |
| still needs to have an affinity to learn a skill. For example, a | |
| physical combat based werepyre (which is common), will be able | |
| to use physical combat gifts, but ones that require affinities | |
| they don't have might not be able to be learned (such as magic | |
| based gifts cannot be used unless the werepyre has an affinity | |
| for the magic used in the power). | |
| Werepire Skills: | |
| Werepyre Passive Skill: Deadly Predator Spirit: | |
| ~Werepyres, similar to werewolves, have their own way of | |
| utilizing their fighting styles. Where werewolves have their | |
| lunar spirit fighting abilities, or vampires that use things | |
| like clan abilities, werepyres developed their own power that | |
| uses their twisted darkness and nature abilities. This lets a | |
| werepyre focus their dark natures, and mix it with their combat | |
| in order to use certain supernatural and combat based werepyre | |
| skills that are powered by their dark nature and their will to | |
| fight. This is the most basic aspect of the werepyre's base | |
| combat, and powers most of the werepyre battle skills. This | |
| takes a werepyre's dark nature and uses it in combat for | |
| different effects. There are typically two major skill types, | |
| passive skills and combat skills. Passive skills are usually | |
| just passive upgrades to a werepyre that grant specific effects, | |
| while battle skills are conscious attack skills that the | |
| werepyre can use in a fight. Many of these skills combine | |
| vampire and werewolf abilities, or some may be created by | |
| werepyres specifically to combat opponents. Typically, there are | |
| a number of skills werepyres can learn, but most also develop | |
| their own specific skills, as there are those that opt for | |
| combining their own abilities uniquely. Since each werepyre is | |
| usually born of different heritages and has different potential, | |
| it is hard to categorize what werepyres have affinities for what | |
| skills, since different werepyres will have different abilities. | |
| Most of these abilities are combat or supernatural power based, | |
| using a werepyre's combat ability, and can be countered by other | |
| combat abilities or supernatural abilities depending on the | |
| skills. | |
| Werepyre Base Skill: Werepyre Cursed Darkness Manipulation: | |
| ~This is the second part of learning werepyre skills, in which a | |
| werepyre has to learn to manipulate the dark nature they are | |
| born with. Some are able to do this better than others, but most | |
| werepyres are born with dark natures that let them draw out this | |
| dark nature, in the form of using their werepyre energy to mix | |
| their darkness power from their vampire side with their cursed | |
| nature of their werewolf side to create a unique energy which | |
| they call cursed darkness. This is somewhat similar to corrupted | |
| darkness, except that the werepyres use this naturally, rather | |
| than having to create it. When using this, they can use this | |
| like any normal darkness abilities, with the exception that this | |
| darkness can be used to even fight other darkness users similar | |
| to corrupted darkness thanks to the cursed nature of this | |
| energy. This is the base power of their combat skills alongside | |
| their deadly predator spirit. This darkness powers most of their | |
| battle skills, while their deadly predator spirit usually powers | |
| more of the passive abilities. As a werepyre gets more | |
| experienced, they may learn to do more advanced darkness | |
| abilities, and may even make their battle skills more powerful | |
| if this skill becomes stronger since it's the base power of most | |
| of the battle skills. Typically, the way to counter this is holy | |
| energy, though the best is probably holy light which counters | |
| both the cursed nature and the darkness power. However, normal | |
| light can be used if it is concentrated enough to overpower the | |
| darkness, assuming the werepyre doesn't have any other enhanced | |
| darkness abilities. | |
| Werepyre Passive Skill: Arcane Terror: | |
| ~This is a passive skill that is generated by werepyres. Most | |
| werepyres learn this as part of their basic training where they | |
| are able to enhance their natures to terrifying levels. Similar | |
| to vampires who use disciplines that weaponize their very | |
| presence, werepyres also use this as a passive way to intimidate | |
| others using a fearless nature. Those not immune to fear | |
| manipulation will find themselves filled with fear when faced | |
| with the werepyre, as this is a passive skill that is always in | |
| effect. Depending on the presence of the werepyre, most use this | |
| in some fashion to strike fear into their opponents, usually as | |
| a tactic to scare off hunters and other opponents who might be a | |
| threat to them. This skill also gets stronger when the werepyre | |
| becomes angry or hateful, in which their negative emotions can | |
| fuel this and make this power stronger to generate more fear in | |
| others. Typically, this skill means that it takes someone with | |
| strong willpower to not be overcome with fear. Some werepyres | |
| who use this can weaponize it in a way to attack the mind, but | |
| usually only advanced werepyres will use it in this way. Those | |
| that are immune to fear manipulation or the effects of emotional | |
| influence would be able to resist this though, as will people | |
| with strong wills that can overcome their fear. This skill also | |
| only works as long as the werepyre is fearless, and if they | |
| become afraid, then this skill will stop working completely as | |
| long as the werepyre is afraid. | |
| Werepyre Passive Skill: Unstoppable Will: | |
| ~Similar to how some vampires and werewolves have certain | |
| training to avoid certain emotional changes (like the Darkfire | |
| Disciplined Mind), werepyres have their own special training | |
| where they passively focus their willpower into their darkness | |
| power. This grants them a passive skill that strengthens their | |
| willpower considerably, and can instantly free them from certain | |
| negative status effects. Using this, werepyres are able to break | |
| out of certain negative conditions like fear manipulation, | |
| psychic paralysis and stun abilities, and other body | |
| manipulation abilities. By using their immense willpower, their | |
| dark natures break them out of most psychic holds or | |
| manipulations that try to attack the mind or body, which is | |
| usually overpowered by the werepyre's own will. This power is a | |
| passive skill that is designed to be similar to skills like | |
| Disciplined Mind, and designed to help the werepyre focus their | |
| minds in battle. As one might imagine, this is a necessary skill | |
| to have in battle, so that werepyres can keep focused when they | |
| are in battle. Typically, this power uses a werepyre's willpower | |
| with their dark natures, so this skill only amplifies the mind | |
| as much as the willpower and dark nature of the werepyre will | |
| allow. While some have stronger willpower or dark natures than | |
| others, the combination usually determines how strong this will | |
| be. If a psychic power can overpower the werepyre's willpower, | |
| then it is possible to overpower this skill and affect a | |
| werepyre on a psychic level. | |
| Werepyre Passive Skill: Shadows of the Dawn: | |
| ~While most werewolves and vampires wouldn't be able to fight | |
| effectively during the day, werepyres have developed a skill | |
| that lets them fight during the day just as effectively as they | |
| do at night. By using the shadows of an area they are in, they | |
| are able to utilize amplification during the day, which | |
| amplifies them as much as the night would. By absorbing the | |
| shadows, the werepyre isn't affected by daylight, and can get | |
| around just as easily in the day. For most werepyres, they will | |
| find light unpleasant (Unless they are a type of werepyre that | |
| is not restricted by night, aka if they have daywalker power in | |
| them), but they will not be hindered by the light as long as | |
| they have shadows around them. Typically, the darker the place | |
| they find, the more amplification they will find, though they | |
| can fight effectively enough even with little shadow. While they | |
| may not gain amplification during the day from the night or the | |
| moon, they can use this skill to at least fight at their normal | |
| level even if they would normally be hindered during the day. Of | |
| course, while this skill does allow a werepyre to fight during | |
| the day, that doesn't mean they don't still have vulnerability | |
| to holy or light based abilities due to their strong darkness | |
| nature. And if an opponent takes away their shadows during the | |
| day, they will lose their darkness amplification they gain from | |
| this ability and might be weakened depending on the werepyre. | |
| Werepyre Passive Skill: Terror of the Night: | |
| ~Werepyres who train their combat usually train both vampire | |
| disciplines and werewolf gifts, in which they combine the two. | |
| In combat, this usually results in them combining combat | |
| abilities of werewolves and vampires. For example, werewolves | |
| will use certain vampire abilities like celerity training or | |
| potence training that enhances physical combat, and also use | |
| certain werewolf gift training like lightning reflexes and pain | |
| resistance. Every werepyre has different balances of abilities | |
| depending on what they can do, but most werepyres use this skill | |
| to combine werewolf and vampire combat abilities in order to | |
| combine the best of both races combat skills. This makes | |
| werepyres extremely dangerous in physical combat, especially | |
| ones that focus on physical combat, since this skill allows them | |
| to utilize two different races combat abilities in ways that | |
| surpass the original powers of clans and prides. Werepyres, | |
| depending on their training and affinities, can combine their | |
| combat training in a number of ways, with some even combining | |
| certain other combat techniques with their werewolf and vampire | |
| powers (such as martial arts styles and weapon styles). | |
| Typically, this makes each werepyre different, and amplifies | |
| their combat abilities depending on their abilities. Because of | |
| the number of combination options werepyres have, all werepyres | |
| have unique combat abilities. However, while this is an | |
| impressive ability, most werepyres are limited by what physical | |
| affinities they have. For example, a werepyre that is more bulky | |
| may have more strength and defense, but may not gain as much | |
| speed, or a werepyre that is smaller in stature might be faster, | |
| but lack the physical strength. This also depends on the | |
| training of the werepyre and what skills they can learn that | |
| boost their physical combat, as the physical combat makes this | |
| power what it is. | |
| Werepyre Combat Skill: Dark Howl: | |
| ~This skill is based on certain werewolf howls that utilize a | |
| werewolf's power. Among known gifts of werewolves are the Lupus | |
| gift of shattering howl, or the Get of Fenris gift scream of | |
| Gaia. Depending on the howl used, a werepyre is able to use | |
| their dark nature to combine with this howl to create a powerful | |
| sound wave which is designed to inspire fear into others. This | |
| emits a powerful shockwave which can knock opponents off their | |
| feet and disorient them using physical force. In addition, most | |
| werepyres can also paralyze opponents when they use this, using | |
| the dark nature stun an opponent if they are caught in the | |
| soundwave of the howl. Depending on the powers used, this can be | |
| further enhanced, such as werewolf gifts that empower one's | |
| howl, or vampire disciplines that amplify a vampire's voice | |
| somehow. This power can be useful, as the wave is strong enough | |
| to shatter stone when the sound wave hits, making it a good | |
| combat tactic, even if the opponent isn't affected by the | |
| paralysis or the fear manipulation. As such, this skill can have | |
| many uses, and some werepyres can even emit frequencies that | |
| might knock people out if they are able tune their howl to | |
| certain frequencies. This power is a pretty basic skill, and it | |
| mostly uses the voice of the werepyre to utilize it as a weapon. | |
| Because of how this power works, the sound waves become the | |
| major weapon, and if an opponent knows this, they can usually | |
| find ways to counter it, such as using water to dull the sound | |
| waves, or using something to block the sound waves completely. | |
| This also requires the werepyre's voice, so a good punch to the | |
| throat could interrupt this ability completely if an opponent | |
| catches the werepyre getting ready to use this skill, or using | |
| some sort of power to prevent the werepyre from howling. | |
| Werepyre Combat Skill: Dark Rage Impact: | |
| ~This skill is a combat power that lets a werepyre enter a | |
| temporary beserker state. This state uses anger and negative | |
| emotions to strengthen the werepyre's dark nature, amplifying | |
| their darkness and physical abilities temporarily. When in | |
| affect, the anger and hatred of the werepyre makes the darkness | |
| power strong enough to overpower many other stronger forms of | |
| darkness and light, and allows a werepyre to use their darkness | |
| in far stronger capacity than they normally would be able to. In | |
| addition, a werepyre also gains highly enhanced combat abilities | |
| in this state, including making them move faster and increasing | |
| their strength immensely. By combining certain abilities like | |
| the werewolf gift desperate strength and the lunar werewolf | |
| fighting spirit ability rage impact and the vampire celerity and | |
| presence abilities, the werepyre is able to use this to | |
| dangerous effect, amplifying their abilities beyond vampire and | |
| werewolf amplifications of similar abilities. While this is a | |
| strong technique though, this is only a temporary increase in | |
| power, and a werepyre that uses this may lose control of their | |
| emotions depending on how strong their control of their anger | |
| is. Because this uses anger and hatred to power this skill, | |
| stronger uses of this skill result in far less control, but | |
| grant far more power in amplification. Meanwhile, weaker uses of | |
| this mean not as much amplification, but the werepyre will be | |
| able to keep themselves in control of themselves. This power | |
| also only works for a small amount of time (up to 2 combat | |
| rounds), as this power is only meant to temporarily increase | |
| one's power. Any werepyre that uses this for more than 2 rounds | |
| will take physical damage as their amplification will damage the | |
| werepyre's body as they try to continue to fight using this | |
| amplification. | |
| Werepyre Combat Skill: Life of Gaia: | |
| ~Werewolves are familiar with how nature connection to the world | |
| works, and the connection to the earth, while vampires are | |
| familiar with how to steal life energy (at least many are in | |
| some form). By combining these two aspects, a werepyre is able | |
| to absorb and manipulate the life energy of the world around | |
| them, whether they use it to attack, or they even absorb it to | |
| make themselves more powerful. Because werepyres twist the world | |
| to their advantage, this power is no different, in which | |
| werepyres usually use this in order to twist the world's | |
| energies to their own benefit. Most werewolves would normally | |
| use a power like this to redistribute life energy more evenly | |
| among creatures of the world to balance life, but werepyres | |
| often will use this more for themselves rather than the world | |
| around them. Most werepyres use this to absorb it to heal | |
| themselves, or they may use it to attack opponents with if they | |
| are vulnerable to it. This is similar to certain sage abilities | |
| of some other races (IE absorbing energy from the environment), | |
| and this power is more or less like absorbing life from the | |
| world's energy. Some werepyres can even use this to heal others, | |
| or some more advanced werepyres might even be able to manipulate | |
| certain creatures without conscious thinking minds (like plants | |
| and animals) more easily due to their ability to twist life | |
| energy to their advantages. Just like any life energy though, a | |
| werepyre must be careful with this, as they cannot absorb too | |
| much life energy or they might disrupt their own balance of life | |
| and death energy, and they must also make sure they don't | |
| overwhelm themselves with this energy as too much energy will | |
| physically damage them. Typically, only a certain amount of life | |
| energy can be absorbed from certain areas, as the plants and | |
| animals will often die when this is used (unless the werepyre is | |
| simply redistributing it to heal plants or animals, or using it | |
| to heal someone), and once gone this energy cannot be absorbed | |
| any longer unless the werepyre moves to a different area that | |
| has life energy. This also requires the werepyre to know how to | |
| read the life force of the planet, which may require special | |
| training. | |
| Werepyre Combat Skill: Poison Claw: | |
| ~By utilizing a werewolf gift called spur claw that allows a | |
| werewolf to learn how to poison their claws, werepyres | |
| replicated this ability and created a werepyre ability that | |
| allows them to secret poison from their claws. When used, this | |
| poison is administered through claw slashes when the claw makes | |
| contact with an opponent, and the poison is spread into the body | |
| when the claw pierces the skin. Normal claw slashes become | |
| poisonous to opponents, and depending on the werepyre, they are | |
| able to generate poison depending on how they use this. The most | |
| common poison generated is a neurotoxin which paralyzes | |
| opponents when administered into bodies. If the poison spreads | |
| through the body, the opponent will have reduced ability to | |
| move, and if enough poison is administered, the neurotoxin could | |
| even paralyze the heart, which could kill the opponent if they | |
| are vulnerable to death if their heart stops. Most werewolves | |
| will use their training to create new poisons every so often, as | |
| every poison user knows to account for the body's ability to | |
| eventually create immunities to a poison. Among other poisons | |
| used by werepyres include certain acidic poisons that do more | |
| damage in the wound, or hallucinagenic poisons that cause | |
| hallucinations and impaired judgement. This skill does require | |
| physical contact with the werepyre's claw though, and cannot be | |
| administered to an opponent through a claw slash wave (as the | |
| claw itself has to make contact and pierce the skin to work). | |
| Because of this, dodging the claws is the best way to avoid this | |
| attack, or people with resistances or immunity to poisons might | |
| have a reduced effect when it comes to being poisoned by this. | |
| Werepyre Combat Skill: Shadow Lurk: | |
| ~This ability allows a werepyre to use the shadows to hide. When | |
| used, this skill lets a werepyre stand in the shadows, and even | |
| without melding into the shadows, the werepyre is able to use | |
| their darkness to blend into the shadow. Usually, this works | |
| best if the werepyre suppresses their presence so that their | |
| presence cannot be sensed. When used, werepyres can hide from | |
| most creatures, even hiding from other werewolves and vampires | |
| depending on what they want to do. Typically, more advanced | |
| werepyres can eventually even learn to travel through shadows | |
| through shadow melding, depending on their affinity for melding | |
| into darkness (usually best used through shadow lord werewolf | |
| tribes or Lasombra vampire clans). Werepyres originally | |
| developed this to hide from supernatural hunters, and to hide | |
| from other dark creatures that might try to hunt them down. Of | |
| course, many werepyres these days consider it cowardice to hide | |
| from their opponents, so they mostly learn this as a way to | |
| learn how to use shadow lurk to travel through shadows or to | |
| meld into shadows, so that they have a better way to use this, | |
| and a way to get around. However, just like other creatures, | |
| werepyres have to be careful where they shadow meld, because the | |
| shadow realm can be a dangerous place if they use shadows to | |
| travel, especially if they accidentally travel to the wrong part | |
| of the shadow realm (like Xeles's domain). When used, this isn't | |
| really a combat skill, as a werepyre mostly use this to get | |
| around or to just hide if they need to, so there's no damage | |
| done with this skill. Usually, the only way to sense a werepyre | |
| who is using this is by sensing their presence some other way, | |
| such as hearing or smell that might detect traces the darkness | |
| cannot cover up, since this only covers up a werepyre to the | |
| sense of sight and the other presence senses. While this is | |
| useful, it is also noteworthy that maintaining this stealth for | |
| long periods of time can be draining as it requires energy to | |
| maintain this stealth due to it requiring the werepyre's | |
| darkness. | |
| Werepyre Combat Skill: Dark Shield: | |
| ~When a werepyre is in danger of attack, they are able to create | |
| a barrier of darkness around themselves. This helps them defend | |
| against attacks, in which they use this as a defensive move to | |
| prevent themselves from taking damage from attacks. When used, a | |
| werepyre uses the cursed darkness from their bodies to create a | |
| barrier, in which the darkness locks the werepyre in place, | |
| allowing them to use the darkness to defend against attacks when | |
| in effect. When used, the darkness uses intense power to protect | |
| the werepyre, and can defend most normal attacks and plenty of | |
| projectile attacks. When used, this locks the werepyre in place, | |
| making the defense stronger than most other barrier skills by | |
| using the emission of darkness from the werepyre's body to | |
| strengthen their defense. Because of how this skill works, they | |
| cannot move while this barrier is in effect, and this requires | |
| darkness energy to keep the barrier going. This barrier is very | |
| difficult to break, but certain strong enough piercing abilities | |
| can break through this shield ability, as difficult as it might | |
| seem. Usually, besides aura breaker abilities/weapons, | |
| concentrated light and piercing lightning abilities are usually | |
| the best ways to break through this, if the opponent can gather | |
| the power needed to break the werepyre. And because this | |
| requires the werepyre's own darkness, this barrier technique is | |
| only as strong as the werepyre's own darkness, as this skill is | |
| powered by the darkness emitted from the body. Certain strong | |
| enough holy abilities can also more easily break this power as | |
| well depending on the holy skills used. | |
| Werepyre Combat Skill: Dark Beast Crash: | |
| ~This technique uses the darkness emitted from the werepyre, | |
| usually when the werepyre is in movement. When moving, the | |
| werepyre is able to use their darkness emitted from their body | |
| to enhance their physical and supernatural power when in motion, | |
| and is designed to be used during a dash or jump attack to | |
| amplify the werewolf's impact power. This was based on | |
| werewolves who jump around and use this to try and hit opponents | |
| with the force of their bodies, to which werepyres learned to | |
| utilize their dark natures to do something similar. Werepyres | |
| are able to use this while in motion, whether they are in the | |
| air, or using a dash, they can amplify themselves with this | |
| darkness to try and break through an opponent's defenses. | |
| Typically, this is best used against barriers and energy | |
| defenses, where the werepyre will use this to try and break | |
| through the opponent's defenses. This can also be used to boost | |
| movement speed when in motion, where a werepyre is able to use | |
| this in motion to boost their speed as much as their power | |
| (usually as a means to avoid an attack that they don't have the | |
| speed to avoid normally). Typically, avoiding this attack simply | |
| requires dodging the attack, and the werepyre usually moves in | |
| straight line when using this, unless they use an object to stop | |
| and change direction. Usually, trying to change direction is | |
| difficult with this technique, and when the werepyre comes out | |
| of this technique, they may be vulnerable once their dark | |
| amplification is no longer in effect since the werepyre will not | |
| be using the darkness to amplify their physical movement and | |
| abilities. This is another technique that is also only as strong | |
| as the werepyre's own dark nature, so natures would only be able | |
| to overcome defenses similar or slightly above their level of | |
| power. | |
| Werepyre Combat Skill: Shadow Mist Form: | |
| ~This skill combines the fog on the moor ghost form of a | |
| werewolf (similar to intangibility) with the mist form that some | |
| vampires can take. Using a werepyre's dark nature, they take the | |
| form of a shadow mist that is intangible when used. This form is | |
| another power designed to avoid attacks, allowing a werepyre to | |
| use this to let attacks pass through them. When in this form, | |
| the werepyre is mostly intangible and immune to attack. Some | |
| more advanced werepyres can even change this form depending on | |
| their darkness control, such as changing the temperature of the | |
| mist form they take (either heating it up to burn anyone who | |
| gets caught in the mist, or freezing anyone caught in the mist | |
| by reducing the temperature), or some werepyres can adjust the | |
| acidity of their dark mist to make it able to corrode anything | |
| caught in the mist form. This power can be very useful, though | |
| when in this form, the werepyre is more vulnerable to wind | |
| attacks, which can blow away the werepyre's mist form. To an | |
| extent, lightning powers can also affect mist powers (though it | |
| takes a very high voltage due to the higher resistance mist and | |
| air have to conducting electricity). Werepyres can also only | |
| stay in this form for a limited time, and have to return to | |
| their normal forms. One way to attack werepyres in this form, | |
| besides using certain spirit defense powers like Haki or Pai | |
| Zhua training, is to use silver. Because of the power this was | |
| modified from, the werepyre cannot maintain their shadow mist | |
| form when in the presence of silver, and the silver will force | |
| them back into normal form due to the power interrupting the | |
| werewolf fog on the moor power this was adapted from. Even the | |
| best werepyres are still vulnerable to silver when in this form | |
| (unless they are holy natured, in which case gold acts in place | |
| of silver). This means that silver bullets and weapons can not | |
| only force a werepyre into normal form, but they can also damage | |
| a werepyre if the bullet or weapon is in the mist when the | |
| werepyre reforms. | |
| Werepyre Combat Skill: Dark Railgun: | |
| ~This skill combines a werewolf's gifts that increase strength | |
| with a vampire's celerity training to create a powerful bullet | |
| technique. By creating darkness and then flicking the darkness | |
| at opponents with their enhanced strength, the darkness is fired | |
| with the speed of the projectile vampire discipline which speeds | |
| up the vampire's projectile attacks immensely. When used, this | |
| creates a dark bullet that is able to blast through concrete and | |
| even certain metals with the force of an anti-tank rifle, thanks | |
| to combining the strength and speed at which it's launched with | |
| the vampire discipline that increases it's speed. As one might | |
| imagine, this skill blasts the darkness at an opponent with | |
| immense force and speed, making it very damaging if it hits an | |
| opponent. The force of impact is usually enough to blast through | |
| most opponents, armor and all. And when using this, the darkness | |
| used is small enough that werepyres can fire these in quick | |
| succession. Because of how this power works, this is a very | |
| dangerous ability, as the werepyre can use this to usually break | |
| through defenses, and with the projectile enhancement, this | |
| technique is also very hard to dodge as a result. This may seem | |
| like a simple attack, but the sheer power of the attack makes it | |
| a great power for werepyres, as it only requires a small amount | |
| of darkness. Werepyres are also able to do this with smaller | |
| objects as well if they don't want to use their darkness (which | |
| some don't want to waste their dark energy), and may choose to | |
| use objects that they flick at opponents like rocks or small | |
| pieces of metal. Typically, anything the size of a bullet can be | |
| fired at an opponent, with even pebbles being devastating when | |
| hitting opponents. Of course, as one might imagine, blocking is | |
| not ideal when it comes to this technique, and opponents should | |
| dodge rather than block. Depending on the strength put into it, | |
| the speed and strength can be adjusted, but increasing the speed | |
| will decrease the impact force, and increasing the strength will | |
| decrease the speed. Typically, while this does generate immense | |
| physical force, if one can dispel the darkness used in the | |
| bullet before it hits, then this won't do any damage. | |
| Werepyre Combat Skill: Wolfbat Swarm: | |
| ~When using this technique, this creates a group of darkness | |
| familiars in the forms of bats that possess wolf like features. | |
| Typically, the wolfbats have sharp claws and strong teeth, and | |
| enhanced smell, sight and hearing. These wolfbats are designed | |
| to swarm opponents and attack them, usually opening them up to | |
| other attacks if the wolfbats are able to distract the opponent. | |
| When the wolfbats bite an opponent, they are able to drain life | |
| energy from the opponent and then give it to the werepyre, or | |
| they can suck out the blood of the person they bite similar to a | |
| vampire's bite. The wolfbats can also use their claws to tear | |
| through defenses using their darkness to try and pierce | |
| defenses. Depending on the power of the werepyre's darkness, | |
| this power can do dangerous damage to opponents, and can weaken | |
| them when used properly. This power uses the werepyre's darkness | |
| to create these, and when used, the werepyre can even share | |
| their senses with the wolfbats due to them controlling the | |
| darkness that makes up the wolfbats. These wolfbats are usually | |
| designed to attack in a group, which is designed to overwhelm an | |
| opponent if the group of wolfbats attacks them. Typically, the | |
| best way to avoid these is to destroy them with light or holy | |
| attack abilities, which can destroy them if the attacks are able | |
| to overpower the darkness of the werepyre. These wolfbats can be | |
| also be destroyed by certain other abilities, such as strong | |
| enough energy, or other elemental abilities like lightning or | |
| flames. The wolfbats are typically not too hard to destroy, | |
| though werepyres with stronger darkness abilities will have | |
| stronger wolfbats using this power. This is similar to any other | |
| familiar power, and these familiars are basically like most | |
| other shadow familiars in nature. | |
| Werepyre Combat Skill: Horde of the Beast: | |
| ~This is similar to the wolfbat power, except that this uses the | |
| familiar power to create manifested familiars instead of shadow | |
| familiars. When manifested, the werepyre uses some of their | |
| darkness like a summoning, and they summon wolves that are | |
| created from the werepyre's own power. These wolves are like | |
| spawns of the werepyre, where the werepyre combines the familiar | |
| power of a vampire, and mixes in a wolf nature to create what | |
| appears to be a pack of wolves. As such, these wolves are able | |
| to attack as a group, and are usually called to attack opponents | |
| and swarm them similar to the wolfbat skill. When used, the | |
| wolves act according to the werepyre's will, and can use their | |
| enhanced features to attack opponents. Among their attacks, they | |
| also have certain skills like the dark howl, the poison claw, | |
| and the dark beast crash skills. When used, the wolves are able | |
| to use their own darkness enhanced by what the werepyre gave | |
| them upon creating them. Since most werepyres don't have a pack | |
| or clan to help them in battle, werepyres created this technique | |
| to allow them their own group to help fight beside them. Some | |
| more advanced familiar techniques can even attribute life energy | |
| or souls to these wolves if they have strong enough familiar | |
| techniques, and create unique powers for the wolves. However, | |
| the standard usually just gives them darkness techniques, unless | |
| the werepyre empowers them with something else. Typically, these | |
| wolves are weak to anything that can destroy familiars, and | |
| enough damage will eventually dispel them and return the | |
| familiars to the werepyre. Depending on the werepyre, some | |
| werepyres can use certain familiar arts if they have access to | |
| them, though unless otherwise stated, the werepyre's familiars | |
| can be taken out like any other familiar. If one wants to dispel | |
| the wolves, the best way is to attack the werepyre, since the | |
| familiars cannot stay manifested if the werepyre can't | |
| concentrate on keeping them manifested. | |
| Werepyre Combat Skill: Fenrir's Wrath: | |
| ~This technique was inspired by Norse mythology, in which | |
| werepyres were inspired by the myth of how the wolf Fenrir was | |
| retrained with special chains. By practicing with their cursed | |
| darkness, eventually Wolfwing VI managed to create this skill | |
| that he taught to other werepyres long ago. After training in | |
| this skill, werepyres were able to generate chains made of their | |
| cursed darkness. When used, the chains use the cursed darkness | |
| to restrain opponents, and use their darkness to form special | |
| runes which can restrain anything that the chains come into | |
| contact with. By using these chains, werepyres focused on | |
| restraining werewolves and vampires, but eventually found that | |
| they were able to restrain almost any creature, as evidenced | |
| when Wolfwing VIII managed to use this to restrain Beelzebub | |
| before Beelzebub used his insects to attack Wolfwing VIII. This | |
| skill is commonly used to restrain opponents in battle, | |
| temporarily weakening them if they are ensnared by the chains. | |
| These chains are very strong, and cannot usually be broken | |
| easily as long as they are manifested. When used, the werepyre | |
| usually has to concentrate to keep an opponent restrained, | |
| though some werepyres can usually set up another attack if they | |
| are able to keep the opponent restrained while preparing the | |
| attack. When used, usually it is difficult to break out of these | |
| chains, though the best way is an aura breaker power or weapon, | |
| or some sort of power negation. However, the best way to avoid | |
| this is to not get caught by the chains, which are generated | |
| from shadows. If one can avoid the shadows and avoid the chains | |
| that come out of the shadows, then they can avoid this technique | |
| altogether. | |
| Werepyre Combat Skill: Dark Forest Summoning: | |
| ~This attack was a signature of Wolfwing IX, who developed this | |
| technique using his nature connection and the werepyre plant | |
| manipulation. By using the darkness of the werepyre, the | |
| werepyre is able to spread their darkness over an area like | |
| seeds that summon trees of darkness using their nature | |
| connection, and are able to create these trees almost anywhere | |
| (though summoning these trees in enclosed spaces is not | |
| recommended due to possibility of collapsing structures). When | |
| used, this summons a mass of dark trees which attack opponents | |
| when they get close. This is best used in the forests, where the | |
| werepyre can have their dark trees appear among other trees to | |
| disguise which trees are the werepyre's dark trees. The trees | |
| are able to attack opponents when the opponent is nearby, using | |
| their branches to attack up close, devour them by opening up and | |
| eating an opponent, or by firing their leaves like throwing | |
| stars that can slice through opponents when fired at them. This | |
| is usually summoned over an area, and usually summons enough | |
| trees to limit an opponent's mobility since they have to avoid | |
| the trees attacks, and the werepyre at the same time. However, | |
| the trees can be destroyed with holy or light powers, and a | |
| flashbang can actually completely destroy this technique since | |
| the trees are made of darkness. This also takes a lot of energy | |
| to create, so this isn't something that should be used too | |
| often. Aside from a few more powerful users, most users cannot | |
| use this multiple times. If one does enough damage to the | |
| werepyre, they can also dispel this technique since the werepyre | |
| has to use their power to maintain this ability. | |
| Werepyre Combat Skill: Return from Hades: | |
| ~This was developed by Wolfwing III, who managed to develop this | |
| skill in his 3 deaths (it took 3 deaths before hunters realized | |
| the secret to this technique). This skill combined the Fianna | |
| gift, sleep of the hero, with a vampire's ability to go into a | |
| healing sleep (usually by sleeping in a coffin). This skill | |
| essentially lets a werepyre come back from death, in which they | |
| use this to go into a death-like sleep. By using their | |
| connection to nature and darkness, they absorb the power of | |
| nature and darkness, and eventually, the werepyre is able to | |
| come back to life as though they never died. This is the | |
| ultimate skill of the werepyre, and makes it so many werepyres | |
| cannot be killed by just killing them and leaving their bodies | |
| behind. If a hunter kills a werepyre and doesn't properly | |
| dispose of the body, then the werepyre could eventually come | |
| back, making werepyres with this skill very hard to permanently | |
| dispose of. Most werepyres never know if they've perfected this | |
| until they actually die, due to the nature of the condition | |
| required to use this technique (actually dying), so it's not | |
| always certain if they are able to be prepared for this. When a | |
| werepyre is killed, those that kill the werepyre must burn the | |
| remains, mixing salt and silver into the remains in order to | |
| make sure the remains are properly not able to return. If salt | |
| is not used, then the body can still be destroyed with silver | |
| and fire, but the werepyre might become a vengeful spirit as a | |
| result. Without silver, the burning of the remains just means | |
| that the werepyre is asleep longer than the werepyre would be if | |
| their body wasn't burned. While this skill seems intimidating, | |
| many werepyres are never properly prepared for this, and most do | |
| die properly, but if one manages to pull this off properly when | |
| killed, then they are able to use this consistently again and | |
| again if their remains are not properly disposed of. If not used | |
| properly, then the werepyre dies as normal and cannot come back. | |
| The secret to this is the connection to nature and darkness that | |
| is achieved before death, and only with a proper connection to | |
| the energies of life and death can a werepyre use this | |
| effectively to absorb nature and darkness energy after death. | |
| Disciplines: | |
| Auspex: | |
| Heightened Senses: Self Explanatory | |
| An Ear for Lies: | |
| ~Scions place great stock in the truth, and successful rulers | |
| and leaders learn to discern truth from falsehood, even when | |
| spoken by the most convincing liars, This power allows the user | |
| to know when someone is lying to him. To the Cainite, lies stand | |
| out, harsh and discordant from all other speech. | |
| Psychic Projection: | |
| ~The Kindred with this awesome ability projects her senses out | |
| of her physical shell, stepping from her body as an entity of | |
| pure thought. The vampire's astral form is immune to physical | |
| damage or fatigue, and can "fly" with blinding speed anywhere | |
| across the earth - or even underground - so long as she remains | |
| below the moon's orbit. | |
| The Kindred's material form lies in a torpid state while her | |
| astral self is active, and the vampire isn't aware of anything | |
| that befalls her body until she returns to it. An ephemeral | |
| silver cord connects the Kindred's psyche to her body. If this | |
| cord is severed, her consciousness becomes stranded in the | |
| astral plane, the realm of ghosts, spirits, and shades. | |
| Attempting to return to the vampire's physical shell is a long | |
| and terrifying ordeal, especially since there is no guarantee | |
| that she will accomplish the journey successfully. This | |
| significant danger keeps many Kindred from leaving their bodies | |
| for long, but those who dare can learn much. | |
| Spirit Bond: | |
| ~This power allows the Cainite to establish a mental bond with | |
| an object or person. The vampire may "check up on" the object or | |
| person at any time after achieving this bond. Invoking the bond | |
| instantly reveals exactly where the object or person is located. | |
| This power is best used sparingly - many who apply it in excess | |
| become paranoid and useless, checking on their bonds every | |
| waking hour. | |
| Aura Perception: | |
| ~Using this power, the vampire can perceive the psychic "auras" | |
| that radiate from mortals and supernatural beings alike. These | |
| halos comprise a shifting series of colors that take practice to | |
| discern with clarity. Even the simplest individual has many | |
| shifting hues within his aura; strong emotions predominate, | |
| while momentary impressions or deep secrets flash through in | |
| streaks and swirls. | |
| The colors change in sympathy with the subject's emotional | |
| state, blending into new tones in a constantly dancing pattern. | |
| The stronger the emotions involved, the more intense the hues | |
| become. A skilled vampire can learn much from her subject by | |
| reading the nuances of color and brilliance in the aura's flow. | |
| Aside from perceiving emotional states, vampires use Aura | |
| Perception to detect supernatural beings. The colors in Kindred | |
| auras, while intense, are quite pale; mage auras often flare and | |
| crackle with suppressed power; werebeasts have strikingly | |
| bright, almost frantic, halos; ghosts have weak auras that | |
| flicker fitfully like a dying flame, and faerie creatures' | |
| radiance is shot through with rainbow hues. | |
| The Spirit's Touch: | |
| ~When someone handles an object for any length of time, he | |
| leaves a psychic impression on the item. A vampire with this | |
| level of Auspex can "read" these sensations, learning who | |
| handled the object, when he last held it and what was done with | |
| it recently. | |
| These visions are seldom clear and detailed, registering more | |
| like a kind of "psychic snapshot." Still, the Kindred can learn | |
| much even from such a glimpse. Although most visions concern the | |
| last person to handle the item, a long-time owner leaves a | |
| stronger impression than someone who held the object briefly. | |
| Gleaning information from the spiritual residue requires the | |
| vampire to hold the object and enter a shallow trance. She is | |
| only marginally aware of her surroundings while using The | |
| Spirit's Touch, but a loud noise or jarring physical sensation | |
| breaks the trance instantly. | |
| Dominate: | |
| Command: | |
| ~The vampire locks eyes with the subject and speaks a one-word | |
| command, which the subject must be obey instantly. The order | |
| must be clear and straightforward: run, agree, fall, yawn, jump, | |
| laugh, surrender, stop, scream, follow. If the command is at all | |
| confusing or ambiguous, the subject may respond slowly or | |
| perform the task poorly. The subject cannot be ordered to do | |
| something directly harmful to herself, so a command like "die" | |
| is ineffective. | |
| Mesmerize: | |
| ~With this power, a vampire can verbally implant a false thought | |
| or hypnotic suggestion in the subject�s subconscious mind. Both | |
| Kindred and target must be free from distraction, since | |
| Mesmerize requires intense concentration and precise wording to | |
| be effective. The vampire may activate the imposed thought | |
| immediately or establish a stimulus that will trigger it later. | |
| The victim must be able to understand the vampire, though the | |
| two need to maintain eye contact only as long as it takes to | |
| implant the idea. | |
| Mesmerize allows for anything from simple, precise directives | |
| (handing over an item) to complex, highly involved ones (taking | |
| notes of someone�s habits and relaying that information at an | |
| appointed time). It is not useful for planting illusions or | |
| false memories (such as seeing a rabbit or believing yourself to | |
| be on fire). A subject can have only one suggestion implanted at | |
| any time. | |
| Memory Block: | |
| ~This variant of The Forgetful Mind allows the vampire to stop a | |
| dominated subject talking about or revealing specific | |
| information without forgetting it. When questioned about the | |
| memory or detail, the victim will evade the question without | |
| even noticing she is doing it. If pressed, she will discover he | |
| cannot say out loud or even write down the blocked information. | |
| This is very useful when a servant needs to possess classified | |
| data, but the vampire wants to be certain she cannot reveal it, | |
| even under torture. | |
| Chain the Psyche: | |
| ~Not content with merely commanding their subjects, some elders | |
| apply this power to ensure obedience from recalcitrant victims. | |
| Chain the Psyche is a Dominate technique that inflicts | |
| incapacitating pain on a target who attempts to break the | |
| vampire�s commands. | |
| Implanted Opinion: | |
| ~Dominate usually focuses on giving the target specific orders. | |
| Using this power, a vampire can instill a feeling, opinion, or | |
| even a personality trait the victim will believe is his own. He | |
| might be told he loves modern art, hates his new neighbors, or | |
| that aliens are looking to abduct him. He can be given new | |
| political or religious beliefs, suddenly becoming a dedicated | |
| liberal or a born-again Christian (although in the latter case | |
| he doesn't gain real faith; he just decides to follow the tenets | |
| of a faith). | |
| He might even be given bigoted views, making him racist or | |
| sexist, or he may be cured of such opinions. Unlike | |
| Conditioning, the vampire has little connection to the target, | |
| and can use him as an agent to steer policies to her design | |
| without needing to explain her plans. | |
| Thaumaturgy: | |
| A Taste for Blood: | |
| ~This power was developed as a means of testing a foe�s might � | |
| an extremely important ability in the tumultuous early nights of | |
| Clan Tremere. By merely touching the blood of his subject, the | |
| caster may determine how much vitae remains in the subject and, | |
| if the subject is a vampire, how recently he has fed, his | |
| approximate Generation and, with three or more successes, | |
| whether he has ever committed diablerie. | |
| Blood Rage: | |
| ~This power allows a vampire to force another Kindred to expend | |
| blood against his will. The caster must touch her subject for | |
| this power to work, though only the lightest contact is | |
| necessary. A vampire affected by this power might feel a | |
| physical rush as the thaumaturge heightens his Physical | |
| Attributes, might find himself suddenly looking more human, or | |
| may even find himself on the brink of frenzy as his stores of | |
| vitae are mystically depleted. | |
| Blood of Potency: | |
| ~The thaumaturge gains such control over his own blood that he | |
| may effectively "concentrate" it, making it more powerful for a | |
| short time. This power may be used only once per night. | |
| Theft of Vitae: | |
| ~A thaumaturge using this power siphons vitae from her subject. | |
| She need never come in contact with the subject � blood | |
| literally streams out in a physical torrent from the subject to | |
| the Kindred (though it is often mystically absorbed and need not | |
| enter through the mouth). The subject must be visible to the | |
| thaumaturge and within 50 feet (15 meters). Using this power | |
| prevents the caster from being blood-bound, but otherwise counts | |
| as if the vampire ingested the blood herself. This power is | |
| spectacularly obvious, and Camarilla princes justifiably | |
| consider its public use a breach of the Masquerade. | |
| Cauldron of Blood: | |
| ~A thaumaturge using this power boils her subject's blood in his | |
| veins like water on a stove. The Kindred must touch her subject, | |
| and it is this contact that simmers the subject's blood. This | |
| power is always fatal to mortals, and causes great damage to | |
| even the mightiest vampires. This ability is very fatal to | |
| mortals if done right and mortals with regenerative powers (or | |
| basically metahumans) will suffer excruciating pain for at least | |
| one RP round. It will only get worse if not treated in time and | |
| it's even worse for those with weak regerative powers. Although | |
| even the strongest supernatural creatures will suffer great | |
| damage, whose with great defense powers (vampires with fortitude | |
| disciplines) are said to have survived after soaking all of the | |
| aggravated damage. This spell is useless against those who don't | |
| have blood in their bodies. | |
| Elemental Strength: | |
| ~The vampire can draw upon the strength and resilience of the | |
| earth, or of the objects around him, to increase his physical | |
| prowess without the need for large amounts of blood. | |
| Animate the Unmoving: | |
| ~Objects affected by this power move as the vampire using it | |
| dictates. An object cannot take an action that would be | |
| completely inconceivable for something with its form � for | |
| instance, a door could not leap from its hinges and carry | |
| someone across a street. However, seemingly solid objects can | |
| become flexible within reason: Barstools can run with their | |
| legs, guns can twist out of their owners' hands or fire while | |
| holstered, and humanoid statues can move like normal humans. | |
| This power animates one object no larger than human-sized; the | |
| caster may simultaneously control a number of animate objects | |
| equal to their Intelligence. Objects animated by this power stay | |
| animated as long as they are within the caster's line of sight | |
| or up to an hour, although the thaumaturge can take other | |
| actions during that time. | |
| Vertigo: | |
| ~The thaumaturge induces minor disorientation and dizziness | |
| through subtle manipulations in the subject's body. The physical | |
| discomfort is temporary and minor, but a clever thaumaturge can | |
| use it on rivals at the most inopportune times, causing them to | |
| lose their aplomb. A touch from the thaumaturge invokes | |
| disorientation in her victim. Those with healing powers can help | |
| the victim though those with regenerative powers can also do the | |
| trick though they have to concentrate in order to make the spell | |
| go away. | |
| Contortion: | |
| ~With a touch, the thaumaturge causes a group of her opponent's | |
| muscles to contract involuntarily, reducing it to twitching | |
| fits. This effect is extremely disconcerting to the subject, | |
| rendering the limb or muscle group unusable. By making physical | |
| contact with one of the limbs of the target, the thaumaturge | |
| renders it useless for the duration of Contortion. A leg | |
| rendered useless makes standing difficult, and the victim | |
| suffers from increased difficulty to appropriate Dexterity | |
| challenges related to her leg, such as dancing or balancing on | |
| ledges. A contorted arm hangs lifeless at the subject's side. A | |
| useless head causes loss of speech and increases the difficulty | |
| of all social skills as the facial muscles spasm out of control. | |
| Again, those with regenerative powers or a mental control may be | |
| able to fight back for control but it requires concentration to | |
| do so. | |
| Seizure: | |
| ~Seizure causes the body to erupt into a fit of convulsions. All | |
| the muscles throughout the body tighten uncontrollably, while | |
| the victim foams at the mouth and spasms rack him with agony. A | |
| mere mortal may even choke to death as her tongue cuts off her | |
| air supply. A light touch from the thaumaturge forces the very | |
| unpleasant effects of this power upon the target. For the | |
| duration of the seizure, a target's body writhes, tormenting her | |
| to the point of incapacitation. The victim also suffers physical | |
| damage as her body helplessly twists itself. At the RPer's | |
| discretion, the effects of this power may even cause death in | |
| extremely ill or wounded mortals. This is harder on supernatural | |
| creatures and metahumans if they have better control of their | |
| bodies but it still requires concentration in order to fight it | |
| or their ally can help them. | |
| Marionette: | |
| ~The thaumaturge invoking Marionette gains such mastery over the | |
| body of others that she can magically seize control of another | |
| being and force her victim to act according to her own whims. | |
| This control is not as fine as the direct and personal command | |
| of the Dominate power of Possession, but the thaumaturge's true | |
| body is not as vulnerable during the manipulation. Once | |
| established, the Marionette victim is under the complete sway of | |
| the thaumaturge, forced to perform as the thaumaturge's macabre | |
| pawn. | |
| The thaumaturge may affect any target within her line of sight, | |
| but she must keep visual contact with the victim at all times to | |
| maintain this effect. A subject may resist the effects of | |
| Marionette by using their willpower or some power similar to a | |
| vampire's Fortitutde discipline when the thaumaturge attempts to | |
| take control. Victims lacking Fortitude or anything similar to | |
| it do not have the physical resistance to defy this effect. | |
| Marionette does not rob the victim of her cognizance, only | |
| physical control over her body. During this time of | |
| thaumaturge's mastery, the target remains aware that some | |
| outside force is manipulating her physical actions, conscious | |
| that they are not her own. The victim may make an attempt to | |
| take a mental or social action, such as activating a power | |
| (discipline, gift, magic, etc.) or speaking (asking for help). | |
| Adrielle is infamous for this ability. At first, she wasn't a | |
| fan of this ability but after the death of her husband, she | |
| embrace this spell and use this as an act of torture on her | |
| enemies such as making them attack their allies, friends or | |
| family members though she can also use them for minor actions | |
| such as making a victim come to her (think of Hama from Avatar | |
| the Last Airbender: | |
| https://www.youtube.com/watch?v=91QbwtxQ6pY) | |
| Readiness: | |
| ~Using Readiness makes the caster able to gain a quicker | |
| understanding of a predicament. Enhanced lucidity enlightens the | |
| caster, allowing increased cleverness and better reactions to | |
| changing situations. This power is only usable on the | |
| thaumaturge herself. | |
| Centering: | |
| ~By invoking this power, the thaumaturge causes a sudden, | |
| intense calmness in the subject by whispering soothing words to | |
| her. While under this serenity, the target is better able to | |
| focus on tasks at hand, ignoring distractions and annoyances, | |
| including grave bodily harm. Thaumaturges in fear of frenzy | |
| often use this power on themselves to stifle their own emotions | |
| and achieve a state of tranquility. | |
| This power is usable on any one subject within earshot of the | |
| thaumaturge and lasts for one rp turn. During this period, the | |
| target is unaffected by any power or effect (with the notable | |
| exception of Elder disciplines) that will render their focus. | |
| Though much more powerful attacks such as a strong wound like | |
| attack may prove to be difficult. | |
| One-Tracked Mind: | |
| ~By extending her powers to other individuals, the thaumaturge | |
| is able to fixate the subject on one action. This | |
| single-mindedness of the target is so complete that they ignore | |
| everything else that occurs around them. Guards are easily | |
| distracted with this power, as their attention becomes fixated | |
| elsewhere, and research becomes a dedicated, focused task. Use | |
| of this power is sometimes colloquially referred to as | |
| "railroading someone." | |
| Dual Thought: | |
| ~The rigors of learning Thaumaturgy strengthen the mind and the | |
| will of a thaumaturge. As a result, those skilled with | |
| Thaumaturgy often have the ability to quickly assess a situation | |
| and calculate the options available to them. At this level of | |
| mastery of the Focused Mind, the thaumaturge is able to divide | |
| her attention to two completely separate tasks without penalty | |
| or distraction. | |
| As One-Tracked Mind forces the subject's attention into a single | |
| objective, Dual Thought expands the thaumaturge�s concentration | |
| to the point that focus upon two goals is possible. | |
| Loss: | |
| ~This curse affects the target's material worth. It most | |
| commonly causes the target to be stripped of money, but it may | |
| also cause her Herd to diminish, or destroy a Haven. The curse | |
| can target any tangible asset represented as a Background | |
| (basically important status like a wealthy business man). If the | |
| character has no suitable Backgrounds, it targets personal items | |
| of emotional significance. The sorcerer has no control over how | |
| the spell works though the victim of the RPer can decide how it | |
| will affect them. | |
| Enemy: | |
| ~This potent curse causes the target's friends and allies to | |
| turn against him, even as it causes the numbers of his enemies | |
| to grow. This may reflect friends and allies who have become | |
| angry with the victim and turn their back on them, it may | |
| reflect contacts and allies who are simply unavailable for a | |
| time, or it may actually result in such characters being injured | |
| or even dying due to ill fortune. The effects manifest within a | |
| week, and the victims of the curse may never recover as long as | |
| they are unaware that it was spell and find a way to break it. | |
| Though those with a strong willpower and/or a really good heart | |
| may be resistant or immune to this spell | |
| The Eye That Wounds: | |
| ~The ultimate expression of this malefic path, the Eye That | |
| Wounds does not require time to establish a chain of ill | |
| fortune. It strikes immediately. The ashipu must make eye | |
| contact with her target and utter some exclamation pertaining to | |
| a characteristic of his. It can be praise or insult, sarcasm or | |
| fury, but whatever form it takes, the target is immediately | |
| struck with an agonizing injury that damages that | |
| characteristic. | |
| The target (or object, if the curse is directed towards a | |
| possession of the target) suffers one level of aggravated | |
| damage. Generally, even a single level of damage is sufficient | |
| to slay an animal or destroy most objects. If used against a | |
| mortal, this power will permanently maim them. If used against a | |
| supernatural such as a Kindred (vampire), the curse will inflict | |
| damage shaped by the ashipu's words. If she compliments his | |
| beautiful eyes, they will be burned and he might be rendered | |
| blind until he can heal. If she mocks his honeyed words, the | |
| curse might burn out his tongue and leave him unable to speak. | |
| Werewolf Gifts: | |
| Desperate Strength: | |
| ~In times of great trauma, desperate people have displayed | |
| amazing feats of strength and endurance. With a burst of | |
| adrenaline, a mother can lift a truck off a pinned child, or a | |
| father may smash through a wall to save his family. Through | |
| strength of will, a Bone Gnawer may channel that same desperate | |
| energy. If another packmate has fallen or been captured, the | |
| Garou may use this hideous strength in a desperate effort to | |
| help his pack. | |
| Primal Anger: | |
| ~The metis learns to focus the anger within her heart and use it | |
| to increase her Rage. The anger takes a physical toll on the | |
| werewolf, and it is up to her to unleash it on her enemies. | |
| Haunting Howl: | |
| ~One of the howl-Gifts peculiar to the tribe, this eerie cry | |
| often echoed across the desolate moors prior to a White Howler | |
| raid. In the years since the White Howlers� fall, this cry has | |
| become more alien and forlorn. Willpower expenditures are | |
| unaffected. No foe can be affected by more than one use of this | |
| Gift per scene. | |
| Blood Scent: | |
| ~Part of the White Howlers� reputation as excellent trackers | |
| stemmed from Gifts such as this one. The Garou with this Gift | |
| finds it childishly easy to track down any human, beast or | |
| supernatural being whose blood he has tasted. the Howlers | |
| parlayed this Gift into the tactic of letting a wounded enemy | |
| escape, only to unerringly track him to his lair and the rest of | |
| his clan. Once learned, this Gift�s effects are permanent. | |
| Shining Sigils: | |
| ~When this Gift is active, glowing sigils representing the | |
| Garou's tales of Renown appear upon their skin or pelt. The | |
| marks shine a luminescent woad-blue, although Honor, Glory, and | |
| Wisdom all gleam with their own subtle inflections of color. | |
| Temporary Renown appears as reinforcing details on the permanent | |
| Renown symbols. | |
| Howl of the Banshee: | |
| ~The werewolf emits a fearful howl that causes those who hear it | |
| to run in terror. All who hear the howl must either have a very | |
| strong will to resist it or flee in terror. | |
| Spectral Authority: | |
| ~Any spirit the Philodox knows by name is a potential servitor. | |
| With this Gift, the werewolf can summon and command any spirit | |
| she knows by name. Only one command is possible at a time, and | |
| the spirit departs after fulfilling the one request. | |
| Lion's Bite: | |
| ~Lion's children learned many things from their patron, | |
| including some hunting tactics more familiar to big cats than to | |
| wolves. The Garou with this Gift gains an unerring ability to | |
| bite down on the throat of his prey, choking it unconscious or | |
| to death, or even crushing its windpipe as lions do. | |
| Pain-Strength: | |
| ~The White Howlers were hardy enough to shrug off the effects of | |
| pain, but some learned the trick of letting their pain fuel | |
| them. The wounds of a White Howler actually gave him Strength, | |
| allowing him to achieve great feats of might at the cost of his | |
| own blood. | |
| Territory: | |
| ~The Red Talon with this Gift doesn�t need to patrol his hunting | |
| ground to know what transpires there. With bit a moment of | |
| concentration, he may extend his senses to any area he has | |
| marked. White Howlers can mark a land as their own by carving | |
| sigils in stone in the area. Stones marked in this way can be | |
| used over and over, by the Garou who carved them. The duration | |
| remains the same; the werewolf reactivates the gift by adding | |
| additional details to the stone in question. | |
| Ley Lines: | |
| ~By manipulating ley lines � part of an energy web that | |
| crisscrosses the planet � the Fianna can disorient would-be | |
| trackers or hunters. The victims of this Gift find themselves | |
| following false trails, making wrong turns or walking in | |
| circles. The user�s trail simply disappears! | |
| Blooding Fury: | |
| ~The Fianna often wondered if the White Howlers were the masters | |
| of their Rage, or if Rage was the master of the White Howlers. | |
| This Gift only added to the Fianna's trepidation. By wounding | |
| herself, the Garou is able to tap into a fresh reservoir of | |
| Rage, for good or for ill. The Garou must injure herself with a | |
| claw or bite; the character takes one level of unsoakable | |
| aggravated damage, and regains all her temporary Rage. This Gift | |
| can be used only once per scene. | |
| Sense of the Deep: | |
| ~Up until the Fall, Lion's tribe was convinced it was their duty | |
| to Gaia to hunt down Her enemies even beneath the surface of the | |
| earth. This Gift aided them in their endeavors to fight | |
| Wyrm-things in their own burrows. A werewolf with this Gift is | |
| at home in a subterranean environment, almost moreso than above | |
| ground. | |
| Last Stand: | |
| ~The Garou channels the strength of Gaia herself, becoming one | |
| with the earth upon which he stands. While he may not retreat or | |
| even move from that spot for the duration of the Gift, he gains | |
| many powers through Gaia�s might. | |
| Call Elemental: | |
| ~The Garou is able to call one of the four classic elementals to | |
| his aid (earth, air, fire or water). | |
| Fog on the Moor: | |
| ~This Gift transforms the Fianna into a ghostly outline of | |
| himself, allowing him to pass through anything except silver as | |
| though he were incorporeal. He may communicate and strike | |
| opponents normally. He cannot be harmed by anything except | |
| silver; all incoming attacks pass through him. This gift | |
| instantly transform the Garou into a ghostly form. It also | |
| allows the Garou to stay in that form for one rp turn, though | |
| the Garou may change back at will. The character cannot | |
| regenerate while in this form. | |
| Mad Strength: | |
| ~The greatest White Howlers were even more terrifying when they | |
| succumbed to their Rage. When he is driven to the breaking | |
| point, the werewolf�s strength is massively increased. | |
| Werewolves affected by this Gift undergo a bodily change when | |
| berserk; their thews bulge and twist disproportionately, giving | |
| them an almost monstrous appearance. | |
| White Fire: | |
| ~This forgotten Gift is the last link to the sacred bone-fires | |
| that the White Howlers kept before their Fall to the Darkness. | |
| The werewolf can hurl a stream of blinding white fire from his | |
| hand, searing the flesh from the bones of his foes. | |
| Full Moon's Wrath: | |
| ~Sometimes Luna's wrath waxes so great that her enemies fall | |
| before her chosen like corn before a scythe. This Gift allows a | |
| hard-pressed werewolf to summon war-spirits to her aid, striking | |
| at her enemies and giving her respite. Their power teaches the | |
| werewolf and her allies, not to mention her enemies, the wisdom | |
| and strength of the Full Moon. The werewolf must find an defeat | |
| nine of Falcon's brood of Jagglings in succession on a night of | |
| the full moon to learn this Gift. At the end of the night, an | |
| Avatar of Luna appears and binds the defeated spirits to the | |
| Fang's service ever more. However, she demands that the Garou be | |
| at her disposal on nights of the full moon in exchange. | |
| One of the defeated bird-spirits appears and attacks the enemies | |
| of the werewolf if done right. The spirits remain part of the | |
| fray until they are defeated, the werewolf dies or the battle | |
| ends, at which point they depart into the Umbra once more. | |
| Sense Silver: | |
| ~As consummate warriors, Ahroun must be prepared for every | |
| eventuality � including silver weaponry. This Gift, taught by | |
| Lunes, allows the Ahroun to detect the presence of silver. | |
| Luna's Armor: | |
| ~The Child of Gaia may call for Luna's protection in battle. | |
| This Gift even allows limited resistance to silver. | |
| Lunar Magic Abilities: | |
| Child of Moonlight: | |
| ~There are many werewolves who can use a form of lunar magic | |
| either through gifts or from the magic itself. Although the | |
| Silver Fangs tribe pride themselves of being experts of this | |
| kind of magic, the White Howlers are also well known for this | |
| magic as well due to their previous pack being experts in this | |
| kind of magic. The White Howlers can gain power from the moon, | |
| drawing power from it and using it's energy to fight opponents. | |
| This power uses lunar light. This power lets the tribe members | |
| enhance their power with the moonlight, and can make them | |
| stronger the closer they are to the moon. The second part of | |
| this power is that they can use a form of light manipulation to | |
| manipulate the moon light energy, using lunar energy in battle | |
| to fight opponents. This lets them use this energy similar to | |
| light, but this is not light in the traditional sense and has to | |
| be used differently. The main use of this is to counter light | |
| users, since lunar light is a type of counter to light as lunar | |
| light is reflected light. Experts of this power can even create | |
| moonlight in the day time, as well as creating the rare blue and | |
| red moon energy, though these energies aren't as effective in | |
| the daytime when the sun is shining. However, this light does | |
| strengthen those that draw power from the moon like them, such | |
| as other children of the moon. This light is a type of light | |
| manipulation, and can be countered the same way as normal light, | |
| with the most common counter being darkness. | |
| Dark Moon Manipulation: | |
| ~User can create, shape and manipulate lunar energy/matter of a | |
| darker, detrimental nature; that which damages, destroys, and | |
| consumes anything/everything they come across, representing the | |
| hazardous destructive side of the moon, which in turn ignores | |
| most of the limitations and weaknesses of its normal elemental | |
| variant. In essence, this is about solely controlling the | |
| negative powers of the moon. This ability can unheal wounds or | |
| make inflicted wounds worse than it is, empower themselves and | |
| their allies to cause more damage to their surroundings, go into | |
| a lunar mind state or induce insanity on their victims. Those | |
| who use this power has to be careful or they will submit to the | |
| darkness to the point that they become mindless beast that are | |
| chained to the dark side of the moon. | |
| Esoteric Moon Manipulation: | |
| ~The user can manipulate the esoteric side of the lunar forces. | |
| As a result, this element has magical properties that can be | |
| used in various, unexpected ways. In addition to this, wielders | |
| will be able to access the mystical abilities of the Moon that | |
| were only described in myths. Adrielle can access the Moon's | |
| power to increase her strength and projects shockwaves. | |
| First Form: Dark Moon, Evening Palace | |
| ~Adrielle quickly draws her sword and slashes swiftly in a | |
| singular horizontal motion in a crescent shape, creating | |
| numerous chaotic crescent blades. This technique is extremely | |
| reminiscent of Iaijutsu. | |
| Second Form: Pearl Flower Moongazing: | |
| ~Adrielle performs several crescent-shaped slashes that defend | |
| her from incoming attacks, sending a barrage of crescent blades. | |
| Third Form: Loathsome Moon, Chains: | |
| ~Adrielle swings her sword rapidly in two gigantic crescent | |
| slashes, from which a storm of smaller crescents spread, causing | |
| huge destruction in a small area. | |
| Fifth Form: Moon Spirit Calamitous: | |
| ~Adrielle makes multiple curved slashes layered over one | |
| another, creating a rising vortex of sword slashes and crescent | |
| moon blades. | |
| Sixth Form: Perpetual Night, Lonely Moon: | |
| ~Adrielle releases a wild barrage of crescent-shaped slashes | |
| several meters in front of her. This technique was powerful | |
| enough to overwhelm fast opponents and so long-ranged that it | |
| slices up the surrounding targets. | |
| Seventh Form: Mirror of Misfortune, Moonlit: | |
| ~Adrielle swings her cane sword in a powerful frontal | |
| crescent-shaped slash that creates powerful multi-directional | |
| long-ranged slashes in the ground. | |
| Eighth Form: Moon-Dragon Ringtail: | |
| ~Adrielle uses her weapon and creates a singular gigantic | |
| crescent-shaped slash that slowly decreases in size, creating | |
| dozens of crescent moon blades. | |
| Sixteenth Form: Moonbow, Half Moon: | |
| ~Adrielle creates a barrage of downward crescent slashes from an | |
| extremely long and wide range, resulting in a powerful six-fold | |
| slash crashing down on his opponents; the attack itself is | |
| powerful enough to create several miniature craters where the | |
| slashes have landed. | |
| Adrielle's Unique Abilities: | |
| Mystic Hybrid Physiology: | |
| ~A user with this ability either is or can transform into a | |
| mystic hybrid, either by natural hybridization or by being | |
| artificially created. Due to her Viking heritage and her | |
| physiology of being a werepire, Adrielle is one of the most | |
| dangerous magic users to ever live to the point of giving the | |
| werewolf alchemists and the White Council a hard time. | |
| Dark Magician: | |
| ~As an archetype, the dark magician is a sorcerer, a sorceress, | |
| witch or wizard, or even a supernatural being that represents or | |
| has studied the mystic arts and is usually naturally gifted with | |
| dark magics, or learns them, or even just possesses dark | |
| magic-based powers and learns the mystic arts later. Usually the | |
| magic they learn to use is the dark arts. These types of | |
| magicians are considered fairly powerful and in magical circles. | |
| Mostly, these types of sorcerers are always considered on the | |
| cusp of evil or neutral; however, on rare occasions, this is not | |
| always the case and they can be somewhat good. | |
| These types of sorcerers are not the same of Umbramancer, as | |
| umbramancers are elemental sorcerers who conjure and manipulate | |
| darkness and shadows. However, it isn't uncommon for dark | |
| magicians have possessed some darkness-based powers as well. | |
| Unlike truly Evil Sorcerers, dark magicians are not fully evil | |
| or simply just naturally possess dark magics. However, these | |
| types of black magic users can become evil sorcerers if they go | |
| to deep within the dark arts, loosing themselves within it at | |
| great cost. These mages have even been known to come back from | |
| the dark arts and in the white arts, abandoning their dark | |
| paths. Where truly evil sorcerers are completely unable to come | |
| back from the darkness and prefer to stay there. | |
| Adrielle was one of the most powerful dark magicians besides | |
| Danae Levesque and Aradia Vigil. Like them, she was neutral in a | |
| way where she has done good deeds from time to time. But she | |
| fully went down a truly dark and malicious path when her husband | |
| died in the hands of the White Council. | |
| Evil Sorcerer: | |
| ~As an archetype, The Evil Sorcerer is a powerful male magic | |
| user "sorcerer", or a powerful female magic user also known as a | |
| "sorceress". However, female sorcerers do not always go by | |
| sorceress. These types of sorcerers always side with evil and | |
| strictly use black magics to cause great harm to benefit | |
| themselves. As archetypes, these sorcerers can also be witches, | |
| warlocks and wizards, or even a supernatural being that | |
| represents or has associated with evil magics. | |
| Evil sorcerers and sorceresses are by far the most dangerous of | |
| all mages and should never be underestimated. The magics and | |
| studies of the dark arts by these sorcerers are considered the | |
| forbidden arts in most, if not, all magical circles and are a | |
| defilement of nature. | |
| Dark Arts: | |
| ~The user can utilize the Dark Arts, dangerous system of | |
| techniques based around a darker side of magic that typically | |
| used for selfish, self-serving and/or nefarious purposes. Though | |
| it is not necessarily "evil" magic, dark arts tend to focus on | |
| destruction, harming, cursing and otherwise complicating the | |
| lives of other people while advancing the user's state. | |
| Users often reject social convention and the status quo, which | |
| some suggest is in a search for spiritual freedom. As a part of | |
| this, they embrace magical techniques and practices that would | |
| traditionally be viewed as taboo and are generally willing to go | |
| farther than most would even consider if it serves their ends. | |
| Humanity Rejection: | |
| ~The user is able to reject the entirety of their humanity/human | |
| qualities, completing a conversion and fully becoming a monster. | |
| Alternatively, rather than becoming a literal monster, the user | |
| simply becomes more evil and ruthless, possessing a Dark Heart | |
| or Dark Soul. | |
| Cursed Energy Manipulation: | |
| ~Users can create, shape and manipulate curse/cursed energy, | |
| energy residing in curses or energy that has been cursed. The | |
| user can use this energy form to project energy bolts, blasts, | |
| force fields and weaponry. Although people think of misfortune | |
| or anything related to it when it comes to curses, cursed energy | |
| is born from negative emotions such as grief and anger. These | |
| negative feelings are common in human society so almost everyone | |
| possesses cursed energy. If this amount is higher than a certain | |
| degree, it grants the person the ability to see curses, which is | |
| very rare among the human race. | |
| Cursed Energy Generation: | |
| ~Adrielle has the ability to generate cursed energy. Adrielle is | |
| able to draw cursed energy from her surroundings but she can | |
| also do it from her own body. It's stated that cursed energy can | |
| be drawn from the negative feelings in their stomach and flows | |
| through the rest of the body. However, thinking of one's body as | |
| different sections is what delays the flow of their energy. In | |
| order to understand this cycle, one must realize that they exist | |
| in the world with their entire mind, body, and soul as one. | |
| Immense Cursed Energy: | |
| ~Due to her physiology, Adrielle has immense cursed energy. She | |
| also retains the immense amount of cursed energy well along with | |
| the presence revealing to be ominous and disturbing. | |
| Curse Detection: | |
| ~Users can sense the presence of curses and possibly gain | |
| detailed understanding about the curse they are sensing, | |
| including the amount/size of elements they are sensing and | |
| whether it is hidden. As a person with curse energy, Adrielle | |
| can sense the negative elements leaking from cursed objects to | |
| locations to even people. | |
| Black Flash: | |
| ~A technique that creates spatial distortion when a user | |
| connects with an impact of cursed energy within 0.000001 seconds | |
| of a physical hit. The phenomenon causes cursed power to flash | |
| black, creating a more potent attack to the power of 2.5 of a | |
| normal hit. | |
| Combat Abilities: | |
| Magic Combat: | |
| ~The user is able to infuse magic with physical attacks, using | |
| magical energies to blast away, hex opponents, and strengthen | |
| attacks. | |
| They can infuse their attacks with magic, augment their physical | |
| capabilities, use magic attacks, etc. | |
| Cursed Combat: | |
| ~Users are able to combine curses with physical combat skill, | |
| allowing one to wield bedeviled and/or hexed power in battle. | |
| Hybrid Weapon Proficiency: | |
| ~The user is highly adept at wielding hybrid weapons. This can | |
| be used with different varieties of hybrid weapons, either they | |
| are a total fusion of two or more weapons, or just an ad- | |
| on/attachment between two or more weapons. | |
| These weapons can transform into whatever form is most suited | |
| for the situation, they may have various moving parts that need | |
| to be flipped around, or they may have the ability to change | |
| their form, but the results are the same. This gives user more | |
| versatility in combat, letting them handle more problems than | |
| someone with only one weapon. | |
| Fighting Instinct: | |
| ~User possesses an innate aptitude for fighting in any combat by | |
| overcoming limitations and adapt techniques or methods to ensure | |
| victory. They adapt perfectly to all factors, achieving maximum | |
| efficiency in an offense, defense, evasion, and countering, | |
| ensuring optimal success as long as there is the slightest | |
| chance. This enables a user to resist fear and pain, maximize | |
| and surpass physical boundaries, utilize all of their skills in | |
| the most efficient manner, and continuously fight while | |
| unconscious. The user's instinct for battle allows them to pick | |
| out strongest opponent, letting them know who exactly they need | |
| to fight. | |
| 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. | |
| Killing Intent: | |
| ~The user can control their killing intention and use it to | |
| intimidate others, it can be used in two ways: | |
| Killing Intent: | |
| The user can give off their pure killing intent, affecting | |
| opponents, themselves, and others around the vicinity. | |
| Particularly strong killing intent can paralyze the victim in | |
| fear, causing them to morbidly hallucinate their own deaths, or | |
| even kill them by forcing the mind to believe their death is a | |
| reality. | |
| Suppression and Perception: | |
| If the user has mastered control over their emotions, they can | |
| control their killing intent by suppressing it, to prevent their | |
| opposition from discovering it, thus hiding one's motives and | |
| preventing one from being tracked by such emotions. | |
| Due to Adrielle's past and her physiology, Adrielle is notorious | |
| for this ability to the point that she can intimidate vampires, | |
| werewolves and even experienced hunters to the point of thinking | |
| twice of attacking her while weak minded beings will simply flee | |
| in terror. | |
| Viking: | |
| ~The user embodies the Viking archetype, a type of fantasy | |
| warrior based upon romanticized depictions of the ancient Norse | |
| - in fiction Vikings are often seen as large, muscular men with | |
| impressive beards and distinctive horned helmets (though in | |
| reality Vikings rarely wore such attire). Vikings in fiction are | |
| also prolific pirates and raiders who revel in battle and seek a | |
| death upon the battle-field to ensure their place in Valhalla, | |
| they were seen as the ultimate enemy of the "civilized" world | |
| due to their attacks upon sacred sites such as chapels and in | |
| fiction their vicious nature is greatly enhanced (in reality | |
| while Viking warriors did seek death in battle most of them also | |
| lived a largely peaceful farming life between such raids and a | |
| great deal of Viking exploration involved trading and | |
| non-violent occupation of lands). | |
| Vikings are similar to the Barbarian archetype (especially | |
| fictional depictions of certain cultures such as the Gauls (most | |
| famous being Asterix) but have become a recognized sub-genre in | |
| and of themselves. Despite Adrielle being a sorcerer, Ardielle | |
| is still a viking and has proven many times before how brutal | |
| she can be. | |
| Supernatural Strengths and Weaknesses Expert: | |
| ~Since the werepyres have to fight other supernaturals just to | |
| survive, most learn everything they can about other races and | |
| become experts in almost every kind of creature, and while they | |
| specialize in werewolves, vampires and hunters, most werepyres | |
| can learn to fight many other types of creatures as well. | |
| Depending on their training, most werepyres have to learn how to | |
| fight all types of creatures whether they want to or not. | |
| Depending on the werepyre, some werepyres try to blend into | |
| crowds so they can search libraries on all manners of | |
| supernatural lore and creatures, and they know the strengths and | |
| weaknesses of almost every race, including spells, exorcisms and | |
| traps used against almost all manners of supernaturals. | |
| Depending on the age and experience of the werepyre, most learn | |
| as much about killing supernaturals as they can, as the more | |
| they know about fighting supernaturals, the higher their chance | |
| of survival in a world that constantly hunts them. Of course, | |
| werepyres typically use this opportunity to learn what they can, | |
| but most typically are only limited by the information they can | |
| find. Since most are outcasts from society, most have to learn | |
| through experience, or infiltrating human civilizations to find | |
| written information they can use. | |
| Supernatural Hunting and Tracking: | |
| ~Though not supernatural hunters themselves (usually), werepyres | |
| learn a lot of the tricks supernatural hunters use through | |
| research into supernatural hunting techniques, and picked up a | |
| lot of tricks to track people down partially through experience | |
| of hunting down supernatural threats, but also through the | |
| supernatural abilities the werepyres have like werewolf senses | |
| of smell. This has left them with not only a great sense for | |
| hunting down opponents they need to hunt down, but also left | |
| them with an innate ability to track opponents. Werepyres are | |
| able to learn to do very subtle things, like tell whether a foot | |
| print is his target or not by things like the shape of the boot | |
| and how deep the boot-print is, as well as also being able to | |
| tell where their opponents go thanks to circumstances like | |
| walking on plants, and animals that are unusually silent being | |
| signs of predators in an area. They usually have a sense of when | |
| opponents are near, as well as usually knowing which way an | |
| opponent is going. And thanks to supernatural senses as well as | |
| enhanced normal senses, almost all werepyres have a great sense | |
| of where things are around them. While most werepyres don't hunt | |
| supernaturals, they do have to learn how to track hunters and | |
| other creatures, due to needing to stay ahead of supernatural | |
| hunters and other creatures that might try to hunt them down. | |
| Supernatural Hunter Training: Exorcism, Weakness and Trap | |
| Knowledge: | |
| ~Most werepyres are trained or learn how to use exorcisms and | |
| traps for a multitude of creatures and mythologies, due to | |
| exorcisms and traps being very useful in their own survival. | |
| Werepyres typically use exorcisms and traps in order to take | |
| advantage of other races weaknesses, and typically use this on | |
| other creatures that are vulnerable to exorcisms and traps. For | |
| example, some werepyres know that holy oil works well for | |
| trapping angels, and even know demonic exorcisms to exorcise | |
| angels back to Heaven due to the occasional angel or demon who | |
| might try to recruit or hunt them depending on their intentions. | |
| For the most part, they also know how most supernaturals | |
| operate, in case they should find themselves up against other | |
| supernaturals. Most werepyres seek as many ways to exorcise and | |
| trap beings as possible, specifically for finding ways to trap | |
| stronger enemies they may have to run away from. As such, many | |
| werepyres that have been alive a long time have had the time to | |
| build up their knowledge. While many of them are vulnerable to | |
| holy power traps, they also use knowledge of these things to | |
| avoid their weaknesses thanks to so being smart enough to learn | |
| how these traps work. Most werepyres learn this in order to | |
| survive, and learn as much as they can with what they have. | |
| Typically, things like exorcisms and traps can easily save a | |
| werepyre's life in dangerous situations, and some werepyres have | |
| learned a lot about these not just through books, but by | |
| watching other supernatural hunters. | |
| Supernatural Hunter Extermination Experts: | |
| ~The other reason why most werepyres become experts in | |
| supernatural hunting techniques, besides just using them to | |
| fight other supernaturals, is so that the werepyres can learn | |
| how to fight against other creatures that hunt them. Most | |
| werepyres will learn how supernatural hunters operate, whether | |
| the hunters are human, werewolf, vampire or even demon or angel. | |
| In order to survive, werepyres learn everything they can about | |
| how supernatural hunters operate, and how to avoid most | |
| supernatural hunter traps. This is another aspect that makes | |
| werepyres especially dangerous, as their mix of werewolf and | |
| vampire abilities and senses give them what they need to avoid | |
| most normal supernatural hunter tricks and traps. Because | |
| werepyres encounter a lot of hunters of all types, they will | |
| often not only learn through books and training, but most end up | |
| having to fight to survive against all manners of creatures. | |
| Usually, hunters will hunt down werepyres immediately, and even | |
| vampires and werewolves may hunt down werepyres to remove them | |
| as threats. Because of this, werepyres learn quickly about how | |
| to avoid, counter and kill almost any manner of supernatural | |
| hunters. Most supernatural hunters have to be very creative | |
| about how they lure out werepyres, because of the fact that | |
| werepyres specifically stay on guard against supernatural hunter | |
| strategies and traps. | |
| Presence Suppression/Crowd Blending: | |
| ~Most werepyres learn how to suppress their presence using their | |
| shapeshifting skills, and learn how to blend into crowds. Some | |
| will take human form to hide among humans, though more advanced | |
| werepyres can walk through crowds wearing just a cloak and mask, | |
| and they never draw any attention from the people around them. | |
| Many werepyres will do this when they need to find people to | |
| devour, but also so that they can hide in plain sight among | |
| human populations. Because most human cities have masses of | |
| people that get around constantly, most werepyres utilize this | |
| to make themselves hard to track, usually making it where their | |
| presence is overshadowed by everyone else. Even werewolves who | |
| track werepyres may have trouble finding werepyres who are good | |
| enough at using this trick, as some use the masses of crowds to | |
| disguise their scent from anyone who is trying to track them. | |
| They also keep their presences suppressed so vampires cannot | |
| sense them easily, since many vampires have a strong third eye | |
| that can sense their presence if they're not careful. Most | |
| werepyres can even use this to hide out in nature, assuming they | |
| aren't hiding in werewolf or vampire territory, where they use | |
| this to keep their presence in the world as suppressed as | |
| possible. Miriana normally uses this when she's in human form, | |
| especially in cities. This is helpful for her since she usually | |
| wants to be alone. | |
| Assassination/Interrogation Training: | |
| ~Most wouldn't think werepyres would be experts in assassination | |
| and interrogation, but one would be surprised how often | |
| werepyres interrogate hunters and other vampires/werewolves that | |
| come after them. Many werepyres could become assassins if they | |
| desired, as some have even had to kill people hunting them. Most | |
| werepyres learn how to kill as silently, and learn how to | |
| interrogate people as needed. Most werepyres have their own ways | |
| of handling situations that require assassination or | |
| interrogation, though most develop some methods of doing so, as | |
| some may use weapons to kill their targets or may use their | |
| supernatural abilities to attack opponents. In addition to | |
| learning assassination techniques, most werepyres will also | |
| often learn interrogation techniques for those situations where | |
| they need to learn something from an enemy. Some werepyres will | |
| interrogate others through pain, though some more skilled | |
| werepyres interrogate by infiltrating a group to get close to | |
| their target by gaining their trust. For werepyres, this depends | |
| on the werepyres and their methods, as every werepyre will often | |
| have different methods for doing the job. The one thing that is | |
| common is that most werepyres have methods to assassinate and | |
| interrogate, which is something many werepyres have no trouble | |
| doing since they are constantly hunted down. | |
| Due to her barbaric Viking nature, Adrielle has learned some | |
| tactics on how to torture people such as performing the infamous | |
| Bloody Eagle. As for interrogation, Adrielle knows how to | |
| threaten people, and knows how to use people's fears to get | |
| information she wants. Usually, she only uses this to kill or | |
| threaten people who are threats to her. | |
| Murderous Intent Sense: | |
| ~This lets those with this sense when an attack is coming. This | |
| is a skill warriors get by fighting constantly for many years, | |
| learning how to sense someone's murderous intent usually through | |
| encountering it first-hand. This lets the user read their | |
| environment as well as the spirits of people around them in | |
| order to see what attacks might be coming their way by reading | |
| an opponent's body language and the "sense" of people around | |
| them. This gives them a passive sense of reading people who | |
| might try to hurt them, as they can sense when someone is ready | |
| to attack. Some can sense this literally, but most sense it in | |
| an instinctive way once their instincts have been developed | |
| through constant fighting and battles. This gives the user time | |
| to dodge or avoid an attack, and to some extent, helps the | |
| person predict what opponents will do in a fight. For example, | |
| by reading an opponent's body language, such as how they move or | |
| how tense they might be, a user of this can read opponents. | |
| However, this sense is not perfect, and some opponents can't be | |
| read if they have similar skills or can disguise their murderous | |
| intent or they learn skills that can trick people with this | |
| sense. This sense is usually pretty reliable unless one can | |
| suppress their murderous intent, and is usually instinctive | |
| among people who have seen a lot of battle and those that have | |
| fought for their lives multiple times. The only real way to | |
| develop this is experience, as no amount of training can truly | |
| grasp how this sense truly works. | |
| Passive Abilities: | |
| Werepyre Bat-like Wings: | |
| ~Depending on the werepyre, some werepyres may gain specific | |
| vampire wings, but the standard wings of a werepyre are usually | |
| bat-like in nature that reflects the vampire side of their | |
| natures. Using these wings, werepyres are able to fly just like | |
| one would expect. Most werepyres who have these wings are able | |
| to use them like most vampires do, and can usually use their | |
| shapeshifting skills to suppress them when not needed. Some | |
| werepyres may have special abilities using their wings, | |
| depending on their heritage and abilities. However, one thing | |
| many basic werepyres have learned to do is focus their cursed | |
| darkness into their wings in order to use them like shields, due | |
| to the wings being fairly easy to regenerate, and their wings | |
| typically being strong enough to counter certain types of | |
| attacks. Some werepyres may or may not be able to keep their | |
| wings suppressed consistently, as some can only suppress them | |
| temporarily using their shapeshifting abilities, while some may | |
| be able to suppress them easily. However, no matter how one uses | |
| them, mostly all werepyres have vampire-like wings in some way. | |
| In battle, if these wings are damaged, then the werepyre won't | |
| be able to fly, and werepyres with special techniques using | |
| their wings usually have to have the energy to use their attacks | |
| (if it's a supernatural power). | |
| Werepyre Regeneration: | |
| ~Werepyres, like werewolves and vampires, have supernatural | |
| regeneration that can be used to heal themselves when they have | |
| taken damage. Werepyres have strong regeneration, and can | |
| regenerate from far more than many vampires and werewolves. | |
| Werepyres can usually regenerate anything as long as their heart | |
| or brain isn't destroyed. Werepyres also regenerate faster than | |
| most other vampires and werewolves, due to werepyres having two | |
| natures that grant them regeneration. Of course, some clans even | |
| have special regeneration techniques, so some werepyres may even | |
| gain special regeneration techniques of they are available to | |
| them. This is a passive skill that heals werepyres, and this | |
| power is sustained by their devouring of flesh and blood of | |
| either animals or humans, depending on what the werepyre wants | |
| to eat to sustain their power. Werepyres can be very hard to | |
| kill if one is not prepared properly, so it is always important | |
| for anyone who hunts werepyres to be prepared. For fighting | |
| werepyres, silver is usually the best thing one can have, since | |
| silver can be used to kill a werepyre just like werewolves. | |
| Silver is often essentially when trying to kill a werepyre, and | |
| usually certain holy powers can also help kill werepyres more | |
| easily. Certain things like death scythes and other regeneration | |
| negation weapons/abilities can also be used on werepyres, just | |
| like vampires and werewolves. Unless they have special | |
| regeneration like demonic regeneration, most werepyres are able | |
| to be killed by either beheading, or destroying the heart or | |
| brain of the werepyre. | |
| Werepyre Heavy Stander: | |
| ~Because of the werepyre's body structure, most werepyres are | |
| extremely hard to knock back. Due to their strong and bulky | |
| muscles, werepyres are able to take many attacks without | |
| flinching, and most are heavy enough they are barely knocked | |
| back with impact damage. While werepyres 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 werepyres 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 werepyres 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). Most | |
| werepyres 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 werepyre 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. | |
| Despite her appearance, Adrielle's body is stronger than those | |
| may realize due to her Viking heritage. | |
| Affinity for the Darkness/Dark Arts Power: | |
| ~Because of the werepyre's dark natures, werepyres have a nature | |
| steeped in darkness. Typically, darkness is something most | |
| werepyres can specialize in very easily, and some can even learn | |
| powerful darkness abilities, including dark arts and dark magic | |
| (if they have magic ability). Many werepyres can learn a variety | |
| of darkness abilities through their werepyre skills, though many | |
| don't stop at werepyre skills, and some move on to things like | |
| dark arts in order to advance their power further. Most | |
| werepyres learn how best to utilize their dark natures with | |
| experience, and many learn different abilities that will help | |
| them utilize their dark natures to their fullest. Depending on | |
| the werepyre, some have different ways of taking advantage of | |
| this, such as the Lasombra using shadow control vampire | |
| disciplines. Typically, the only werepyres that don't have dark | |
| natures are werepyres that are the spawns of things like holy | |
| vampires/werewolves, or purified vampires/werewolves. As such, | |
| most werepyres are fairly predictable in how they will have dark | |
| natures. However, while they have an affinity for darkness, this | |
| means that they have a major weakness to holy power, just like | |
| vampires and some werewolves do. Most werepyres can utilize this | |
| affinity, but as they gain stronger darkness abilities, their | |
| weakness to holy power goes up alongside their strength in | |
| darkness abilities. | |
| Werepyre Fangs Blood Drain and Flesh Devouring: | |
| ~Similar to how vampires have fangs that are designed to draw | |
| the blood of those they bite, werepyres also have this feature. | |
| While they have vampire fangs, they also have werewolf teeth | |
| designed for devouring the flesh of victims. Because of this, | |
| werepyres are specifically built to devour both blood and flesh | |
| of their victims. By devouring flesh and blood, a werepyre | |
| sustains both their vampire and werewolf sides, usually using | |
| their feeding to eat their victims. It is rare for werepyres to | |
| leave anything behind when their done, as their acid bite allows | |
| them to even eat the bones of their prey. Due to being part | |
| werewolf and vampire, werepyres have to eat more to sustain | |
| themselves, so they have to learn how to not waste any prey they | |
| get. This means that when werepyres eat their victims, whether | |
| they be animal or human (as they can survive on either one | |
| depending on their preference), werepyres can't afford to waste | |
| their food. Typically, werepyre teeth are very strong, and even | |
| their fangs are usually strong enough to chew through bones when | |
| paired with their acid bite. Without flesh and blood of either | |
| animals or humans, a werepyre cannot sustain themselves and will | |
| eventually starve themselves if they don't eat. Usually if they | |
| get hungry enough, the werepyre will become feral, and lose | |
| their sense of self until they eat, or some werepyres may lose | |
| their mind and devour themselves if they are hungry enough. | |
| Depending on the werepyre, some may have to eat more than | |
| others, depending on what it takes to sustain their power. | |
| Usually, humans or animals are the two major things that sustain | |
| a werepyre's power, with rare exceptions of those that eat | |
| vampires or werewolves. | |
| Werepyre Monster's Stomach: | |
| ~Werepyres are a somewhat unique creature, due to the fact that | |
| they have a unique digestive system. They are able to eat almost | |
| anything, due to their stomachs being extremely strong and many | |
| even being able to eat monsters with poisoned blood. However, | |
| the main thing to note about werepyres is that werepyres are | |
| able to absorb properties and abilities from supernaturals and | |
| monsters they eat, and can use this to gain new abilities. This | |
| is similar to vampire and werewolf abilities to gain power from | |
| eating supernaturals, except that werepyres specifically use | |
| this to get stronger, as their bodies will change and adapt | |
| slightly as they eat monsters and supernatural creatures in | |
| order to allow them to use certain abilities. When eating a new | |
| type of monster or supernatural creature, the werepyre may gain | |
| special physiological changes as a result. For example, if they | |
| were to eat a ghoul (a type of creature that eats corpses), then | |
| their physiology might change to allow the werepyre to eat | |
| corpses as well, or they may gain special abilities the ghoul | |
| had. This is usually dependent on how the werepyre reacts to the | |
| creature's physiology upon devouring them. Some werepyres may | |
| only gain resistances to certain things, or some might gain new | |
| supernatural abilities. It isn't known what causes this with any | |
| consistency, but werepyres are certain of one thing: This is a | |
| very useful way for a werepyre to gain new abilities and | |
| resistances. However, typically, this usually only happens when | |
| a werepyre eats a new type of creature. While the werepyre can | |
| gain powers through vampire and werewolf power gains, this | |
| ability is somewhat unique in that it makes subtle changes to | |
| make the werepyre more versatile without giving them the race | |
| weaknesses (each power gained still has it's normal weaknesses), | |
| and doesn't change the physiology of a werepyre too much | |
| compared to normal power gain abilities that might change the | |
| physiology drastically. | |
| Pain Resistance: | |
| ~The user is resistant to physical pain, allowing them to power | |
| through serious injuries and continue to function. Adrielle is | |
| able to resist pain due to her physiology and her having been | |
| harmed by many weapons known to man for many years. | |
| 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. | |
| Poison Resistance: | |
| ~The user is highly resistant to or can tolerate poison, being | |
| able to survive direct/indirect elemental attacks/effects or | |
| traverse through poisonous environment. This means that many | |
| poisons don't really work on Adrielle, and things like poison | |
| miasma, or certain deadly poisons usually don't work on her. | |
| Adrielle's resistance has been developed to the point that she | |
| has a passive resistance to almost all poisons, and is immune to | |
| all of the poisons she's been exposed to. However, there are | |
| certain poisons that Adrielle is not immune to, such as silver | |
| or mercury based poisonings, as she can still be poisoned with | |
| liquid silver or mercury (though she does have a slight | |
| resistance to mercury). The only other poisons that really | |
| effect Adrielle are acidic poisons, as she only gets a | |
| resistance, not immunity, to acidic poisons (due to them eating | |
| away the body rather than having other effects). | |
| Werepyre Supernatural Life Span: | |
| ~Thanks in part to their regeneration, and the fact that no one | |
| really knows of any werepyres that aren't hunted and killed | |
| rather than dying of old age, no one knows the life span of a | |
| werepyre. While a werepyre can still be killed in battle, or | |
| killed in a few different ways, it is unlikely they'd die of old | |
| age for a very long time. Typically, vampires and werewolves | |
| have regeneration that breaks down over time, which results in | |
| them not being able to regenerate as much and their age starting | |
| to show. However, this process usually takes thousands of years, | |
| and there are vampires and werewolves that have lived for tens | |
| of thousands of years, and some that have even been around since | |
| the heaven/hell wars. Because of this, no one is completely | |
| certain how long a werepyre lives for, but if their lives are as | |
| long as werewolves and vampires, a werepyre will not get old | |
| unless their regeneration starts to break down as they get | |
| older, which means that it's possible that werepyres could live | |
| for an undefined amount of time. While this doesn't mean that | |
| werepyres cannot be killed, it does mean that it is very rare | |
| for them to die of natural means, and even if it were possible, | |
| a werepyre's ability to come back from death using the werepyre | |
| skill Return from Hades may even save them (no one knows for | |
| sure). Because werepyres are hunted and killed long before they | |
| have a chance to get old, usually werepyres have to worry more | |
| about being killed by hunters and other enemies that will hunt | |
| them down to kill them than how long they'll live before they | |
| die of old age. | |
| Supernatural Telepathy: | |
| ~This ability lets a werepyre communicate telepathically with | |
| anyone they can connect to, similar to werewolves and vampires. | |
| Typically this power lets them reach out with their mind, 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 whom they can | |
| connect to. However, the user has to know where the person is to | |
| use this since they have to know where to send their thoughts. | |
| However, this doesn't apply to those who establish permanent | |
| connections, such as connecting to other family members or | |
| allies that can be done through special connections. This lets | |
| them 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 | |
| (only those with permanent connections). 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 | |
| typically not something that is used in combat, since it's just | |
| for communication. | |
| Werepyre Environmental Adaption: | |
| ~Because of a werepyre's body structure, werepyres are very good | |
| at adapting to the environments they stay in, partially thanks | |
| to their connections to nature and darkness, and their ability | |
| to twist those natures. As such, werepyres are very adaptable to | |
| most natural conditions, and they are able to adapt to these | |
| conditions even among those without elemental abilities. The | |
| most common adaption that werepyres have is their resistance to | |
| extreme temperatures. Werepyres are able to handle the extreme | |
| cold of the artic, or they are able to handle the hottest of | |
| desert heat. Usually, werepyres are adaptable enough that they | |
| can shake off freezing water, and they can even shake off lava | |
| without being too affected. This means that most temperature | |
| changes are not going to have much effect. However, this also | |
| applies to werepyres who go to other altitudes, such as higher | |
| altitudes that have less oxygen. Most people would have trouble | |
| adapting to higher elevations, but werepyres are able to adapt | |
| fairly easily even in these situations. Werepyres are able to | |
| adapt to almost any condition nature could throw at them. To | |
| werepyres, they are not usually bothered by these conditions. | |
| For werepyres, many often see extreme cold or heat as just a | |
| slight bother rather than something that might put them in | |
| extreme conditions. However, this only goes so far, and | |
| werepyres don't completely change physiology in order to adapt. | |
| While werepyres can become resistant to temperature changes and | |
| oxygen changes, they cannot change their physiology to do things | |
| like breathing underwater or surviving in the vacuum of space | |
| unless they were to eat certain supernatural creatures who could | |
| and gain their physiology in order to use their abilities. For | |
| the most part, Adrielle is highly resistant to ice, snow and any | |
| other forms of cold, due to her Viking heritage and her normally | |
| living in harsh cold environments. | |
| Werepyre Reduced Sleep Requirement: | |
| ~Because werepyres have powerful regeneration, and their | |
| connections to darkness and nature that they gain power from, | |
| werepyres sleep far less than most other creatures. While many | |
| creatures would have to sleep at least 8 hours, werepyres only | |
| sleep four hours a night, and are very light sleepers compared | |
| to other beings. Part of this is because werepyres learn to live | |
| with being hunted all the time, and most develop their sleep to | |
| be light so they wake up at signs of trouble. Unless they are | |
| injured or going into special sleep, werepyres don't need much | |
| sleep. Through four hours, werepyres get enough sleep that they | |
| are able to operate just fine without needing to sleep any more. | |
| While some may still nap during the day just to pass the time, | |
| werepyres don't have to sleep more than four hours, even if some | |
| do. Typically, this mostly applies to those that stay in their | |
| werepyre form constantly, as many human form werepyres often | |
| sleep more like humans than they do like full werepyres. This is | |
| a fairly simple physiology trait, which is standard for | |
| werepyres. And when injured, they have their Nature's Sleep | |
| ability that lets them recover from being injured or near death. | |
| Werepyre Senses and Enhanced Reflexes: | |
| ~Werepyres, like vampires and werewolves, have highly enhanced | |
| senses. Werepyres have a werewolf's sense of smell, and they | |
| also have vampire and werewolf enhanced vision, hearing and | |
| touch. While werepyre's ratio of enhanced senses vary from | |
| werepyre to werepyre, most have a mix of werepyre and vampire | |
| senses, which give them more range than most other creatures. In | |
| addition, though, werepyres also have highly enhanced reflexes, | |
| in which they can react far more quickly than most other | |
| creatures thanks to their enhanced senses. Werepyres are able to | |
| use this to their advantage, such as using their senses to hunt | |
| down their prey, or using their reflexes in battle to avoid | |
| enemies more easily. However, while werepyre have impressive | |
| senses, the stronger the werepyres senses, usually the easier it | |
| is to overwhelm them. Specifically, werepyres most vulnerable | |
| sense is their sense of smell, which can be overwhelmed much | |
| more easily than any other sense they have due to them having a | |
| werewolf sense of smell. These senses are fairly basic, and are | |
| common among supernaturals. Every werepyre has a different | |
| balance of senses, and some might have stronger senses than | |
| others. | |
| Werepyre Thermal Sense and Darkvision: | |
| ~Thanks to their unique natures, werepyres have to extra senses | |
| that they can use as well. The first is a type of thermal sense, | |
| in which werepyres can see something depending on how much heat | |
| is generated. This is not necessarily a standard thermal vision, | |
| but more that werepyres are able to sense and see objects based | |
| on the heat they give off. This helps werepyres see things they | |
| might miss, and can let them see heat in a unique way by | |
| combining their werewolf senses with their vampire supernatural | |
| sense. The other sense is darkvision, which combines a werewolf | |
| ability to sense what happens when little light is present with | |
| a vampire's dark nature to create a darkvision ability that lets | |
| werepyres see no matter how much light is present. Werepyres are | |
| able to see in pure blackness just as easily as they would | |
| during the day. Due to this, werepyres see just as easily with | |
| no light. Most werepyres prefer night enough that they consider | |
| light more of a bother to their vision than a help. It's not | |
| certain if these could be called senses or just variations of | |
| their sense of vision, but either way, this gives werepyres | |
| special abilities that help them out immensely more than many | |
| other werewolves or vampires. This ability is typically not | |
| easily overwhelmed, though flashbangs and other intense light | |
| sources can affect a werepyre more than a normal being depending | |
| on the werepyre. | |
| Werepyre Third Eye/Presence Sense: | |
| ~Werepyres, like vampires, have a special ability many refer to | |
| as a third eye. Using a werewolf's supernatural senses and a | |
| vampire's senses, werepyres are able to use these senses just as | |
| effectively, and are able to use their third eye like many | |
| vampires. In addition to seeing things beyond the physical, | |
| werepyres are able to percieve the presences of others through | |
| this sense, and and able to use this in combination with their | |
| supernatural power of being able to sense others. Werepyres are | |
| able to use their third eye to do a variety of things, like | |
| seeing through things like illusion powers, or using their | |
| werewolf power to sense spirits using their third eye. When used | |
| to sense the presences of others, werepyres are able to use this | |
| to sense not only other people, but they are able to sense what | |
| the person is, as well as how powerful they are as long as the | |
| werepyre can tell what presence they're sensing. However, this | |
| can be deceived by skilled opponents, sometimes things might not | |
| appear 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. | |
| Werepyre Meditation and Mind Protection: | |
| ~Through meditation and physical training, werepyres are able to | |
| block out outside influences, designed to be a meditation method | |
| to help ki users focus their ki and train their mind. This helps | |
| werepyres center their concentration, and helps the werepyre | |
| grow in their ability to use their supernatural abilities as | |
| they learn the right meditation methods. This also makes | |
| werepyres immune to mind manipulation, as this meditation | |
| creates a protection around the user's mind and allows the user | |
| to learn to block out specific influences, and works similarly | |
| to powers like disciplined mind or iron will. Unlike some who | |
| can still enter someone's mind even if they're forced out, it | |
| isn't possible to enter a werepyre's mind or affect their mind | |
| at all when this protection is active, as some werepyres use | |
| their cursed darkness to create a specific protection of dark | |
| energy around their mind. This uses the body's cursed darkness | |
| to protect the mind, even if that's not the actual purpose of | |
| this meditative training. This also lets the user manipulate | |
| their own mind, concentrating and influencing their own emotions | |
| using their darkness in their mind, usually to help them enter | |
| the right emotional states to use their abilities. Though they | |
| can't enter their own mind's inner world like some mind | |
| manipulation users can, as this is not designed to enter the | |
| mind's inner world, just control the mind in a basic way. Some | |
| werepyres may have specific training of other ways to do this as | |
| well. | |
| Werepyre and Combat Trained Enhanced Physical Stats: | |
| ~Werepyres, as one might guess, have highly enhanced physical | |
| stats, which they not only have from their werepyre heritage, | |
| but through any combat training that they might go through in | |
| order to learn to fight opponents. Because werepyres have to | |
| fight vampires, werewolves and hunters, werepyres have to | |
| develop their combat abilities or risk being killed. Many | |
| werepyres are known for their mix of vampire combat disciplines | |
| and their werewolf gifts, in which many werepyres have highly | |
| powerful physical stats that make them among some of the more | |
| powerful creatures. While human form werepyres are rare, human | |
| form werepyres usually have enhanced strength and speed, being | |
| able to outclass many types of supernaturals when used with | |
| their vampire and werewolf combat abilities. Those that don't | |
| have human form normally are often known for defense and | |
| strength, with most werepyres being large, bulky and very | |
| difficult to overpower or take down. However, the stats are | |
| usually dependent on the werepyre, as every werepyre will have | |
| different combinations of physical stats depending on their | |
| heritage, abilities and training. Because of this, it's hard to | |
| specify exactly how to fight each werepyre, though just like | |
| most fighters, most werepyres still have the same weaknesses as | |
| other fighters, specifically that most fighters that specialize | |
| in one or two stats usually have one stat that suffers. | |
| Werepyres are known for having the best of both werewolves and | |
| vampires, which means that strength, speed, defense, durability, | |
| agility, and even stamina are highly enhanced. As such, | |
| typically werepyres are known for being tough combatants. | |
| Adrielle is a balanced fighter despite her being a magic user. | |
| Adrielle is strong enough to be able to punch through concrete | |
| and break metal objects with ease, and has even been known to | |
| splatter people upon using her full power combined with her | |
| disciplines, gifts or even magic attacks which she is mostly | |
| infamous for. Adrielle is fast and agile enough to disappear | |
| from view, thanks to her magic. And thanks to being a werepyre, | |
| her defense and stamina are already at incredible levels that | |
| make her able to fight for hours on end without tiring. | |
| Transformation(s): | |
| Human/Werepyre Form Shapeshift: | |
| ~For most werepyres, werepyres either stay in their normal | |
| werepyre form, or they use a human form. Depending on the | |
| werepyre, most use one or the other, and save the other as a | |
| backup form they can use. For example, many werepyres may use | |
| their werepyre form normally, but may switch to human form when | |
| they need more speed and agility rather than defense and | |
| strength. Typically, this depends on the werepyre and what forms | |
| they stay in normally, as their backup forms are usually | |
| temporary forms they take. While physical abilities may change | |
| between forms though, a werepyres supernatural abilities usually | |
| stay the same whether they're in human or werepyre form. Most | |
| werepyres have had plenty of time to forge both their human and | |
| werepyre form into powerful combatants, and many tougher | |
| werepyres have learned to use their human and werepyre forms in | |
| different ways to give them more versatility in battle. However, | |
| it is only their physical abilities that change, and their | |
| supernatural powers stay the same (unless they have some sort of | |
| special exception like a special transformation or something | |
| that utilizes their form in a unique way). Usually, these forms | |
| are best combated depending on the form's stats, and opponents | |
| that switch forms, usually do so to change their physical stats. | |
| So if an opponent keeps that in mind, they might be able to | |
| counter this change which is just a simple change that only | |
| changes the battle slightly compared to what one would think. | |
| This form is what Adrielle is in normally though she does expose | |
| her wings sometimes. She has beaten up experienced hunters, full | |
| grown werewolves and vampires in this form. She can even handle | |
| other werepires in her human form though some tougher opponents | |
| will force her to shift if possible. Though she can also | |
| partially shapeshift besides revealing her wings such as her | |
| fangs growing larger, her claws growing longer and sharper, and | |
| revealing her wolf tail if she wants to. | |
| Become the Beast: Lunar Berserker Form: | |
| ~This form was imbued into the extinct clan which Adrielle | |
| carries and becomes part of the Become the Beast ability. This | |
| form lets the user enter a berserk stage through the power of | |
| the moon, the full moon being their strongest and most | |
| dangerous. In this state, the user delivers continuous, | |
| devastating damage to enemies in any form. This can also be done | |
| with a weapon or their bare hands/claws. This form is also | |
| affected depending on the moon power they're in such as the red | |
| moonlight power or the dark moonlight power, which makes them | |
| even more deadlier and feral. In this form, they need to be | |
| careful or else they lose themselves to their beast. In this | |
| form, Adrielle's berserker's state reflects her anger and | |
| sadistic nature hence her taking pleasure in bringing pain on | |
| her targets to the point of laughing like a maniac while tearing | |
| her foes apart like wet cardboard more or less this (the girl | |
| with the horn best represents this form at 0:50 to 1:46: | |
| https://www.youtube.com/watch?v=TSO2mWyPh7U). | |
| Released Werepire Form: Child of the Dark Moon: | |
| ~This is the form that Adrielle took when she first fought and | |
| defeated Sarika Bordas. This is her most powerful form which | |
| acts as Adrielle's last resort against overwhelmingly powerful | |
| enemies. Functionally, this enhances her already powerful magic | |
| to unarguably terrifying levels. In this form, Adrielle becomes | |
| capable of annihilating swarms of mammoth size monsters and even | |
| give higher level supernatural creatures a hard time. Though | |
| physically, it doesn't look much due to it exposing her werepire | |
| wings, sharpen teeth and nails and her eyes turning violet with | |
| black screla. | |
| Weaknesses: | |
| As a magic user, those with psychic or mana powers are great | |
| counter to Adrielle's magic powers. As a dark magic user, those | |
| with strong light or holy magic can counter and harm her. Though | |
| the biggest threat to her is anti-magic powers and weapons. | |
| Energy breaker weapons can harm her as well. | |
| While having the powers of a vampire and werewolf may sound | |
| great, this also means that werepyres have twice as many | |
| weaknesses due to having two races powers. Just as the werepyre | |
| power comes with great ability, so too does it come with | |
| weaknesses. The most common one is silver, as both most vampires | |
| and werewolves are vulnerable to silver. Usually, werepyres are | |
| also vulnerable to holy power as well, due to their dark natures | |
| and their usually corrupted natures. Another power that works | |
| well is light abilities. While werepyres aren't too bothered by | |
| light usually, light abilities can still do damage to them due | |
| to their dark natures, with holy light working especially well | |
| on werepyres (usually). Typically, any power that kills a | |
| werewolf or vampire will work on a werepyre, though silver is | |
| usually the best thing to use if one doesn't have holy power. | |
| While killing werepyres is difficult, it is possible to kill | |
| them, usually if one is prepared enough. Most werepyres have | |
| dark natures, and those that don't usually just have holy | |
| natures that change their weaknesses from silver and holy power | |
| to gold and unholy powers. Werepyres are strong creatures, but | |
| they are still just as vulnerable as werewolves or vampires even | |
| if their bodies are stronger. | |
| Werepyres typically have the weakness of whatever training they | |
| have. Specifically, if they are trained in a vampire clan or a | |
| werewolf tribe, they will have both the strengths and weaknesses | |
| of the clan or tribe. For example, a werepyre who is trained in | |
| a specific clan will have the same weaknesses as other clan | |
| members, such as the Lasombra who are more vulnerable to light | |
| abilities due to their darkness manipulation. This depends on | |
| the werepyre, and typically this applies to any clan or tribe | |
| they have the powers of. This means that while they are able to | |
| gain more abilities and training, they also gain more weaknesses | |
| to go with those strengths. For example, a Lasombra and Get of | |
| Fenris werepyre would have the weaknesses of both the Lasombra | |
| vampire clan and the Get of Fenris werewolf tribes. Every clan | |
| and tribe weakness cannot be listed due to the long list, and | |
| most werepyres aren't always limited to vampire clans and | |
| werewolf tribes, as some may have heritages in other aspects as | |
| well. For example, a werepyre that has magic will have the | |
| weaknesses of a magic user. This just depends on the werepyre, | |
| and their abilities/training, since each werepyre is unique. | |
| However, some werepyres may lose certain weaknesses depending on | |
| how their powers combine, such as certain vampires immunity to | |
| silver might make a werepyre immune to silver and vulnerable to | |
| something else instead. Typically, this is rare though, and | |
| depends on the combination for powers the werepyre has. | |
| White Howlers Weakness: As children of the moon, their counter | |
| of their lunar powers and magic are sun based abilities such as | |
| solar light or solar magic. They are also affected by the phases | |
| of the moon when it comes to power, such as the full moon | |
| obviously being their strongest moment for their power while the | |
| new moon being their weakest. The tribe's weakness is their own | |
| hubris, which might be one of the reasons why they fell to the | |
| darkness in the first place. Their pride are as bad as The Get | |
| of Fenris tribe or the Alchemists. Although this tribe has been | |
| secretly rebuilt slowly, the werewolf couldn't help but be | |
| overconfident from time to time which gets them into trouble. | |
| Tremere Vampire Weakness: Tremere dependency on blood is even | |
| more pronounced than that of other Kindred. It takes only two | |
| draughts of another vampire's blood for a Tremere to become | |
| blood bound instead of the normal three � the first drink counts | |
| as if the Tremere had taken two drinks. The elders of the Clan | |
| are well aware of this, and seek to impart loyalty to the Clan | |
| by forcing all neonate Warlocks to drink of the | |
| (transubstantiated) blood of the seven Tremere elders soon after | |
| their Embrace. Unfortunately, the Elders failed to do so for | |
| Adrielle which led to their demise. Though Adrielle does need to | |
| consume more blood whenever she use her powers, going as far as | |
| to even go after the blood of her own kind if desperate. | |
| No one how werepyres became so hated, whether it was a | |
| werepyre's ability to twist dark nature and nature connections | |
| that drove fear into vampires and werewolves or the werewolf and | |
| vampire's rejection of werepyres that drove them to twist their | |
| natures to survive against both vampires and werewolves. However | |
| regardless of what came first, werepyres are typically rejected | |
| by anyone who knows about them, whether it's a human, vampire or | |
| werewolf. Vampires often hunt werepyres down because of how | |
| werepyres often pose a threat to the vampires superiority in | |
| dark natures, werewolves often hunt werepyres down because of | |
| how werepyres twist their nature connections and use their | |
| ability to absorb the life energy of the world itself when they | |
| desire to, and humans often hunt werepyres because werepyres | |
| typically are threats to humans since werepyres are seen as | |
| human eaters just like vampires and werewolves even if they | |
| don't eat humans. Because of this, there is usually no place for | |
| werepyres in the world, and most have to become solitary in | |
| order to survive. Ones that find places in groups or | |
| organizations are usually quite lucky, but working solo is | |
| usually a very difficult thing to do, especial when being hunted | |
| by groups of vampires, werewolves and even humans. As such, | |
| werepyres are typically very untrusting of people who try to | |
| befriend them, and they usually don't work well with others | |
| despite their group empowerment ability that lets them gain | |
| power from being part of groups. | |
| Weapon(s): | |
| Dark Lunar Sword: | |
| ~The claymore sword is a gift that Saix gave her before he died. | |
| The blade is a Scottish claymore that harbors the mystic powers | |
| of the moon. When the moon enters the full or new phases, the | |
| density of the blade increases, and it becomes slightly heavier | |
| as a result. The blade is made out of silver and adamantium, | |
| making the blade very durable and able to harm most supernatural | |
| creatures such as werewolves. The blade is imbued with the dark | |
| moon spiritual powers, its power is at its strongest during the | |
| New Moon and Full Moon. Adrielle can use her magic and other | |
| abilities with this blade. | |
| Blackstaff of Sweden: | |
| ~The Blackstaff is a magical staff wielded by the wizard | |
| occupying the position of Blackstaff of the White Council. The | |
| Blackstaff is literally a black wooden staff. It is similar in | |
| most ways to a normal wizard's implement, only where a normal | |
| focus would be carved with runes to focus the powers channeled | |
| through it, the Blackstaff is devoid of any markings. | |
| A wizard name Harry Dresden claims to have a distinct feeling | |
| that the Blackstaff appears to have a kind of consciousness all | |
| its own which is aware of its purpose (primarily, killing), and | |
| to want nothing less than to carry it out as swiftly as | |
| possible. Dresden also notes that it appears to attempt to exert | |
| some kind of control over its wielder, as black tendrils seem to | |
| crawl up the arm of the wielder and hurt him, before fading over | |
| time. | |
| As for Adrielle, some people say that Adrielle manage to tame | |
| the staff by making sure that it doesn't get any idea | |
| controlling her. Otherwise, this staff is a very powerful staff, | |
| being able to cast even the most powerful of spells along with | |
| protecting Adrielle from the backlash of certain dark spells. | |
| Grimoire Book: | |
| ~Like any other magic users like witches, Adrielle has her own | |
| grimoire spellbook that she always have with her. The book was a | |
| gift from her mother which holds varies of different spells from | |
| basic elemental spells to the darkest ones such as necromancy. | |
| Personality: | |
| Adrielle is very calm, aloof and unspoken though is also known | |
| to be ruthless. She will not hesitate to slaughter people for | |
| working against her, killing them in brutal ways but would have | |
| no qualms sparing those who are innocent and never intended to | |
| challenge her. Preferring to live an isolated life surrounded by | |
| knowlegde of magic, she himself saw no point in wasting her time | |
| dealing with them, content to simply live a life of solitude. | |
| Though it was changed when she met a Children of Gaia | |
| human/werewolf name Seamus who showed her the better things in | |
| life hence the two falling in love. Unfortunately, due to the | |
| death of Seamus by the hands of the White Council of Sweden, | |
| Adrielle snapped and raged war with the White Council of Sweden, | |
| going as far as to not only destroying the organization but she | |
| also slaughtered the villagers as well since she saw them as no | |
| better. She also loathes vampires and werewolves due to their | |
| own selfish and hypocritical reasons, seeing them no better than | |
| humans. | |
| Although she wishes to grow stronger and gain more knowledge, | |
| she also tries to enjoy herself whether it's reading for fun or | |
| just taking long walks. Adrielle is polite to the point of | |
| repaying kindness to those who showed her kindness, only killing | |
| when pushed and warning beforehand, albeit reacting to slights | |
| with excessive violence. | |
| Bio: | |
| (Will do later)) | |
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