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#Post#: 12725--------------------------------------------------
Alternate London Profile: Adrielle Thorson-Moireach
By: Coolcat207 Date: January 20, 2022, 4:35 pm
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"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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