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#Post#: 11754--------------------------------------------------
New Orleans RP Profile: "Omega" Kindron Darkfire (Alte
rnate Dimension Version)
By: Zorbak the Ebil Moglin Date: December 20, 2021, 7:59 pm
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"..."
"Flee." - Omega before firing his Omega beam from his eyes at an
opponent.
During a fight with another enemygroup.
Enemy 1: I got him! He goes to attack with a sword, but Omega
grabs his wrists with his hand and crushes them.
The enemy screams and drops his sword as his wrists are crushed.
Omega silently puts his artificial hand to the enemy's head, and
fires a blast right through the head, killing the enemy
instantly. Omega drops the enemy and looks at the group, looking
curiously to see who would attack next. He goes to draw his
sword, ready to attack.
Enemy 2: He was a flame user! How did that blast hurt him?! He
tries to use his lightning, but realizes his elemental power is
negated. Damn it! He has power negation too?!
Enemy 3: We can still fight! He can't take all of us! He says
to his team as they run in to attack.
After Omega was knocked out a window and he jumped up two
stories with a super jump without any visible damage.
Enemy 1: How did he survive that fall?!
Enemy 2: He doesn't even look hurt!
Omega just looks at them, and motions to the tears in his jacket
where he fell, showing them that they tore up his clothes. He
just silently takes his sword out.
Enemy 1: Can we even kill him? He says, scared.
Enemy 2: Probably not but... The enemy group members go to
attack but are quickly cut down by Omega. Afterward, Omega takes
the jacket from a resistance member and uses it to wipe the
blood off of his sword, making sure his sword was clean before
putting it away.
"Don't mind Omega here... He doesn't talk much." - Clone Goten
about Omega
"You lose something when you die... Even if you come back,
there's a piece of yourself that doesn't come back. Omega is
living proof of that. He lost much of his emotions, and now he
is a cold and emotionless machine. No one even knows if he still
has his soul or not. I hope someday that Omega finds something
that will give him purpose again. Something that will make him
feel like more than a machine..." - Someone about Omega
Name: Kindron "Omega" Darkfire (Alternate Dimension Version)
Title: The Fallen Cyborg
Age: Unknown
Species: Cybernetically Enhanced Fallen Grand Priest Angel
Gender: Male
Hunter Group/Team: Sinister's group
Family:
- Father: "Original Black Reaper" Qrow Darkfire (Alternate
Dimension Version) (Dead)
- Mother: "Spring Maiden" Raven Branwen (Alternate Dimension
Version) (Dead)
- Younger Brother: "White Knight" Father Hei Darkfire (Alternate
Dimension Version) (Dead)
- Sister-In-Law: "Countess" Blair Valeri-Darkfire (Alternate
Dimension Version) (Dead)
- Nephew: "Flame Knight" Kenneth Valeri-Darkfire (Alternate
Dimension Version) (Dead)
- Niece: "White Mage" Keri Valeri-Darkfire (Alternate Dimension
Version) (Dead)
- Younger Brother: Kendrix "Pride" Darkfire (Alternate Dimension
Version) (Location unknown)
Other Family:
- Wife: "Angel Detective" Acillia Rynn-Darkfire (Alternate
Dimension Version) (Dead)
- Son: Lars Zolin Darkfire (Alternate Dimension Version) (Dead)
- Son: Krellis Volstis Darkfire (Alternate Dimension Version)
(Dead)
- Daughter: Aly Rai Darkfire (Alternate Dimension Version)
(Dead)
Weapons and Equipment:
- Omega Blade: This blade is Omega Kindron's supernatural
hunting sword, which is made of ultra varanium (A metal
developed in his world). This enhanced varanium interrupts the
regeneration of opponents, and has the property of preventing
people from gaining a resistance to it due to the effect of the
constantly shifting magnetic field that constantly changes the
metal's magnetic frequency so that the metal magnetic field
changes enough that each time it hits, it hits differently
enough that no mortal being can adapt to the magnetic field's
constant changing. While some may have resistance to normal
varanium, and some may have resistance to magnetic fields, this
metal bypasses both normal resistances/immunities as ultra
varanium is a different metal from normal varanium and the
magnetic fields are more just changing the signature of ultra
varanium and not doing the actual power negation. The metal also
interrupts tech regeneration and certain magnetic abilities when
used on opponents thanks to ultra varanium's constantly shifting
magnetic fields that cause it to have an almost EMP like effect
that seems to interrupt even artificial sources of regeneration
(as this can interrupt nanite regeneration and even plasmite
regeneration), making it a great supernatural hunter weapon to
use against opponents. Luckily, this sword cannot interrupt
cybernetics from Omega's cybernetics, due to Omega using ultra
varanium to power his cybernetics (However, it does affect
Omega's ability to use his Darkfire regeneration, since the
cybernetics are a part of him and not even he is immune to the
regeneration negation). The weapon, though metal, has a
constantly shifting magnetic field, something that Omega can use
to his advantage especially when using his lightning enhancement
chip to use lightning as he can focus lightning through this
weapon and amplify it in a random matter based on the ultra
varanium always changing magnetic frequencies and being able to
make the lightning amplification more unpredictable to
opponents. This blade is also infused with nanites that can be
used to infect wounds, which then eat away the wound to make
regeneration difficult. The blade is a strong blade as well,
with it being able to handle fighting those with adamantium or
vibranium weapons. The weapon is heavier than it looks, but is
still able to be wielded with one hand since Omega has
cybernetically enhanced muscles that increase his strength and
speed.
- Angel Blade (For any angel that's not an archangel): This is a
standard angel blade most normal angels and fallen angels carry.
This blade is designed to kill demons, but can also kill angels
and fallen angels as well due to certain similarities in
physiology between demons, fallen angels, and angels. When faced
with certain creatures that are of angelic or demonic power,
this works on these types of creatures as well. When used on
creatures affected by it, it temporarily negates regeneration of
the creature, specifically working best against angel, fallen
angel, and demon regeneration. This also applies to other
creatures that use such regeneration such as demonic vampires
who use demonic regeneration or holy vampires who have more
angelic power. This weapon is very useful, made out of heavenly
silver. Even against creatures that it doesn't negate
regeneration form, it's still made out of a material that acts
like blessed silver, still being useful against creatures like
vampires and those creatures with unholy or demonic type
natures. This is usually a primary weapon for angels that don't
have their own special holy weapon, being used by angels, grand
priest angels and even other types of angels like seraphim and
cupids. These blades are carried by both angels and fallen
angels. Omega's angel blade is just a standard fallen angel
blade, as he was a grand priest angel, and not any special kind
of angel that might have a different type of angel blade. This
blade can be summoned to Omega at any time thanks to his fallen
angel and Darkfire training. This works just like any other
angel blade.
- Supernatural Containment Cloth (Scarf Form): Omega's purple
scarf is made of an extendable material that is infused with
nanites that control how the cloth moves that are connected to
Omega's brain and are under his control. This cloth is made with
powerful, but highly flexible thread, to which the nanites can
determine what properties the thread has by changing how the
atoms of the nanites are arranged, whether it's made flexible
for extended movement, or hardened to the point that it can
block bladed weapons. The cloth is controlled by the nanites,
which link to Omega's cybernetics in his brain and allow him to
control the cloth and can use the same abilities as his chip
enhancement system, where when he activates a chip on himself,
the chip works on the scarf as well depending on the chip Omega
uses (like his elemental chips granting him elemental abilities
will grant the scarf the abilities as well, though certain
abilities may not translate well to the scarf). The scarf is
able to extend and grab things, being useful for attacking
people or even grabbing people. The cloth also acts like a
defense, where Omega can bring it up to block attacks if the
attacks can be blocked by things like shields thanks to the
nanites being able to harden in response to physical impacts. In
close combat, this can work like an extra set of limbs, where
Omega can attack with the scarf like he normally would attack
using physical combat, and Omega will often use this to grab
opponents by the neck and choke them to death (or just break
their necks). This scarf is very strong, and flexible, and while
the properties can be manipulated, the material is still strong
even in its more flexible state (But cannot block certain
weapons when in its flexible state, and is still able to be
flexible even in its hardened state (Though it does lose a lot
of flexibility). Due to it's strength, Omega often uses this to
grab people and snap their bones, or use the physical contact
with an elemental chip to affect someone through contact (Such
as using his lightning chip to electrocute people he grabs with
the scarf). Luckily, there's really no special method for
breaking this, as one just has to hit it with a strong enough
attack that it tears enough that it can't be controlled
effectively. If part of the cloth is severed, the severed part
becomes useless. However, avoiding the cloth is usually the best
strategy, and if an opponent keeps in mind that Omega controls
this consciously, they can usually avoid it by trying to keep
Omega from being able to focus on manipulating it, or if they
knock out Omega they can stop this cloth completely.
Companion:
- Cybernetic AI Companion: Dark Elf: Originally known as the
Mother Elf, this cyber elf was designed to remove corruption and
computer viruses. It isn't known what caused it to change and go
haywire, but at some point it became a corruptive presence that
corrupted any cybernetically based creature and could even
mutate them physically and put them under it's control. While no
one is controllable by it in this time period as technology
hasn't advanced enough, it is still able to amplify the power of
cybernetic beings, with some trying to clone the Dark Elf. Omega
was designed to keep the Dark Elf as part of himself, absorbing
it and using it's amplification power to power himself up
passively. The Dark Elf also grants him enhanced abilities, such
as using cyberspace energy as well as opening doors to
cyberspace and allowing data to flow into the real world. This
connection also grants Omega the ability to use properties of
matter transportion to turn his energy into solid matter, by
using a altered concept of matter transporation that turns
matter into energy (similar to how aliens are able to turn
people into energy to transport people. This is useful in that
the Dark Elf and Omega can work together to summon cybernetic
beings that have "died" and their data is lost somewhere in
cyberspace (usually under their control). The cyberspace energy
mostly just acts like a typical energy, which allows Omega to
use special cyber energy attacks like other energy users
typically do. However, it isn't just those under Omega's control
that can be summoned, as enemies of Omega have also used this to
their advantage. This can be used to create energy attacks,
constructs or create barriers of cyber energy. The Dark Elf
typically stays inside Omega's mind, but can manifest itself
whenever it wants to. This also grants Omega certain EX skills
that are basically skills designed to attack opponents with
energy attacks, the two main ones being Messenkou and Rekkoha.
The Messenkou is one where Omega punches the ground and fires
blasts of energy in 5 directions, which is designed to hit
opponents around him. The blasts are just standard cyber energy.
Rekkoha is a technique where Omega punches the ground, and
creates a powerful beam of energy coming from the ground around
him and pushing back anyone close to him or above him with heavy
impact damage when used. He also has a ring energy blast that
small rings of energy at opponents that explode on impact.
Cybernetic Enhanced Abilities:
- Cybernetic Supernatural and Reploid Hunter: Thanks to Dr.
Black, Omega was enhanced as one of the world's top level
supernatural and reploid hunters, which built on Omega's
knowledge from when he was Kindron Darkfire. The cybernetics
that make Omega who he is are high level cybernetic upgrades
(Most of which were designed to save his life when he was
dying), and his weapons make him perhaps one of the most
dangerous threats to just about anyone who might encounter him
as his weapons and cybernetics are top of the line cybernetics
that surpass most other cybernetics. Omega's enhancements are
also vital to his survival, since Omega cannot live without
these cybernetic enhancements as some of them literally are what
keep him alive (such as his respirator). In addition to his
combat upgrades, he also has a breathing mask, an artificial arm
and leg, and a side of his face covered with an adamantium
plate. A lot of these cybernetic upgrades use ultra varanium in
some way, which gives Omega both an advantage and disadvantage.
Due to the ultra varanium, his angel and Darkfire regeneration
abilities are in a constant state of negation, so Omega cannot
regenerate while the cybernetics are a part of him (and will
likely not be able to live without them). Also, the ultra
varanium used in some of his upgrades is a special type not
designed to interrupt his cybernetics, but make it where he
cannot use tech regeneration either. As such, his body is
enhanced and hard to damage to make up for his lack of
regeneration. This is also his biggest weakness though, as if
certain enhancements are damaged or unable to function, Omega
could die. One example is his respirator, where if it takes
enough damage, Omega won't be able to breathe without it (so he
will often take hits with other parts of his body to avoid his
vital cybernetics from taking hits).
- Artificial Left Arm and Left Leg: Omega has two artificial
limbs made of partial ultra varanium and partial adamantium.
Omega's left arm and leg are both artificial and designed to act
as replacements for his arm and leg that never regenerated (and
won't regenerate now that he has cybernetics using ultra
varanium). The arm and leg replace his original, and are
designed to move just as easily and as strong as his other arm
and leg are able to move, evening out his strength and speed on
both sides of his body (since his artifical arm and leg are both
on one side of his body). However, both his arm and leg are
fitted with combat upgrades as well, designed to allow him to
use them to attack opponents. The first upgrade is in the leg,
where Omega has an ultra varanium blade that can come from the
shin, making his kicks able to cut someone when he attacks. The
blade simply comes out of the shin, and basically just acts as
an extra hazard to his opponents, though Omega does have a
combat technique where he will kick an opponent, and then extend
this blade immediately on impact which causes it to do far more
damage, and makes the attack impossible to dodge since Omega is
already in physical contact when he kicks the opponent. The
second weapon is the claws of Omega's artificial hand. The claws
are also made of ultra varanium, and are able to draw on the
magnetic energy of the arm to create a lightning blade out of
his hand that can be used to slash other opponents. He can
simply use a claw slash or use his lightning blade technique to
attack oponents, making his hand dangerous, as either his claw
slash attack or his lightning blade can interrupt the
regeneration of supernaturals and interrupt tech based
regeneration. Luckily, it doesn't interrupt cybernetics, as it's
a special ultra varanium designed for artificial limbs and
designed not to interrupt Omega's cybernetics (so the ultra
varanium isn't as strong as normal ultra varanium in his world.
- Flame Burst Cannon: Built into Omega's hand is a small port
which lets out extreme heat, where Omega is able to fire blasts
of heat that can be fired like explosive blasts, and can act as
a heat port for the extra heat generated by Omega's cybernetics.
This weapon has a few different settings in order to regulate
the output of power generated. By using ultra varanium's
magnetic field to generate heat or just using it as a port for
the heat generated by Omega's cybernetics, the port in the hand
can expel that heat in one of a few ways. The first is by firing
a blast of pure heat which can use intense heat to blast through
opponents. This is a fairly simple method, where it just fires
intense blasts that can melt through almost anything due to the
intense heat, and the blasts explode on impact when they hit a
target or object as the fire blasts are explosive in nature. The
second is where Omega concentrates a heavy amount of heat and
fires it as a beam at his opponents by concentrating the heat
into a smaller and more confined space to the point where the
heat amplifies itself like trying to trap an explosion in a
bottle. He can fire this in short bursts or in one long burst,
depending on what he wants to do, with him also being able to
control how large the beams of fire are when fired by how much
heat is generated and charged when using this method. This is
his more dangerous blast since enough exposure can incinerate
opponents if they aren't resistant to heat and flames. Unlike
what one might expect, this is not fire or magma fired, but is
raw plasma energy generated by the heat and by Omega's
cybernetics. This means that this plasma can even hurt flame
users if they are not also immune to plasma energy. Of course,
these blasts are dodgable or blockable by strong enough
defenses, with energy defenses that can block plasma being the
best thing to defend against this. Of course, outright dodging
the attack works well too. One can also tell this is coming when
Omega points his hand, as the port will glow and heat up for a
moment before Omega fires (as the attacks have to be charged up
before they can be fired at opponents no matter what source he
uses to power the flame bursts).
- Magnetic Hand And Boots: Omega's hands, as well as his boots
and artificial leg, have special functions which are designed to
have a magnetic effect thanks to ultra varanium cybernetics.
This lets Omega use his artificial hand or his normal hand to
create a magnetic field using varanium which can allow him to
keep grip on things like his weapon, or metal objects in his
possession, by using the ultra varanium cybernetics to control
certain objects. Since the ultra varanium cybernetics are
controlled by the nanites in Omega's body and brain, Omega is
able to control the magnetic fields that control objects. He can
also use this as magnetic manipulation to affect anything
magnetic, such as holding his hand out to affect metal in front
of him, like stopping bullets. He can also use this to push or
repel magnetic objects, which works with his magnetic power
(though he can only do this at certain ranges, and anything
beyond those ranges this won't work). His feet and boots also
have this function, and are designed to be able to use this in
two main was. The first is that the magnetic functions add more
knockback to his kicks whenever Omega kicks someone by using the
magnetic force to his advantage. Thanks to this, Omega's kicks
use the magnetic effect to repel opponents when kicked, and this
is something he can do with his artificial arm when using his
artificial arm to attack someone. The second function is that
Omega is able to use this to plant his feet and stick to
surfaces. This isn't perfect, due to it requiring to use the
metal underground to plant him (this can be used with limited
efficiency on non magnetic surfaces, but it isn't as effective
unless there is something magnetic to cling to), and stronger
forces can still push him back if he's trying to stay in one
spot. For the most part, he only really uses this against wind
users or just using it in combat to do more damage. For the most
part, those affected by the magnetic manipulation can usually
break free with strong enough resistance, or they can use
electromagnetic charges to scramble their magnetic frequency.
- Dash System: In his boots, and in his artificial arm are
special ports that can fire bursts of energy from them that can
allow Omega to use a special dash he can use to increase his
speed in short bursts or use it to increase his momentum when
attacking. He also has a version of this that generates bursts
of air from under his normal foot that can push him forward in
conjunction with the energy that propels his artifical leg
forward. The ports eject heat and plasma which boosts him in
whatever direction the force of the ejection pushes him, while
his normal foot uses compressed air to boost his normal leg in
whatever direction he's wanting to go. Usually he needs only
lean forward and use this to dash forward, usually pointing the
ports behind him so the force pushes him forward. And with his
artificial arm, he can use this to affect his sideways momentum,
usually to dodge attacks or if he's in the air, change his
trajectory. This system is very useful in it's ability to push
Omega in almost any direction, and the ones in his feet are
actually powerful enough that he can also dash straight up when
needed. When doing this, he can combine this with a jump to do a
super jump that increases his momentum upward so he can leap
almost over a house if used properly. This system also makes
affects his combat, with certain special techniques being usable
from a dash, or with certain attacks being amped by a dash, such
as his super jump being combined with an uppercut to essentially
hit an opponent with enough force to usually break someone's
neck. He can also use this in physical combat to increase his
attack power by hitting it at the moment of a punch or kick to
increase knockback.
- Artificial Link Sys Eye: Omega's main system is his Link Sys
system, which replaced the typical neural link system in his
time. His artificial eye connects to this system, and lets him
see computer screens and create holographic displays that can be
set to either allow others to see these screens or Omega can
make them only visible to himself. He can see these screens with
both eyes, but his artificial eye helps focus the ability to see
the holographic projections, allowing less brain power used for
the Link Sys system than would normally be used. This system not
only has the ability to pull information from cyberspace (such
as connection to the internet and accessing tech through tech
connections), but also has certain combat functions built into
this. With his artificial eye, Omega can use a targeting system
to more easily lock onto opponents with his projectile attacks,
create a user interface display that can show him information he
wants to see such as a display that might show if he has taken
any damage or not, or even use different kinds of vision that
are programmed into his eye's system. Among the visions his eyes
can use are his sonar, x-ray, thermal, night vision, and AR
relay vision (which mixes all of the visions together to create
a map of an area around him and allow him to know everything
that is around him and what he can interact with). His AR relay
is often the active vision, which lets him not only see people
and things, but lets him see people who try to hide from his
vision, like those that have invisibility or the ability to hide
their presence since Omega can use his AR relay to see through
invisibility and hidden presences. Of course, that's also not
counting the combat uses his eye has (More in next ability).
This is more of an information gathering system, and while it
can hack systems, doesn't really do much in battle unless he can
connect to mechanical opponents and hack their systems (which
doesn't happen often as Omega has to consciously hack systems
and he can't always do this in battle if he can't concentrate).
This system is more for observation and information gathering
than anything.
- Artificial Eye Combat Enhancement: Omega Beam: This is the
combat enhancement of his eyes using cybernetics. In addition to
the Link Sys system that is focused through his mechanical eye
(but can be seen by the cybernetics in his other eye as well),
Omega has a combat enhancement of his eyes that let his eyes
fire laser projectiles at opponents, which is focused through
both eyes. This fires a laser from each eye that can slice
through almost any substance, as the laser separates molecules
at an atomic level and can even pierce through vibranium and
adamantium. This can be fired in short blasts, or in one long
beam. This enhancement is Omega's own invention, which he calls
his Omega Beam. This beam is controllable by Omega, where he can
concentrate and make the laser beam zig-zag if he wants to
confuse opponents or use this to try and attack opponents from
behind. His Omega Beam has slight tracking on opponents, able to
zigzag and attack if the opponent avoids it, and can attempt to
zig-zag around and attempt to hit them again. This is a useful
attack power, and Omega is even able to control how strong he
makes the beam, using weaker beams to stun people, and stronger
beams to pierce and incinerate objects blasted through. The
stronger beams are stronger and able to do more damage, but take
more energy, while the weaker beams are weaker (but have a
stunning effect rather than a piercing effect when hitting
opponents) and doesn't take as much energy to use. The best
method of dodging this is to make it hit something else that
dispels it (Such as an enemy), or use some sort of energy
defense to block it and overpower it. Of course, making Omega
lose concentration on this attack can also prevent him from
being able to track opponents. It sounds strange, but being
close to Omega is often a safe spot since Omega can be hit by
this too if the beams come too close to him.
- Artifical Breathing Device and Adamantium Face Plate: Perhaps
two of the biggest things keeping him alive, which makes these
two his most important cybernetic upgrades that aren't really
battle based or enhancements, but rather these are enhancements
designed to make up for permanent damage done to Omega's body.
The adamantium plate on his face replaces the missing part of
his skull and face, and protects his face against opponents
attacks. The plate is not really able to do much in terms of
attack, but it provides much defense to Omega's face since the
plate is very strong. The plate doesn't look it, but it covers
pretty much the entire left side of Omega's face and most his
jaw. This also goes down part of his neck, which protects the
part of his neck where his angelic grace is, making an attack to
steal his grace almost impossible unless one can cut through the
adamantium plate and the breathing device that covers part of
his neck. The second thing is the breathing device that covers
the lower half of his face and runs a respirator tube down into
his lungs. This breathing device is very important, since it
helps Omega breathe and regulates his breathing since Omega
cannot breathe without this respirator. This device has a
built-in air filter, and can even work underwater or as a gas
mask that can operate in most conditions. This also prevents any
contaminants, microscopic or atomic, from entering Omega's
system since the mask has to filter out anything harmful. This
breathing system is the most important upgrade of Omega's
cybernetics, as without it, he would not be able to breathe at
all. These two upgrades are absolutely necessary for Omega's
survival, as the plate being gone means the inside of his skull
would be exposed, and without the respirator, he wouldn't be
able to breath and would suffocate since he has permanent damage
to his lungs and throat that cannot be healed.
- Cybernetic Brain Enhancement/Link Sys Chip: Omega's
enhancement of his brain was important to control his other
cybernetic upgrades, and is a very important cybernetic as it
operates his other cybernetics (and has connections to almost
all of his cybernetics). Not only does his brain control his
cybernetics, but his mind is enhanced with the Link Sys chip,
which is similar to the neural linker system. With this, his
brain is able to access information on the Cybernet, and grants
him a computer in his mind that lets him pull up holographic
displays (see Link Sys Eye for more information). He can also
store information and do just about anything a computer could do
with the Link Sys chip as it works more or less like a computer
would (albeit a highly advanced computer used by the brain. When
he needs computer screens, he is able to create holographic
screens which can be either visible to just him or to those
around him. This enhancement also enhances his intelligence,
which was already quite high before his upgrade (And replaces
some of his lost brain function from when he almost died). For
the most part though, it's his cybernetics that require this, as
the Link Sys system mostly goes through his eye with the
exception of storing information and looking up information, and
manages his cybernetics, even able to analyze and show a user
interface in Kindron's vision that shows the status of his
cybernetics. He can even scan objects around him with this, and
analyze them just like a computer can. Thanks to this, if he
ends up encountering something he doesn't know, he can easily
look it up or analyze it by scanning it. This doesn't do much in
battle, other than control his cybernetics. For the most part,
most of the uses of this are passive, and doesn't have any
attack ability on its own except to activate other cybernetics
that can attack. If this chip were ever destroyed, Omega would
likely be mostly braindead, as this chip replaces the brain
power Omega lost when he was nearly killed.
- Reactive Nerves Electrolyte System: With special electrolytes
in his nervous system, Omega's nerves are enhanced heavily,
increase communication to levels that make it almost instant
(and replace damage to Omega's nerves that he suffered when he
nearly died). Of course, nerve reaction is very fast as one
might guess, and increasing that speed doesn't really seem like
much, but this makes split second reactions very effective in
battle as even a split second saved may be the difference
between life and death. And when combined with the varanium's
magnetic field in his blood, the electrolytes don't just
communicate with his brain, but are able to use the magnetic
field generated by the body to react to anything that comes
within attack distance of Omega. This allows Omega to react
instantly without needing to think to anything that comes within
arms length. This makes sneak attacks extremely difficult, due
to Omega being able to move his body without even knowing an
attack is coming. Since his nerves are able to react like this,
it makes combat far easier, since his body can react without him
needing to do anything. However, just because he can react
instantly, doesn't mean his body can always move fast enough to
dodge an attack. If he's dodging bullets typically, he can only
move so the bullet doesn't hit anything vital, or try to move so
that it hits a metal part of his body (like his artificial arm
or leg). And this doesn't help too much in physical fights since
Omega has to rely on thought to fight opponents, which can
conflict with this system's reaction system, which can be a good
way to take advantage of Omega's cybernetics if one can get his
thoughts to conflict with the reactive system's reactions, which
typically causes hesitation or loss of speed and/or power in a
fight.
- Enhanced Adamantite Skin: During his enhancement, Omega's skin
and the layer between his skin and muscles was enhanced using
special serums. His skin is enhanced with adamantite, a
variation of adamantium used in cybernetic upgrades to enhance
the body's durability and make the skin almost hard as metal in
order to boost the durability of the skin. This was designed
after dragon skin, making the skin very hard to break or
destroy. The adamantite enhances his skin, and essentially makes
his skin like full armor. This enhancement makes him resistant
to taking physical damage, dampening any blows he might take and
reducing things like impact damage. Due to the fact that the
varanium in him is always negating his angel and Darkfire
regeneration, his enhancements were focused more on defense
rather than enhancing his regeneration, and this was designed
more for making Omega harder to damage. This also strengthens
his organs, which make his organs much harder to pierce by
opponents. Though the adamantite is strong, it's not as strong
as adamantium, and can be overcome with strong enough attacks.
Unlike adamantium, it doesn't necessarily take swords or bullets
to hurt him, as an opponent can still hurt him like normal, it
just takes a lot more strength to pierce him. And in a world of
cybernetics and enhanced physical stats, there is plenty of
powerful enhancements that can still get through his defenses,
such as things like swordsman who use the swordsman wavelength
to tune to opponents to more easily cut them (which works just
as well on Omega as it does on anyone else). It is also possible
that armor piercing weapons can pierce through Omega's skin far
more easily, though one still has to be careful of the metal
parts of Omega's body like the metal plate on his face.
- Gel Layer Enhancement: Beneath the epidermis layer of the skin
in the dermis and hypodermis is usually a layer of fat cells
which act as a protective layer in people's bodies. Omega's
enhancements include a modification of this layer, where the fat
cells become like a gel layer (which its often referred to in
most cybernetics) that protects Omega's body from impacts and
acts almost like a cushion when he takes heavy impact damage
which can reduce damage from attacks and impacts. Due to this,
he takes less damage from impacts and physical hits, as well as
taking far less damage from things like falls and high jumps to
the point where Omega has survived falls that would kill most
humans. This layer doesn't block attacks or absorb them
completely, but is more focused around dispelling impacts rather
than blocking attacks. This doesn't help much against cutting or
slash attacks, but this does help with impacts and concussive
force by using the gel layer to absorb concussive force and
dispel it. This dampens blows he takes, upping his defense so
that he doesn't take as much damage. This is most useful for
absorbing hits from physical attacks, reducing the damage he
takes. However, while this gel layer is strong, it can't protect
him from everything, and usually opponents that get through his
skin can also get through this layer too. Since this layer is
small, it doesn't do as much to protect someone as one might
think. The most this does is absorb concussive damage and
prevent it from doing internal damage, which usually keeps any
impact damage limited to the skin (though this can be bypassed
if opponents cut through it with something like a slashing
attack). For the most part, this is more just a passive defense,
and is only effective against concussive force. This means that
piercing and slashing attacks are able to cut through this part
of the body easily since it is not meant to stop slashes or
piercing attacks.
- CNT Muscle Fiber Enhancement: This enhancement for Omega's
muscles increases his muscle fibers, and uses special cybernetic
fibers to increase Omega's movement and strength considerably.
Unlike some cybernetics, this doesn't just increase his
strength, but also his speed, as the fibers are based on pink
muscle tissue, which works great for mobility and strength while
not limiting one or the other. With this enhancement, Omega's
strength and speed are above that of typical supernaturals, with
him being strong enough to lift cars, and him being fast enough
to disappear from view when using combat techniques like
Darkfire Sonido. This muscle fiber is also very strong, adding
some defense to Omega's body so that his muscles are harder to
destroy since making the muscles stronger also increased their
durability. With this enhancement, Omega is able to handle a
lot, and the fiber even makes his muscles more flexible, which
helps reduce overstrain and overexertion to a degree. This makes
him extremely strong and fast compared to most supernaturals,
allowing him to fight higher level supernaturals. For the most
part, these muscle enhancements are just amps to his strength,
defense, durability, stamina and defense, but are not to be
taken lightly when combined with his other enhancements. For the
most part, damaging Omega's muscles works just like it would for
anyone else, except that the passive enhancements effects on his
muscles (making them stronger). For the most part, one can still
pierce Omega just like any other, and if severed, the muscles
still become useless like they would for anyone else (as Omega's
muscles, if cut or torn, will not heal on their own without
special surgery or healing).
- Adamantium Bone Infusion: Much like certain other enhanced
beings, Omega's bones were enhanced with adamantium, which coats
Omega's bones and makes them nearly indestructible thanks to
adamantium's strong nature. While Omega can still be hurt, his
bones are usually safe from almost any damage he could take.
This means that Omega cannot break bones and his bones can't be
pierced by most substances. Usually, the only thing that can
break adamantium are other adamantium weapons, or weapons that
can cut on a molecular level, like weapons similar to high
intensity vibration weapons designed to cut almost anything
(which there have been weapons designed to cut things like
adamantium). For the most part, his bones are hard to get to as
it is, but with the adamantium coating, the bones are extremely
difficult to destroy or damage. Of course, if one knows how to
get through adamantium, they can still get through his bones if
they can get to his bones. However, most will find that it's not
really necessary to get to his bones unless they want to
completely remove limbs. This also doesn't really apply to his
artificial arm and leg, since there are no real bones in them.
The only real problem with this is that if Omega has a problem
with his bones, he'd have to use his Omega Beam just to get
through his bones to see what the problem is since even he
wouldn't be able to get to the bones without it. Another problem
is that the adamantium affects his bone marrow, and he has to be
careful that his adamantium doesn't restrict the flow of new
blood cells from his bone marrow into is body (which means that
the adamantium still has to allow cells to pass through).
- Artificial Heart and Circulatory System Regulation: After
Omega was almost killed, he was given a new heart to replace his
completely destroyed old heart, and fitted with a device in the
heart to regulate his circulatory system's flow in place of his
heart. This artificial heart works similiarly to a normal heart,
increasing blood flow as necessary, and the device regulates his
heart rate and monitors his blood, making sure his body gets the
nutrients it needs to keep functioning. The heart pumps blood
and helps make sure that Omega's blood is operating properly,
working with the varanium nanites in his blood to regulate his
body and even shows on his user interface using his Link Sys
Eye. Due to this, his heart is usually beating at a pretty
constant rate, except if he needs higher blood flow in battle
due to needing more nutrients in his body, just as a normal
heart would increase its rate when exerting itself. And due to
this artificial heart, emotions don't affect his heart, such as
lying increasing heart rate, due to the fact his heart rate is
controlled and is not affected by hormones (as the only thing
that affects it is if the system of cybernetics determines more
blood flow is needed). Of course, if this heart is destroyed,
Omega can still die, since it works like a normal heart to keep
him alive. This is another important cybernetic enhancement that
Omega needs in order to live. This means that killing Omega can
still be one just like any other human if the artificial heart
is pierced or destroyed.
- Varanium Nanite Blood Enhancement/Body Regulation: In Omega's
blood, he has varanium nanites which monitor and communicate
with the nanites in his brain to regulate his body as they
communicate with the cells in Omega's body. This works with all
the cybernetics in his body, and aside from the cybernetics in
his brain and the specific ones keeping him alive, this
enhancement ties all of his enhancements together into one unit
and keeps all of the enhancement's working together. The blood
travels through the body just like it should, with exception of
his artificial arm and leg, and monitor every part of his body
as the blood flows through his body. The two main things it
monitors is brain activity and heart activity, making sure both
work properly to keep his body going. The blood also monitors
the nutrient levels in his blood and blood pressure, and can
take steps to regulate his blood pressure as needed without
changing his heart rate. This also reduces the effects of
hormones in Omega's blood, as the cells only respond to the
cybernetics and not to the hormones in the body even if Omega's
mind releases hormones into his body. In battle, this is helpful
due to the nanites being able to slightly increase his blood
flow to keep nutrients flowing to his body as needed, but also
useful in slowing his blood pressure when needed, usually to
make sure his body doesn't overexert itself. This has a downside
though, in that Omega isn't affected by hormones, so this means
that even the positive effects of hormones don't really work on
Omega's body (as he has to rely on his cybernetics for
monitoring his body). This is also why Omega doesn't really feel
emotions, as hormones don't affect him, so he often seems cold
and emotionless compared to most since he can't react to
hormones.
- Adaptive Cybernetic System: As a whole, Omega's cybernetics
are adaptive, being able to adapt to however Omega fights and
how he operates. As a whole, his cybernetics operate as one
system, and all work in conjunction with one another. As such,
his cybernetics are designed to keep that one-system operating
method, and adapt to Omega's living and fighting styles
accordingly based on the information in the cybernetics and the
parameters set by Omega's programming (which was modified of Dr.
Black's original cybernetic programming). As Omega learns and
adapts, the cybernetics are able to adapt as well, making it so
he doesn't have to train as hard to adapt his body to move
differently, or fight differently since adapting is far easier
with this method. For the most part, the system adapts based on
how Omega acts and how he fights, without really requiring much
input. For example, if his body were to regain it's regenerative
abilities, or repair it's damaged magic output, the body would
focus less on defense and more on regeneration. For the most
part, the cybernetics are made to be adaptable, since Omega
himself can't adapt as easily as he should be able to due to the
fact that his physical body can't keep up with his cybernetics.
Due to his damaged power, he has trouble adapting, so his
cybernetics are designed to overcome that weakness so Omega can
still be a powerful fighter.
- Anti-Hack and Anti-Virus System: Omega has the latest in
anti-hack and anti-virus systems, making him nearly impossible
to hack or infect with computer viruses. While he can be
affected by some unknown viruses or tech hack systems, he is
easily able to overcome this with some effort. Omega is also
immune to other tech control users, as he can use his connection
to his cybernetics and magnetic field generated by his varanium
to keep himself from being controlled. And thanks to special
backups and controls, Omega can also override this with the
cybernetic implants in his brain using the Link Sys system. If
someone does manage to hit him with an unknown virus or tech
control, Omega can use his cybernetic enhancement in his brain
to sense the armor's virus or tech control and use the armor's
system to fight the virus or presence trying to take control of
him. With the cybernetics' specifications, tech control
knowledge, hacking and viruses are mostly useless against him
and his cybernetics. And those that aren't are usually overcome
quickly. Since Omega is technically a scientist himself, he is
also able to develop counters on his own without Dr. Black's
help to hacking and viruses.
Version VII Combat Chip System:
- Combat Chip Enhancement: After Ragnorok was broken apart and
the Freakchip program, developed by Olgenstein, supposedly shut
down (as it wasn't certain they were shut down or just went
underground), certain copycats tried to replicate the work of
the freakchips. One of the more successful attempts to create a
new system based on it was Dr. Black and Omega's combat chip
system (in which this is the seventh version), which they
designed to allow Omega to equip different ability chips that
were designed to be able to be used to fight supernaturals and
fight cybernetic opponents. Omega is able to equip these chips
by digitizing the chips and absorbing the data, and has a number
of chips he can use in battle. These chips are typically
developed to specialize in certain abilities, and allow Omega to
switch between combat chips at will by using a special system in
his Link Sys system in his brain. His most notable ones are his
fire, ice and lightning chips, which he uses to use elemental
abilities, since his own elemental magic power can no longer
generate it's own power and requires these chips to generate
power for it to work at all. Another one is his elemental
negation chip which negates supernatural elemental energy. Omega
has a number of chips he can use at any time, and can switch and
use up to two at a time. However, he can only have two active,
and cannot activate more than 2 at any time. And just because he
can change quickly, doesn't mean that opponents can't
outmaneuver him before he changes chips. All of these chips have
strengths and weaknesses, such as elemental powers still being
countered like normal elements, or certain ability boosts having
the same weaknesses as the original ability (usually). For the
most part, overcoming this just requires an opponent to figure
out what abilities Omega is using and counter them with powers
they have (such as recognizing his elemental abilities using
chips and countering the elementals accordingly).
- Weapon Copy System: Omega is able to use his cybernetics to
copy attacks, with him being able to use this to copy abilities.
The biggest advantage to this is that Omega can store this data
and then later create new combat chips with the information
depending on how much data he has (he has to gain enough data to
create new chips from battle data). In battle, he is able to
copy up to two powers at a time, and can copy any supernatural
or artificially based power granted he has the ability to create
it (as he has to be able to use a power in order to copy it,
which rules out certain abilities that he cannot copy such as
demon power since he's not a demon). This lets him copy specific
techniques or general manipulation abilities. Usually he gathers
a lot of data before he makes these into chips, but he doesn't
mind using this in a fight to copy a specific power that is
giving him trouble, and so he will copy it to counter the power
usually. And with him being smart enough to understand powers,
he often finds new, creative ways to use it or combine it with
his powers depending on the power. For the most part, Omega's
ability to copy techniques is quite dangerous, and when combined
with his chip system, makes him quite adaptable. However, he can
only hold two powers at time, and if he wants to copy another,
he must give up one of the powers. He can still store the data
on it to create a chip later, but not having the weapon data
increases how long it takes to create a chip. And any technique
must be able to used through his arm's incineration cannon,
which can double as a weapon generator. This is able to generate
different energies for attacks, and depending on the attack, he
can replicate certain types of attacks. However, there are
certain things he can't do without a design change. The copy
must also be done through physical contact, in which Omega has
to touch someone and use his cybernetics to analyze an
opponent's ability before it can be copied. If an opponent avoid
physical contact, this ability cannot be used, as Omega has to
make contact at least once to use this.
- Elemental Negation Chip: This chip is one of Omega's more
notable chips, where he uses it to compensate for the fact he
typically has trouble with elemental energies after becoming
Omega and his magic power not working as it should (as his
Darkfire magic ability is mostly damaged and not able to be used
too effectively). As such, Omega developed this to negate all
supernatural and unnatural uses of elemental energy so that he
could counter any elementals stronger than anything he can use.
This negates any supernatural attempt at manipulating elemental
energy, including those using plasmites or artificial means to
manipulate elemental energy. By negating elemental energy, it
prevents elementals from being manipulated, and prevents any
elements from being created by elemental energy (which is used
by supernaturals to create elemental attacks) This makes
elemental power nearly useless when this is active, which also
includes negating Omega's elemental chips if he has this active.
For the most part, this negates most uses of elemental
abilities, unless it is an effect of the environment, such as
rain, wind or even certain tech, like varanium's magnetic
fields. For the most part, natural uses of elements aren't
affected, only supernatural and tech uses of this that try to
manipulate it. Usually, this was mostly made for fighting any
Darkfires he might come across, or anyone with stronger
elemental abilities than Omega's designed to make up for Omega's
damaged ability to use elemental magic. For the most part, this
only negates elemental energies, and doesn't affect things like
other supernatural energies as it only affects elemental
energies. This means that this cannot counter certain
elementals, such as spirit lightning being a change in spirit
energy (and not being elemental in nature) as well as certain
other energies that take on elemental type natures without using
elemental energy.
- Energy Nullification Chip: This chip is another of Omega's
chips, this time a chip that completely nullifies almost any
energy used by supernaturals (including energies like aura, chi,
mana, spirit and other supernatural energies). This works on
almost all external energies, allowing Omega to negate almost
any type of supernatural or unnatural manipulation of energy
around him. This can negate most energy manipulations by
opponents, including certain artificial energy manipulations
from things like tech cores, plasmites, and even freakchips.
This makes energy use by opponents mostly useless when active,
but doesn't interfere with cybernetics or robots cores powering
them, such as Omega's own cybernetics that use ultra varanium.
This also doesn't remove natural energy from the air around him,
as natural energy in the air and world around Omega would not be
affected unless artificially manipulated by someone else (such
as a chakra or ki user trying to absorb energy from the air
around them). This means that those who require energy to run
their bodies won't have issues, but just won't be able to draw
the energy out of their bodies due to the negation. This also
make Omega's own specific energies, such as his fallen angel
energy or his Darkfire elemental magic, uses useless when in
affect as well. This chip also negates elemental energy to a
degree (Not completely though as elemental energy is a "natural"
energy that this doesn't recognize as supernatural energy), but
this is a more complete energy negation ability that negates
almost any use of supernatural energy within a certain distance
of Omega. For the most part, opponents can still utilize
elemental abilities when this is in effect (unless Omega
combines this with his elemental negation chip), and opponents
can still use passive skills like regeneration and passive
powerups to the body using energies. The only thing is that
users won't be able to manifest energy to attack, as the energy
cannot be drawn out of the body when used. Those that can
manipulate the energy in the air using supernatural abilities
will also get the energy negated around them if they try to
manipulate that energy using special abilities. However, this
doesn't stop things like physical force shockwaves or physical
attacks that don't use supernatural energy.
- Energy/Matter Transferrence Chip: There have been a lot of
alien races that have visited Omega's earth and many have had
ways of transporting people by turning them into energy and
transporting them. This is often known as "beaming" people to
other locations. Even humans eventually gained this technology
(though weren't able to use it too effectively on their own).
However, Omega learned to use energy a different way, building
on a concept of other scientists. This chip uses a variation of
energy manipulation, where Omega can create physical objects
from energy, by essentially replicating the effects of turning
something solid, but changing energy into solid matter. This
doesn't destroy or create matter, but instead converts energy
into physical matter using energy. For example, Omega could fix
a broken wall by using energy to bond the wall together and then
turning the energy into the material the wall is made of that
would make the wall whole again. Omega can also create almost
any material, including certain organic material like plants and
even food like meat. The material acts like normal material when
shifted into a physical form, and has the same properties of
what the energy is turned into. For example, food created with
this method was used to feed people, and the food acts like
normal food to people. In addition, Omega can use energy to
create objects, such as he could create metal needed to build
things, or create plants to plant in locations that need new
plants. This ability is very useful, in that Omega can create
almost any material. There are a few limitations to this though.
The first is that Omega must know the physical structure (down
to the material's atomic structure), and without knowing that,
he might create a different kind of material (which he does
sometimes do by artificially changing certain atomic
structures). The other thing is that Omega cannot create
physical beings this way, as he cannot create organic creatures
with this technique as it would create physical beings without
souls (such as he could create animals and humans, but they
would be soulless). Because of that, Omega only creates
inorganic materials, or plants using this. It is also worth
noting that this transferrance only works one way, and once the
energy is changed, Omega cannot change an object back into
energy (meaning that Omega couldn't do this to someone and turn
them into energy or something).
- Fire/Ice/Lightning Elemental Chips: These chips do exactly
what it sounds like, and allow Omega to use whatever element he
equips to replace his inability to utilize elemental magic
(since his magic ability was damaged when he nearly died and he
never regained it). Each chip controls their respective element,
allowing Omega to summon and manipulate that element as he wants
corresponding to whichever chip he has active. Omega can also
utilize these chips to use his fallen angel corrupted elements,
such as using the fire chip with his fallen angel power could
create corrupted flames. When using fire, he can do things like
shooting fireballs, creating explosive attacks, and being able
to burn things through touch. The fire chip also amps his flame
burst cannon's abilities, allowing him to use more powerful
shots or more easily concentrate flames to shoot at oppoennts.
In addition, the fire allows Omega to use his elemental dark
flame magic, by converting the flames into his dark flames (as a
way to make up for his inability to generate flames without this
chip). His ice chip can generate ice, and can do things like
create ice spears, freeze things through touch, and use freezing
attacks. This uses temperature reduction to generate the ice
around him, and can even be used to lower temperatures in an
area considerably to the point that an area freezes. This works
by focusing moisture into freezing form, and can be used just
like most ice manipulation. His lightning chip allows him to use
lightning, which he can also use to generate lightning from the
magnetic field of his varanium that runs through his body, and
allow him to do things like firing lightning attacks,
electrocuting people through physical touch, and creating
concentrated lightning piercing attacks. The lightning chip also
works with Omega's lightning magic, allowing him to use his
lightning techniques and use his holy lightning that he uses
with his Darkfire training. These elements all work like one
would think, and can be countered like any other elemental
abilities no matter which elemental ability Omega uses.
- Lightness and Darkness Chips: These two chips control light
and darkness respectively depending on which one is equipped.
The chips work similarly to the elemental chips where Omega is
able to switch to them and use them similar to his elemental
chips except that these chips control light and dark rather than
elemental energy. When using these chips, they both use their
respective power, allowing Omega to use these to attack
opponents or manipulate darkness or light for other purposes. As
one might expect, the dark chip lets Omega use darkness and the
light chip lets him use light energy. When used together, Omega
can combine them into twilight energy, or if he combines them
with elemental chips, he can combine them to create dark or
light elementals. When combined with his fallen angel corrupted
energies, he is able to use these quite effectively to fight
both light and dark users. The dark energy can draw in shadows,
change the acidity of the shadows, and create darkness in areas,
while the light chip allows for using beams of light, flashbang
attacks, and illusion abilities. These two chips, when combined
with elements can create dark elements or light elements based
on the element used, and some may have unique combinations, like
ice and light being able to use the frozen light technique to
freeze anything in the light, or dark and lightning being able
to create dark lightning that can use darkness as a conductor.
The dark and light chips are counterable like typical light and
dark. Usually Omega uses this more to easily create dark and
light elementals than attacking on it's own since he has trouble
generating dark and light elementals. In terms of how to counter
these powers, the dark and light manipulation are countered like
any light or dark manipulation, and have the same weaknesses as
any other elemental ability (such as light can be countered with
reflective surfaces or darkness can be countered by intense
light or flames that can burn shadows).
- Blood Chip: This chip was designed after blood manipulators,
where Omega designed this after powerful vampires who could
manipulate blood so that Omega could also control blood to
battle opponents with. This lets Omega control blood spilled on
the battlefield, or using his own (which can be dangerous
especially if he uses too much of his blood as it can make him
lose consciousness or die). However, if he uses blood around the
area, he is able to use blood to use a number of blood
manipulation techniques, such as a blood blade attack, or a
blood blast that can hit with extreme impact damage. Among other
things is a blood bomb which can be made to explode with
concussive force, or combining this with his elements for
specific effects, such as using fire and blood to create boiling
blood, or using lightning to charge the blood with electricity.
If he uses his own blood, he is able to charge the varanium
nanites in his blood to do varanium and magnetic concussion
damage if it hits an opponent. If the concussive attack hits,
the magnetic concussion does heavy impact damage depending on
the blood technique used. Omega has a wide variety of blood
manipulate techniques he's learned by watching other blood
manipulators, and he is able to use this for a number of unique
techniques only usuable with blood manipulation. This skill
usually isn't used by Omega on his own blood, since he usually
tends to be careful about weakening himself, and will usually
only use this in battles where lots of blood has been spilled
(Such as a on a battlefield). Of course, as one might expect,
this has the same weaknesses as any other blood manipulation, in
which water manipulation can usually counter this, or any other
power that protects from the blood. As long as one accounts for
the techniques used, they can usually avoid most of the
techniques with this blood manipulation if they understand how
its used (such as one would likely guess they would need to
dodge blood being shot at them like a cannonball, or would know
to avoid blood used like a blade).
- Sword and Shotgun Chip: The sword chip is designed to use
energy blade from the flame burst cannon in his artificial hand,
generated by the weapon copy system and using the heat from
Omega's artificial arm or using flame from his flame chip. This
chip can create a sword made of energy generated by his
artificial arm, which is typically plasma, but can change
depending on what chips or abilities are used (such as the sword
could be combined with the ice chip to create an ice blade). If
any of the elemental or dark/light chips are equipped, the
energy generated can be made to generate the element instead of
typical plasma. This can generate specific effects depending on
the element or chip used in conjunction with this, such as
darkness having a gravitational effect on impact to push
opponents back, or the ice sword created a solid sword that can
use the weight to more easily overpower opponents. The shotgun
chip fires a blast of smaller plasma blasts from the
incineration cannon, firing a spread shot like a shotgun shell
to try and hit opponents with a wider spead of energy blasts.
The blasts are smaller, but are designed to hit in multiple
spots similar to a shotgun blast. When combined with the
elemental and dark/light chips, they can also have special
effects, such as the fire shotgun blast being explosive, or the
ice shotgun blast firing sharpened ice pellets designed for
piercing or freezing, or using light to make the bursts like
small beams of light that act like lasers. These two chips (the
sword and shield) cannot be used together, as their powers both
use the same power source to generate their attacks, so this
cannot create both attacks at the same time. However, this can
be combined with other chips for different abilities (mainly the
elemental chips). One can usually avoid these chips by dodging,
or using something to block the attack if an opponent can
account for the attack coming (such as being able to block a
fire combined shotgun blast if the user accounts for the
explosive potential).
- Shield Chip: This generates an energy shield around his
artificial arm, which Omega can use to defend against attacks
and can be manipulated into specific shapes depending on what
Omega wants to do (such Omega could make a circular shield, or a
square shield depending on what would be better). This
essentially uses the same power as the sword and shotgun chips
(which means this cannot be combined with them either), but
instead of using a weapon, this is meant to be defensive. When
used, this shield can block attacks, granted it isn't
overwhelmed (as overpowering this shield's energy can still
break it). This can also be combined with other chips to create
unique effects just as the shotgun and sword chips can, such as
the ice shield being a solid shield that can be used to block
attacks that would normally break through energy, or the light
shield being able to defend against light and holy attacks, or
even using the flames or lightning chips to grant it effects to
hurt opponents upon touch (such as a physical touch to a
lightning shield could electrocute the opponent). This works
with any of the attack chips, and can even be combined with
other chips to amp Omega's defense if he wants to use this. This
shield chip is very versatile, and can use it's defense pretty
well especially when combined with the other elemental chips. Of
course, enough damage can break this shield, no matter what form
it takes, as all of his shield possibilities can only take so
much damage or strong attacks before breaking. Aura breakers can
break through these shields (unless it is the ice shield which
is solid ice) instantly, since the shields mostly being
energy-based and aura breaker weapons break through energy. One
can also avoid effects if they avoid contact with the shield
(usually by avoiding direct contact with it).
- Light/Absorber Chip Combo: These are two chips that are
designed to work together. They can be used apart, but due to
weaknesses in both chip's designs, the chips have to be used
together to avoid the individual weaknesses. The light chip
reduces Omega's weight and makes him extremely light on his
feet. This not only makes him able to walk on surfaces like
glass without cracking it, but also allows him to ignore certain
hazards like quicksand and crumbling terrain thanks to him
essentially using this to essentially make Omega weigh less than
he does by manipulating how his feet interact with the ground.
If used on it's own, it's major weakness is that Omega can be
knocked back much more easily, and certain attacks can have
increased knockback on him being so light (such as a punch could
send him flying even if it's by a normal human even if it
doesn't do that much damage). However, the absorber highly
reduces impact, and reduces recoil to almost nothing (which is
why it is meant to be used with the light chip). When used, this
allows Omega to take attacks without budging, and take reduced
damage from doing so as the attacks are not as effective against
Omega when this chip is active. This also reduces kinetic energy
on impact, which makes it cancel out the extra knockback when
attempting to use the light chip. This chip is useful in combat,
as it can allow Omega to take attacks without flinching, and
allow him to not have to worry as much about his defense. If the
absorber chip is used without the light chip though, the lack of
knockback can do more damage to Omega, since knockback is a way
of absorbing impacts and not having that can force an attack to
do more damage at the cost of Omega not flinching from an attack
that might hurt him. That's why the light chip was designed to
be used with this, as the light chip increases knockback just
enough to prevent more damage being done, and prevents this chip
from increasing damage done to Omega while still allowing Omega
to barely flinch when hit by attacks. They can be used
separately, but these chips are most effective when used
together. They can also be combined with other chips for certain
effects, such as combining the Quick chip with the Light chip to
create a faster more agile passive increase in ability.
- Quick/Strong Chips: These chips increase Omega's strength and
speed passively, allowing Omega to more strength in battle
(Strong chip) or move faster (Quick Chip) depending on the chip
used. These chips are usually designed to be used together, but
unlike the light and absorber chips, don't have negatives to
being used separately (But can be combined with other chips for
different effects, such as combining Quick with the Strong chip
to allow increased defense and strength to allow Omega a
tank-like state). The quick chip increases Omega's movement
speed, allowing Omega to move faster and allows him to keep up
with those using enhanced speed techniques and increasing his
overall movement ability. The quick chip works very well for
speed, and is designed to allow Omega increased movement ability
that it allows Omega to keep up with faster supernaturals. The
strong chip, as one might guess from it's name, increases
strength specifically, and allows Omega to hit much harder than
normal as well as increase Omega's overall strength. Since Omega
is already very strong with his cybernetic enhancements, one can
imagine just how strong this makes Omega, as he is able to do a
lot of damage to opponents, and is able to do things like
bending steel or being able to break chains easily. This chip is
typically just a strength enhancer, which is designed to allow
Omega strength in combat to combat stronger supernaturals. These
two chips are designed more for physical combat than for
supernatural combat, and only offer passive increases to
strength. As one might imagine, one can avoid the effects of
this by countering Omega's increased stats with one's own
enhanced stats. For example, Omega might use this to counter
someone with enhanced speed, but an opponent could use their own
enhancement to their speed (if they have one) to counter this
enhancement. Most opponents can find ways around this
enhancement, such as some who are faster avoid stronger
supernatural attacks rather than try to overpower them.
- Spike Type W and I: These two chips are designed for different
purposes. Spike type I is designed to allow Omega to not be
affected by ice, and makes it where he cannot slip on ice when
he is walking on ice. This doesn't just apply to ice, but also
surfaces covered in oil or anything else slippery, as this chip
specifically is designed to change how Omega's feet interact
with the ground in order to avoid Omega from certain
environmental hazards. This is designed so that Omega doesn't
have to worry about sliding around when he walks no matter the
surface since this works on almost any surface. As one might
guess, this is a passive enhancement that is designed to help
Omega avoid certain surfaces. This chip can also be useful
against supernaturals who do things like freeze the ground under
Omega (as this chip can keep him from slipping on ice). Spike
type w is designed so that Omega is not affected by magnets and
wind, by changing how his body interacts with wind and magnetic
forces. This is useful for a few purposes, such as avoiding
magnetic users and wind attacks, and allows Omega to typically
avoid affects like EMPs, heavy winds and even electromagnetic
interference since Omega is immune to wind and magnetic effects
when this is in effect. This chip was designed to handle
environmental hazards, or avoid certain supernatural affects
(like wind users trying to use wind to hurt Omega). These chips
are designed for their unique effects, and are passive chips
that have their uses for specific situations. When used, each of
these is useful for certain situations, and outside of those
situations, these aren't really too useful. For example, in high
magnetic inteference, the W spike type is useful, but the I
spike type would be useless in the situation of high magnetic
interference. These are passive abilities mostly designed to
deal with environmental effects, so they have no real offensive
value in combat other than preventing certain effects to Omega.
There is no offensive abilities these chips have that opponents
really have to worry about, so most opponents don't even usually
notice these chips in effect unless they notice the effects of
the chips on Omega (such as the I spike type preventing Omega
from slipping on slippery surfaces or noticing Omega being
immune to wind and magnetic interference when W spike chip is
active).
- Shadow Dash Chip: This allows Omega to use intangibility in
short dash bursts, allowing him to dash through things when his
dash function is active. This intangibility works similar to
demonic vampire intangibility, and allows Omega to use this to
avoid attacks and projectiles by dashing which not only allows
Omega to avoid attacks, but he could use this to dash through
attacks and attempt to use the dash to close the distance
between him and an opponent. This appears to almost make Omega
appear like a shadow as he passes through things. This is useful
for not just passing through things like attacks, but also going
through things like doors, walls and other obstacles (Omega even
used this once to pass through an opponent and then attack them
from behind). As one might imagine, there's plenty of creative
ways to use this in a fight, and can be used to dodge attacks
and obstacles. Though this can only be used in short bursts, and
once the time is up, Omega will turn solid again, replacing any
matter that is in his intangible body. However, Omega has to be
careful, as being inside of a wall, door or anything can get him
stuck if he's not careful where he's going to come out when he
comes out of his intangibility. If the opponent times him and
sees how long he can stay in intangibility, they can use the
time against him to try and land a blow on him as soon as he
comes out of his intangibility. Or try to use a physical object
to trap him, such as trying to get him stuck in a wall or door.
While Omega can break most objects that might hinder him, it
would still open him up to attack.
- Auto Charge, Auto Recover, and Quick Charge Chips: These chips
are designed mostly for energy management and charging,
depending on the chip used. The auto charge chip allows Omega to
automatically charge energy he can use for attacks without
having to consciously concentrate on charging attacks. For
example, he could charge an explosive attack without needing to
focus on it, and then release the attack when his attack is
charged. This lets him charge any energy he can use like his
corrupted elements, fallen angel energies, or even his elemental
magic. When combined with elemental chips, he can automatically
charge up power without having to do anything and build up
energy that he can release into stronger attacks, such as he
will charge his sword attacks with elemental powers and release
a massive wave onto an opponent for massive strength and damage.
The quick charge chip allows Omega to quickly charge energy in
half the time it would normally take, allowing him to charge
attacks from his energy very quickly so that he can attack more
quickly as a means to reduce the time in between attacks. When
used, he is able to use up to charge up two energy attacks per
round rather than one attack like most opponents. This could
allow Omega to essentially half the time in between each attack.
The auto recover chip is not regenerative like most people think
(though it does speed up natural healing), but instead just
automatically recovers energy so that Omega can recover his used
power much more quickly and allow Omega better recovery. These
three cannot be used together, as their powers conflict with
each other, and typically Omega must use some sort of attack
chip to use these chips at all since they are mostly about
energy in some form. However, these chips can be very useful
when used in certain situations depending on how they're used.
Fallen Angel Abilities:
- Fallen Angel Physiology: Just as there are many types of
angels, there are many fallen angels as well. Depending on the
angel that falls, there are many different types of angels as a
result. There are angels and archangels that are fallen, but
there are also plenty of other types of angels, some more rare
than others. Such examples are fallen grand priest angels, which
is rare but does happen if a human soul cannot give up it's
desires and become corrupted by them after becoming a grand
priest angel, or even a Grigori, a type of fallen angel that
were designed to be watchers and guardians of humanity, but many
fell thinking they were better than angels and humans and
started devouring human souls. There are just as many fallen
angel types as angel types, and even more when one finds out
that fallen angels have their own way of recruiting their own
angels through twisting souls into fallen angels without the
consent of heaven. There are plenty of types of angels, and many
have their own unique abilities depending on the angel, making
them hard to predict. They also have their own evolutions they
go through over time as they get used to being a fallen angels,
with some even growing close to archangel or demon prince level
depending on how much power they gain through certain things
like dark arts or other powers. Omega is a fallen grand priest
angel due to him being forced into a fallen angel form when he
was cybernetically enhanced (as Dr. Black mind controlled him
and forced him to give up his status in Heaven as a grand priest
angel in order to prevent Heaven from being able to prevent
Omega's corruption). It is also worth noting that as a fallen
grand priest angel, Omega has lost his god mark which passively
increases his angelic abilities, due to the mark disappearing
when he became a fallen angel (A defense mechanism to prevent
fallen grand priest angels from having a connection to Heaven).
- Aura of the Fallen: Among fallen angels, just like angels,
they have their own aura that is generated from their bodies.
Just like the light that comes from an angel that powers their
being generated by their spirits, fallen angels have a more
corrupted light that comes from their being due to them falling
from grace, and this shows in their abilities. Their aura
becomes a type of corrupted holy energy that is generated from
the corrupted light of their being, and acts like the main power
source for their abilities, with their power being the same as
an angel being powered by holy energy. This aura is a fallen
angel's main power, and not only powers their abilities, but
also acts similarly to other auras as a defense that dampens
attacks used on them. This aura, as one might expect, does still
operate like other aura in that it can be used to enhance
certain skills like regeneration and other abilities using the
aura as a power source. This aura, like many others, can also be
more easily pierced by aura breakers, which can break through
this aura instantly. In addition, typically neutral powers tend
to work better on breaking this aura, though certain holy and
demonic skills can counter this aura as well with the right
strategies.
- Fallen Light/Fallen Twilight: For fallen angels, their light
is often referred to as "fallen light". This corrupted light is
generated from their aura of the fallen, in which they have
learned to weaponize the light as well to battle opponents.
Typically, they are able to use this light to do things like
create light attacks, fire light beams, and some can even create
specific corrupted light types. However, the main thing to note
about this power is that it is a type of corrupted light that
does damage to light and dark users alike. This power is a basic
power that runs on their aura, which generates this light. The
second power is when a fallen angel has mastered darkness
manipulation alongside their fallen light. Once a fallen angel
has reached a certain level at the level between angel and
demon, they might actually gain a darkness power as well as
light, which they fuse to their fallen light to create fallen
twilight. Their fallen twilight is their response to powers like
celestial force and demon aura, which they use their fallen
twilight to battle opponents with higher level demon and angel
powers. Their twilight is very strong, and only usable by those
that have mastered their fallen angel power. Both powers can
even be used to create explosions of fallen light or fallen
twilight as well, doing even more damage to opponents. While
their twilight is more powerful though, it is also uses more
power than normal fallen light, while fallen light is weaker but
uses less power. Typically, while their light and twilight are
corrupted powers, they are still counterable as normal as long
as light or dark users don't try to absorb them.
- Demon-Killer/Angel-Killer Spears of Fallen Light/Twilight:
This is a power that was used by fallen angels specifically to
fight angels and demons, since they would often find themselves
enemies of both angels and demons. This power is one where a
fallen angel would weaponize their fallen light into a spear or
weapon, and then either make the weapon explode when thrown, or
use it to stab someone. These weapons of fallen light and fallen
twilight (if the fallen angel can use fallen twilight) are
designed specifically to burn the very natures of angels and
demons, in which the corrupted nature does damage to both their
physical body and their spiritual one. For example, if a demon
possessing a human is struck by one of these spears of fallen
light, it will do damage to both the demon and the human, even
if the demon is not in direct control at the time. This power
can actually kill an angel or demon if their heart is struck
with it, since this power can actually destroy an angel's nature
with enough power. Typically, it takes more than one strike to
kill an archangel or more powerful angel, but can still do
pretty good damage. This power can help them against higher
level angels and demons, and hurts angels and demons quite a lot
if it hits them. This power also does intense damage to light
and dark users, even if they aren't angels or demons, though the
ability to kill a being with the corrupted light or twilight is
only specific to angels and demons since that's what this power
was designed for. This power can also counter things like demon
hellfire and angelic divine lightning (which is more a holy
energy variant that they use), as it's designed to counter these
powers. Usually, the best way to counter this is with other
darkness and light abilities, or counter with other energies
that can counter their fallen light. As long as the angel or
demon doesn't get hit, this won't affect them.
- Fallen Grand Priest Angel Magic: It is rare for a grand priest
angel to fall, but those that have adjust their magic
accordingly. Instead of celestial force, their magic runs on
their aura of the fallen, which acts similarly to celestial
force except that it is corrupted power. As a result, their
magic essentially acts as corrupted magic, in which they can
even hurt or kill those immune or kill magic users as a result.
This magic works slightly different in how it affects people,
but the magic still operates the same way. For the most part,
most angels magics are broken down into 3 major categories:
elemental, defense/healing, or attack magic. Each has it's own
abilities and advantages, as well as disadvantages. For the most
part, most angels only have up to 2 different types with very
few angels having all 3. There are other types of magic which
humans could have had when human that convert to angelic magic
(such as chaos magic and certain other magics not fitting into
those three categories), but the three main categories are the
main ones grand priests gain no matter what energy fuels their
magic (for example, mana based elemental magic and chi based
elemental magic both fall into elemental magic in general). When
a grand priest angel falls, all of their magic abilities are
converted to this fallen magic, and use this instead of typical
magic as they become corrupted in nature. Those wanting to
counter can still counter this as normal, except that magic
users cannot absorb this magic without being damaged, and this
can hurt those immune to magic. This magic, though, can still be
negated through magic negation, as well as things like anti
magic can still do heavy damage to even fallen grand priest
angel magic. It is worth noting that Omega has little magic
ability, but he can use elemental magic in combination with his
Darkfire training.
- Corrupted Earthly Element Manipulation: Unlike those who use
heavenly or demonic elements, fallen angels learn earthly
elemental manipulation mixed with their corrupted power. They
are able to use up to three corrupted elements, which are used
instead of things like divine lightning or hellfire since the
fallen angels have different affinities than they did as angels.
The corrupted elements operate just like their typical elemental
counterparts, and the fallen angel can have affinities for
different elements depending on who they are and what powers
they have. For some, this power works great for countering some
demonic and angelic power, since most angels and demons have a
predictable use of things like divine lightning and hellfire,
with certain exceptions. These elements work just like their
typical counter parts in both strengths and weaknesses, with
each element being counterable by another. The ability to use
the element also would depend on the fallen angel's knowledge of
elements and how creative they can be with their elements. Each
fallen angel can learn up to three elements, with some having
unique abilities using elements depending on how they use their
elemental abilities. Of course, as stated, the counters to these
elemental powers remains the same as countering normal elemental
powers. These elemental powers can be stronger or weaker
depending on the fallen angel's knowledge of earthly elements.
Omega can use fire, ice and lightning, thanks to his chips and
what little magic he can muster.
- Unique Ability: Explosive Black Feathers: This is Omega's
unique ability from when he was a grand priest angel (back when
he was Kindron Darkfire). Before falling, this ability was
actually a celestial magic equivalent, but after his fall when
he was turned into Omega, this became a corrupted magic ability
that uses the grand priest angel of empowering the feathers on
their wings. This particular art turns his feathers into
explosive attacks where he can throw them at opponents and the
feathers explode like grenades. Instead of exploding into just
flames though, they explode into dark flames using Omega's
Darkfire training to burst into dark flames he manipulates into
the magic of the feather. This ability can be used on any of the
feathers on his fallen angel wings, which he needs only remove
and throw at his opponents. He can even fire them straight from
his wings, though this became much harder as a fallen angel due
to his wings not being as large as when he was a full angel (as
he was a fallen angel that lost most of the mass of his wings
when he fell, as he was a fallen angel that gained full wings
like some fallen angels). This ability essentially gives Omega a
source of weapons from his wings that he can use without wasting
his power, as each feather channels it's own elemental magic
when separated without Omega needing to consciously focus his
magic power into these (even though he has trouble with magic
power due to the state his magic power is in). This is a useful
technique when Omega gets surrounded, and he just releases a
mass of feathers. He is limited though, as he can only release
so many feathers before he has to wait till what's left of his
wings recover and grow more feathers. However, this ability
cannot be used when his elemental negation chip is in use, as it
negates his ability to use elements.
- Corrupted Smite: With fallen angel power, all fallen angels
still have enhanced smiting abilities which are changed slightly
when they become fallen angels. The first is when they put their
hands on others, and purify unholy presences, being able to
destroy things like demons possessing a body. This ability is
set up so that an angel can attack presences in people through
physical contact. Some refer to this as "purification" but the
angels usually refer to it as "smiting" as their purification is
actually different. This is an attack skill designed to destroy
a presence inside of others, usually to cast demons or angels
out of humans. When used through physical contact, the fallen
angel is able to exorcise a presence or burn the presence
completely out of someone. Exorcising takes less time, but
doesn't hurt the presence in the body which is usually the safer
option for most angels so they don't kill the host. However, the
second option can burn the presence usually by overpowering it
with their own nature, and burn the presence out of them. Not
only does this take longer to do, but this also is a big danger
to the host, as the host can actually be killed with this
ability. This ability is typically better to use for exorcisms,
since it takes less time unless the fallen angel is seeking to
destroy a presence rather than just exorcise it. This time it
takes to destroy a presence or exorcise it also depends on the
creature, it's strength and the type of fallen angel. Certain
creatures take much longer or some creatures like leviathans
can't be cast out by normal angels. It's also important to note
that angels take longer to cast out presences than archangels
do, who can do this a bit faster than normal angels can. The
last thing to note is that fallen angels, like angels, cannot
exorcise presences as strong or stronger than them, and can only
exorcise presences weaker than them. The only real difference
between this and an angel's smiting ability is the fact a fallen
angel can cast out demons and angels, and uses fallen light
instead of normal holy power.
- Fallen Angelic Possession(Locked): Typically angels fall into
one of two categories when they come to earth in how they choose
to interact with mortals, which also applies to fallen angels.
The first are the more spiritual angels that are typically not
visible to people without special senses, and these angels
typically tend to possess humans in order to interact with the
world. Unlike demons who forcefully possess people, angels have
to get permission from the host before they are allowed to
possess them. Most angelic possessions are a sort of union of
minds and usually involve the person they're possessing working
together with the angel possessing them. This can be very
beneficial, and the longer the angel and being are together
could result in the angel and being actually melding together
and gaining some of each other's powers if they're together for
long enough. This is a very useful method for angels, since they
typically don't have to worry as much about mortal resistance in
the mind like demons do, making their possessions easier. There
are angels who trick humans into possessing them though, and
angels can suppress resistant minds, but ultimately, most angels
are only able to stay in a body as long as the person is
willing, and once the person possessed rejects them, they
typically are able to push them out much more easily than
demonic possession. However, one thing to note is that stronger
angels are more suppressive with their natures, suppressing the
minds of those they possess, whether intentionally or not. Of
course, this can be misused by angels, in which they can
manipulate mortals they possess if they choose to, but this is
actually designed to be a mutually beneficial type of possession
with the being possessed and angel working together. Omega
cannot use this, as his soul cannot leave his body, and he
cannot project his soul out of his body as he is locked into his
body by his cybernetic upgrades.
- Fallen Angel Shape-shift (Locked): Some angels (or in this
case fallen angels) who are more physical beings don't actually
need to possess people, in which some angels are able to simply
shapeshift into creatures that they want to take the forms of,
even being able to take unique forms based on what they want to
do. They can not only change their shape, but disguise their
presence as well, often appearing as whatever creature they're
trying to imitate. Usually, most angels appear completely human
when using this, in which they choose this method to blend in
with others to not stand out. This is very useful since it means
the angel is able to just take the form they want rather than
trying to find a vessel like more spiritual angels. This allows
them to take any race's form they desire, with some of them even
gaining physical properties of the race they're taking, such as
imitating a werewolf and gaining a wolf-like appearance with
claws and teeth. However, this only replicates physical traits,
and doesn't allow for gaining new supernatural abilities.
However, there are some angels that do have specific shapeshift
abilities, such as Erena having a form copy power to copy
powers, or some angels gaining power from certain
transformations, but theses are usually unique depending on the
angel. Most angels who use this only use this to change form,
with some using this to manipulate their physical bodies and
giving themselves more attack options such as taking a form with
claws to allow the angel to attack using the claws. However,
overall, they are still angel, and can still be attacked the
same way as normal angels, unless it is a special transformation
ability they possess. For Omega, this ability is locked as well,
as Omega flat out cannot change shape due to his cybernetics and
parts of his body being artificial (and he cannot shapeshift the
artificial parts of his body).
- Angel Healing, Purification, and Restoration: All angels have
healing powers, as well as restoration abilities they can use on
others, which also applies to fallen angels as they continue to
have this ability even after falling. The main ability is being
able to heal others, being able to heal things like injuries,
and heal things like afflictions caused by supernatural
abilities (like unholy energy poisoning). Angels are able to use
this to also purify the presences from others, being able to
purify things like unwanted presences in the body, and being
able to remove afflictions from the user as needed. Usually,
their powers of healing and purification are pretty useful for
allies, and can even be used on themselves to a degree since
they are able to purify and heal themselves if they find
themselves in a place where they can't heal as easily. Their
last power is that of restoration, where they can restore people
and objects. Angels are able to restore not only people, but
broken objects as well depending on the object. This typically
helps with things like trying to restore objects they need, or
restoring broken weapons and armors. These abilities typically
come from an angel's nature, in which they have a natural
restorative power they are able to use that is powered by their
holy energy. This is an ability designed mostly for healing and
restoration, and this has no real attack ability in battle,
other than an angel healing themselves. Archangels also have
much more powerful healing abilities and can heal/restore much
faster than normal angels due to their enhanced holy power and
them being much more powerful than normal angels.
- Fallen Angel Human Servant Resurrection(Locked): This power is
used by higher level fallen angels, where they take certain
human souls and make them servants of the fallen angel. After
bringing them back to life after death, they turn the human into
a servant of the fallen angel, even turning some certain souls
into fallen angels if they chose to want to create a new fallen
angel (But this is limited, as fallen angels are picky about who
they choose to become fallen angels). This power is designed to
be used on humans who have died, and to get powerful humans to
become servants for them. Typically, the person bond to the
fallen angel that turns them into a servant becomes their new
master, and the fallen angel make them do whatever they desire.
While some human servants mostly just become errand runners,
some have more useful purposes such as finding new servants, or
some might act as body guards to fallen angels if they manage to
turn powerful warriors to their side. The person bound to the
angel can resist this binding, but the fallen angel can use this
bond to torture the bound human with their corrupted nature,
using it as a feedback to keep their servants in line. In
addition, the servants bound to the fallen angel can only be
freed if the fallen angel freely lets them go, or the fallen
angel dies. This does have to be used on someone not only dead,
but someone the fallen angel can bring back, though some fallen
angels might bring back bodies without souls so the person isn't
emotionally attached to their old life. Typically, those bound
to fallen angels can earn their way to becoming fallen angels
depending on the fallen angel they serve and their desires to
promote them, though this is very rare to actually happen since
most fallen angels try to avoid this as souls being twisted into
fallen angels could attract unwanted attention from heaven and
hell. Usually, humans are the best choice, since fallen angels
can get their souls pretty easily from the Veil, though
supernaturals are harder due to their souls going straight to
Purgatory or the Empty depending on where certain people go
after death. Omega cannot use this ability, as he is not a high
enough level fallen angel. And without his ability to recruit
other angels he had as a grand priest angel, he cannot use this
ability.
- Fallen Angel Servant Empowerment: Instead of an angel
empowering humans, fallen angels have their own unique methods
of empowerment. For the most part, this is used after they use
special binding to bring back someone as their servant, in which
fallen angels empower their servants. Usually this involves
things like teaching certain skills to their servants, or even
giving them special weapons made from their fallen light so they
can fight angels and demons. Depending on the angel and their
abilities, the fallen angels have a variety of ways to empower
their servants, which they use their power to make their
servants strong enough to fight most of their battles for them.
This empowerment can also increase their physical abilities,
amping up their servants to be able to take on higher level
supernaturals. This is partially why they choose strong humans
to turn into servants, since this amplification can turn them
into even more dangerous opponents once bound to the fallen
angel. To an extent, this can be done to humans and
supernaturals, though supernaturals being bound to fallen angels
is rare. This empowerment only works on those that are brought
back and bound as their servants, and can only be used on those
that aren't angels, fallen angels, or demons unless they were
turned by the fallen angel. Usually, the most common thing
besides physical amplification is dark arts amplification, or
fallen light empowerment to grant their followers stronger
abilities. Usually this will depend not only on the fallen
angel, but the servant as well. While Omega cannot make
servants, he can empower others with some of his power the way
fallen angels can, and can empower them with his elemental
power.
- Fallen Angelic Enochian Warding: Since fallen angels find
threats against demons and angels, they have their own special
warding skills similar to angels, but are designed to be used in
two different capacities. The first is that they are able to
ward against angels, and the second is warding against demons.
Unlike angels, fallen angels have enemies in both heaven and
hell, so they have to prepare appropriately. As such, they have
similar warding abilities to angels, except that they are able
to choose wards against angels or demons, having their own
warding style that is used. Their style is a mix of Enochian and
biblical Hebrew, using special wards that are designed to allow
them to do the same wards as angels. Due to this unique ward
setup, normal angels are affected by angel wards, and demons are
affected by demon wards. These wards can not only be burned on
items and places, but can also be burned into people as well,
allowing them extra defense against angels or demons depending
on the fallen angel and person they're warding. Usually, they
will ward their servants so that they are able to more easily
fight angels and/or demons, depending on what wards they burn
into their human servants. For the most part, these wards are
slightly different from angels, but overall work the same way.
Usually, fallen angels can do this by either burning the
ward/sigil onto a person's skin, or they can burn these into
someone's bones outside of physical view. These wards are pretty
useful, and only those that know Enochian and biblical Hebrew
(which is different from modern Hebrew) can use counter sigils
to remove these, and angels/demons that can remove these have to
know they're there and where they are on the body. Typically,
this is much more advanced types of warding than typical
warding, and use special Enochian and biblical Hebrew sigils to
create powerful wards against a multitude of threats. However,
strong enough counters can counter these, like a powerful enough
demon or demon group could break a demon warding on an area, or
warding against possession might not work in certain
circumstances if the opponent is stronger than the ward.
- Enochian/Biblical Hebrew Exorcisms: Unlike angels who use pure
Enochian exorcisms, fallen angels have their own brand of
exorcism chants and spells, in which they use a blend of
Enochian and Biblical Hebrew to create a unique type of
exorcism. Unlike normal writing, Hebrew is written right to left
instead of left to right like typical writing, so this reflects
in their spells, at least the ones that are written. Fallen
angels use these exorcisms to cast demons to hell, but also can
use these to cast angels back to heaven, in which they can use
either chants or sigils to banish beings. Most fallen angels
don't care about a vessel's life, so they mostly use these as a
means to power the presence out of the being more quickly than
normal exorcisms, even if it damages the vessel. This mostly
works just like normal exorcisms, but work much faster than
normal exorcisms and are more powerful. When used, these wards
can also keep angels and demons in their respective places of
origin longer, up to a month. Depending on the presence, they
have exorcisms for other creatures too, like banishing certain
things back to their origin places like sending death wraiths
back to the Shadow Realm, or soul reapers back to the Soul
Society. For the most part, they are usually pretty prepared,
since they tend to deal more with creatures like reapers than
angels and demons due to them constantly seeking human souls to
turn into servants. For the most part, Omega focuses on spells
using ingredients, or sigils, rather than using spoken spells
since he has trouble speaking and cannot speak long exorcisms.
- Angelic Sleeping Touch: This lets an angel (or in this case,
fallen angel) put someone to sleep by touching their forehead.
Through physical contact, an angel can shut down a being's
conscious mind, which renders them unconscious. This particular
skill is very useful for knocking out others that they don't
want to fight, as it typically lets them avoid combat with
people that they'd rather not fight. This ability also bypasses
psychic protection, as it uses the angelic presence to overwhelm
the conscious mind. Advanced users of this ability can even wipe
short term memories, with archangels even being able to wipe
long-term memories from the mind for those that they don't want
to know certain things. Usually wiping the mind is only used for
those they don't want to know Heaven is protecting them, so they
use this to wipe the mind if the person they are protecting sees
them or makes it so they don't remember anything bad happening
to them. However, this doesn't work on all races, as the angel
must be more powerful than the person they're trying to put to
sleep, since this power requires overwhelming the presence of
someone else to use. For this reason, typically angels are only
able to use this on normal humans or weaker supernaturals, and
this doesn't work on anyone as strong or stronger than them in
terms of presence. This power also requires physical touch for
at least one round to put into effect, so if the opponent breaks
contact during that round, they can avoid being put to sleep.
Typically tough, this is only used on innocent bystanders or
those that aren't a part of a battle, in order to keep them out
of the fight. For fallen angels, they don't use this as much,
and mostly just use it to knock out bothersome underlings to
their main enemies rather than fighting someone they see as
weak.
- Fallen Angel Teleportation/Space and Time Travel: This ability
is one that most angels share and fallen angels share as well,
in that almost all angels and fallen angels can teleport. Not
only can they teleport around, but they are able to teleport to
other realms as well, such as going back and forth from heaven,
earth and even going to the Veil where dead spirits reside. They
are even able to travel to hell, though traveling to hell is
typically dangerous to angels as they will often be attacked by
demons there if they do teleport there. Some angels are even
skilled enough that they can bend time and travel through time
either by themselves or with others. Due to this, most angels
are able to travel in some way through time and space fairly
easily. While traveling to certain places, like traveling time,
takes a lot of energy, most angels can use basic teleportation
to travel around as they desire. Some angels even teleport
differently, such as some might disappear in a burst of light
(or fallen light for fallen angels), or some might vanish, or
some even leave flurries of angelic feathers from their wings
(Angels typically leave behind white feathers, while fallen
angels leave behind black feathers) behind as they teleport
away. When used, the angel does have to know where they are
going, or else they might end up somewhere randomly. This is
especially important when traveling between realms like going
from heaven to earth, where they might get lost in between if
they don't know where they're going. However, most fallen angels
usually only travel earth and the Veil, and aside from sometimes
not knowing where specific places are, they typically have no
problem traveling there if they know where they are going.
- Angelic Astral Projection/Dream-walking: Ever since ancient
times, angels have been able to use their spiritual like being
to go back and forth from manifesting as spirits, something that
even fallen angels can do as well. The main use of this was to
be able to appear in dreams, a power that angels have used to
convey messages to people chosen by heaven in the past, and some
fallen angels have also done this, disguised as angels, to
misguide humans. Unlike most beings who separate their spirit,
an angel is able to turn into a spiritual being, in which they
can enter the astral plane and react with not only dreams, but
can also interact with dead spirits, and some intelligent
spirits that are not dead spirits. Angels are able to go to the
Veil where dead spirits are usually found, or the angel can
attempt to go to the Spirit Realm, which is a realm where
natural spirits reside, if they are able to perceive the spirits
(Though this is usually a dangerous trip requiring special
training to get into the spirit realm due to it's unique spirit
perception required). This lets users commune with the dead, and
with spirits that can be perceived. Of course, the biggest use
for this is to interact with spirits, but also if one is trying
to interact with a dead spirit, it is much easier to do so in
astral projection than in physical form. The other main use of
this is going back and forth from dreams, in which angels can
also enter the dream realm, though usually in a limited fashion
where they can only interact in dreams and cannot access the
full dream realm or create dreams like many dream demons can.
Fallen Angel Dark Arts:
- Dark Arts Experts/Fallen Angel Arts: Instead of summoning
powers from heaven or hell, many fallen angels have developed
their own methods of dark arts, in which they developed special
arts that were designed to kill angels and demons alike. This
power runs on the fallen angels corrupted natures, and uses
their aura of the fallen as a power that runs these special dark
arts. Being experts, there are many dark arts they are skilled
in, and have made many different types of spells and abilities.
For the most part, their spells fall into specific categories,
with each fallen angel usually being able to learn up to four
dark arts types. These dark arts are all unique, and designed by
fallen angels to defeat and/or kill fallen angels, using the
same concepts as their spears of light in which they focus their
corrupted power to do damage to an angel or demon's being. These
arts range from simple attack or defense arts to even things
like necromancy and forbidden arts that they can use if they are
skilled enough. Fallen angels that learn this first have to
learn to use dark power, and use this instead of certain heaven
and hell summoning (though they can learn to do heaven or hell
summoning if they are able to use certain special dark arts.
Most of these dark arts are based in dark power, and can be
countered by the right demonic or holy arts that act as their
counters, such as using holy arts to counter dark attack arts.
Creative enough opponents can also use other energy powers to
block these arts as well. For the most part, Omega's dark arts
are limited since his ability to use magic is diminished from
his near death.
- Dark Arts Activation Types: With any magic, dark magic or holy
magic, it's always important to know the types of magic and
activations that magic uses. There are many types of
activations, and depending on the type a fallen angel chooses,
their dark arts could change completely depending on the arts
used and the activation types used. The most common are usually
instant activation spells. These use more power, but don't
require any preparation and can be used in an instant. While not
as powerful as other spells, instant activation spells are easy
to use and are usually very fast to pull off compared to other
spells. The second is incantations, in which physical
incantations are used to trigger more powerful spells. For the
most part, this usually takes slightly longer, as incantations
require a phrase or word to be spoken before the user can
activate their magic. However, some have come up with their own
ways of activating magic, with the most common being shortening
phrases to only a word or two through special phrase training.
Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. Omega's dark arts are mostly physical
activation types, which use motion in different ways since he
cannot use incantations usually.
- Dark Arts Darkness/Corrupted Darkness Manipulation: Once a
fallen angel dives into the dark arts, they must learn to use
darkness as their main power, drawing shadows using their aura
of the fallen to generate the darkness that is the main
manifestation of their dark arts. By using their fallen light to
generate darkness with their light, they take control of the
darkness and use it for their dark arts. Similar to other dark
arts users, fallen angels use this darkness manipulation not
just to power dark arts, but can also use it to attack
opponents. Using darkness, they can control shadows and use the
shadows to attack opponents to do things like create shadow
attacks, create liquid-like shadows to consume opponents, or
some advanced darkness users can even use darkness to bend
gravity to a degree. In addition, fallen angels that gain this
art also can create corrupted darkness, where they corrupt the
darkness they create with their fallen light to create a
powerful corrupted darkness that can also be used the same way,
but still be used to fight other darkness users (specifically
corrupted darkness works great on demons with darkness power and
beings that use shadows like death wraiths). Overall this
darkness can be used on it's own just like one might expect, and
it's strengths and weaknesses are just like that of normal
darkness users. For the most part, light is the usual counter,
or certain other energy users can also find other creative ways
to counter a fallen angel's darkness or corrupted darkness.
Omega mostly uses this when using his darkness chip, and focuses
this when using that chip to more easily avoid having to overuse
energy or avoid his damaged power from when he nearly died.
- Dark Arts Elemental Arts: While fallen angels are able to
learn elemental abilities, they are also able to apply their
elementals to their dark arts with special elemental arts.
Instead of corrupted elementals, they are able to use dark arts
elementals instead, which fuse darkness with elemental power.
The elementals still work the same way, but have a darkness
element to the elements. And once a user of this art gets to be
advanced enough in their skills, they can also use corrupted
darkness if they have the advanced darkness abilities in
combination with this art with enough training. This elemental
art can be used just like typical dark elemental magic, with the
fallen angels being able to control up to three elements
determined by their elemental affinities (which is determined
when they gain their corrupted elementals). As a result, these
elements are usually a more powerful type of elemental power,
and how the power is used depends on the fallen angel and their
knowledge of how the element works. For the most part, each
element has it's own strengths and weaknesses, which is
dependent on the element. Some users can also develop unique
abilities with each element, such as dark lightning using
darkness as a conductor. Of course, these elements are typically
countered the same as typical elements. Omega can use dark flame
dark arts, which is the only elemental power he can use. While
not the most effective, it is enhanced beyond his normal dark
flame ability, even if his magic ability is not as high after
his near death. He cannot combine this with his lightning or ice
power yet, so he can only use dark flames.
- Dark Arts Shadow Attack Arts: These arts are fairly simple, in
which this mostly focuses on dark attack arts, usually ones that
are powered by darkness or corrupted darkness. These arts can
range from simple darkness spears, to creating constructs to
attack opponents with, or even creating darkness that has
special effects like draining life from their opponents. These
attack arts are usually fairly known by dark arts user, being
one of the most common dark arts types. There are many ways to
use dark attack arts, and one can even combine certain elemental
arts with dark attack arts that can create unique dark attack
arts depending on the fallen angel's skill level with their dark
arts. This art is fairly simple, and mostly focuses purely on
attack skills, usually ones that can hurt enemies. There aren't
a lot of defensive skills in this art, but those that master it
can usually attack opponents more than they typical defend
anyway. This is usually best used alongside defensive arts so
that a user can balance defense and offense, though certain
creative users can find other ways to defend themselves if they
are creative enough. These arts can be usually be defended
against since most are projectile type attacks. This can be
defended against with defense arts, holy or dark depending on
the defense if it is powerful enough.
- Dark Arts Defensive Arts: These arts are based around support
arts, and defensive abilities. Those that are familiar with
defensive dark arts know how dangerous some of the skills that
are used, such as using dark enchantments to prepare spells
ahead of time, or using dark arts healing on themselves or
others. This art not only includes defensive arts, but also has
many different kinds of support arts as well. Among these arts
are things like healing, enchantment of items, and even a few
forbidden arts. These arts, of course, do also include a few
different kinds of defense arts, in which they allow things like
dark walls to be used to block attacks, or using using barriers
of darkness. Among certain defensive arts are also powerful
gravity arts that bend space and time, allowing for
teleportation, and allowing for things like curving space away
from the user, though this requires a lot of power to use. These
arts are also usually customizable, allowing for many different
kinds of ideas and adaptions. Most of these attacks are
defensive or support in nature though, and usually most of these
attacks cannot damage opponents save ones that are specifically
attack or turn an attack back on an opponent. These arts are
usually best handled by opponents with strong enough attack
spells to break these arts, or opponents just using their combat
abilities more carefully so the user doesn't have time to use
these arts.
Basic Darkfire Abilities:
- Darkfire Human Supernatural Hunter Alchemy/Elemental Magic
Mastery: In Omega's original world, the Darkfires are among the
best masters of elemental magic and alchemy in the world. The
Darkfires would hone this elemental magic over the years, and
develop techniques and magic spells that would help them to be
able to best use their elemental magic to battle their
opponents. In battle, Darkfires utilize elemental magic power,
as well as utilizing alchemy in order to battle their opponents.
The Darkfires learned a lot about alchemy and elementals from
their training, and learned even more when the Darkfires learned
about alchemy and elemental abilities from the werewolf
alchemists and vampire ninjas (which would strengthen their
elemental and alchemic abilities). The Darkfires are among the
top supernatural hunter clans in the world, and have had many
years to practice and hone their alchemy and elemental power.
Darkfires have three different types of abilities. The first is
basic alchemy, which they use as a basis of their elemental
abilities. By manipulating elements with alchemy, the Darkfires
learn what elements they have affinities for and learn elemental
powers accordingly. The next is their elemental training. This
is more or less what the Darkfires are known for, as this
training reflects a Darkfire learning to fuse their spirit
energy to elemental powers to create Darkfire elementals (such
as fusing dark spirit energy to fire to create the clan's
signature dark flames). The last is the Darkfire's spellbook
abilities, which was a skill-set they picked up from the
alchemists when they learned how to utilize unique spellbooks to
allow Darkfires unique spells through the spellbooks using the
same art the werewolf alchemists use. All together, these form
up the majority of the special abilities. Of course, the
Darkfires do also have their physical training and weapon
training, but this makes up most of their supernatural
abilities. As one might imagine, since the Darkfires specialize
in magic, those with magic resistance or magic immunity would be
a major problem for most Darkfires. It is also worth noting that
every elemental and magic skill is usually able to be dodged and
most can be blocked (aside from attacks like armor piercing
attacks). Omega's elemental magic is not nearly as strong as it
used to be, though Omega is still a dangerous magic user. He
mostly uses his magic these days in his elemental mystic knight
abilities.
- Darkfire Supernatural Hunter Magic Activation Types: With any
magic, dark magic or holy magic, it's always important to know
the types of magic and activations that magic uses. There are
many types of activations, and depending on the type a magic
user chooses, their magic could change completely depending on
the arts used and the activation types used. The most common are
usually instant activation spells. These use more power, but
don't require any preparation and can be used in an instant.
While not as powerful as other spells, instant activation spells
are easy to use and are usually very fast to pull off compared
to other spells. The second is incantations, in which physical
incantations are used to trigger more powerful spells. For the
most part, this usually takes slightly longer, as incantations
require a phrase or word to be spoken before the user can
activate their magic. However, some have come up with their own
ways of activating magic, with the most common being shortening
phrases to only a word or two through special phrase training.
Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. This is important for all kinds of
magic, as activation types are the basis of every magic. For the
most part, the Darkfire supernatural hunter elemental and
alchemic magic usually uses either movement, or they use glyphs
or runes that focus the attack which they can create with their
magical energy. The spellbooks are all spoken spells, but most
of their other alchemies are done through runes, certain symbols
used to focus the magic, or use movement based activations to
focus their magic. There are other types, like verbal spells and
special ingredient prepared spells, depending on the Darkfire
and their affinities.
- Darkfire Spirit Energy Mastery/Balance: In order to train in
the Darkfire elemental abilities, a Darkfire must first master
their own spirit energy, as their positive or negative spirit
energy are usually vital in creating Darkfire elementals. Before
training can even begin, the Darkfire must learn a few different
things. The first is that they must learn how to tap into their
positive and negative spirit energy, and the second is that they
must learn how to manage their own unique balance. Most
Darkfires must learn this before they can move on to other
abilities. Depending on the Darkfire, Darkfires will often have
varying amounts of soul energy, as well as having different
balances, making it imperative that the Darkfire trains and
learns about their own spirit. By tapping into their spirit,
they eventually learn to utilize their negative spirit energy to
create dark elementals and their positive spirit energy to
create holy elementals by combining their spirit with their
elemental magic to create their Darkfire elementals. However, it
isn't just about creating elementals, as Darkfires learn to
focus and balance their spirit during training in order to help
master their bodies to train them for battle since the Darkfires
also use this to help focus their mind and body as well. This
requires heavy meditation, and the ability to focus inward.
Thanks to this training, Darkfires typically are very inwardly
focused, and learn to master their spirit as the first step in
their training. Depending on the Darkfires, every Darkfire
typically has a different balance, so each Darkfire must find
that balance, and learn what affinities for combinations they
have. Depending on the Darkfires, there are some that are
special cases, such as Father Hei who had only positive spirit
energy after his holy purification, or Kendrix Darkfire who has
mastered tuning his spirit into angelic and demonic elementals
as a result. Depending on the spirit energy, some elementals can
have different effects depending on the spirit energy used. Many
Darkfires who advance in this can also sometimes start learning
spirit user abilities if they so desire, depending on if they
can find a teacher who will teach them how to use spirit user
abilities. Typically though, most Darkfires don't become spirit
users, if only because most understand that they must master
their own Darkfire power first before seeking new power. This
requires focus and discipline, much more so than any other clan,
so the Darkfires are usually very controlled and able to control
their emotions more easily in order to avoid unbalancing their
spirit.
- Darkfire Magic Connection: Because the Darkfires have
harmonized themselves with elemental magic, the Darkfires have
gained a unique connection to the elements and to magic itself.
There are two major steps to this. The first is the Darkfire's
magic connection. Because the clan is so based in elemental
magic, they have a fundamental connection to magic using the
mana in their bodies. While some rare Darkfires can focus other
types of magic with certain skill-sets (such as one Shaolin Monk
Darkfire who specialized in chi elemental magic and used
variation magic), the Darkfires primary connection to magic
involves a connection to mana-based magic. By focusing mana, the
Darkfires utilize elemental magic, which they have based the
entirety of their skill-set on. This magic connection is the
source of the Darkfires elemental abilities, and this magic
connections grants the Darkfires the power of elemental magic.
With this magic connection, not only do the Darkfires gain their
own elemental magic, but gain a general sense of magic to the
point that they are able to sense magic in almost all forms
thanks to their connection to magic. Thanks to their base magic
sense, they are able to sense the flow of magic in the world
around them and they are able to tap into that magic flow to
utilize magic. With this connection, the Darkfires have an
almost mystic sense of magic, and through training, they
strengthen this connection in order to strengthen their
elemental magic and their alchemy magic. This magic connection
is the source of the Darkfire's elemental and magic abilities,
and strengthening it is how the Darkfires grow stronger in their
elemental abilities. All Darkfires have this connection, and are
able to tap into it in order to use their magic. As one might
imagine though, this only covers magic, and doesn't cover other
supernatural abilities. And while the Darkfires can sense any
kind of magic, they cannot tap into any other magic than what
they have an affinity for (For example, a normal Darkfire with
mana based magic isn't going to tap into chaos magic). It is
also worth noting that this connection can be strained and even
broken if the body and mind are damaged enough that the body or
mind loses this connection. Some Darkfires have lost their magic
ability completely by losing this connection, which usually
happens if the mind is broken, or the body is near death. While
recovery often fixes this, some Darkfires who have gotten close
to death may not recover this connection, such as Qrow Darkfire
losing this when he was almost killed by Dovelthain Hazeldine.
- Darkfire Branwen Family Aura Connection: Because of the head
of the Darkfire clan (Qrow Darkfire) marrying the head of the
Branwen family (a family of thieves and bandits), the two clans
have trained together in the past, and Raven Branwen has even
taught the Darkfires about how to use aura, a mix of body and
spiritual power that grants special abilities. Like the
Darkfires, the Branwen family was also having to fight
supernaturals, and they developed their own techniques (though
their technique skill-set isn't as expansive as the Darkfire
Clan). Since the Darkfires and Branwens have mostly merged
together over the years while Qrow Darkfire and Raven Branwen
were married, some of the Branwen skills have been worked into
the Darkfire skill-set. This has also led to some Darkfires even
being able to become aura users as a result of their training.
For the most part, many Darkfires only have basic knowledge of
aura, as they just learn enough about it to learn how to create
it, and how to tap into certain aura abilities important for
certain skills (like using the Branwen art of shapeshifting to
learn the Darkfire elemental shapeshifting skill). For the most
part, this is only a basic connection, and helps teach the
Darkfire how to tap into their body's energies and spirit
energies in order to teach them how to draw out energy. When
using this connection, there isn't much battle potential for
this, as it is mostly used to learn other techniques. Those that
do have the ability to use aura abilities (through training or
through inheriting certain aura abilities), will find that aura
manipulation still works the same way as it does for most races,
with aura being able to be used for things like defense and to
do things like unlocking unique semblance abilities. This also
means that it has the same weaknesses, in that aura can be
overpowered by other energies, or aura breaker weapons can break
through aura manipulation completely. Much like any other energy
manipulation, aura can only be used as long as the user has
energy, and once they run out, they cannot use aura until they
recover their energy.
- Darkfire Nature/Spirit Connection: This is the second
connection that Darkfires have that grants them their abilities.
Similar to other creatures with a strong magic connection to the
world, the Darkfires specialize in their connection to both
nature and spirits, as their original knowledge of magic comes
from the Spirit Realm. Through their training and diving into
magic, they eventually developed a strong connection to the
world's elements through their nature and spirit connections.
Thanks to this, the Darkfires are able to not only sense the
planet's life energy and the life of what's around them, but all
Darkfires are able to sense spirits as well, similar to moglins
and those with special spirit sense training. This allows them
to see and interact with spirits, in which their alchemy is
often used to help benefit the spirits by maintaining the
balance and changing things that were hurtful to the spirits
into things that can help the spirits grow more powerful. These
spirits are normally invisible and not able to be interacted
with by most people, even most who think they know all the
spirits often find they don't know how just how deep the
spiritual plane goes and how many spirits live in this world.
This may seem simple, but this lets the Darkfires connect to the
world much more than most who connect to nature (though certain
nature connections may be stronger than theirs, in which case
they may seek to gain that stronger connection), as they aren't
just connected to nature, but are able to also interact with
those spirits for another way to interact with nature. Darkfires
that have this connection understand the importance of the
world's forces, and can see not only the flow of the planet's
life energies, but also how the spirits impact that balance. All
Darkfires are not only taught the importance of this, but this
is also a source of the Darkfire elemental abilities as their
Darkfire elemental abilities are brought out through spirit
training since the original Darkfire arts were learned through
the spirit realm. Some may learn different ways to do this (For
example, the Swordsmen faction has an enhanced nature connection
after their training with the werewolf alchemists), but all
Darkfire and those trained in this learn this aspect in some way
and apply this to their elemental abilities in order to learn
how to use their Darkfire elementals. They are also able to
perceive the world's flow of life and death as a result of this
power. This can eventually lead to Darkfires learning spirit
arts, to which some have tried to learn spirit arts that could
benefit their use of elemental powers, as there are plenty of
spirit arts that are elemental in nature. This is an important
part of a Darkfire's power, and this is necessary for them to
have to utilize the spiritual side of their Darkfire training
(the part of their training that uses their spirit energy).
Without this connection, the Darkfires elemental powers weaken,
and they are not able to use their spirit to create Darkfire
elementals. It is rare for a Darkfire to not have this, or lose
it, but if they were to not have it, their Darkfire elementals
wouldn't work.
- Basic Magic Ability: Magic Glyphs: This is a power that forms
a basis for many magic spells and is created by a magic user's
magic abilities to focus their magic. These glyphs focus power
into the circle, which is then used by the user to focus magic
techniques. While there are magic techniques that don't need
this, this is more for general magic like attack magic and
defensive magic. This power utilizes magic, but requires that
the user know how elements are formed and what they're made of
in order to be able to do this. This is a basic power that some
magic users are able to use, and this particular use of the
magic glyph is not too much different from many other magic
users. Among using them for focusing magic attacks, they also
have other functions, such as being able to use them as
platforms to jump off of and stand on, or use them for amping
attacks and defense, or even using them to amp allies. These
glyphs are also used in summoning magic as a conduit for
summoning, or some magics like alchemy could be focused with
these glyphs as well. There are even some unique abilities one
can use with these, such as some having certain amplification
powers, or certain arts that utilize these arts specifically.
This may be a basic power, but there are plenty of people who
have become master warriors using this power alone, utilizing
the glyphs for a variety of uses, and some can use entire combat
and magic styles based on how these glyphs are used. This power
is a fairly basic magic ability, and although useful, can be
countered just like other people who use this ability (depending
on how the ability is used). For example, someone who uses these
glyphs for amplification can be countered with other
amplification abilities, or users who use these for movement can
be countered by more agile enemies. This is more of a versatile
base ability, and one that focuses different magic techniques
rather than being a different type of magic unto itself.
Typically, these cannot do damage on their own, as they are more
just a basis of many kinds of magic, and, while versatile, are
not an offensive power except when used to amplify physical
abilities using amplification properties of these glyphs.
- Basic Magic Ability: Item Enchantment: This is a basic power
that many magic users possess, where they are able to enchant
objects. This is a pretty basic ability, where a magic user
pours magic into an item to grant it magic-based properties
depending on the magic used. There are many ways to enchant
items, but the most popular way is through ingredient spells
that can focus power into an object. Many magic users use this
to enchant weapons and equipment they may possess. Not only does
this grant strength to the weapons or equipment, but this can
grant special abilities to the object. For example, an armor
enchanted with flame magic may be immune to flames, or a sword
with ice magic could generate freezing ice. Not only are there
many types of enchantment, but with all the kinds of magic in
the world, there are many ways to utilize this power that
usually make each case of this slightly different. It is most
common though that most magic users utilize their own magic or
have another magic user focus magic for them to empower an
object. When this is used, items can be enchanted temporarily,
such as some users who charge spellbook pages with magic spells
so that they can cast them from the spellbook rather than have
to cast them themselves (useful for long incantation spells or
spells that take time to cast). The most common method is for
making weapons and equipment though, where magic users will
enchant items permanently with magic in order to grant them
powers the user will utilize in battle. However, there are also
other ways to use this, such as using healing magic to enchant a
vial of water and empower the water to heal when poured on a
wound. There are so many ways this power can be used, and
different magics utilize this power in different ways. However,
the major thing is the same among all uses of this power.
Whether it's enchanted temporarily or permanently, the item
becomes a magic item, and only becomes empowered by the magic
put in to it. This means that an item enchanted with fire is not
going to have ice abilities. The enchantments all have
weaknesses and strengths, and it is hard to list every kind of
enchantment, but each enchantment does have its weaknesses
enough that smart opponents can usually figure them out (such as
a fire item would be vulnerable to ice usually). Some are
unusual enchantments, but all enchantments have some sort of
weakness. While usually immune to power negation, these items
can be overcome with magic immunity, and/or with magic negation
or anti-magic.
- Darkfire Magic/Spirit Balance Mastery: The Darkfires create
their elementals by using magic and spirit power, which they
must find their balance by figuring out their affinities. For
example, Kindron Darkfire (before he became an angel) had dark
flames and holy lightning as his affinities, even developing an
affinity for holy ice in his later years before he became Omega.
Once a Darkfire figures out their affinities, the first step is
to balance their magic and spirit, where they are able to fuse
these elementals passively. This is the next basis of the
Darkfire training after learning magic and spirit power, in
which a Darkfire has to then fuse both knowledge types together
to find their own balance. Not only does this teach them how to
make their Darkfire elementals, but this also balances their
magic, spirit power and their minds. Through discipline and
focus, a Darkfire uses this to keep their power in balance so
that their power can be more effective, as balance is necessary
in order to keep one's power flowing properly. And as Darkfires
practice this balance, they will often find ways to do this that
will increase their magic and spirit power, as maintaining this
balance effectively can lead to the Darkfires gaining stronger
magic and spirit power over time as the Darkfire hones their
mastery of this aspect of their training. Different Darkfires
have many ways of focusing, but using their disciplined mind is
often the most common way Darkfires use to maintain this, and is
why the Darkfires are among the most mentally disciplined
despite some of the Darkfires being darker in nature than other
supernatural hunter clans. Another method many Darkfires will
use is meditation, in which they will meditate in order to
balance themselves (which is equally as effective for those that
don't have as much mental focus as some Darkfires). No matter
the method though, this is a very necessary training, as
Darkfires cannot use their full power without finding their
balance. If a Darkfire is unbalanced in their magic and spirit
power, then they will have difficulty focusing their magic, and
will have severely weakened magic. Some Darkfires who can't
focus this properly have even been known to create explosions of
magic and spirit when trying to use magic as the magic cannot be
focused properly. There are major enemies that do try to
unbalance this kind of balance in the body, mind and spirit (For
example, Malice Al Zalam has the ability to unbalance this kind
of training) and those enemies are particularly dangerous to the
Darkfires as they can be weakened to the point their Darkfire
elements no longer work.
- Darkfire Elementals: Finally getting to the actual elementals,
each Darkfire can start out with up to two elements, and older,
more experienced Darkfires can sometimes learn a third or a
fourth depending on the Darkfire. There are also rare Darkfires
that will be born with three or four elements (usually born with
both a holy and dark variation of one or two elements), but this
is very rare. Darkfire elementals work by fusing positive or
negative spirit energy to their elemental power to create
specific elements. Negative spirit energy fused to an element
will create a dark elemental, which will have some darkness type
properties to it, and positive spirit energy fused to elements
will create holy elementals which will have positive power
properties. Each element is different, and some even have unique
abilities depending on the Darkfire, such as Kindron Darkfire's
angelic holy flames being able to heal people using angelic
spirit. Each Darkfire has two usually to start with, and as they
get older and more experienced, they may gain one or two more
through training and focus. It is also possible that some
Darkfires can use elementals to create different elementals,
such as some wind users who create lightning or water users that
create ice. The elements used by the Darkfires are usually of
the six main elements which correspond to the Darkfire's
elemental magic affinities. Among the elements one can use are
fire, water, ice (often combined with water affinity),
lightning, wind and earth. Darkness and light are very rare
affinities, and often seen as redundant in the clan since the
spirit energy often acts as the light or dark in the Darkfire
elementals. For the most part, these elements can be used just
like their main elementals, and can be used creatively by
Darkfires to battle enemies and utilize their Darkfire
techniques. For example, fire can be used to create explosive
attacks, burn enemies, and even melt objects. This is the main
power of the Darkfires that they are usually known for, and this
is the power they use in their Darkfire skills. However, these
elementals are still magic based, which means that the
Darkfire's skills are not very useful against those with magic
resistance or magic immunity. This also means that the Darkfires
are usually in trouble when faced with magic negation. And of
course, anti-magic remains a problem of a whole other level.
These elements are also still dodged or blocked like normal
elementals except for specific situations (which must be
stated), such as fire is countered best by ice, or lightning
being countered by water.
- Rare Darkfire Abilities: Combined Elementals: This is a rarity
among Darkfires, in which some rare Darkfires will gain one or
possibly two elementals they combine together instead of a dark
or holy elemental. These elementals are more rare, but some
Darkfires do learn these by combining certain elements. It is
often believed that the Darkfires holy and dark elementals
combine in balancing themselves and the light and dark cancel
each other out, leaving just the combined elementals (which
checks out as some Darkfires do gain combined dark or holy
elementals if the two elementals are the same dark or holy
affinity). It is often more common to see these kinds of
elementals when multiple Darkfires are working together, as they
will sometimes combine elementals to create combined elementals.
The elemental powers they possess create a unique elemental, in
which every element has a combination with another. For example,
Qrow Darkfire possessed heat lightning which combines fire and
lightning together into one power in which the lightning is red
and generates fire from the lightning. However, depending on the
element, some have multiple combinations. For example, fire and
lightning don't just make heat lightning, but could create
lightning flames in which the flames generate lightning blended
into the fire power. There are many different kinds of
elementals, and some Darkfires are born with this affinity
instead of normal dark or holy elementals. Darkfires who have
this often utilize two combinations corresponding to their
elements. For example, ice and fire usually have ice flames and
burning ice abilities. Those with this power usually have it as
it replaces the normal Darkfire elementals. Users with this lose
their normal Darkfire elementals in favor of pure elemental
power, which has its strengths where dark and holy elementals
might fail. Normally all of these elementals are neutral in
nature, not being positive or negative unless a Darkfire has a
specific combined holy or dark elemental. It is also worth
noting that the Darkfires cannot combine holy or dark spirit
with these combined elementals if they are neutral, as this
power replaces the normal dark or holy element affinity when the
power is in its neutral state. While some Darkfires can still
use the elements separately (IE Qrow could use dark flames and
holy lightning, but couldn't combine the holy and dark into his
heat lightning), the combined elements are not compatible with
the combined element unless the holy and dark elemental are the
same (IE a holy element and another holy elemental might be able
to create a combined element). Of course, these elements all
have counters, usually by elements outside of their elements,
such as heat lightning is countered by water or ice
manipulation. These elemental powers may have unique properties,
but mostly work with the properties of whatever element is the
base of the power. For example, ice lightning is countered just
like normal lightning, despite it having a freezing element to
it.
- Darkfire Unique Variations and Abilities (usually most
prevalent in hybrids): Depending on the Darkfire, some Darkfires
have unique spirit power that can be used. Depending on the
Darkfire, the Darkfire can learn to add certain affects from
their spirit to their elementals. For example, angelic or
demonic Darkfires might have special spirit effects, depending
on their natures. Angelic Darkfires might have pure holy
positive spirit that will grant a light based spirit power-up,
or a demonic Darkfire might gain a demonic stronger spirit
power-up due to demons having much more potent spirit energy.
This depends on the spirit that the Darkfire possesses, and a
Darkfire may have some unique powers or none depending on what
other abilities they possess. This is most present in hybrids in
the Darkfire clan, usually Darkfires that are born of
supernaturals (such as a chi user Darkfire who used chi magic
elementals). However, there are a few effects that are common
among Darkfires that even full Darkfires can learn. The first is
that some Darkfires can learn corrupted elements as a means to
try and counter users of the same element. The corrupted element
art uses a Darkfires spirit energy not to turn the element into
a dark/holy element, but instead uses the spirit energy to
corrupt the element and create a corrupted element instead.
This is an art that some Darkfires have learned to counter other
elemental users, specifically those of the same element that the
Darkfire cannot normally damage. There are also certain effects
that can be done with positive and negative spirit energy that
may or may not be unique among Darkfires depending on their
abilities. For example, advanced users of positive spirit
elements might be able to manipulate the positive nature of
flames to heal others, or manipulate the negative nature to
poison enemies with negative spirit energy. Typically, this is
dependent on the Darkfire, and is unique for each Darkfire
depending on what they want to do. This is a purely option
training, and usually only used by those that have special extra
skill-sets that can combine with the Darkfire skills. Typically
all of these effects can be countered like normal elements, as
long as one keeps in mind the unique nature of the elements
created. For example, corrupted flames are still able to be
dodged or blocked like normal flames, but cannot be absorbed by
flame users or the flame user will take internal damage when
they try to absorb this flame (bypassing elemental immunities).
- Specific Limited Elemental Variations: Depending on the
Darkfire and their elements used, some can use other versions of
their elements, depending on the element they use. This is most
common in earth and wind users, as earth users could specialize
in many different types of earth, with some earth users being
able to use plants, some specializing in metal, some in crystals
or some in sand manipulation. Each element has it's own specific
uses, depending on what the user wants to learn, as each element
can be broken down and may have unique manipulations based on
the element. For example, some lightning users may only use
magnetism, giving them magnetic manipulation, or earth users
being able to generate specific types of earth. This is a rare
case among Darkfires where some Darkfires cannot use every part
of a certain element. For example, there was one Darkfire who
could manipulate metal, but no other earth element. While this
does limit a Darkfire, this often leads to these limited
elementals being more powerful or may lead a Darkfire to having
more elemental abilities. For example, a Darkfire born with
three elements could have a magnetism power, a metal
manipulation power and then a normal elemental (with magnetism
and metal both being limited but a Darkfire can have both
limited powers). The limited elementals are also typically
stronger than normal elementals, and can still be turned into
dark/holy elementals, or rare combinations of elements depending
on how the powers are manifested. For the most part, most
Darkfires see this as a problem with their elemental power, but
some Darkfires can make the best of this with alchemic knowledge
and creativity. For example, a Darkfire who could manipulate
metal could use alchemy to change certain materials into metal
that he could manipulate. This mostly just depends on the
Darkfire's affinities. Of course, as one might expect, these
elements are still countered like normal elementals. Usually,
the only advantage this grants is slightly stronger elementals,
or granting Darkfires more elementals but in specific
variations.
- Darkfire Advanced Elemental Training: Once reaching a certain
level, Darkfires are able to learn advanced elemental abilities,
which comes once they master the basic elemental abilities.
Depending on the element and their training, almost every
element has advanced abilities that can be learned, as
elementals can do more than just be used to throw an element
around. Using this advanced training usually takes time and
requires a certain level of mastery of the basic elements. This
also requires a little scientific knowledge of elements, such as
learning how the magnetic properties of lightning work and
manipulating lightning to make use of those magnetic properties.
By learning the science of how elements work, Darkfires are able
to apply that to their powers and learn how to use their
elemental powers beyond just blasting opponents or throwing
around elements. Depending on the element, every element has
advanced elemental training, such as wind users can learn to
generate plasma, or earth users might be able to learn how to
generate lava manipulation by absorbing fire attacks into their
earth manipulation. These abilities are usually different ways
to use elements, and most can be passive, such as fire and/or
ice users typically learning to adapt to almost any extreme
temperature, or lightning users being able to manage their own
magnetic field. This power just depends on the Darkfire. Of
course, as one might expect, the Darkfires still have their
weakness to counter elements, and any advanced powers they use
are still countered using counter elements or other abilities
that can counter elementals. It is also worth noting that some
of these advanced training powers use more energy than normal to
do, due to certain conditions being necessary and manipulated by
the Darkfire first.
- Advanced Darkfire Training: Elemental Condensing: When using
elemental power, sometimes normal elementals just don't pack
enough of a punch. For this problem, the Darkfires learned an
art of condensing matter into smaller space by smashing the
molecules together to condense energy into a smaller form. This
technique is a battle technique that the Darkfires utilize in
their attack and defense, where they utilize this to create more
condensed elementals. Typically, this requires not only a
mastery of elemental power, but also requires a mastery of
changing the form of energy as well as changing the form of
matter. However, when used properly, this can create much
stronger elemental abilities, where the Darkfires can condense
their elementals to strengthen their attacks. In addition to the
elementals themselves being stronger, the effects of the
elementals also become much stronger, as the condensing of the
elemental also has effects on what the elementals can do. For
example, a condensed explosive dark flame attack will explode
with far more force than normal, due to the explosion being
concentrated by the condensing of the dark flames. Any elemental
can be used, and the effects depend on the elemental used.
Darkfires can even control how much the elemental is condensed,
allowing more or less condensing to control how much power is
put into their attacks. This is an advanced art, and Darkfires
do have to be skilled with more than just elemental energy to
use this effectively. It is also worth noting that the Darkfires
who use this also have to expend more energy and concentration
in order to use this, as using this will often require
concentration to utilize this effectively. The more energy they
condense, the stronger the attack they create at the cost of
more condensing also costing more elemental power in order to
use. And if a Darkfire doesn't do this correctly, their
elemental condensing could literally explode in their face, as
not doing this correctly could cause an explosive reaction. As
one might imagine, dodging these elements are still the same,
but blocking is more or less what is different, as this is
designed to be used against stronger opponents. One can still
block this if they are strong enough, but with the condensed
energy and amplified effects, the attacks are much harder to
block.
- Darkfire Internal Mana Conversion to Elemental Magic: Similar
to how mystic knights train themselves to passive convert mana
into magic, the Darkfires trained in the mystic arts do the same
thing, where different Darkfires created different types of
training that converts one's mana into elemental magic, which
flows through the body just like mana. This is designed to not
only make elemental magic easier to summon, but is the main
source of the Darkfire elemental skills that create the Darkfire
elemental aura. Depending on the user, they are able to learn
this after they learn their elemental power so that they can
convert their mana into their specific elemental powers they
will use. In addition, this also makes certain other abilities
easily that use elemental power easier to use, as the magic
doesn't require casting time and is already converted into
magic. This power requires a mastery of magic before it can be
used, and the ability to be able to convert mana to magic. This
can be changed depending on the Darkfire though, as some may
have different abilities that might make this more unique, such
as some Darkfires who developed special Darkfire mystic knight
skills (more later). The downside to this art is that those that
want to focus more on mana abilities will often find that this
art reduces the amount of mana running through the body to near
zero as it converts almost all the mana in the body into
elemental magic. However, the upside is that, while users cannot
learn mana user abilities or use mana on its own, they can learn
mystic knight abilities if they train this into more of a combat
based power-up, as the Darkfires have a special unique clan
developed Mystic Knight training that converts their elemental
magic into physical amplification as a more Darkfire based
variation of typical Mystic Knights. Typically, the danger to
this training though is that users bank more on their magics
working on enemies, and while this may reduce the cost of power
and casting time to near zero to use magic and make magic more
available, users run the risk of not being able to damage those
with magic immunity and doing reduced damage to those with magic
resistance. This ability also makes certain mana abilities
unable to be used. This can be used to varying degrees though,
and Darkfires can choose to use this minimally to leave some
mana in their bodies at the cost of having less elemental magic
to use in battle.
- Darkfire Alchemic Understanding of Elements: Darkfires are
able to manipulate the elements in their base form, and utilize
their alchemy to change things based on how elements interact
with the world as a means to fight opponents or use elementals.
While they can't create special elementals or combined
elementals using this power alone, they can utilize some
elements in their base form by using their magic to affect the
elements and even change the elements they control. Depending on
the Darkfire and what they can do, they are able to do certain
things like manipulate the properties of elementals, being able
to do things like freezing certain attacks by changing the
temperature of the attack when they catch it, or being able to
convert certain attacks like converting air into water. This
depends on the Darkfire and their affinities, with all Darkfires
learning how to use this in some way in order to modify
elements, whether it's changing them in combat, or changing them
for other uses (like certain clans use alchemy for blacksmithing
or other necessary jobs). For the most part, this power relies
on the Darkfire's understanding of elements, rather than on
their ability to use elements in battle. Because of this, this
power can be used to convert elements, but elements can still
hurt the user, since this power doesn't really grant elemental
immunity in any way, but more allows users to take control of
elementals through conversion and utilizing their alchemy to
modify elements. The Darkfires also use this to train their
knowledge of elements, in which they learn things like chemistry
and science to better their understanding of how elements
interact with each other. Most Darkfires usually have to do this
in close proximity, as alchemy usually has a max distance that
it can be used (The only exception to this is certain types of
longer range alchemy, such as Alkahestry). And while most
Darkfires are able to learn how most elements work, Darkfires
still have to know the attack is coming, and they often have to
concentrate to convert an element. If an opponent is careful,
they can attack the user while they're trying to convert an
attack if they take too long, or the opponent is smart about how
they use their elementals to distract the user as some can
control the elements even as the user tries to change them
(depending on the user, and the opponent). This is also limited
by the Darkfire's individual knowledge, and requires a Darkfire
to not only learn how elementals interact, but gain experience
at manipulating elements to make the most of this.
- Darkfire Alchemic Transmutation: Darkfires are able to convert
matter, changing matter as they see fit. This can be as simple
as turning lead to gold (though this is technically taboo among
the "don't create money taboo"), or dispelling elemental
energies or converting them. A Darkfire, if they know their
environment and composition of what they're manipulating, can
use it to convert matter in a variety of ways. This is the main
ability of alchemy alongside it's spellbooks and unique
alchemies, which is designed to change things that harm spirits
into something that will strengthen them instead. While this
does cover elementals to some extent, this is far more than just
converting elementals, but includes general changing of matter,
such as changing the form of a metal to make a stronger metal,
or weakening certain materials if they are trying to weaken
armor or weapons in battle (though certain types of weapons and
armor might be immune to this ability if the werewolf doesn't
know how the power of the weapon or armor/shield works, or what
it's made of). There are two aspects to this power, and that is
change of form and change of shape. Changing the shape can
simply change the shape of something into another shape (usually
used on inorganic objects to change their form), and changing
the form changes the matter into a different kind of matter
(usually changing one element or compound into another).
However, they do have to know not only what they're
manipulating, but also what they're manipulating it into. This
means that if they try to manipulate a substance they don't
understand, or don't know what the thing they're trying to
convert is made of, this power doesn't work properly, and often
completely fails or rebounds on the user. It takes years and
experience to become good with this skill, as simple natural
talent isn't enough to master alchemic conversion skills which
make the base of all alchemy. The proper use of this also
requires some scientific knowledge, with those with scientific
knowledge often having advantages that other Darkfires might
lack (such as those with science knowledge will know more easily
how to manipulate molecules while normal Darkfires focus more on
the elements themselves).
- Darkfire Battle Transmutation Alchemy: In order to battle
their enemies, the Darkfires developed a specific brand of
alchemy designed solely for battle. This alchemy is the main
alchemy most Darkfires use when not using their Darkfire
elemental skills or using their physical combat abilities, as
it's the basic combat alchemy many are taught upon learning
magic. This alchemy uses wind and earth manipulation using
alchemic magic, allowing a Darkfire to take advantage of the two
major elements that connect to almost every other element. In
the Darkfire's eyes, aside from darkness and light, earth and
wind are the two major elements that make up the world, which
they try to make use of in this alchemy. Almost any physical
material is made of earth, or almost any lightning, fire or
water is created using air and gases in the air. Once mastered,
most Darkfires have highly skilled alchemic magic they can use
in battle, being able to manipulate the earth and wind to fight
opponents, even if their elemental affinities don't include
earth or wind (they can use alchemy to do this, but can be less
effective at times). This could be as simple as creating
shockwaves to attack, or more advanced Darkfires can do things
like freeze an area using wind, or they can create lightning or
fire using air as well. Depending on how it's manipulated, earth
and air hold the connection to most of the elements in the
world, and some advanced Darkfires have even learned to use
certain advanced techniques like using ice or glass to focus
light into attacks as well depending on the alchemist. This
depends on the creativity and scientific knowledge of the
alchemist, as this is a power with many possibilities, and those
with strong knowledge can find many ways to use this power
effectively. However, this is a magic power, so those with magic
resistance or magic immunity may be immune to most of the magic
other than physical damage from certain attacks. Those who have
other alchemic abilities or can counter earth and wind can also
easily counter this combat as well the same way as normal earth
and wind manipulation, since this essentially equates to earth
and wind manipulation using magic.
- Darkfire Bio-Alchemic Magic: This alchemy was originally an
extension of healing and purification, but instead is a type of
alchemy designed solely to allow Darkfires to use their alchemy
to study living beings and make alchemic modifications to
strengthen them (though there are rules and restrictions to this
so that it doesn't break alchemic taboos). This art is often
used by some more ambitious Darkfires to understand the
structure of living beings, where they learn how to modify
beings based on their biological knowledge, though most use it
more in terms of medical uses like using it to heal others. This
art can be dangerous though, as this art goes into two major
taboo's among alchemists, and also involve two forbidden arts.
The first is combining living beings together and creating what
alchemists refer to as 'chimeras' which are creatures usually
spliced together with alchemy to create a more powerful
creature. This art was forbidden among Darkfires for "twisting"
life, which they see as a crime against the world itself. The
second is that they are not allowed to create new beings, as
they feel that creation is not their job, and because any
attempt to create life has usually resulted in death or the
attempt requiring sacrifices that can result in Darkfires losing
parts of their body, or even their life in the attempt. Overall,
when used properly, this art is about biological understanding
of beings, and being able to strengthen or heal them using
alchemy. When used as intended, this is usually used as a way to
boost those that are allied with them, using this to often bring
out more temporary power and physical ability in those that need
a boost in ability. This is usually a lengthy process, and not
useful in battle, so this is more of a side ability used outside
of battle to study others and bring out the abilities of
physical beings. This usually depends on the Darkfire's alchemic
ability and not their elemental ability, but most don't dedicate
fully to this given the taboos unless they're willing to
disregard the rules. Due to this, there are few true masters of
this art in the Darkfires, and the few that exist have usually
been part of the Dark Magician Faction, as some Dark Magician
faction members have experimented with this to create creatures
they could use to fight others.
- Darkfire Bio-Alchemic Physical Combat Amplification: This is a
sub-skill of bio-alchemy magic which is a combat magic used in
battle by some Darkfires. This alchemy boosts the body's
physical stats using alchemy, by strengthening the muscles,
bones and even skin of the user so that they will be temporarily
stronger. However, not only does this enhance someone
physically, but this temporarily opens up the flow of energy in
a being, and allows them to channel greater energy through their
bodies, usually as a way to allow the user to enhance their
supernatural powers and allow them to channel higher level
attacks that they wouldn't be able to use otherwise. The
Darkfires often use this in order to allow more elemental magic
to flow through them, and can use a few different types of
amplification using this art. The first of these arts is the
elemental physical amplification, which powers up the physical
abilities using bio-alchemy by allowing more elemental magic to
flow through them temporarily. The next is using this
bio-alchemy to amplify the person's ability to channel magic,
focusing on enhancing their magic attack ability (which
strengthens their Darkfire skills as a result as well). These
arts are designed to allow the Darkfires to fight using enhanced
magic in different ways, usually best used in certain situations
such as using the physical amplification on Darkfires who focus
on physical combat (like the Swordsmen Faction). The Darkfires
with this skill can enhance themselves or others, and can often
choose how much to enhance themselves. The Dark Magician faction
has even used dark amplification magic successfully using this
art in order to grant amplified dark attack power to the
Darkfires this is used on (though the other factions look down
on this dark magic use). However, the higher the multiplier (or
some riskier types of magic), the higher risk of damage done to
the body, as bodies using this can only handle so much pressure
that this magic puts on the body to enhance it. After a certain
multiplier, most bodies will begin to tear themselves apart, and
most of the time, even keeping regeneration from working
effectively. If the user overuses it still, they can even do
damage to their own bodies that can't be reversed, such as
damaging their ability to generate energy which could even
result in the loss of magic, or even death in extreme cases.
- The Swordsmen Unique Magic Type: Elemental Sword Magic: After
the Swordsmen faction trained with the vampire ninjas, they
learned how to utilize special techniques using elementals. The
major one was that the Darkfires of the Swordsman faction
developed an elemental magic that can create solidified
elemental weapons out of different elements. Normally,
elementals are only solid if one is using earth manipulation,
otherwise the elementals are just energy or air. However, the
Darkfires who learned this created a magic based on vampire
ninja elemental weapon creation techniques where any elemental
can be used to create a solidified elemental weapon. Not only
can the Darkfire create elemental weapons, but many Darkfires
can even form elemental weapons around their existing weapons,
such as one Darkfire who solidifies leafs around their katana
blade to create a solidified elemental weapon that can not only
attack opponents with elementals, but can also protect the
weapon from damage. Normally, this kind of training wouldn't
counter certain kinds of aura breaker techniques, or some other
techniques that dispel energy, but this training allows a
Darkfire to create an elemental weapon that can counter
techniques that dispel energy as this creates solidified energy
that can get around techniques that dispel energy normally and
can even block metallic weapons. While this is mainly used to
create swords, a Darkfire could actually create any kind of
weapon they want to create (such as one Darkfire who would use
this to create a giant dark flame hammer). Not only does this
grant elemental weapons though, but the Darkfires can use this
with their own Darkfire elementals that grant the weapon unique
properties, as well as apply spirit purification and spirit
destruction magic to the weapons. For example, a dark flame
sword could not only generate dark flames but can also absorb
normal flames and can burn through objects as a means of
piercing objects. This technique is dependent on the Darkfire
and their skill level, but most Darkfires in the Swordsmen
faction are trained in this thanks to the vampire ninjas, and
this magic has been passed down. Of course, as one might expect,
it is possible to break these elemental weapons by overpowering
them, as overpowering them can destroy them. And it doesn't take
any special power to overpower them, as even strength
overpowering them can break these weapons. These weapons are
only as durable as the magic that creates them, meaning that
they can be broken by anything that overpowers the magic.
Despite losing much of his magic ability, Omega can still use
his elemental weapon magic.
- The Swordsmen Unique Magic Type: Spirit Purification/Spirit
Destruction Magic: These magics was learned by the werewolf
alchemists, and taught to the Darkfires who were helping them
fight dark spirits. The Darkfires learned spirit purification
from the werewolf alchemists, in which they are able to apply
this to their elemental and alchemic magic in order to allow it
to purify spirits. Those that know spirit purification know that
spirit purification strengthens the spirits that control nature
and are vital to the world, but spirit purification also
destroys dark spirits of the realm of Xeles. However, the
Darkfires don't just know spirit purification, but they also
developed a spirit destruction magic variation of spirit
purification to be used against stronger dark spirits immune to
spirit purification. While the alchemists don't like the use of
spirit destruction, they did teach the Darkfires how to properly
use it, and how to use it responsibly. As such, Darkfires who
advance enough in spirit purification can also learn spirit
destruction once they reach a certain level. While Darkfires are
not as restrictive as the werewolf alchemists, the Darkfires do
limit how they use spirit destruction, and it is forbidden to
use it unless on a dark spirit that is immune to spirit
purification, due to the dangers (as Darkfires can even
accidentally destroy themselves with spirit destruction if they
aren't careful). These magics also teach a Darkfire how to
attack on a spiritual level, where they are able to attack using
techniques to attack beyond the physical body. This means that
those that are hit with spirit purification don't just take
damage physically, but their spirit takes damage as well. While
spirit purification does strengthen normal spirits, it is still
a useful technique against physical beings since it can attack
beyond a mortal's physical body. For the most part, this is just
a modified variation of the alchemy and elemental powers, and
just applies this magic to the normal magic rather than make it
some special magic. The Darkfires mostly only use this when
fighting dark spirits, or when trying to strengthen nature
spirits. Omega can still use these magics normally, though he
usually defaults more to his dark arts these days.
- Altered Swordsmen Magic Type: Fallen Corrupted Magic: After
Omega became a fallen angel, Omega's holy magic was affected as
well. Instead of being normal holy magic, his holy magic became
fallen angel corrupted magic using his aura of the fallen.
Thanks to Kindron's knowledge of holy magic and conversion to
fallen corrupted magic, he has learned things like corrupted
item enchantment, and even corrupted elemental magic (Which he
can use this using his Darkfire elementals). Even as fallen
corrupted magic, this still manages to accomplish its original
purpose, where Omega's magic is an answer to the opposing Dark
Magician faction's dark magic (since corrupted magic can counter
dark magic and holy magic alike) even if Omega doesn't really
fight a lot of the Dark Magicians faction anymore. Omega has
learned things like corupted light magic, corrupted healing and
purification, and using corrupted elemental magic. When using
corrupted elemental magic, Omega does not fuse his spirit to the
elemental, as the corrupted magic power used negates the need
for Omega to fuse his spirit to it. Instead, he simply uses
elemental power using corrupted magic to create corrupted
elementals using his elemental affinities. For Omega's corrupted
magic, his corrupted magic is both offensive and defensive, as
well as allowing him to use his dark arts and any power he used
with holy magic (including healing and purification). This magic
is more powerful than the normal Darkfire magic, so Omega can
use more powerful magic spells when using this magic. This can
even be combined with elemental weapon or spirit purification
magics as well (though combining corrupted magic with spirit
purification magic is a bit difficult as the two powers normally
cancel each other out). As one might imagine though, this magic
is more easily countered by normal magic power, in which almost
any magic can counter this (since it is a corrupted magic and
can be countered by other forms of magic). Since this magic is a
corrupted elemental, Omega does have to be careful how he uses
it, since it can be more easily countered, but can also more
easily counter other magics.
Darkfire Elementals:
- Darkfire Elemental: Dark Flames: This is most Darkfire family
members' first Darkfire elemental that they can use, which is
typically one of most Darkfire's major elements. This uses fire
manipulation, fused with the user's negative spirit energy to
create black darkness flames or purple flames which the Darkfire
family is known for (The color between purple and black varies
depending on the strength of the Darkfire's spirit as weaker
flames are purple but stronger dark flames are black). These
flames are fairly easy to use, and work much like normal fire
manipulation with the exception of these flames being stronger
than normal flames. This is one of the main elements used in the
Darkfire training, in which many start with this flame (But not
always). Users are able to generate and manipulate these flames
using their Darkfire elemental powers like one would expect.
However, this goes beyond just using darkness to bond to flames,
but using the dark flames just like what one would expect from
any fire manipulation. When used, Darkfires with dark flames are
able to do things like create fireballs, create explosive
attacks, or melt objects with their dark flames. Depending on
how they're used, these dark flames act like most other flames
with one major exception. Similar to some flames like hellfire,
the Darkfire's dark flames burn much hotter than normal flames,
and are able to consume any flame that is a lower temperature as
they are known as the flames that burn fire itself (most normal
flame types other than ones that use hotter temperatures like
other Darkfire dark flames, and Hellfire). Depending on the
other abilities of the Darkfire, some Darkfires can add certain
effects to their dark flames, such as a demonic Darkfire might
create dark hellfire to do demonic damage. However, on their
own, these flames just do darkness spirit energy damage as well
as burning with flames. These flames are mostly countered by ice
manipulation, and users have to create cold ice (much colder
than normal ice) to counter these flames due to their very high
temperature. However, users can counter these flames just like
other flames, such as using wind manipulation to create a vacuum
where flames cannot burn.
- Darkfire Elemental: Holy Lightning: Lightning is a very common
element in the Darkfires, and is often a second element to many
Darkfires. Of course, there are plenty of elemental powers, but
this is one of the more common ones alongside dark lightning
possibly thanks to Qrow passing down his affinity for lightning
in the Darkfire family (as it seems those directly related to
him are more commonly seen with lightning affinities). This
affinity allows a user to utilize holy lightning by fusing
positive spirit energy to their lightning power, creating a holy
lightning power. When used, this can still be used like normal
lightning as one expects. Lightning is often a very used power,
and those that learn it simply are able to do things like
creating electrical waves, electrocuting people with
electricity, or even learning to manipulate magnetic forces.
Advanced users of lightning can do things like manipulate things
that are magnetic using magnetic forces, create EMPs to take out
technology, or even create concentrated lightning to more easily
pierce opponents. However, Darkfires with holy lightning can do
something unique with this lightning, and that is that they can
use positive energies like holy energy and spirit energy as a
conductor. Those skilled with holy lightning can actually use
holy energy and spirit energy to amplify their lightning, and
can eventually learn to attack intangible enemies by attacking
on the spiritual plane with this lighting. There are plenty of
properties of magnetic manipulation one can take advantage of
depending on their skill level and knowledge, with there being
plenty of techniques one can learn and different ways to use
lightning and magnetic forces. If one wants to counter
lightning, the best way to do so is to use water, which can
short out lightning manipulation. For this holy lightning,
demonic or dark power can also be used to counter this as well
due to its positive type nature. Users can also do things like
use lightning to remove ionic charge, or use physical objects to
try and block electrical attacks as well using things like earth
manipulation. One can also use energy to try and block the
attacks as long as they can avoid the extra effects of the
lightning.
- Darkfire Elemental: Corrupted Ice: Whether it is being used as
its own element, or being used as an extension of one's water
skill, this ice manipulation is another Darkfire elemental that
can be used by some Darkfires. In using this element, Darkfires
combine their positive spirit energy to their ice manipulation
to create holy ice that they can manipulate. Usually, users will
most often create freezing energy using their ice power, and
freeze the moisture in the air to create ice attacks. However,
users can also use freezing energy to create dry ice if they can
create cold enough freezing energy to freeze the carbon dioxide
in the air (Which requires a temperature at least -78 Celsius or
below). Users can also find other ways to create ice if they
have enough scientific knowledge, such as some scientific minded
Darkfires have found that using pressure might be able to create
special forms of ice not normally found on Earth. However, no
matter the ice power, most act the same, in that users can do
things like freeze objects or opponents if they can hit them
with freezing energy, users can create projectile attacks to
fire at opponents, and some advanced users can even freeze
energy if they are skilled enough. For holy ice, Darkfires often
have a unique effect with this ice in that opponents or objects
in the ice will suffer holy damage that will purify those of
dark or demonic natures as it freezes, thanks to the positive
nature of the ice. This makes this ice great against those of
dark or demonic natures, or those vulnerable to holy
purification. Advanced users can create pressure with freezing
energy, and even crush people or objects inside ice with enough
practice. Some users even learn to create ice from boiling water
by using pressure to force the boiling water into solid form to
create an ice that is almost as hot as the sun (though this is
rare among Darkfires and requires not only immense knowledge,
but immense mastery of not only ice manipulation but master of
pressure manipulation using freezing energy). Opponents can
usually counter this with strong enough fire manipulation, such
as using hellfire or Darkfire flame skills to melt colder ice
powers (such as hellfire being somewhat effective against dry
ice manipulation). For Omega, his holy ice has become corrupted
ice, which he can use just like holy ice, except that his
corrupted ice power can be used to do damage to both holy and
unholy opponents. This became his third elemental after he
started using his combat chip for ice manipulation. Unlike
normal holy ice, Omega's ice doesn't have a positive nature, and
those that are frozen in it instead suffer corrupted spirit
damage as a result.
- Omega Release Elemental Familiar: Tenryujin: This spirit is
Omega's awakened elemental familiar (who's name means "Heavenly
Dragon God"), in which Omega gained a this through experimenting
with combining release states with elemental powers. After
getting ideas from the church minister who trained Omega when he
was young (and when Omega was still Kindron Darkfire), Omega
developed this skill. After Kindron became Omega, his second
release elemental changed and became this spirit. When used,
this creates something akin to an elemental familiar except that
Omega's spirit fuses to his elemental power to awaken an inner
elemental spirit manifested from Omega's own soul. By using the
command "Rain down, Tenryujin", Omega summons this power that
takes the form of a lightning dragon. This particular spirit is
a dangerous lightning elemental that embodies Kindron's holy
lightning power. To summon this familiar, Omega needs to just
use some of his positive spirit energy, which allows his
lightning spirit to manifest as a lightning dragon. Unlike the
elemental spirit power, this doesn't use an outside spirit, but
instead manifests what appears to be an elemental familiar from
Omega's own elemental power. This spirit is Omega's familiar
spirit, and can help Omega in a fight by taking the form of a
medium sized lightning dragon (About the size of a large demon
like Grave). This spirit, when manifested, uses holy lightning,
and is able to attack with lightning being it's main element.
This dragon is also able to attack using lightning, with it's
lightning dragon breath and lightning claw being it's two most
deadly attacks. This spirit is a lightning spirit, so it's best
counter is water, which can dispel the lightning form and force
this familiar back to Omega. Using special energy negation
abilities can also force this familiar back to Omega if it's
lightning form is negated by energy negation. This can also be
countered more easily by unholy powers or by using things that
counter the positive nature of this elemental. Spirit
destruction can also be used against this familiar, which can
actually destroy it if enough power is used that destroys the
familiar. If destroyed with spirit destruction, this familiar
will no longer be able to be summoned and Omega will have to
redo this training to create another familiar (which can only be
done out of battle due to the time and training required to do
this).
Darkfire Arts:
- Darkfire Dark Flame Elemental Aura: When a Darkfire learns
their element magic, the first thing they are taught is how to
project that elemental magic from their aura. Instead of a
normal aura, Darkfires project elemental magic from their auras
by converting their mana into elemental magic that runs through
their bodies. When released from the body, the aura becomes
whatever element is focused most strongly into the aura. Any of
the Darkfire's affinities can be used to generate this aura, and
once generated, the Darkfire will always generate that element
in their aura. For the most part, elemental aura has two states.
The first is the inactive state when the aura isn't being
actively used. While defense in this state is minimal, the state
doesn't use a lot of energy and is more just a passive aura that
can be activated when a Darkfire releases their aura. The second
state, as one might imagine, is when the Darkfire releases their
aura into an active state. When used effectively, this power
generates from the Darkfire and actively works as a source of
the elemental power the Darkfires utilize for their other
Darkfire techniques. Depending on the main element they focus,
this aura can have different effects, such as an ice type aura
could freeze an area around the Darkfire, or a flame aura could
heat up an area. Typically, this aura is a passive skill that
acts like the source of most of the Darkfire techniques, but is
also used to generate amplifying abilities to amplify the
Darkfire in battle. This can also be uniquely done using
different unique Darkfire factions techniques, such as the Dark
Magicians faction have been known to use dark magic to power
their dark flame aura with dark magic flames as means of making
their aura stronger. The Swordsmen faction have also been known
to use holy magic for this as well for a similar amplifying
effect. For the most part, this power is a basis for the
Darkfire skills, but in order to use certain Darkfire skills,
this aura must be activated (some skills do use the inactive
aura, like regeneration and teleportation). As one might
imagine, this aura can still be overpowered like normal if an
attack is stronger than the aura. Typically, this is just like
any other aura, and mostly a power source, aside from a few
things the elemental aura can do. Users can have more than one
element in their aura (as some do have a two-layered aura), but
doing so weakens the individual elements as a result. Once an
element is chosen, the elemental aura cannot be changed, and can
only be changed with special training that takes a long time
(meaning this cannot be changed in a battle and can only be
changed outside of battle with special training).
- Darkfire Dark Flame Elemental Aura Defense: This is an effect
of the Darkfire elemental aura training that was designed
alongside the elemental rebirth power, and works in tandem with
the elemental aura training. This elemental aura, in this
training, becomes the basis of defense, in which they use an
elemental aura to up their ability to block attacks and can
dampen blows they take from attacks when the aura is in active
state (it can be used for defense when inactive, but the defense
gain is not very high compared to the active state). This
elemental aura is also used to power Darkfire regeneration, in
which Darkfires can regenerate faster when the aura is in its
active state. As mentioned, there are two major modes of the
aura. The first is the inactive state, where the Darkfire
doesn't have the aura in a released state. This state doesn't
add much defense using this technique, as the inactive aura is
more just the passive aura when its not being used. However, in
battle, this can be activated to full power, where the aura can
be released into an active state and amps the Darkfire
techniques emitted from the body, as well as powering most of
the Darkfire techniques. When used, this aura can even grant the
user special abilities depending on the element, such as earth
users being able to use earth to create elemental armors around
themselves or lightning users being able to push away magnetic
objects away from their aura depending on the advanced level of
the Darkfire and their affinities. However, counter elements can
more easily break this defense, and aura breaker abilities and
weapons can instantly break through this defense. This also
requires elemental power to use, and the more energy being put
out, the more quickly a Darkfire uses up their elemental power,
meaning that Darkfires cannot run around with this in active
state all the time or the Darkfires will lose their power too
quickly. Most Darkfires only use it to block or dampen attacks
rather than keeping it active all the time, which is why the
Darkfires only activate it in battle (usually). If using it at
full power, this can burn through elemental power, and
eventually wear the Darkfire down.
- Darkfire Elemental Absorption: Part of a Darkfire's elemental
power is not just generating elemental power, but absorbing
elemental power as well. This power is used to allow a Darkfire
to absorb whatever elements they can use, converting them into
their own power (For example a dark flame user could absorb
flames and convert them into dark flames to use). This power has
great use in battle, as the aura can absorb similar elements
that can replenish a Darkfire's elemental energy. Once absorbed,
the main purpose of the elementals is to be used to replenish
the Darkfire's power, and the second purpose is to empower their
elemental abilities. Typically, this absorbs the elements
similar to the aura of the elemental, which works by converting
elemental power. For example, since many Darkfires use dark
flame elemental aura, those with dark flame auras are able to
absorb other flame attacks and convert them into dark flames
that can be used to replenish the Darkfire's power. This process
allows a Darkfire a way to replenish and strengthen their auras,
usually allowing them to extend their power, or give them a way
to absorb new power when they run low. This power is a fairly
basic ability, where Darkfires just absorb elementals. Depending
on the elemental, the elements can only absorb the same elements
(AKA a fire aura cannot absorb ice or lightning). It is also
worth noting that absorbing an element requires overpowering it
and converting it to the Darkfire, which requires the Darkfire's
elemental control to be stronger (meaning the Darkfire must be
able to overpower the elemental control with a stronger
elemental control and then convert it to their own elemental),
or requires the element not to be under someone else's control
(IE absorbing a natural element around them that no one else
controls). Typically, the biggest danger this power has is
corrupted elements, which can do major damage to the Darkfire to
absorb if they try (Which is the purpose of corrupted elementals
to essentially overcome a user with their own element). The
other danger is overloading the aura with power, which some
Darkfires have to be careful of if there is a lot of an element
(IE a wind user would have to be careful not to absorb too much
wind) as their auras can be overloaded like many other energy
absorption powers, which is why Darkfires cannot just always be
at full power absorbing elements all the time, as they have
limits on what they can absorb and how much they can replenish
at any one given time.
- Darkfire Dark Flame Elemental Rebirth Locked due to ultra
varanium cybernetics: This is the main purpose of the elementals
used by the Darkfire Clan that they developed their powers for,
and is the crown jewel of their elemental techniques. The clan
specializes specifically in elemental regeneration, using a
specific elemental as a catalyst (usually from their aura).
After choosing an elemental to power their regeneration, their
regeneration is passively empowered by their elemental
regeneration. Once used, Darkfires are able to regenerate almost
any injury barring the exceptions of the heart and brain. Most
Darkfires are strong enough with this to even regenerate lost
limbs, or can regenerate damaged organs thanks to their strong
regeneration. Darkfires are able to replenish their elemental
power by absorbing elementals, and can use elemental power from
the area around them to save on their own power (IE an earth
user could use earth around them to regenerate rather than use
their own elemental power). Typically, most Darkfires have their
own way to get new elementals, usually by finding elementals in
the area around them somehow. The Darkfires are known for this
regeneration, and known for durability and defense over power,
due to this power not only regenerating their body, but also
regenerating stamina during fights as well. Most Darkfires will
usually rely on regeneration over power, and let an enemy tire
themselves out against them by using this regeneration as a
passive defense. This regeneration is a passive ability, so
power negation doesn't usually negate it, but regeneration
negation powers and items (like varanium) do interrupt this
regeneration. Depending on the Darkfires, some Darkfires
regenerations can be interrupted or slowed with counter
elements, such as an ice user could freeze a Darkfire's body
before they can regenerate using fire to prevent the flames from
regenerating the Darkfire. This depends partially on the
Darkfire and the elemental they use, and cutting off a Darkfire
from their elementals they need to regenerate is the best way to
wear down a Darkfire since they can only regenerate as long as
they have either the elemental they need, or the power to
generate their elemental power. It is also worth noting that
each Darkfire can only use one element to regenerate, and
switching requires special training and cannot be changed in
battle no matter what skills or instant power gain abilities the
Darkfire has.
- Darkfire Elemental Teleportation: Another technique the
Darkfires use using their elementals, this time using elements
for getting around. Similar to how shadow users can shadow meld
and use it to travel places, the Darkfires can use their
elements to teleport, using their elementals as a catalyst to
move from place to place. A Darkfire can teleport anywhere in
the world with this technique, as long as they know where
they're going and can concentrate on where they want to go.
Typically, utilizes a combination of factors, but the simple
aspect of it is that the Darkfire uses this power and then the
elemental power connects to another location and takes them
there. For example, a wind user could connect to another area
and the wind then is used to teleport by moving the Darkfire to
that area using the displacement of the elements between the
locations. Some more advanced Darkfires more easily learn to
utilize this by taking elemental form once they learn the power,
using the elemental power to more easily change locations.
Typically, this is a power that is used outside of battle, but
some Darkfires can use this in battle to teleport around.
Depending on the element, each element can connect to an area
depending on how it's used, and this only requires training and
modifying some supernatural teleportation using the Darkfire
elemental powers. However, in order to use this, Darkfires do
have to know where they're going, which usually means that
either they must know where in space and time the place is they
want to go to, or they have to have been there before (usually
the latter among most), and Darkfires cannot use this to travel
across time or dimensions (with a few exceptions), because this
teleportation isn't strong enough to break the dimension of
space and time. As such, most Darkfires have to be careful while
using this, as if they don't know where they're going, they
could end up somewhere random, or they could end up inside of
solid objects if they end up in certain random locations which
causes other problems. And once chosen, Darkfires cannot change
what elemental power they use for their teleportation without
special training to change their element. Though most of the
time, the element chosen is more for show than anything. The
only thing that most Darkfires choose when choosing an element
to teleport is usually how much of an element they can use in
the environment. For example, wind and earth teleportation takes
almost no energy because earth and wind literally connect the
entire world so both teleportations can go anywhere without a
Darkfire usually having to expend their own energy, so Darkfires
usually opt for more convenient elements that are more abundant
in the world to prevent them from needing a lot of power to
create an elemental. Though a way around this for some is for
some Darkfires to use their auras to teleport, in which their
auras radiating elemental energy can be used as their element
for teleportation, something most flame and lightning users do
when they don't have flames or lightning respectively to use to
teleport.
- Darkfire Elemental Familiars: This is another advanced
technique of the Darkfires, in which they are able to use any of
their elements to create elemental familiars to help them in
battle using their elemental magic abilities to generate or
create familiars made of elemental power. By determining an
element to use and a form they want the familiar to take, the
Darkfire can manifest these familiars at will using their
elemental power. When used, they use their elemental and a
portion of their spirit energy to connect themselves to the
familiar, letting the two share senses which makes the
elementals very useful for things like spying on people or
scouting out an area. When used in battle, these familiars can
be used to fight opponents, in which, depending on the element,
can use special abilities on opponents, such as flame familiars
being able to burn opponents or shoot fireballs, or ice
familiars being able to freeze opponents and fire ice attacks.
Each elemental familiar is made up purely of an element, and can
take whatever form the Darkfire wants limited only by their
imagination. This means that each elemental familiar technique
could be different, depending on what the type of familiar the
Darkfire wants to make. Depending on the familiar, the familiars
can also have attributes from what they're made as, such as bird
familiars being able to fly, and wolf-like or tiger-like
familiars having claws, or snakes that specialize in using their
elemental touch (Such as electrocution, burning or freezing
depending on the familiar) to damage opponents through
constriction or injecting their elemental energy into someone
through a snake bite. These elemental familiars are often also
used for scouting areas, since their senses are shared with the
Darkfire. Of course, as one might expect, the counters to the
elements remains the same, such as ice freezing a fire familiar
or water shorting out a lightning familiar. And the more
familiars made or the larger the familiar is, the less power
that each familiar has, as having multiple familiars or a larger
familiar reduces the power since having more or larger familiars
means more energy has to be put out to maintain the familiars.
- Darkfire Unique Elemental Semblance: This power was designed
by Raven Branwen in order to allow the Darkfires to learn how to
awaken their own special ability unique to them that is known as
a semblance (which is used in aura training). Just like spirit
power, users can awaken one specific ability through their
spirit power, just like aura users can. Because every semblance
is usually unique (though some are passed down in families
depending on the semblance), there are as many semblances as
there are grains of sand on a beach, so it's difficult to talk
about each one. Most are able to gain things like special
elemental techniques, or some gain new elemental combinations
depending on what their own unique potential is. There are a
wide variety of these semblances and how to use them, so each
Darkfire is often different. For example, Raven Branwen has
Kindred Link which is are portals that are linked to those she
has bonds with, or Qrow Branwen (Raven's brother and the one
Qrow Darkfire took the Qrow name from) had a semblance that
brought bad luck to those around him. This could result in a
variety of things including an amped elemental, a new elemental
combination, transformation skills using elements, or elements
with unique abilities. It is usually hard to predict what power
one will have, and the only real thing known about predicting
semblances is that many tend to be genetic and passed down in
some form. No one is entirely sure how these powers come about,
and depending on the Darkfire, some may not generate their
semblances except under specific circumstances (some have gone
their whole life without awakening their semblance). The main
thing is that awakening this power is different for every
Darkfire, and even with special training, this is usually 50/50
at best if one gains a semblance or not. Each semblance has
unique qualities, which includes both strengths and weaknesses
(each semblance has weaknesses that must be stated by the player
to balance the ability). For the Darkfires, most are elemental
in nature, but there are some with unique abilities that aren't
elemental. For the most part, this power is unique to every
Darkfire, and this power is about as unique as the Darkfires
themselves. Omega never figured out his semblance, and operates
without really knowing it since he never awakened it.
- Darkfire Elemental Form Locked due to Cybernetic Enhancements:
This power is used by advanced Darkfires who learn to change
their bodies into elementals themselves. Similar to how some
vampires use intangibility, the Darkfires use their elemental
form similarly, which lets them avoid attacks by shifting their
body into elemental energy temporarily. This power requires a
Darkfire to master a change in form not only in their energy,
but in their bodies as well. Not only does it help avoid
attacks, but also helps them regenerate without needing to use
their power if they can consciously turn into elemental form (as
in elemental form they are not damaged and can reform without
damage back into their normal form). This form lets the Darkfire
change into any element, as long as it's one of their elements
(such as a dark flame user could turn into dark flames). When in
this form, a Darkfire can also regenerate by reforming
themselves using their element, but this doesn't use any less
power than normal regeneration, so the only real benefit to
using this is to use this to avoid attacks while regenerating or
using it to regenerate more easily. While they can't attack,
Darkfires can use the effects of whatever elemental form they're
in on others who try to attack them, such as a fire user burning
people who come into contact with the fire form. The main use of
this was the elemental shapeshift power (more in next ability)
that let the Darkfires take specific elemental forms. This is
more just a basic elemental form power, and the basis of the
elemental shapeshift ability. While in this form though, they
can be forced back to normal by counter elements, such as dark
flame forms being forced back to normal against ice powers.
Opponents who also use form negation attack powers can also
counter this power through abilities like swordsmen wavelength
form negation, and other skills that developed ways to counter
this, as well as aura breaker weapons also working to the same
effect. While in this form though, a Darkfire cannot attack
opponents, as they aren't physical enough to attack beyond
simple effects, and if a counter element destroys this form
without a Darkfire returning to normal, it will kill the
Darkfire as it will destroy their body complete if the elemental
form is completely dispersed.
- Darkfire Elemental ShapeshiftLocked due to Cybernetic
Enhancements: This was a power that was passed to the Darkfires
through Raven Branwen, who could change her form into animal
form as one of her clan's special aura abilities. This modified
art allows the Darkfires to use their elemental form to
transform into new creatures, turning into something akin to an
elemental familiar (but the Darkfire themselves take this form
instead of creating a new elemental familiar). Many use this as
a means to travel using bird form, or can use it to scout out
areas as a small animal. Whatever they turn into is up to the
Darkfire, as the possibilities are pretty much only limited by
the Darkfire's imagination. This is very similar to the
elemental shapeshift form, but instead focuses the Darkfire to
take a specific form instead of just being an element. Depending
on what they transform into, they may gain certain attributes,
with some even being able to change into certain supernatural
creatures depending on their power and elemental, such as some
Darkfires who take the form of elemental dragons (but they don't
gain dragon energy or other dragon abilities beyond using their
element like flame breath). Some choose birdlike or flight
capable forms so they can fly around, being useful for scouting
and flying around, while some prefer battle forms, like wolves,
tigers, and bears. Typically, this is more of an advanced
elemental form, and the means to learn their unique elemental
form (more later). When in these forms, the Darkfire doesn't
gain new abilities (aside from certain beast-like attributes
like claws and sharp teeth for some creatures or wings and
talons for other creatures depending on the form), and they
cannot create new abilities usually (like a dragon form won't
suddenly have dragon energy). However, it does have the same
drawbacks since the elemental form can be overcome by one who
uses form negation, aura breaker weapons/powers, and counter
elements to force the Darkfire back to normal. It's also worth
noting that the longer a Darkfire stays in this form, the more
power they use, and have to keep their power sustained to stay
in this form. And the same weaknesses of the elemental form
power still apply to this, as things like dispelling a
Darkfire's elemental form completely without them changing back
will kill them since they cannot reform a body without
converting that elemental power back into their body (as the
elemental form is still their body just in a different form).
- Darkfire Unique Elemental Form Shapeshift Locked due to
Cybernetic Enhancements: Thanks to special developed a Darkfire
skill by Raven Branwen and Qrow Darkfire, each Darkfire is able
to awaken one unique elemental form they can take in their
elemental form that has unique abilities and acts as their main
transformation ability using the Branwen family art of
transformation. This form granted is unique to each Darkfire,
and depending on the form, most Darkfires gain enhanced
abilities through their unique form. For example, if one gained
the form of a bird, they would not only be able to fly, but
would gain enhanced sight and hearing comparable to that of
birds when in their unique form. Some can gain other powers,
like the enhanced strength of a bear, or the speed of a cheetah
when in these forms. After gaining this form, the Darkfire is
able to manipulate the form, where they can change how solid or
intangible they are, or can change certain aspects of their
physiology. For example, a dark flame form could become more
solidified flames that don't hurt people to touch, or they could
stay a flame that can burn people who touch them in battle (they
will usually determine this by the situation, as being around
allies they will usually stay in a passive form that doesn't
hurt their allies, but in battle they will stay in an attack
form). They can also still manipulate their elementals in
battle, such as a fire form could still use fire attacks on
opponents. Each unique elemental form is different, and the
Darkfire is able to switch into this form at will through the
Branwen family transformation art that is passed down in the
Darkfires, and maintain it more easily than normal elemental
form. Most Darkfire elemental forms are typically much easier to
use than their normal body, which is why many Darkfires usually
prefer their elemental form rather than a typical human form,
though there are many that don't use this unless they have to
depending on who they are. Typically, how the form is used is up
to the Darkfire, with each Darkfire being able to use it for
different uses. For example, a birdlike form might be more
useful for scouting and spying, while a bear form might be more
useful for battle. However, in this form, while they reform more
easily thanks to being in elemental form, they also can be
damaged more easily by counters to the element, such as ice
countering a fire form or lightning countering a water form. And
the same weaknesses to elemental form do still apply in this
form.
- Darkfire Unique Elemental Form Sustenance Locked due to
Cybernetic Enhancements: Each unique elemental form, depending
on the elemental and on the Darkfire, is often able to sustain
themselves differently than they do as a normal human thanks to
how the Branwen family transformation art works for the
Darkfires. Each form has it's own unique ability for sustenance,
in addition to some other things that the Darkfire can do to
keep their power restored. For the most part, Darkfires who opt
to stay in their unique forms often simply have to keep their
power up in order to remain in their unique form, which usually
involves doing normal things like eating and sleeping (things
they would do normally). While Darkfires can still recharge on
their own elemental powers using similar elements, such as a
dark flame form being able to recharge on a normal fire, some
can also recharge more energy by other methods, such as a flame
user being able to eat and burn up anything to keep their flame
form burning, or a water user drinking water to maintain their
form. Each form is different as not only does each element have
different requirements, but different forms might have different
requirements, and some can even do things like eating normal
food to survive, assuming they can gain sustenance or use it in
restoring their power in some way, like an earth user could
break down the earthly elements in food and use it to absorb the
earthly elements. Many Darkfires even find other ways to do
this, such as absorbing mana from the air to replenish their
magic power (if they are normal magic based), or come up with
unique abilities, such as a a vampire bat form using blood as a
power source (which some elemental vampire bat forms have used
blood even though the Darkfires are not vampires in this
universe). This is different depending on the Darkfire, and if
they don't do this in some form, they will eventually run out of
power to maintain their form, and once that happens, they will
return to normal, and won't be able to change until they
replenish their power. And if a Darkfire runs low on energy,
even sustenance may not allow them to keep this form if they run
low enough on energy.
- Darkfire Elemental Amplification: The Darkfires are able to
use their elementals to power themselves up, being able to use
elements to passively enhance their ability by absorbing a
specific element into themselves using their auras to amplify
their physical abilities and elemental abilities. This ability
was designed originally to replicate aura amplification, but
instead of using aura, a Darkfire uses their element to enhance
their powers temporarily using their element. However, a unique
thing Darkfire can do that aura users can't is that a Darkfire
can absorb elements outside of their body that aren't theirs,
being able to absorb elemental attacks if it's made of an
element they control. This includes being able to absorb special
elementals, such as a lightning or flame user being able to
absorb heat lightning or lightning flames used by an opponent as
long as it is made at least partly using an element they
control. Depending on the elemental absorbed, the Darkfire can
gain temporary abilities based on the element absorbed and what
properties it has, usually gaining abilities depending on the
other power used in combination with their elemental. For
example, a Darkfire absorbing holy flames could gain temporary
holy power as the flames empower them, or a lightning user could
gain ice powers temporarily from absorbing ice lightning.
However, this is only temporary, as this requires the element in
order to power up, which means that opponents have to attack
with a similar element. This also cannot be used with corrupted
elementals, as others who use corrupted elementals designed them
to counter powers like this. The Darkfire can also only absorb
similar elements. This means that the element must be present in
at least some of the element. For example, a fire user couldn't
absorb ice lightning because there is no fire or heat power used
in it, though a fire user can absorb heat lightning because it
does use fire/heat based power. This amplification can also be
overcome with counter elements, and even using certain energies
to counter this amplification.
- Darkfire Elemental Healing and Purification: This power
utilizes the Darkfire's elemental power in a different way, in
which their elemental powers are designed to heal others by
using their elemental magic. How this is used depends on the
Darkfire's elemental power, and not all Darkfires can heal
effectively, but most can heal in some way. Typically, healing
someone using a Darkfire power utilizes the elements in unique
ways, and learn to utilize this to replicate the effects of
healing and purification abilities. This power utilizes the same
power source as the elemental rebirth power, but instead of
healing oneself, the power heals others by projecting their
power over someone else. For example, a dark flame user might
use their dark flames to use heat to bond a wound closed, or
using lightning to re-bond cells together using magnetic bonds
to draw the cells back together. This depends on the element,
and each element can do this in some way, with earth and wind
usually being the best healing elementals. Typically, this power
is used to replicate healing and purification of other races
abilities, even if it's not always as effective. This can be
used with any elemental, though most elementals achieve the same
end result somehow. Typically, this works best with wind or
earth abilities, since using earthly elements can more easily
heal wounds using the body's earthly minerals to restore the
body by manipulating the minerals, or wind can re-bond cells
together more easily. The second part of this power is
purification, where Darkfires can purify certain types of
presences by using their elemental power. For example, a holy
elemental could purify death energy, or a dark elemental could
purify a holy energy poisoning. For purifying presences, usually
lightning and fire are the two best ones to use, since they can
destroy targeted cells and energies more effectively than most
other elementals. And with purification, the holy or dark aspect
also makes a difference in purification as well. This mostly
depends on the user and their knowledge, and not all Darkfire
elementals are great (as one might be better for one aspect of
this power over another). Typically, this power is hard to
master, but many Darkfires can use this very effectively if they
know what they're doing.
- Darkfire Elemental Touch: This ability is dependent on the
elementals used by the Darkfires. This lets a Darkfire use their
touch to use their elemental power on someone, by focusing their
power through their aura when then are in physical contact. This
is more useful with some elements than others, and depending on
the element used, some elements can do different things. Fire
users are able to burn and melt things through physical touch by
heating things up, ice users are able to freeze things on
physical touch by using their ice powers to freeze, lightning
users are able to electrocute things using physical touch, wind
users are able to slice through things with their attacks, and
earth users are able to manipulate earthly elements through
touch, like absorbing metal and other elements from touching an
object or change the form of an object through touch. Some who
use this are able to do different things depending on the
element, with more advanced users having more techniques using
this power, such as an earth user being able to break down the
elements in certain weapons to disassemble them. Some have even
built combat styles around this power, using it to amplify their
physical combat, most prevalent in certain Darkfire Kenpo
sub-styles that utilize elemental abilities. Of course, the
Darkfire can only use the touch powers of their own elements,
and depending on how skilled they are, certain Darkfires may be
able to do more with their elemental touch ability depending on
their knowledge. However, this does require physical touch to
use, and users can only use this in ways that make sense for
their element (For example, a fire user can melt things, but
cannot freeze things unless it's an ice flame power with this
touch power as that's not how normal fire works). Typically,
energy defense or counter elements are the best ways to counter
this, such as using ice to counter a fire touch, or using energy
defense to protect against the elemental effects.
- Darkfire Elemental Blade: By focusing the elemental aura, the
Darkfire can create an elemental blade around their arm, usually
extending from their hand into a blade, or they can form this
around a weapon to create an elemental blade around a weapon.
Typically, this is an attack skill designed to fight opponents
by using energy to the Darkfire's advantage. Just like many of
the elemental abilities, Darkfires typically have to learn how
their elementals can be used, as each elemental power for this
is different. For example, a dark flame blade could burn through
certain objects when cutting objects, or a wind blade could be
made to more easily cut through objects and fire slashing waves.
This depends on the Darkfire and their elemental powers, but
most are able to do this with any elemental power they control
in some form. Typically, the easiest blade to create is the same
as their aura, as doing so using their aura elemental power is
usually easier than other elements due to it requiring far less
power to use, and it being easier to concentrate from an aura as
the aura can just form the blade rather than generate new
elemental energy. Beginners can use this fairly easily once
focusing it, but advanced users can learn to fire elemental
blasts and waves from this blade, or the blade having different
effects based on what the user wants to do. For example, a wind
user could focus their wind blade with explosive gases to
explode on impact with an opponent, or a lightning user could
reverse one's magnetic field on contact to send them flying back
from the point of attack to knock them off balance. This depends
mostly on the element and the Darkfire's elemental knowledge,
though most Darkfires typically use this more with a weapon,
with some even having weapons specially made for utilizing this
technique. This is countered just like any elemental power
though, and counter elements are usually the best method. Some
physical defense skills might also defend against certain uses
of this, though usually energy defense is the best defense
against this power since energy defense can block most elemental
abilities.
- Darkfire Elemental Spear: This is a basic elemental techniques
the Darkfires developed based on the basic elemental bolt spell
(a basic elemental spell). In this technique, the Darkfire
concentrates elemental power from their aura into a small spear
like form, and then fires it at opponents. While it may seem
simple, there are plenty of ways to utilize this ability. For
example, this technique is very adaptable, and can be modified
for a variety of purposes. For example, the Darkfire could
change the spear form into another form like a sword, knife or
trident if the Darkfire wants to stylize the attack differently.
Another example is that this technique can be fired from a
Darkfire's elemental aura directly, where the aura can be used
to fire this for faster attacks when the aura is in an active
state. This technique can also be fired in a few different
variations. The normal form of this technique is where the user
will fire one elemental spear. However, there are two other
major variations that the Darkfires have come up with over the
years (with some coming up with other variations). The first
variation is that Darkfires can use more energy and create a
barrage of these spears, essentially creating a flurry of
elemental spears, whether they are concentrated on one person,
or fired from the aura in multiple directions to take out a
group. The other variation is a charged spear, where the
Darkfire can charge the spear using elemental energy to make it
stronger to either grant it a stronger impact, or increase its
piercing power. And depending on the element used, the spear
will have specific properties, such as a dark flame spear can
melt through almost anything, or a concentrated lightning spear
can specialize in piercing. Depending on how it's used, there's
a variety of variations to this technique depending on the
element, and how creative the Darkfire is with this technique.
As one might imagine, countering this can be done with counter
elements, or other energy defenses depending on the attack.
Depending on the attack, some may be better to dodge than block,
or vice versa ( For example, piercing attacks should be dodged
rather than blocked).
- Ultimate Darkfire Technique: Darkfire Lance: This is the
ultimate technique of the Darkfires utilizing immense elemental
power. Once a Darkfire is able to condense elemental power, the
Darkfires can learn this ultimate technique. When using this,
the Darkfire creates a long projectile to throw at opponents out
of elemental power by combining the elemental blade technique
with the elemental condensing and elemental spear techniques.
When thrown, the Darkfire Lance explodes on impact, creating a
massive explosion of elemental energy. Depending on the
elemental power used, the elementals will have unique effects
upon exploding. For example, a dark flame lance will explode
with enough dark flame energy to incinerate almost anything in
the explosion, while a holy ice lance will freeze anything in
the explosion of the lance. For the most part, this is designed
to be the most powerful technique the Darkfires have, in which
they learn to utilize this to create a powerful move to attack
with. The Darkfires can even choose not to throw it, and instead
wield it like a lance weapon where they can attack with it,
creating small explosions on impact when hitting opponents or
objects with the lance. This technique is another that can be
modified for the situation, where Darkfires have also been known
to turn the lance into other forms, like a sword or a trident,
or even one Darkfire who fired it from an elemental energy bow.
This technique creates a strong enough explosion that it can
take down most opponents, and using the Darkfire's elemental
power will usually make this a very powerful attack. However,
because of the sheer power of it, a Darkfire has to be careful
with it, as it takes absolute mastery to use this technique
without hurting oneself with it, as the user can be hurt with
this technique just as opponents. For example, if the Darkfire
is caught in the explosion of the lance, they can be affected as
well, with certain impacts and effects that can still affect the
Darkfire despite it being their elemental energy (for example, a
Darkfire may survive the dark flames of a dark flame lance
explosion, but the pressure can still kill them if they are
caught in it). As such, Darkfires are advised against using this
if they aren't sure they can hit opponents. It is also worth
noting that this technique requires a lot of elemental energy to
use, so many Darkfires can only create one or two of these, with
only a few more powerful Darkfires being able to create more.
This is a technique that one should dodge rather than block,
because of the explosive potential of the attack.
- Darkfire Elemental Battle Sense: In order to sense their
elements, Darkfires have to use their elemental connection in
order to be able to tell where their elementals are. Thanks to
the Darkfire's elemental training, they learn to sense their
elements, granting the Darkfires unique senses depending on the
elements they control. For example, fire and ice manipulation
(whether positive or negative Darkfire elements), will usually
grant thermal vision by analyzing the temperature of everything
around them, with the Darkfires being able to sense ice or fire.
Electrical senses include being able to sense electricity and
even being able to tune into electrical-based communicate or
sensing magnetic fields. Wind manipulation will grant the
Darkfire the ability to sense the gases in the air, where they
can identify any kind of gas in the air around them thanks to
them being able to sense the air. Earth manipulation will grant
the user an earth sense, where they can sense anything solid
around them, including people by sensing the earthly elements in
everything. Water manipulation can grant one the ability to
sense the moisture in the air, where they are able to sense
things like humidity or what form moisture takes. For the most
part, this is not just about sensing elements though, as this
grants the Darkfires the ability to sense those around them.
Since every element is all present in the Darkfires, any of the
Darkfires can sense people around them by the elementals (such
as earth users can sense people by the earthly elements, or
lightning users can sense others by their magnetic fields).
While each elemental sense is different based on the element,
they all accomplish the same end result, letting the Darkfire
sense both their elements around them and sense other people
around them. This power isn't about predicting opponents like
some battle senses are, but rather this is about being able to
sense the environment around the Darkfires, and allow them to
act accordingly. As such, this isn't really good for offensive
combat, and is mostly only good in battle for sensing the
opponents using elemental senses. However, Darkfires cannot use
this to predict or read opponents, as this is more of a general
elemental sense.
- Darkfire Elemental Armor Defense Skill (Defense
Amplification): This technique utilizes an element, but
concentrated towards a certain part of the body in order to
defend the body against attacks. By combining the elemental
touch and elemental aura, the Darkfires can use this technique
to improve their defense. For example, a Darkfire with lightning
would charge a certain part of their body with lightning to
improve defense, such as coating their arm on condensed
lightning to block an attack with their arm. This allows a
Darkfire to condense the elemental from a certain point in their
body, in which they use it to defend against attacks more
easily. The element improves defense, and depending on the
element, some elements can have unique effects when the opponent
attacks. For example, a Darkfire using dark flames could form
this around their body and use it to burn opponents who hit them
(as the element used still has effects of the element on
opponents if they make contact with it). And when using this,
the form of the technique can be altered depending on the
situation and creativity of the Darkfire, such as earth users
who have used this to create armor around their bodies, or a
lightning user who used this to influence the magnetic fields
around attacks to repel them on contact. Depending on the
element used, the elements can be used with different skills for
different effects, and depending on the Darkfire, this can turn
a defensive move into an offensive one (such as a Darkfire who
uses the dark flame defense can make the dark flames explode on
impact to damage an opponent while they're attacking. However,
while this power is defensive, it can still be broken by
stronger attacks, as users may be able to still attack and break
this if their energy or physical strength can overpower the
defense. There are also certain other techniques that can
counter this, such as energy attacks being able to pierce
through, or users who use aura breaker weapons being able to cut
through this defense. It is also worth noting that Darkfires
using this cannot hold this for too long or use this to cover
too much of their bodies, as this technique takes a lot of
energy, and cannot be held in place for too long without
draining the Darkfire of power.
- Darkfire Elemental Armor Offense Skill (Attack Deflection and
Form Negation): This technique was based on certain other
abilities, like swordsman wavelength and similar abilities that
use attack deflection and form negation. This variation of
elemental defense is more about offensive skill, where the
Darkfire will focus their power in order to attack opponents.
This could be as simple as charging their fist with elemental
power to affect enemies when they punch them, or using an
elemental power to deflect an attack. There are two major
aspects to this power. The first is using this to deflect
attacks, where the Darkfire uses a mastery of energy to change
the trajectory of an attack with their own attack. For example,
the Darkfire could parry an attack using the elemental defense,
and use the elemental armor to redirect the attack by focusing
the elemental to move the attack aside. More advanced users are
even able to reflect projectile attacks back on opponents when
using this power, in which advanced Darkfires are able to use
this to great effect to change an attack's momentum by attacking
it directly and using their elemental power to influence an
attack (such as a magnetic user being able to redirect attacks
using magnetic force). The second part of this is form negation,
where powers like Pai Zhua or Haki have been used in order to
strike opponents using energy that dispels energy. This allows a
Darkfire to attack an opponent no matter the form they are in,
and even works against intangible opponents. This can even be
used to attack incorporeal beings, such as spirits, in order to
allow the Darkfire to strike things that normally wouldn't be
able to be attacked. Since the Darkfires had a major rival in
the Hazeldines, this was designed originally to attack them when
they are melded into the shadows, or attack certain opponents
who can also take different forms like some who can also take
elemental forms. However, it is possible for those with stronger
energy defense to block this technique if they have a similar
defense skill like haki, Pai Zhua or certain types of chi
training, as stronger energy defense skills can block this if
the defense is stronger than the offensive skill. And just like
the defensive skill, this techniques effects can be instantly
dispelled by energy dispelling or aura breaker weapons and
powers. This power also requires focus as well as elemental
power, and typically uses more power than normal to utilize this
since this technique requires extra power to condense and affect
attacks.
Darkfire Spellbook and Unique Alchemy Arts:
- Darkfire Elemental Spellbook: After the Swordsmen faction
trained with the werewolf alchemists, the alchemists shared
their spellbook ability with them, allowing the Darkfires to be
granted unique spells through a spellbook the same way the
werewolf alchemists do that any Darkfire can now develop as one
of their optional skill-sets. Their spellbooks are special books
given to them which become bonded to their being, and the books
manifest spells based on the powers of the Darkfire they bond to
and the affinities of the Darkfire, with each one being
different (even among ones that use the same element usually).
These books start out as basic spell books with no writing, but
after bonding, the spell books start gaining spells as the
Darkfire grows in mind and spirit, using the combination of
strong mind, body and spirit to determine when new spells will
be unlocked, and as the user grows their alchemy power and
knowledge, their unique spells may become more powerful (IE a
lightning user's spells will gain more power as the user learns
to utilize lightning in alchemy more effectively). Every
Darkfire starts out with one spell, but slowly builds as they
grow, and gains new spells. The spells are usually connected to
a specific ability, like one Darkfire might specialize in wind
spells, while another might focus physical attack spells (it is
rare for a spellbook to specialize in more than one unique
ability and it's even rarer for a book to have more than 2
unique abilities). Each book usually has different spells,
though some people with similar abilities may sometimes gain
somewhat similar spells at times (For example, someone with a
lightning book similar to someone closely related to them might
have similar spells). However, each set of spells and each
spellbook works differently, with each Darkfire having their own
abilities with their spellbooks that are often unique based on
their skill-sets and abilities. Each one is different (though
sometimes spells may be passed down in families if families have
the same affinities), so naming them all is impossible, but if
one wants to fight an Darkfire with a spellbook, the best thing
to have is magic resistance or immunity as they apply to all
magic types rather than just one, as each magic spellbook
usually has it's own strengths and weaknesses such as elemental
type spells being weak to counter elementals or certain other
spells having specific weaknesses. And since their magic is more
neutral than anything, other types of magic can counter it as
well, such as holy or dark magic (though the Darkfires also have
dark magic users and holy magic users depending on the faction
and the Darkfire). It is worth noting that Darkfires cannot
change their spells they gain unless their spell book is
destroyed and they get a new one (as some Darkfires who realize
certain affinities might gain different spells when getting a
new spellbook if their affinities are different enough from when
they got the first spellbook), but this requires starting from
scratch in terms of spells. It is also worth noting that while
the Darkfires can use these spellbooks, if they are destroyed,
the Darkfire loses access to these spells completely, and won't
be able to use spells without another spellbook (in which they
then have to start over with spells).
- Unique Darkfire Alchemies: Similar to the Werewolf Alchemists,
the Darkfires also have unique alchemies based on their
elementals. Typically, this reflects whatever they have an
affinity for, or they can learn specific alchemy arts from other
Darkfires (usually passing them down in certain parts of the
family), such as certain Darkfires that have developed specific
arts (For example, one smaller part has special alchemic
explosive dark flame alchemy.) There are usually two different
ways to gain unique alchemy types. The first is that one often
makes an alchemy type based on their spellbook abilities, where
they will usually model their alchemy to try and create an
attack alchemy as close to their spells as possible (For
example, a spellbook of holy energy might inspire the Darkfire
to try building a holy magic alchemy). The second is that they
can learn alchemies from others, in which alchemies can be
passed down in smaller parts of the family or in specific
factions of the Darkfires (like dark magic being used by the
Dark Magicians faction). Usually, the type of alchemy depends on
the elements the Darkfire uses and what the Darkfire wants to
specialize in. These arts can vary depending on the Darkfire and
their affinities, with some being elemental based, some being
physical enhancement based, and some just being other unique
methods of alchemy depending on what they're able to learn.
Typically, these are battle type alchemies designed to combat
opponents, usually using the Darkfire elemental power in unique
ways. Overall, there are just as many versions of unique alchemy
as there are unique spells, so naming them all is almost
impossible as there are many that even develop their own alchemy
as they learn more about the world and their elementals. Though
usually, the alchemy they learn is one they do have to have an
affinity for (IE a lightning user could learn lightning alchemy,
but may not have an affinity for certain other alchemies like
fire alchemy unless they have other affinities). Each alchemy
has it's own strengths and weaknesses, with elemental types
usually being countered by counter elements, and physical
amplification types being countered by other physical
amplification powers. Typically, every alchemy has it's
weaknesses, though almost every alchemy is still magic based, so
using things like magic resistance/immunity also helps if one
wants to defend against this kind of magic based alchemy, or one
can also use things like anti-magic. In the Darkfire's case
compared to those like the werewolf alchemists, the Darkfires
can be countered by groups that use similar types of techniques
(for example, the werewolf alchemists unique alchemies were
often able to counter the Darkfire's unique alchemies, or the
Hazeldine clan had dark alchemic magic to counter the
Darkfires).
- Darkfire Magic Storage/Connection to Self: The Darkfires
spellbooks are connected to their souls, which has a few
different aspects. Unlike the werewolf alchemists who developed
the spellbook art, the Darkfires utilize this differently. The
first thing that's different is that the Darkfire doesn't summon
this from their soul, but instead uses their magic item storage
spell to essentially store their spellbooks in a pocket
dimension where they store items. This allows a Darkfire to keep
their spellbook safe, with the Darkfires usually having a
separate part of their item storage pocket dimension for storing
their book safely away from other items that might cause damage
to the spellbook. Because losing a spellbook to being destroyed
is such a big deal (as the book being destroyed means they lose
their unique skills, which can mean years of work on their
spellbook is gone in an instant if the spellbook is destroyed),
the Darkfires do their best to protect these spellbooks. The
Darkfires can use these spells without the spell book being
manifested, similar to the werewolf alchemists, and like the
werewolf alchemists, have to check the spellbooks periodically
for new spells that may have unlocked. While the Darkfires have
the same connections to the spellbooks that the werewolf
alchemists have to theirs, the Darkfires use their own storage
method. Since the Darkfires are human in this universe, they
don't utilize certain supernatural skills that they don't have
an affinity for, so this is the best way for them to store their
spellbooks. And unlike the werewolf alchemists, who can have
their spellbooks destroyed by spirit destruction, the Darkfires
aren't vulnerable to that since their spellbooks aren't in their
soul, but in their pocket dimensional storage. However, this
does open up the Darkfire's spellbook to being vulnerable to
those that can cut through dimensions, as a user might destroy
the spell book with a dimension cutter attack if the Darkfire
isn't careful. Just like the alchemists, the Darkfires books
will burn away and vanish when taken enough damage, or someone
uses a destruction spell on the books. Once destroyed, the
spellbook is unusable and the Darkfire must start a new
spellbook and start from scratch as the spellbook won't be able
to be restored or the spells recovered.
- Spellbook Spell Gain Basic Requirements: Balance of the Mind,
Spirit and Body: Spellbooks are not like normal spellbooks, and
Darkfires have to utilize special training to use their
spellbook's spells. There are three aspects to a spellbook,
which are the mind, the spirit, and the body. Each of these
aspects must be at a specific level in order to use a spell, and
an alchemist usually has to train these up in order to gain new
spells. Typically, users have to constantly balance their mind,
spirit and body, and they learn to do this effectively so that
they can learn what they need to unlock new spells. No matter
the Darkfire, they must learn these aspects, with each requiring
specific training in order to utilize. As such, spells are not
as easy to unlock as just powering up one's magic and trying out
random abilities, and often require specific training, or even
specific situations in order to unlock new spells. Even though
Darkfires can unlock spells faster by experimenting with
different combinations of power in the mind, spirit and body,
there's no way for users to know what combination will unlock a
spell, and sometimes a user has to grow in power before they can
gain a spell. Even with heavy training and natural talents, no
affinities will magically make the alchemist able to unlock new
spells at will, as even the most advanced alchemists are at the
mercy of the requirements of their spellbooks to gain new
spells. It is also worth noting that Darkfires can only unlock
spells in specific numerical order, so they couldn't unlock more
powerful spells before unlocking their other spells that come
before it. In every spellbook, there is the first spell, and
then each spell numbered afterward that comes in order. Even if
a user gets the right conditions for a later spell, they will
not unlock the spell until they have the other spells (IE a
sixth spell would only unlock after the 5th, even if the user is
in the right conditions for it after the third spell). As such,
many Darkfires have to train all three aspects, and be ready at
any time to find the right combination of aspects to gain new
spells.
- Spellbook Spell Gain Requirement: State of the Mind: This is
the first aspect of requirements that the Darkfire must meet in
order to unlock new spells in their spellbooks. This first
aspect is the emotional state of the Darkfire, and the state of
their mind. Different spells will have different emotional
states that are required to unlock them, as some might be
activated using strong emotions, some might be activated in
desperation, or some might even require a specific mindset to
unlock. For example, many Darkfires find that the bonds of their
friendships and family connections often lead to stronger spells
and faster spell unlocks, as most Darkfires are about unity
among their family, and friends, and the Darkfires view family
as their strongest bonds. Typically, each spell has a unique
aspect of how it is attained, in which some require specific
mindsets, some require specific emotional states, and some may
even require certain levels of desperation in the mind to unlock
a spell. Usually, the strength of the emotions and of the mind
is the main focus of this aspect, and usually the aspect that is
required to reach this requirement depends on the spell and what
it requires. Users can attain this aspect more easily if they
are able to utilize the right mindsets that their spellbook
requires, as most spellbooks usually are constant on how they
unlock with certain exceptions (normally a spell book only uses
one major aspect in different variations, but some spells may
require a specific emotion or mindset to unlock different from
the normal training). There is no way to know ahead of time
which state of mind or emotions are needed, so Darkfires can
only strengthen their minds and learn to utilize their emotions
properly to more easily reach states that might help the unlock
new spells. Even if a Darkfire were to figure it out, not even
their disciplined mind training can replicate the conditions of
the mind (as some have tried to force the condition of the mind
into the state needed, but unless the state of the mind is
genuine, this requirement cannot be faked with disciplined
mind).
- Spellbook Spell Gain Requirement: Focus of the Spirit: The
second aspect of this is the spiritual aspect, in which a spirit
must focus to a certain aspect to unlock the spell. For this
aspect, the spirit focuses the magic, and the spirit's focus and
power usually determine what this requirement will need to be
met to gain a new spell. Typically, this is a much more easy
thing to predict, as lesser spells often require less power,
while higher level spells must reach a certain point of
spiritual focus before the spell can be obtained. There are
certain aspects to this though, and not just becoming a stronger
magic user or a stronger spirit. Typically, one of the major
aspects is how strong of a magic user or spiritual power user
one is, as higher level spells require more magic power, and the
requirement is so that a user is at the right level to utilize
the spell. The other aspect is if there is a specific spiritual
aspect that is required, like a spell that might require a
certain aspect of one's magic to reach a certain level (like a
lightning user might have to be able to use their magic to
generate lightning at a certain efficiency before they can
unlock certain spells), or a user might have to strengthen
certain spiritual or magic abilities such as a spell may require
stronger connection to the spirits if a spell requires a user to
utilize that connection to the spirits for the spell. Like the
other aspects, this is different for each spell, and requires a
different balance. And like the other aspects, there is no
training or natural affinity that will make this any easier to
figure out, as no Darkfire knows what will unlock their spells
until the spell actually unlocks. The best thing that a Darkfire
can do is continue strengthening their abilities, their alchemic
magic, and the aspects of focusing their alchemies and spiritual
connections that might be necessary for their unique spells
depending on the user and their unique alchemies.
- Spellbook Spell Gain Requirement: Power of the Body: The final
aspect of gaining spells is the power of the body, or the
condition of the body. Usually, the body has to be at a certain
level of strength, but also certain spells may require specific
physical conditions in order to meet the requirements of this
aspect. For example, in order for a wind user to gain a spell
that lets them move extremely fast, their bodies must be able to
handle the speeds they are moving, and the reflexes and thinking
processes have to be able to keep up with the speeds at which
the user is moving. Even the most basic of spells have physical
requirements, as even the basic spells will require some
strength to use. For example, since magic can have some major
recoil especially when it comes to firing off stronger spells,
the body must be able to handle that recoil or else the spell
will damage the user. This aspect mostly comes into play most
when one is gaining physical stat amplification spells, which
are mostly focused on attacking physically. However, some spells
may require a specific physical state be reached before gaining
a spell, such as someone might have to take damage from a
specific ability to unlock a certain defense spell, or a user
might have to have been hurt under specific conditions to unlock
certain spells that are used in desperation moments. Typically,
those that want to reach this requirement needs to train their
bodies, in which strengthening their physical bodies over time
can usually reach the physical requirements at some point.
However, as with the other aspects, no amount of training or
natural talent, or even combat intuitions can be used to know
how to unlock this requirements as they are just as much of a
mystery as the other aspects. Users typically just have to keep
training until they reach the right aspects required to unlock
the spells, with this being focused on the body's physical
stats.
- Darkwolf Holy Silver Lightning Alchemy: This alchemy is a
special alchemy art that was used by Kina Darkwolf, who had a
powerful lightning alchemy that Omega created a variation of
using his own alchemy and holy power. After Kindron trained with
Kina Darkwolf, Kindron developed special ways to use this
alchemy, which he learned to utilize this alchemy in battle
against opponents. This alchemy uses Kindron's alchemic power to
change the air around him, in combination with his gloves which
are able to generate static electricity when rubbed together
using a special cotton cloth that is designed specifically to
easily generate static electricity and his gloves are infused
with holy runes infused into his alchemy circles on the back of
the glove. When used, the static electricity generated by the
glove grows as it reacts with the air that Kindron changes using
alchemy, and then creates a stream of electricity along the air
molecules that Kindron has created static in to generate more
static when hitting his electrical static from his gloves.
Usually, Kindron will simple snap his fingers or clap his hands
together, and then it appears to generate a powerful lightning
bolt of silver lightning from his snap. When used, this
lightning is very strong, and works like a stream of lightning
on opponents. This works just like his holy lightning power,
except that Kindron generates it using very little of his own
energy with exception of the runes in his glove and the alchemy
used to change the air around him to conduct his electricity
generated by his gloves. This can direct the lightning in almost
any way Kindron wants, as long as he can generate static
electricity, making it where Kindron is able to use the air to
make his electrical currents as accurate as possible and
determine where his bolts strike. The major weakness of this
power though is if the gloves get wet, or for some reason he
cannot generate static on the initial spark, which will cause
the lightning to not be generated. Another way to interrupt this
power is to disrupt the air current changed by Kindron's
alchemy, which will defuse the power and make it inaccurate if
it is does work, which many times it will not (though the times
it does will literally explode, so one should be careful of the
fact that the attack could still explode without Kindron being
able to control it). This can also still be dodged like other
lightning abilities. For Omega, he doesn't use this quite as
easily since he rarely rares the gloves for this, but can
generate lightning using alchemy using this in combination with
his elemental combat chips.
- Holy Lightning Alchemy Sub-Style: Electrical Molecular
Deconstruction: This is a unique aspect of Kindron's lightning
alchemy that he can use with his lightning abilities. Using this
power, he is able to change the charge of molecules, and
literally force the molecules to tear apart their bonds. This
essentially allows Kindron to disassemble matter using his
electrical power, in which his lightning is able to effectively
return matter to it's individual molecules using his lightning.
This essentially becomes a deconstruction technique, where
Kindron is able to use his lightning like destruction alchemy,
which is normally a forbidden art among alchemists. This
technique is a more perfected version of his mother's attempt to
use this aspect, which he finished himself. This is able to
disassemble almost any kind of matter, allowing Kindron to
destroy almost any substance that is made of molecules
(including stronger materials like vibranium or adamantium), as
this affects molecules themselves rather than knowing what the
object is made of. As such, this is a very dangerous technique
that is designed to destroy almost any object affected by this
alchemy. However, this requires a constant stream of electricity
to use, and the effect must be maintained in order to completely
destroy matter. Insulators like wood and rubber also have high
resistance to this, as it takes far longer to destroy insulators
compared to conductors. Since this requires a constant stream of
electricity, the amount of destruction this can do depends on
how long the lightning is affecting someone, and usually, this
is best done through physical touch where Kindron can run
electricity through someone. However, if an opponent can get
away from the lightning, they can usually avoid this before it
does too much damage, as this requires a lot of effort to
completely destroy something. Unlike true deconstruction
alchemy, this is able to be used without knowing what the object
is, but takes far longer to deconstruct as it uses the lightning
on the molecules and once done, the energy is used up and
requires more lightning to move on to the other molecules (which
is why this requires a constant stream of lightning). If an
opponent is grabbed and gets away within a combat round, the
worst that happens is that they might lose part of the part of
the body grabbed (such as grabbing one's wrist and using this
could deconstruct the wrist where Kindron grabs the opponent),
though constant contact for a long period of time means more can
be destroyed if Kindron can maintain the lightning.
- Darkfire Holy White Flame Alchemy: This alchemy is a variation
of Kindron's holy lightning alchemy, except that he uses it to
create explosions of flames instead of lightning. This alchemy
works in much the same way, where Kindron is able to use his
gloves unique design with alchemy symbols and runes, alongside
his alchemy to change the air around him. Unlike the lightning
alchemy though, Kindron changes the air not to generate static,
but instead to be explosive using the moisture in the air. By
manipulating the oxygen and hydrogen using alchemy, he is able
to concentrate hydrogen into an area, and then use the same
sparks from his glove as an ignition source, which then causes
the air around him to explode with holy flames. This more or
less appears the same way as his lightning alchemy, in which
Kindron snaps his fingers and he is able to create fireballs and
explosions instead of streams of lightning. Like his holy flames
power, this uses very little energy from Kindron himself,
allowing him to not only use this flame for attacking, but can
absorb the flames generated to gain power back using his
Darkfire training to reabsorb his element. This can create
explosions based on how Kindron moves the air around, allowing
him to create explosions wherever he wants at the snap of his
fingers. This art was based on the dragon snap technique, but
also modified to use Kindron's own variation of his mother's
lightning alchemy. Of course, just like his lightning alchemy,
the weaknesses are very similar to his lightning alchemy. The
first is that one can interrupt his ability to use his gloves to
generate a spark using electricity if they prevent his glove
from being able to generate the spark in which the easiest way
to do this is to use water to wet the glove so it can't generate
electricity or a spark. The other way is to disrupt the air flow
that is changed by Kindron's alchemy, thus removing Kindron's
accuracy if the attack works, and preventing the attack if the
attack doesn't explode.
- Holy Flame Alchemy Substyle: Melting Point: This is a substyle
of Kindron's holy flame alchemy, where Kindron uses his flames
to melt objects. By manipulating the temperature of his flames,
he can find the melting points of most materials by using the
flames he generates which are much hotter than normal flames.
Because everything has a melting point, Kindron can use this on
almost anything, and developed this as another type of
destructive alchemy that disassembles matter by melting it
rather than destroying it. Kindron needs only to use his flames
at the right temperature and apply the heat to the object he's
trying to melt, which can melt with enough exposure to
temperature's beyond it's melting point, and using his flames to
raise the temperature of an area to a level that will melt an
object. Typically, this works best through physical touch, where
Kindron applies his burning touch to object and melts it with
extreme heat. Typically, this power is designed purely for
destroying object through melting them, This doesn't destroy
matter, but instead just melts it. Opponents can avoid this with
ice abilities, or using abilities that counter high temperatures
(as some people can use certain energies in place of ice or
temperature reducing abilities). Typically, this follows the
same rules as his lightning destruction, as this requires a
constant use of power and requires using this for a certain
amount of time to affect more matter. Typically, the area the
flames are applied are affected the most, with the effect
spreading among the object the longer the flames are applied. If
an opponent can react fast enough and avoid the flames, they can
avoid the effects of this alchemy. Depending on how well the
opponent reacts and gets away determines how much damage one is
done if they are caught in this alchemy. Of course, avoiding the
attacks entirely means one won't be affected by this (as an
object or person has to be in contact with the power to be
affected). Those immune to flames and heat also won't be
affected by this alchemy power, as this power uses flames and
heat to utilize it's melting point destruction.
- Mixed Lightning/Flame Alchemy Style: Holy Exploding Lightning:
This is a variation alchemy that Kindron learned to utilize by
combining aspects of his lightning and flame alchemy. By
vibrating the ions in the electrical energy, Kindron is able to
create an unstable state in the molecules in which the lightning
can become highly explosive. This appears to be normal lightning
on the surface; however, when it's fired, the unstable molecules
create an explosion due to the impact, and are able to create
explosions when the lightning strikes an object. Essentially,
when this lightning strikes an opponent, the point of impact
explodes, doing even more damage. This is designed to combine
both of Kindron's alchemy types together into one alchemy, and
designed to be able to attack in two stages. This lightning and
flame style alchemy is a great way of attacking opponents, as
even if the lightning doesn't hit, the explosion can still hurt
opponents if they are near the point of impact of the lightning
when the lightning does hit something. This can be used fairly
easily, in which Kindron needs only vibrate the electrical ions
into an unstable state, but not unstable enough that they
explode right away. Instead, the ions lose their stability when
impacted with an object and then the ions explode. Dodging this
is just like dodging any flame or lightning power, as it can be
dodged if the opponent can move far enough away that the
explosion doesn't hit them. It can also be blocked as long as
the opponent can compensate for the attack power of both of the
attacks. Users that can negate the static charge of the
electricity can also dispel this attack completely so that the
explosion never even happens if they use something like wind
manipulation to remove the vibration of the ions in the
lightning. Opponents can use things like energy defense to
defend against this (again as long as they can account for the
power of both lightning and flame). Typically, water and ice
abilities are also good to use against this alchemy as well.
- Unique Spellbook: Silver Book of Lightning: Kindron's silver
book is his unique spellbook, which utilizes holy silver
lightning. This uses holy silver lightning for his spells, in
which he is able to generate different lightning spells using
his spellbook. Most of Kindron's lightning spells rely on his
lightning, with a few relying on magnetic properties of his
lightning as well. These spells are mostly simple spells, but
Kindron is often able to use them creatively depending on the
situation. For example, his most simple attack, Zaker, can be
used to fire a simple lightning blast, but when used properly,
he is able to utilize the properties of the spell to do
different things. For example, if Kindron fires the blast at a
metal object someone is in contact with, the lightning will pass
through the metal and conduct through to the person Kindron is
attacking. All of Kindron's attacks are lightning based, and
require this lightning power to use. Typically, the spells power
is generated from Kindron's alchemy, not from his holy lightning
alchemy, so this means that his spells use more power to
generate their attacks, but they are stronger as a result, and
more concentrated with magic power thanks to their natures as
spells. All of Kindron's spells are lightning or magnetic based,
so using anything that counters that is usually one's best
option. The best option is usually using water, since water can
short out electricity attacks unless Kindron is creative in how
he uses his power. And unlike his holy lightning and holy flame
alchemy, the spells are not simple elemental power like his
alchemy elements, as they are used with magic power. This makes
them much more powerful, but makes them weak to the same
weaknesses as any magic. Those with magic resistance/negation
are able to resist these attacks, or even counter them if they
have specific counters for magic (like anti-magic being the main
magic counter). Thankfully, Kindron's turn to Omega didn't
change this for him, so he still uses this spellbook.
Lightning Spellbook Spells:
- First Spell: Zaker: This spell is a fairly simple lightning
blast that is fired from the user's hand when the spell is cast.
The blast is a standard lightning blast is dependent on how much
energy is put into the spell with the default being a smaller
lightning blast. This spell is fired with extreme speed, being
able to move at the speed of lightning which moves at about 1100
feet per second. This blast explodes in impact with kinetic
force, but also explodes with the lightning being able to
electrocute enemies and being able to electrocute objects that
are conductors thanks to the lightning that makes up the blast.
This is an attack spell, which is designed to be fired at an
opponents or objects depending on where the user aims the
attack. This can, of course, be used creatively in battles,
where the spells can be used to be concentrated through
conductive objects, such as using the conductivity of lightning
to electrocute someone through a conductive object. For example,
this could be used on a metal surface to electrocute someone who
is in contact with the metal surface even if they are not hit by
the attack directly (due to metal surfaces being conductors and
being able to conduct electricty). Typically, this depends on
the knowledge of the user determines how useful this can be and
the ways it can be used (there are creative methods that can
this can be used for depending on a user's knowledge of
electrical conduction and the flow of electricity). This is the
basic spell of the lightning book, designed to be able to be
used as the main attack spell. This spell uses less energy than
a typical lightning blast, allowing it to be used more often but
it's not as powerful as many of the stronger lightning spells.
This spell is fairly simple, so there's not too much
complexities to it as it's just a simple blast of lightning, and
often requires the user to use it more strategically and uses
it's conductive properties to one's advantage. Since this is a
simple spell though, it can be dodged fairly easily if one just
moves out of the way of it, or someone can use conductive
objects to their advantage to block the attack as well.
- Second Spell: Rashield: This spell is a basic shield spell
which creates a large wall made of lightning to block an attack.
This shield is designed to not only block attacks, but also to
turn attacks back on the opponent. When used, the spell can be
used to grab projectile attacks, to which the shield then
charges the projectile with lightning, and fires it back at the
opponent. As one might imagine, this is meant to be able to turn
attacks back on opponents, as this attack can catch many forms
of attacks. Typically, this is designed to catch projectile
attacks, charging any attacks that hit it with lightning and
reversing the force they hit the shield with to reflect them at
the same velocity back at the opponent. If catching a physical
attack, this can electrocute and then blast someone away in the
same manner as projectiles, making it great for defense in front
of the user. Should the shield not be strong enough, the user
can strengthen this shield though with another lightning spell
(typically zaker, teozaker or zagurzem), and can blast certain
spells from the shield when the user wants to, with the spell
being a bit more able to attack than other versions of this
spell. Opponents can dodge this if they know what's coming, as
this is mostly just a shield that pops up in front of the user
of the spell. This spell also cannot be used to cover every
angle of attack, since, as mentioned, it is only a frontal
shield defense, and not a barrier. This means that opponents
attacking from other than the front can easily get around this
shield, even if they cannot break the shield. Another way is to
break the shield by overpowering it, as those with enough power
can overpower the shield and break it completely.
- Third Spell: Jikerdor: This spell creates a sphere which
magnetizes the opponent and causes them to be attracted to any
metal or magnetic object while it's an effect. Once this hits an
opponent, they essentially become magnetic once this sphere is
absorbed, which is done once the opponent is touched by the
spell. Once one is affected by this, they will find anything
magnetic will be attracted to them with incredible force,
turning the person into a high powered magnet. This means that
anything magnetic will be affected, and this can even disable
someone if they are near large metal structures that cannot be
moved, such as an affected opponent could be affected and then
get stuck to a large metal structure like a tower. The magnetic
force of this affects anything magnetic, with it working best on
metallic objects for their magnetic conductivity. This can be
used on opponents or on objects, depending on how creative the
user is with this spell. This spell can even be used to make
other spells be attracted to the person affected, making other
spells harder to dodge while this is in effect. This spell does
no physical damage, as its only real purpose is to incapacitate
opponents or disarm opponents using metal weapons. This spell
also only lasts for up to 3 combat rounds, and can only be
useful in areas with things that are magnetic or an area with
something large and magnetic to be attracted to (IE it wouldn't
be useful at all in a forest with no metal). And to be affected
by this spell, the spell must touch the opponent, and only then
will the effect be applied to the opponent. If the user is able
to dodge it, they won't be affected by this spell at all, as the
spell requires contact in order to be absorbed by the opponent.
- Fourth Spell: Baou Zakerga: This spell channels powerful
emotions (usually anger or hatred) to create and amplify a
powerful lightning dragon which is designed to engulf opponents.
This lightning dragon is made up of highly condensed lightning
energy, which literally tears apart cells that are engulfed in
the lightning dragon to the point that anything inside is almost
completely incinerated if caught in it. This dragon is extremely
powerful, and is one of the most powerful lightning spells in
the lightning spellbook. This dragon can move according to the
user's will, in which it can be used like an elemental familiar
in how it operates. The power of this spell depends on the
emotional state of the user, and the stronger the emotions, the
stronger this spell is. This spell can also be amplified with
other spells, specifically the zigurzem spell, which can empower
the dragon if the spell is used enough times to make the dragon
take on an enhanced lightning form if enough of the zigurzem
spells are chained together. This is a very strong spell, one
which is nearly impossible to block due to it's raw power.
However, it can be dodged, which is usually advisable. This is
also a one shot spell, as a user cannot use this more than
twice, as even after the first use of this, a user will be
completely emotionally drained that most cannot use their spells
anymore after this is cast. While this is the most powerful
spell, it is a very draining spell and depending on how it's
used, it can leave the user weak and vulnerable if this attack
misses. This spell can also only be activated with strong
emotions, so if a user isn't feeling strong emotions, the power
of the lightning dragon will be weaker than it should be.
- Fifth Spell: Zakerga: This spell is similar to the first
spell, in which this fires a blast of lightning. However, unlike
the first spell, this fires a powerful lightning beam rather
than a blast of lightning. This beam is a concentrated lightning
attack which is designed to pierce through defenses. This is a
mid-level spell that doesn't cost much more power than the first
spell, and is a good attack spell to use. However, the main draw
to this is it's piercing ability, which can pierce energy
defenses (as long as this attack can overpower the defense), and
it can pierce other defenses like armors and defensive walls.
This spell is fired fast enough to be able to pierce through
almost any defense, unless the defense can absorb the force of
the attack and the lightning. When struck, not only does this
pierce defenses, but this can also electrocute opponents when
piercing their defenses. Usually, the size of the beam of
lightning is set at a certain size, though one can concentrate a
smaller and faster beam for more piercing power, but this does
reduce the damage. Typically, countering this is as simple as
just dodging the attack. Since this is an attack designed to
pierce defenses, usually defending isn't a good idea unless one
is certain they can handle the piercing power and the lightning.
Water users can dispel this attack if they use water attacks
properly, as water can short out electrical attacks. While this
doesn't cost too much power to use normally, it does still
require a little more power than the first spell, so one should
keep that in mind. One can keep this spell going, but at the
cost of more power.
- Sixth Spell: Rauzaruk: This spell enhances the user's aura
with a lightning strike from above, in which the user becomes
clouded in a rainbow-like aura that enhances all their natural
stats immensely using lightning amplification. This temporarily
enhances the user's physical stats while in affect, allowing
them to fight tougher opponents and increases strength, speed,
stamina, durability and defense immensely. This can amplify the
user to the point that they can move with enough speed to
disappear, and grant them immense strength that surpasses some
supernatural enhanced strengths depending on the user's original
physical stats. This spell is somewhat similar in nature to
things like ki amplification, aura amplification and other
energy amplifications, but instead uses lightning amplification
to empower the user. This spell is always visible by the aura,
so opponents can usually identify it, and it can be countered
with similar energy amplifications if an opponent has to face
this spell in combat. While in effect, no other spells can be
used, which means that the user can't combine this with other
spells to amp this spell, or attack using long distance attacks.
The only exception is using a Zagurzem spell above them before
the spell and have the lightning strike amplify the user
further, which can be a bit dangerous to the user due to higher
amplifications being able to do damage to the body. When in
effect, the only power that can be used are martial arts or
combat based skills, as all supernatural skills are not usable
while using this spell, and a user can't really combine any
other powers with this ability unless they are physical
combat-based abilities. The amplification is also dependent on
the user's physical stats, and only amplifies the stats to a
certain degree. Stronger stats mean the user will have a harder
time adapting to the spell due to having much stronger stats
after the amplification, but lesser physical stats mean the user
won't amplify their stats as much as those with stronger stats.
- Seventh Spell: Zagurzem: This spell is also known as the
amplification spell. This spell can be used a few different
ways, depending on the situation. The first is using it on
someone, which is absorbed into them like with the Jikerdor
spell. If used properly and it hits the opponent, the opponent
will absorb the spell and glow while in effect, though they take
no damage from the spell on its own. This makes it so when the
user's next lightning power hits, the damage done is increased
depending on how many zagurzem spells have been used, as this
spell can be stacked on multiple uses. The second is using
zagurzem spells around the area to essentially chain lightning
attacks, amping them for every zagurzem spell used in a chain
attack that usually ends with trying to hit the opponent. This
spell can also be used to amplify the rashield spell, where the
user is able to amp the shield by using this amplification spell
to handle stronger attacks, even being able to stack
amplifications if the shield spell needs further boosting. This
spell can be stacked as long as the user can keep hitting with
the spells until a lightning power or spell other than Zagurzem
hits the opponent. However, the danger with this is that the
user essentially has to hit an opponent multiple times with this
attack for it to be effective if trying to stack it, and then
hit the opponent with the spell they want amplified on the parts
of the body amplified by the zagurzem spell. And if the opponent
is not hit in 5 combat turns, this spell deactivates unless
another zagurzem hits them in that time, as the spell will
eventually lose it's power and fade away.
- Eighth Spell: Maazu Jikerdor: This creates a large sphere of
lightning which is designed to engulf the opponent, and pull
them into the sphere of electromagnetic energy. This spell is
designed to be an enhanced version of the jikerdor spell, where
instead of turning the user into a magnet, they are drawn into a
much larger sphere and trapped inside by the electromagnetic
energies of the sphere. When fired, any opponents, as well as
anything magnetic are drawn into the sphere, and unlike the
jikerdor spell, this spell electrocutes an opponent if they are
drawn into it, with it being able to electrocute anything in the
sphere. This spell is designed to incapacitate as well as attack
opponents, unlike the jikerdor spell that could only stop an
opponent temporarily, and the larger sphere means more can be
affected, such as drawing in groups of opponents rather than
only effecting one opponent. This spell can also use magnetic
items drawn in to electrocute opponents nearby, since the items
are electrocuted by the sphere and can electrocute someone if
they are close to the object even if they aren't in range of the
sphere itself. The best defense for this is to get away from the
sphere before or after it is fired, and try to use some sort of
power to resist it's pull, though users can also avoid this just
by avoiding getting near the sphere. While this move isn't
blockable, since those that try to block it directly will be
drawn into it, users can use certain skills to try and lessen
the effects, like using energy defense when drawn into the
sphere or using certain elemental defenses if the opponent has
access to them. Those protected from magnetic effects will also
find they are immune to this as well, or those immune to
lightning effects.
- Ninth Spell: Teozaker: This spell is a highly amplified
version of the first spell, zaker, which fires a blast of
lightning. However, instead of a simple blast of lightning, this
fires a stream of lightning, which can still electrocute anyone
that the lightning hits. This enhanced spell is designed to be a
much stronger version of the zaker spell, and works much the
same way, in which one simply uses their hand to aim it and then
fires it from their hand. When used, the spell can be fired
constantly for a certain length of time, and is able to affect
more than the zaker spell. This spell can be used a variety of
ways, such as electrocuting an opponent through touch, or firing
at a group by moving the hand to change the direction the stream
is fired an area to use the stream of lightning to hit multiple
targets. This spell is a mid-level spell, one that uses the same
amount of power as the zakerga spell, and is useful as a main
attack spell due to it being a higher level version of the
normal zaker spell. Just like with zaker, users can make use of
the lightning properties, such as using this lightning on
conduits to attack people in contact with the conduit, or using
it to counter other energy attacks like energy beams. Just like
any other lightning attack, this spell can be dodged or blocked
if one accounts for the increased power, and users can also use
insulators to block the lightning if they know how the spell
works. Users wanting to dodge this can do so as long as they say
away from where the hand is focusing the lightning, as the
user's hand always has to face where they are firing the attack
since the hand aims the attack. Also, while this can be used
longer and fire more lightning, it uses more power the longer
and more the spell is used, and while it may be a good primary
attack, it does use more power, so users may not want to make
this a primary attack spell against weaker opponents. This spell
can also be countered by anything that counters lightning, and
can be countered by energy defenses and walls to a degree as
well.
- Tenth Spell: Ekuseresu Zakerga: This forms a mass of
electricity into a bow and arrow, similar to that of a Quincy
bow, except that it is made of lightning instead of spirit
energy (though it can be used to counter spirit energy and other
energy types). This lightning bow allows the user to fire
lightning energy as arrows at opponents from the lightning bow,
in which the arrows can be used to damage opponents and
electrocute them on impact. The lightning arrows can be small
and compact for more speed and piercing power, or larger for
more impact force. This bow can be used to fire multiple arrows
depending on what the user wants to do and can fire multiple
arrows at once when required to when used by advanced bow users.
This spell can last as long as the user needs to since the bow
doesn't need energy to maintain itself, but in order to make
more arrows, the user has to have enough energy to do so, as
creating more arrows requires more energy. This spell can also
fire some lesser spells like zaker or zakerga in the form of
arrows at opponents as well if the user says the spell while
using this spell. Opponents can still dodge these or block them
with strong enough shields if they know how the spell works and
can block the arrows with a strong enough defense, though
piercing arrows using zakerga or smaller piercing arrows should
have a strong enough defense to account for the piercing power.
Of course, one can also dodge these attacks if they can't block
them, and those immune to lightning will also be immune to this
spell.
- Eleventh Spell: Jauro Zakerga: This spell is a spell that
shoots a ring of lightning which stops after being fired and
fires toward it's target releases a number of smaller teozaker
spells from the ring at the opponent. The teozaker spells are
then fired at the opponent from the ring, which all home in and
try to the opponent from the sides and above and below. This
version fires a constant stream of lightning from the ring using
the teozaker spell. The ring can also electrocute opponents if
they touch it, and use the power of lightning to electrocute
opponents. This spell is a very powerful mid level spell, and is
a spell that is very hard to dodge since it fires 5 teozaker
attacks that hit from multiple directions. This spell is
designed to be a mid-level spell, but many often mistake it for
a top level spell due to how strong the teozaker spells are
(being stronger than the normal teozaker spells). This spell is
is hard to dodge, but fast enough opponents can still dodge it
if they can move fast enough to avoid the lightning homing in on
them. Usually, the safest place is behind the user, since the
homing attacks will have to get around the user to hit the
opponent. These teozaker spells fired can also be blocked by
anything that can block lightning attacks, and can be defended
the same way as the teozaker spell if one has ways to defend
against it. The teozakers do home on the opponent, but if dodged
enough, they will eventually stop homing on opponents once the
teozaker spells run out of energy. Dispelling the ring will also
dispel the teozaker attacks if one can dispel the ring of
lightning that generates this attack (usually using something
like water to short out the lightning that makes up the ring of
the attack).
- Twelfth Spell: Bargido Zakerga: This spell shoots a more
powerful lightning strike attack from above the opponent, in
which a spell circle appears above an opponent and fires a
lightning strike down on the opponent it's targeted to. This
works somewhat similarly to Teozaker, except it is created and
strikes an opponent from above rather than being fired from the
user, as well as being a much larger attack with far more energy
in it than other lightning blast spells. This spell is meant to
emulate a bolt of lightning hitting down from the sky, except
that this doesn't need a storm in order to blast from above, as
it instead uses a magic glyph that appears in the sky to draw
static from the air and create the lightning attack. The
lightning spell also hits with immense speed, as lightning can
strike faster than the speed of sound, and makes this attack
hard to dodge. This is meant to be a high level lightning spell,
which can be used to attack opponents with immense power and
speed. This spell is dodgable if one knows the attack is coming,
or blocked by those that can block the power of the lightning
strike. If one is hit by this, one can use energy defenses to
lessen the damage (as this spell usually overwhelms energy
defenses), or one can ground oneself by giving the lightning
another conduit. One can also avoid this like normal lightning,
such as using an object above them to absorb the lightning
strike, as this is usually targeted toward the person, but a
person can use something between them and the lightning strike
to absorb the lightning strike if one knows the attack is
coming. And of course, those immune to lightning won't be
affected by this spell. While a user can keep this spell going
longer by putting more power into the spell, the length of time
this spell is active determines how much power is used, with
longer casting meaning more power spent on the attack, so this
attack should not be overused.
- Thirteenth Spell: Barudo Forusu: This spell is a very powerful
spell which is similar to Baou Zakerga except that the spell
takes a different form and the attack is currently Kindron's
most powerful spell that he possesses. However, instead of
running on his emotional power, this spell operates purely on
physical and supernatural power without requiring strong
emotions. This spell creates a large lightning phoenix by
generating static in the air and from the user's magical power,
which is released on opponents similar to Baou Zakerga. This
spell can also be amplified by Zagurzem, but doesn't change if
it absorbs multiple spells even though it does grow stronger, as
the spell doesn't have a hidden transformation ability. This
spell explodes in a burst of electrical energy when it hits it's
target, and is designed to try and electrocute people caught in
it until they are essentially vaporized by the lightning that
tears apart cells forcefully by changing all of their molecules
charges till they're the same charge and push each other away.
This spell also has another aspect, in which it gets stronger
with the more people who are empowering or supporting the
caster, as this spell gains power from allies of the caster, in
which the power of the spell depends on how many people call out
the spell (as the caster has to have the people call out the
spell name with the caster for the amplification effect. This
spell is currently the strongest spell the lightning books have
besides a certain other unknown spell, with it being very useful
in combat, but also a high energy costing spell that can only be
used a few times due to how much power is consumed. This spell
is extremely taxing and will also physically wear down the user,
meaning that if this doesn't hit an opponent, then the user will
leave themselves at a disadvantage with low energy and being
worn out. Opponents best hope to avoid this is to dodge the
attack, which can be done as the phoenix may be fast, but it
isn't an instant attack. While the phoenix does move at the
speed of lightning, it is dodged if the opponent can move away
before the attack fully forms (which only takes a few moments,
so opponents have to move fast), such as teleporting to a safe
distance or finding something to block the attack (which is hard
to do considering how large and powerful the attack is, and the
fact that it can track opponents to a certain degree.
Darkfire Familiar Magic Arts:
- Dark Magic Art: Familiar Magic: In order to face certain
supernatural threats, the Darkfires of the Dark Magician faction
developed certain familiar arts using dark magic that were free
for the Darkfires to utilize. This type of magic was designed to
be used by all the Darkfires, in which they are able to utilize
this freely without any negative effects (though the Darkfires
should still practice caution when using this as it does use
dark magic to create and enslave familiars whether willingly or
forcefully depending on the familiar). There are a number of
familiar arts that the Dark Magician faction has worked on, and
there are a number of options for familiar arts that the Dark
Magicians have perfected over the years. These arts utilize
familiars in different ways, and utilizing different abilities.
The first is soul magic that the Dark Magicians developed that
bonds souls to demonic or holy armors, enslaving souls and then
using them in combination with familiars to create armor
familiars. There is also the creation of elemental chimeras,
where the Dark Magicians created elemental familiars using the
fusion of elemental magic and animals to create new creatures
with elemental power that are bonded to the Darkfire. The next
are the blood familiars, where the Dark magicians based these on
certain dark magic abilities designed to fight the Hazeldine
blood arts (But the Dark Magicians used familiar magic in
addition to blood manipulation). While this was created by dark
magic, any Darkfire can learn this as one of their learned
skill-sets, though the Darkfires are forbidden from doing
certain things with familiars, such as enslaving living people
as familiars, or only using certain souls for certain soul based
familiars. The Darkfires are careful about how this is used, and
they only really allow it to be used against souls that they few
as being evil, as they will use this for certain reasons. For
example, souls they few as evil and deserving of punishment they
will take and fuse to create familiars, with the most famous
soul familiars were Hei Darkfire's Fume Knight and Veldstat
familiars. As one might imagine, these familiars are usually
spiritual in nature, and can be battled the same way. Each set
of familiars does have weaknesses that can be exploited.
Normally, Omega wouldn't use this since it's dark magic based,
but Omega learned this to create his own familiar art using tech
familiars.
- Darkfire Dark Magic Familiar Summoning/Bond: No matter the
familiar, the Darkfires are able to use dark magic to summon the
familiars, usually by different methods. Depending on the type
of familiar, Darkfires have different summoning spells for their
familiars, usually through use of either using their blood as a
catalyst, or using special summoning circles. This allows a
Darkfire to summon any familiar that they've created, in which
some Darkfires even have unique summoning abilities. For
example, when Hei Darkfire was alive, he would use his ultimate
genjutsu skill in order to summon his familiars by manifesting
them using solid illusions. This type of power is required to
summon any familiar, and the Darkfires have to use this to
summon familiars. Not only do the Darkfires have the ability to
summon, but they are also bonded to all their familiars on a
spiritual level in order for the Darkfire to create and control
these familiars. Through this connection, not only can the
Darkfire control and command the familiars, but the Darkfire is
able to share their senses with a familiar in which the Darkfire
can perceive everything the familiar does. Depending on the
familiar, some may require specific conditions to summon, such
as some elemental chimeras have to be summoned through elemental
manifestation. Most familiars can even be summoned more than
once, in which Darkfires can actually summon one familiar
multiple times to summon multiples of the same familiar (though
multiple summons of the same familiar weakens the familiar in
combat). For the most part, this is a basic power of familiars,
and is a necessary one for all Darkfires with the familiar
training to utilize, and each Darkfire must learn the
requirements for summoning their familiars in order to summon
them. Without this summoning, familiars wouldn't be able to be
summoned. Of course, as this is a necessary part of summoning
familiars, opponents may be able to interrupt certain summonings
if they know how these work. For example, if a Darkfire is using
an incantation, interrupting it may prevent the familiar
summoning. Or if a Darkfire uses a spell circle, destroying the
spell circle before the familiar is summoned could also
interrupt the summon. Of course, all familiars still have their
weaknesses, and even if summoned, opponents can still overcome
familiars if they know what the familiar can do and can avoid
the familiars attacks. Darkfires can summon multiple copies of
one familiar, but the more that are summoned, the weaker the
familiars become.
- Unique Familiar Magic: Tech Familiars: This was designed by
Omega to be a unique familiar magic that he uses. By bonding
with his tech creations, Omega was able to create a special tech
familiar skill. In this familiar magic, Omega is able to create
those he wants to use as tech familiars, and then bond with them
in a similar manner to other dark magic familiars. By doing
this, he is able to summon and desummon them just like
familiars. Each tech familiar Omega creates tends to be
different, and depending on the familiar, each may have unique
skills. The technology not only connects to Omega due to his
familiar magic, but also links up with his cybernetics, allowing
him to control and even process what his tech familiars
percieve. In addition, Omega can also read his tech familiars
information and data. When used, the familiars are summoned and
then used like normal familiars, where they are manifested and
then can help in whatever manner Omega wants them to. In battle,
Omega can have them attack enemies, as well as he can have them
analyze enemies as well. Depending on the familiar, each
familiar will often have its own abilities and skillsets. These
tech familiars operate according to Omega's will, and are
controlled by him directly. If destroyed, the familiars are just
desummoned, and then can be resummoned again in their normal
condition, which makes this a very useful method for using tech
familiars that don't have to be repaired constantly. This saves
Omega a lot of work, as Omega only has to work on familiars when
he wants to give them upgrades (to which he has to rebond his
familiar magic to them so they don't revert back to their
original state after the upgrade). For the most part, each tech
familiar may be different, so categorizing them all is
impossible, though Omega does typically have a lot of combat
specific tech familiars, in which he has those with elemental
abilities, strong defensive abilities, or even some that are
designed for specific types of enemies (Such as he has a metal
draconium dragon familiar with dragon hunter power that is
designed to fight dragons). Of course, these familiars can all
be countered, as each familiar will often have weaknesses (such
as more offensive familiars may not have as strong a defense).
- Darkfire Dark Magic Art: Demon/Holy Armor Familiars: Using an
art developed by the Dark Magicians faction of the Darkfire
family to punish the souls of their enemies in servitude, this
technique lets a Darkfire take a soul and bond it to a demon
armor or holy armor which they then bond as a familiar. There
are two major aspects to this power, the first is soul bonding
and the second is Demon/Holy armor abilities. This particular
skill is used to create familiars out of souls using dark soul
magic. While most Darkfires feel it's barbaric to take souls and
use them like soul eaters do, many Darkfires who use this art
see this not only as a way to fight their enemies, but also to
punish those they see as evil. Instead of taking souls for
personal gain though, the Darkfire bonds a soul to a demon armor
or holy armor in order to create a unique kind of familiar that
the Darkfire family created using dark magic arts. These armors
are bonded to souls which are controlled by the Darkfire's dark
magic abilities using spirit energy to bond the armor to the
Darkfire. The Darkfire controls the familiar, and can even share
their senses with the familiar. The armors gain unique abilities
based on the soul that is put into it, where the armors
abilities depend on the soul that is placed in it. That is why
there are demon armor and holy armor variations of this skill,
as some souls are better suited for demon armors while some are
better suited for holy armors. When fused, the new armor
familiar will have all the abilities the soul had in life, and
will gain the abilities of the demon and holy armors that might
grant new abilities based on the armor. In addition, each
demonic and holy armor each come with unique weapons, which are
different for each holy armor (usually). Among the more well
known familiars are the initial familiars that the Darkfires
created: The Pursuers and the Paladins. Some Darkfires don't use
the full art, but instead create Pursuers and Paladins since
they are the only Darkfire familiars that don't require soul
bindings (as they are created by fusing some of the Darkfire's
spirit energy to the familiar rather than fusing a soul). Each
familiar is unique depending on the demon or holy armor used,
and the soul bonded. This means that each one may have unique
weaknesses, but usually demon armors are best countered with
holy power and holy armors best countered with unholy power. The
familiars can also be forcibly desummoned if the soul seal that
is on every armor familiar is destroyed (as without it, the
armor and soul are out of sync and must desummon). It is also
possible to destroy the souls in these armors with spirit
destruction techniques.
- Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
Control: The first step to the Darkfire familiar art of using
demon or holy armor familiars is that the Darkfire must first
choose either a demon armor or a holy armor to bond a soul to.
When they have chosen one, they then fuse some of their spirit
energy to it, creating a special bond with the armor that allows
the Darkfire to control the armor. This is the source of the
demon or holy power of the demon/holy armors, where depending on
the type, the armor will have all the basic abilities of the
demon/holy armor. For example, demon armors basic power utilizes
demonic energy that powers all of their abilities, and holy
armors utilize holy power as their basic power that powers their
abilities. The armors don't utilize bodily energy, but instead
have energy that flows through their armors that utilizes
connections to demonic or angelic forces depending on the armor.
Both armors have their own sets of abilities depending on the
armor, which both sets of armors usually mirror each other in
abilities with exception that their powers are opposites (one is
demonic and the other is holy in nature). In addition, each
armor familiar also has a unique weapon that is granted to it
after the bonding of a soul (to which the armor then gets a
unique weapon usually related to the power of the soul). These
armors are the basis of the art, and not only possess the
abilities of the demon/holy armors, but also possess their
passive abilities, like them being able to reassemble themselves
using demonic or angelic telekinesis, or even them being
conductors of lightning that can store electrical energy in
their armor to use against enemies. Of course, this is only the
first step, and these armors still have to be bonded to a soul
in order to be used in combat, unless the Darkfires create
specific types of familiars that aren't designed to have a soul
in them (specifically, this is how the Pursuers and Paladins
armors are designed). These armors still have the same
weaknesses as demon and holy armors, such as demon and holy
armors powers being able to be countered with their opposite
powers (demon armors can be countered by holy power and vice
versa). These armors can also be destroyed just like any
demon/holy armor by destroying the soul mark that bonds the soul
(which desummons the armor familiar).
- Darkfire Demon/Holy Armor Familiar Aspect: Dark Soul Magic
Armor Bonding: This is the first aspect of the Darkfire armor
familiar art. Before using an armor for a familiar, the
Darkfires have to fuse a soul to the armor which they bond to
themselves with their spirit energy. This is done through a
special soul seal that is placed somewhere inside the demon
armor (where it is difficult to find without knowing where it
is). Normally, the Darkfires are not one for taking souls, but
the Darkfires will utilize souls for these familiar arts when
they need to. Depending on the soul, the soul can grant the
armor different abilities, such as an elemental power user might
grant an armor that elemental power the soul has. Typically, the
soul is bonded to a demon or holy armor, depending on the soul,
in order to allow the soul to bond with it and become a
familiar. The soul is also what grants the abilities of the
demon or holy armor (besides the basic powers of the armors),
and grants life to the familiar (as the armors don't operate
without Darkfires fusing souls to them. By using this power to
control a soul, the familiar then undergoes a process of bonding
that will forever bond the familiar to the Darkfire as a
familiar. This power allows the Darkfire to utilize souls to
create these familiars. Once fully bonded to the soul, the holy
or demon armor familiar is able to be used like any familiar, to
which the familiar only has to be granted their unique weapons
based on the armor used. This is a pretty basic aspect that must
be done in order to create a familiar, but once done, the
familiar becomes the Darkfire's permanent familiar. The only way
to break this bond is to break the bond while the Darkfire is
bonding to the familiar, or else the bond between the Darkfire
and their familiar cannot be broken (at least, not by known
means, as there may be familiar spirit separating powers or
items that are unknown). Of course, the soul mark used to bond
the soul to the armor is both the source of the power of the
armor, but also a weakness, in that the soul marks destruction
will forcibly desummon the familiar. Other than that, this works
like most normal familiar arts.
- Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
Familiar Unique Weapons: This is the next and last aspect of the
Darkfire armor familiar art of building armor familiars. Once
the armor has been fully bonded, and can be used, the armors
then develop their unique weapons. Similar to other races with
unique weapons like death wraiths and soul reapers, the armor
familiars also have special soul bound weapons. Typically, most
armors come with some form of offensive weapon and a shield to
use against opponents. The weapon formed is usually a sword, but
some armors may develop other weapons, such as one that
developed a trident as their weapon. The shields are usually
mostly the same, though some may have unique abilities depending
on the shield, like one that could store up energy and release
shockwaves. The weapons on the other hand, are always unique,
and have powers depending on the soul that is put into the
familiar. For example, if the soul is a dragon soul, the weapon
might have dragon power based on the type of dragon, or if the
soul is a werewolf with nature powers, the sword might have
nature abilities. Each sword typically has some sort of unique
ability, which depends mostly on the soul. Depending on the
armor, the weapon will either be a demonic weapon for demon
armors or a holy weapon for holy armors. This is another reason
why the armors have to be chosen based on the soul, due to the
fact that a soul that is holy in nature needs a holy weapon, and
wouldn't be able to wield a demonic weapon (and vice versa).
These weapons are bound to the armor, similar to other
soul-bound weapons. Unlike death wraith and soul reaper weapons,
these weapons are either holy or demonic in nature, and can kill
certain kinds of creatures. Demonic armors are able to kill holy
creatures like angels and holy magic users, while holy armors
are able to kill demons and many demonic type dragons. Of
course, as one might expect, every power has weaknesses, and
opponents can overcome weapons and shields of these armors just
like any other weapon or shield (such as some opponents who
could overpower and break normal weapons and shields).
- Darkfire Dark Magic Art: Darkfire Elemental Infused Chimera
Familiar Creation: This is another familiar dark magic art that
the Darkfires of the Dark Magicians faction developed. Those
that utilize this can create special chimeras using forbidden
alchemy techniques. Typically, Darkfires that use this take an
animal and then fuse it with their elemental power, mixed with
bio-alchemy to permanently change the familiar. By using dark
magic bio-alchemy, this creates a chimera, an artificially
created creature that is created by alchemy. Because of the
different elements and number of creatures, there are many
different combinations of chimeras that one can create. Some
Darkfires even mix different animal bloods together, such as one
Darkfire who combined a tiger with a bird to create a
griffin-like tiger familiar. When created, these familiars are
infused with specific elemental power, in which the Darkfires
will combine one elemental magic with the familiar to grant it
elemental power. For example, the first practice familiar the
Darkfires are taught to create is a dark flame wolf that the
clan has named Inuwei, which is to this familiar art what the
Pursuers and Paladins are for the demon/holy armor familiar
arts. Inuwei is a wolf that is fused with a Darkfire's elemental
power to create a dark flame wolf that can be used in combat.
Typically, Darkfires will create familiars based on needs and on
their preferences, such as some might create elemental rats that
can scout areas without being seen, or some will create battle
familiars designed solely to fight their enemies. For the most
part, these familiars can also even be granted unique abilities
depending on the familiar, as some have developed unique
abilities upon being created depending on the Darkfire creating
them (such as one tiger familiar that developed the ability to
harness storm manipulation even though it didn't have wind
manipulation). For the most part, though they are created in
dark magic, they are neutral magic natured, and are summoned
using elemental magic. Of course, as one might imagine, the
elementals can still be countered like normal elementals, and
the animals are desummoned if killed or destroyed. Since these
are physical familiars, they are less vulnerable to spirit
destruction.
- Darkfire Chimera Familiar Aspect: Animal Essence
Bonding/Elemental Bonding: As one might imagine, there are a few
aspects to the chimera art. In creating a chimera familiar, the
first thing a Darkfire does is choose an animal. This animal can
be almost any kind of creature, granted the Darkfire knows it's
internal structure and can recreate it with alchemy. This could
be from wolves, to birds, to all kinds of other animals. The
Darkfire creates an animal using bio-alchemy (which is normally
taboo, but since the animals have no soul, the Dark Magician
faction can get around the usual problem of life transmutations
going wrong). Once the Darkfire knows what creature they want to
create, that is when they fuse their specific elemental power to
the chimera, not only to bond it to the Darkfire, but also to
grant it life using the spirit energy used in the elemental.
When created, the familiar has the power of whatever element was
used to create them, which becomes the familiars main property.
For example, the basic creation of the Darkfires was the black
wolf fused with black flames that they named Inuwei, which is a
basic design dark flame wolf the Darkfires designed to practice
this technique. All chimera familiars created with this
technique have the elemental they were born with, and each
familiar will often express that elemental differently than
others. For example, when using fire type elementals, some
familiars will breathe fire, or generate fire from their bodies
to burn opponents on touch. This depends mostly on the familiar.
The bonding of this power bonds animal to elemental power, and
turns the animal into a permanent familiar. The Darkfire and the
elemental chimera have a bond that allows the Darkfire to summon
it at any time using dark magic. Unlike other familiars, this
familiar is a physical familiar that can be summoned. While it
can be killed and brought back in another summoning, the
familiar is a mortal type creature that is resistant to spirit
destruction techniques that many of the other familiars of the
Darkfires are vulnerable to. However, this leads to the
familiar's greatest weakness, in that it can be killed, and then
it will be forcibly desummoned and require time before it can be
resummoned (as it has to rebuild itself with alchemy).
- Darkfire Dark Magic Art: Blood Familiar: Much like the
Darkfire elemental familiars, those of the Dark Magician faction
developed this to create familiars from blood. Using their
blood, the Darkfires can create blood familiars using dark
magic. While other Darkfires wouldn't be trained in the blood
manipulation dark magic of the Dark Magician faction, the other
Darkfires were eventually able to learn this art on its own even
if they don't learn normal blood manipulation. This was designed
to fight enemies, in which the Darkfires originally designed
this art to be used by the Rogues faction to help them against
the Hazeldine's blood arts. In using this, the Darkfire creates
temporary familiars out of blood, in which the familiars can
utilize certain blood arts that the Dark Magicians faction
developed. For example, a blood familiar could create a blast of
blood that can hit like a cannonball, or a blood familiar could
turn itself into a bomb of concussive energy and explode on an
opponent. For the most part, this works similarly to the
Darkfire's elemental familiar technique, in that the familiars
are controlled using the Darkfire's elemental power, except that
this type of familiar is created and controlled through dark
magic. The Darkfires can even make these familiars in any form
they want, depending on how creative they are with the
technique. While it cannot use elemental powers, it can use
blood arts in order to attack opponents, and it can act like an
extension of the Darkfire's will. Just like the elemental
familiars, the Darkfire and the familiars can share senses, in
which the Darkfire can perceive anything the familiars perceive.
The blood familiars are made from the Darkfire's own blood, or
can be made from blood on a battlefield if the Darkfire has the
Dark Magician faction's blood manipulation magic. For the most
part, these are temporary familiars that can be countered like
the elemental familiars. This can also be countered like any
other blood manipulation, with water manipulation often being
the best to counter it (though other elements can also be used).
- Darkfire Dark Magic Art: Enslaved Spirit Familiars: This power
is one that is highly contested among Darkfires, as most refuse
to use this ability to enslave spirits. For the most part, only
the Dark Magician faction often uses this power. Because the
Rogues faction developed an elemental spirit training power that
uses spirits willingly, the Darkfires often abandoned this
particular art in favor of the elemental spirit training. This
art utilizes dark magic to enslave spirits, whether it's
temporary or permanent (as some Darkfires can create permanent
bonds to spirits to enslave them if they want to use a spirit in
the long term). When used, the Darkfire can call on spirits and
enslave them with dark magic, utilizing their spirit arts.
Depending on the Darkfire and the spirit they call, this can be
used in many different ways. There are usually two main ways
this is done. The first is that a Darkfire will enslave an
elemental spirit, using it to attack opponents so that the
Darkfire can utilize stronger elemental powers using spirits.
The next major way this is used is to fuse with animal spirits,
where different animal spirits might grant different abilities,
such as a bird familiar could grant spirit wings, or a clawed
familiar could grant spirit claws. There are many other spirits
arts though, such as nature spirit arts (that use nature energy)
or even certain unique spirits that have their own spirit arts.
The Darkfire utilizes dark magic to control and utilize the
spirit, and can use any spirit arts the spirit can use by
exchanging some of the Darkfire's power with the spirit. Because
this forcibly enslaves spirits though, most Darkfires look down
on using this power, and many have abandoned this power. The
only spirits that even the Dark Magicians factions won't mess
with are dark spirits (which the Darkfires avoid as part of
avoiding the realm of Xeles). Of course, as one might imagine,
this is still used among some Dark Magicians faction Darkfires,
despite protests. These familiars are countered like any other
spirit, where spirits are usually countered with anything that
counters spirit energy (including users being able to use their
own spirit energy to counter spirits) alongside other energies.
- Basic Darkfire Demon Armor Familiar: The Pursuers: These are
armors which are basic demon armors with no soul, used by the
Darkfires to practice the demon armor familiar technique by
using their spirit energy in place of a soul in order to give
the familiar life. Almost every Darkfire has a collection a
number of these, which are designed to utilize the power of the
Darkfires. These familiars are designed to be able to use
darkness, and gain the power of dark flames from the Darkfire's
spirit energy as their main power. These armors also come with a
sword that manipulates dark flames as its main power, in which
the armors can create explosive offensive attacks using dark
flames. In addition, the Pursuers also have a large circular
shield which is filled with darkness energy. With this shield,
the Pursuers are able to use the darkness like a barrier around
their shields, in which this grants their shields stronger
defense (as it can block certain energy attacks normal shields
would be pierced by). For the most part, these are like any
other demon armor, and can not only use demonic energy, but the
familiars can also utilize the normal demon armor passive
abilities, like being able to conduct lightning or being able to
reassemble themselves with demonic telekinesis. For the most
part, all these Pursuers are mass produced demon armors that the
Darkfires designed solely for this specific art of familiar
creation. As such, the Darkfires usually have multiple Pursuers
they can summon, and unlike other armor summons, the Darkfires
can summon all their Pursuers they have without weakening their
familiars (mostly because these familiars don't have as much
power to use as normal demon armor familiars). Because they
don't have souls bound to them, these armors are nowhere near as
powerful as they could be, and are just basic combatants that
the Darkfires can summon. These armors are still countered like
normal demon armors, such as demon traps can trap them, or holy
powers can more easily counter them. As long as one is familiar
with demon armors and the powers of the Darkfires, they can
usually overcome these as these aren't meant to be
overwhelmingly powerful. Just like the normal demon/holy armor
familiars though, these can be instantly destroyed if their soul
mark is destroyed.
- Basic Darkfire Holy Armor Familiar: The Paladins: Much as the
Pursuers are meant to be used to practice the demon armor
familiar technique, the Paladins are meant to be the holy armor
equivalents. As one might imagine, these are holy armors which
the Darkfires will practice the holy armor bonding techniques,
and the Paladins become the holy equivalent of the Darkfire's
Pursuers. These holy armors are also mass produced holy armors,
and possess holy power where the Pursuers possess demon power.
When fused with the Darkfire spirit, the Paladins gain enhanced
holy energy, but also gain holy flames as their main power in
the same way the Pursuers utilize dark flames. The Paladins
don't have a shield and sword like the Pursuers, but instead,
the Paladins have gauntlets on their arms which can extend and
release blades from both wrists gauntlets. Not only do the
gauntlets have blades that are used to attack, but the shape of
the gauntlets allows them to be used to defend against attacks
as they work like smaller shields. While they don't have sword
and shields like other armors, they utilize these gauntlets
which can be used for offense or defense. These gauntlets also
have another ability, in that they can generate holy flames that
can be used to attack enemies with explosive holy flames, or be
used to melt objects on physical contact with the blade. For the
most part, this is a basic holy armor, in which it uses holy
energy as its main source of power. Each Paladin has this holy
power and the white flames, just as the Pursuers have their dark
flames and their demonic power. For the most part, all these
Paladins are mass produced holy armors that the Darkfires
designed solely for this specific art of familiar creation. As
such, the Darkfires usually have multiple Paladins they can
summon, and unlike other armor summons, the Darkfires can summon
all their Paladins they have without weakening their familiars
(mostly because these familiars don't have as much power to use
as normal holy armor familiars). Because they don't have souls
bound to them, these armors are nowhere near as powerful as they
could be, and are just basic combatants that the Darkfires can
summon. These armors are still countered like normal holy
armors, such as using angel traps can trap them, or demonic
powers can more easily counter them. As long as one is familiar
with holy armors and the powers of the Darkfires, they can
usually overcome these as these aren't meant to be
overwhelmingly powerful. Just like the normal demon/holy armor
familiars though, these can be instantly destroyed if their soul
mark is destroyed.
- Basic Darkfire Elemental Chimera Familiar: Inuwei the Black
Flame Wolf: This is the basic chimera familiar that the
Darkfires have named Inuwei. This familiar is a black wolf,
which is granted the power of dark flames. This familiar is a
very basic familiar designed to teach Darkfires the art of
elemental chimera creation, just as the Pursuers and the
Paladins were used to teach the demon/holy armor familiar
techniques. This familiar is a black wolf, which can be summoned
just like any other familiar. When summoned, the wolf has normal
wolf senses, but also has enhanced senses due to the
supernatural nature of it's power when fused with dark flames.
The Darkfire power grants the wolf the power of elemental sense,
in which Inuwei can not only see, hear and smell much better
than other creatures, but Inuwei even has a thermal sense, in
which it can see temperature using the Darkfire elemental sense.
This is a battle familiar designed to fight opponents, in which
this familiar will usually attack with its claws and teeth, or
it can breathe dark flames on opponents. These wolves are able
to generate dark flame attacks, such as firing fireballs, or
even heating up their bodies with dark flames so that they burn
opponents on contact. The wolves even have limited dark flame
regeneration, which is granted through their Darkfire power they
are given. As mentioned before, the elemental chimeras are
physical creatures created through alchemy, and Inuwei is no
different. Most Darkfires can have anywhere between 3-10 of
these, as some Darkfires will create packs of Inuweis to use in
battle in order to allow the Darkfire to try and overwhelm
opponents. When trying to fight Inuwei, one can still counter
Inuwei's dark flames just like the normal Darkfire's dark
flames. Inuwei is a physical creature, which means that Inuwei
can be killed, and if Inuwei is killed, it will be desummoned
and can only reappear once it has alchemically reconstructed
itself. This familiar is not quite as strong as some other
familiars, but is much easier to produce than stronger elemental
familiars.
Darkfire Elemental Mystic Knight Arts:
- Darkfire Elemental Mystic Knight: This training came about as
the Darkfires learning to convert their mana into magic (but
wasn't developed by one faction in particular so it wasn't
tailored to one faction over another), which ended up with them
developing an art similar to mystic knights. Since the Darkfires
were almost like mystic knights in that regard, there were some
Darkfires who worked together from different factions in order
to develop this for those Darkfires who want to focus more on
physical combat rather than on elemental magic. In this
training, the Darkfires developed a Mystic Knight training that
is uniquely suited to their Darkfire abilities. By using this
training, Darkfires learn to convert their elemental magic into
their physical combat, and allows the Darkfire to learn the arts
of a Mystic Knight. There are a few unique aspects to the
Darkfires specifically, but for the most part, the Darkfires use
this just like the normal mystic knights use this training,
except for the fact that the Darkfires specialize in elemental
magic rather than just normal magic. This is also useful in the
fact that this can be used to hurt enemies who have magic
resistance or immunity, because this focuses magic amplification
into physical attack power (therefore physical attacks aren't
magic in nature unless one uses an attack spell). Since the
Darkfires already possess the initial training of the mystic
knights (the glyph power and the conversion of mana into magic),
this allows a Darkfire to skip some of the basic training (But
some will still strengthen their basic training in order to
better utilize this). Darkfires with this training don't focus
so much on using elemental techniques, but instead focus more on
their physical combat. Depending on the Darkfire, this can be
heavily favored by some Darkfires, such as the Swordsmen faction
who mostly consist of Darkfires who were either raised as
samurai or as part of the church and are more comfortable using
physical weapons than supernatural power. For the most part,
this power has been modified from the original mystic knights,
but this is still used like normal mystic knights power. The
major downside to this power is that Darkfires often have to
give up most of their magical power to push it into physical
amplification, so they lose a lot of their normal elemental
magic as a result (as they can only use limited amounts of magic
that isn't focused into physical amplification). Another major
downside is that users of this art become very vulnerable to
anti-magic, which can do far more damage to them. And yet
another major downside to this is that because a lot of skills
end up being enhanced by magic, the Darkfire will mostly be
banking on an opponent being vulnerable to either magic or
physical attacks (meaning those with magic resistance or
immunity will be a major problem).
- Elemental Mystic Knight Unique Ability: Corrupted Mystic
Knight: Darkfires who utilize the mystic arts training have also
learned to utilize their own factions magic to focus into their
mystic knight training. Each faction focuses different magic,
and have modified the mystic knight training to fit almost every
faction's unique magic abilities. For the Swordsmen faction, the
Swordsmen faction learned to utilize holy magic and spirit
purification magic into their mystic knight training. In using
this, the Darkfires of the Swordsmen faction go for a more
positive power. While the Darkfires who use this are seen as the
weakest of the three variations of the amplified base mystic
knight training, the Darkfires who use this are anything but
weak. The first aspect is that the Darkfires gain enhanced holy
magic when in this form, and are able to focus that holy magic
to battle demonic or dark forces. By using holy magic, the
Darkfires with this skill are able to kill demons and certain
darkness type creatures since their physical attacks become holy
power strong enough to be demon killer attacks. While not as
powerful as the other factions use of this skill, the holy power
is much better for fighting demonic or dark forces than the
other magics are. The second aspect of this is spirit
purification magic, in which the Darkfires of the Swordsmen
faction gain spirit purification amplification of their physical
attacks (allowing their physical attacks to do spirit
purification damage/amplification depending on the opponent). By
using spirit purification, the Darkfires of the Swordsmen
faction are able to utilize this in order to fight dark spirits
(which they specifically trained to fight), but can also boost
this up to spirit destruction magic when needed (though they
have to be careful with this magic when around allies). This
particular magic is a holy affinity, which means demonic
affinities will be able to counter this more easily, as well as
spirits will gain amplification from this spirit purifying base
power (so spirit opponents will gain power rather than be
destroyed unless using spirit destruction). For Omega, he uses a
corrupted magic using his fallen angel abilities, which
amplifies his combat power instead of holy magic. This allows
Omega to damage almost any magic user that is vulnerable to
corrupted magic.
- Elemental Mystic Knight Darkfire Ability: Empowered Magic
Body: Since mystic knights turn their mana into magic in their
bodies, this can have effects on their bodies by empowering them
with magic. In the case of the Darkfires, the Darkfires empower
their bodies with elemental magic, where their bodies radiate
elemental power. This becomes a passive power that powers up the
body, and when radiating this power, the body can emit elemental
power from it. Similar to the elemental aura, the body has
different effects depending on the elementals the body emits.
For example, dark flame magic running through the body will
usually heat the body up to levels that they can easily burn
opponents and emit dark flames from their body. Usually, the
Darkfires will convert one of their main elementals into this
power, where their main element they want to use will become
their main elemental. For example, Qrow Darkfire (when he was
alive) used this training in order to emit heat lightning magic
from his body that he used as his primary element. A Darkfire
with specific faction training can even focus special magic
through this power instead of normal elemental magic, such as a
Rogues faction Darkfire might focus assassin magic through their
bodies which can make their bodies invisible passively, or a
Swordsmen faction Darkfire can use holy magic or spirit
purification magic in this power as well. One effect this has on
the body is that this allows the user to more easily go into
elemental form, where their bodies are closer to elemental power
than most Darkfires without this. This also allows stronger
regeneration, where Darkfires with this will be able to
regenerate faster and more efficiently when using this training.
Depending on what element is used, the body is enhanced and can
do different things, such as a plant user Darkfire who was able
to grow vines out of their body, or an ice Darkfire that
literally had frozen skin. While not all Darkfires show the
effects of their body empowerment, the effects can be felt by
those around them as the Darkfires emit magic of some type
through this training. A Darkfire can choose any element they
control for this power, but once they choose an element, they
cannot change it without special training over a certain period
of time. The only downside is that this can make a Darkfire more
vulnerable to counter elements, such as an ice empowered body
would be vulnerable to fire and lightning, where fire could melt
the body or lightning could use the body as a stronger
conductor. Depending on the magic used, the magic's counter will
do more damage (For example, using dark magic against a holy
magic empowered body does extra damage).
- Elemental Mystic Knight Ability: Mystic Weapon: Every mystic
knight is able to create a magic-based weapon (usually a sword),
which is connected to their being. By focusing the magic in
their bodies, they can summon a unique weapon that acts as their
own special magic power weapon. This is similar in concept to
certain other weapon powers like soul swords and zanpakutos,
where the sword is connected to the spirit of the user. The
sword can take many different forms, or have many different
abilities depending on the mystic knight's abilities. Each
weapon is unique, and anyone familiar with these kinds of
weapons can tell that no two weapons are usually the same. Not
only can the weapon form be almost anything including even not
being a normal weapon, but the weapon's abilities are dependent
on the magic the user has (for example, a dark magic user with
mystic knight training will usually gain a dark magic weapon).
This weapon can be used in battle in order to fight opponents,
with it being designed to be a major conduit of magic for the
user. A mystic knight often relies on this weapon in combat, and
this weapon is a major component in mystic knight abilities
alongside the Spellblade skill. Because these weapons come in
many forms and sizes, it is worth noting that it is impossible
to tell what each weapon will do or what form the weapon will
take, similar to others who can spawn unique swords (like death
wraiths and soul reapers). When used, these weapons are much
like normal weapons, and funnel the user's magic, so these are
always magic weapons. While the weapons themselves can be used
just like normal weapons, the weapon abilities may be hindered
if used against those with magic resistance or immunity (such as
an elemental magic attack from a sword won't work on someone
with magic immunity). These weapons all have unique strengths
and weaknesses, so one can keep this in mind and try to figure
out the weapon's strengths and weaknesses. Some smarter
opponents can counter these weapons if they learn how they work,
and once one counters the weapon's special abilities, most
opponents can more easily beat these weapons. For the Darkfires,
almost all their weapons are usually elemental in nature, since
they are specializing in elemental magic, though some gain
weapons based on their extended magic skills, such as how a
Swordsmen Darkfire may gain a holy magic weapon or a spirit
purification weapon if they already know their faction's magic
when training to gain this power.
- Elemental Mystic Knight Ability: Spellblade: This is the major
reason for mystic knights to get their own magic weapon. This is
a power that mystic knights use to draw their magic into their
weapons, which allows them to empower their weapons utilizing
magic. By focusing this through their weapons, this technique
allows a mystic knight to utilize their magic through the
weapon, which grants specific attacks. For example, a fire mage
could use spellblade to allow their weapon to use fire spells,
or a holy magic user could allow their spellblade to allow for
holy attack magic to be used. Instead of using the spells
oneself (which normally a mystic knight wouldn't be able to
since all magic is poured into physical amplification), this
power utilizes magic for different types of attacks and
defenses. This can be used with any kind of magic, and almost
any kind of weapon as long as the weapon can handle the magic
being used (meaning a mystic knight doesn't have to use their
unique mystic knight weapon, but can use any weapon that can
handle their magic). However, it is the magic used and the
spells used that make this skill truly unique for everyone.
Because everyone's magic abilities are different, this power
ends up being used uniquely by everyone. For example, a holy
magic user won't use this the same way a dark magic user would
as both would have unique methods of using this. However, even
those that use the same magic may use this different ways, such
as how one holy magic user may use this for pure attack power,
or another may use this using defense spells. For the most part,
this depends on the person and their magic so this ends up being
impossible to talk about every use of this skill. The only thing
that opponents should remember is that this is a magic based
skill, and any attacks or defenses used by this power are still
magic based (meaning they are weak to the normal weaknesses of
whatever magic is used in this power). For the Darkfires, they
are able to use any of their magic abilities through this as
well, with each faction also being able to focus their unique
magics through this power.
- Elemental Mystic Knight Ability: Physical Combat Enhancement:
This was the main power that was used by the mystic knights, and
the purpose of this skill-set. While mystic knights did develop
ways to use magic to attack using weapons, this power was the
main focus of their skill-set. This ability focuses the magic in
the body into their physical stats, where the training to
convert the body's mana into magic empowers the body and allows
the body to amplify itself with the magic flowing through it.
This focuses and amplifies one's physical stats, and can grant
specific effects to those with special magics. For example, holy
magic users with this power can empower their bodies with holy
magic, granting their body's enhanced holy power, or a dark
magic user could empower their bodies with magic and allow for
their bodies to gain enhanced dark power through their bodies.
Depending on the magic used, the effects may be different, but
the physical amplification is a constant among most uses of this
skill. This ability is useful for those that want to focus on
their physical combat rather than on their supernatural
abilities, as many often use this to focus their power if they
don't want to use magic but still want to make use of the magic
skills they possess. This skill-set allows a passive enhancement
of a mystic knight's abilities, making the mystic knight
stronger as long as they have magic running through their
bodies. Due to the fact that this enhances the body rather than
focus on magic attacks, this particular aspect is able to get
around magic resistance and magic immunity, since users with
this skill are not attacking with magic, but simply enhancing
themselves with magic (though any extra effects of magic such as
holy power or dark power, depending on the magic, may not work).
Those that use have to train specifically for their type of
magic enhancement, and learn how to operate under the enhanced
state, which requires training and time to adapt no matter what
natural combat talent one has. Depending the magic and the use
of this, opponents may be able to get around this depending on
how they act. Once an opponent figures out the strengths and
weaknesses of whatever magic the user has, they can attempt to
get around this. And because the body is flowing with magic,
counter magics may also be more effective, such as holy magic
would do far more damage to a dark magic mystic knight.
Anti-magic is also a huge problem to this power, as it can
seriously damage those that use this power since anti-magic can
counter almost any magic. And once the user runs out of magic,
this power cannot be used until the user recovers enough magic
to use this again. For the Darkfires, they mostly use this in
their elemental body power, but using this power usually allows
them to convert magic into physical stats along with factions
being able to use their own special magic for this power as well
(though each factions magic is still countered the same way).
- Elemental Mystic Knight Ability: Ability Enhancement: Mystic
knights can use their physical enhancement for another purpose,
in which their bodies focus of magic can also strengthen the
user's other abilities that are not related to magic. This
allows mystic knights to enhance their other abilities so that
their other abilities are not forgotten or ignored. Depending on
the magic and the use of this training, the user's other
abilities can be enhanced in different ways. For example, in
some universes, holy vampires will often use this to enhance
their other vampire abilities, like a Lasombra holy vampire who
used this power to enhance their light manipulation with holy
power after being turned into a holy vampire. Depending on the
magic used, and the way the user uses their magic, this can have
different effects depending on the person. One common method is
that those with elemental manipulations (through things other
than magic) will often use this to enhance their elemental power
with magic. This can be used a variety of different ways, so
talking about every way this can be used is impossible since
every skill-set is different. Almost any skill-set can be
enhanced with this training, and once enhanced, the effects of
the power become magically enhanced. While the skill retains its
normal state, the enhanced state does more damage without being
entirely magic-based. This is a passive enhancement that
enhances the power before it is used, so a user doesn't have to
think about this enhancement. However, it is possible to
suppress this enhancement if a user doesn't want to enhance a
specific ability, such as a user with elemental power could use
a normal elemental power without magic enhancement (which would
be advantageous against those with things like magic resistance
and magic immunity). As one might imagine, the powers used by
this skill mostly still work the same aside from whatever
effects of the magic (IE holy magic elemental energy works the
same way except that the elementals do holy damage). And as one
might expect, those with magic resistance or immunity will be
resistant to the extra effects of the magic on the powers of the
user. It is also worth noting that if a user runs out of magic,
then they will not be able to use this power. In terms of the
Darkfires, most of them utilize magic, so they don't have a lot
of other skills that can be enhanced unless they have something
like the Branwen family aura manipulation (which is a possible
skill-set a Darkfire can learn).
- Elemental Mystic Knight Ability: Damage Energy Conversion:
This is a special art used by certain skill-sets which mystic
knights can use. When taking damage, a user can store up the
energy from the damage. This energy is stored in the body, until
it reaches its maximum level (to which it will then be released
in the user). When released into the user, this power allows a
user to do a few different things. The first thing is that while
the energy is active in the user, their physical and
supernatural abilities are all enhanced further temporarily as
long as they have this damage energy running through them. By
using this as a physical enhancement, they can enhance
themselves with the damage energy until the damage energy runs
out (which usually happens gradually over a few combat rounds).
However, the main use of this is meant to be used on special
techniques known as limit breaks. Limit breaks are specific
techniques users develop or learn which utilize this damage
energy as their power source. This skills don't have to be magic
(though magic is what these skills were developed for), but can
be other skills depending on the skill-set one has. One example
is that some mystic knights may have limit breaks that do purely
physical damage, while some may have special techniques they
might use using other abilities. As long as the user has enough
damage energy stored, the user can use these skills. Some have
skills that can be used multiple times in one damage energy
release, though most have at least one that uses the entirety of
their damage energy as sort of an ultimate attack. Depending on
the user, each user may use different limit breaks, since many
develop their own. When used, these skills are much stronger
than normal techniques, and can only be used when the damage
energy is released when it reaches max power. This energy
release is only temporary, so users have to balance whether they
want the physical enhancement, or the ability to use their
unique limit breaks or other skills they can utilize. Once used,
this energy is completely released, and afterward, the user has
to gather damage energy all over no matter how little energy was
used (which means it is best to use all this energy in battle
rather than waste it trying to save it). This also only works if
the user takes real damage, meaning that the worse the damage,
the more power this grants. However, the risk is that more
damage means the user might be in more danger of dying if they
take enough damage.
- Elemental Mystic Knight Ability: Mystic Defense: This is a
skill that allows a user to enhance their clothes and armor with
magic, allowing them to enchant things for defense. While users
have weapons that they can use for offense, this skill is used
specifically for defensive purposes. Because mystic knights
focus more on physical combat than most opponents do (as it is
the purpose of focusing magic into amplifying their physical
bodies), most mystic knights do not like having to wear armor in
battle that might hinder their movement. Instead, they focus
their magic into their clothes, where mystic knights passively
learn to enhance their clothes with magic that allows them to
enhance their clothes to become almost as strong as heavy armor.
When used, the magic focused into a user's clothes will enhance
the clothes in different ways with clothes being useful for
defending against certain threats (such as a holy magic user's
clothes would grant them some protection against unholy power).
When used, clothes with this enhanced magic will passively
dampen blows and attacks that a user might take, reducing damage
done to them in battle. Depending on the strength of the magic,
some magic users are able to make their clothes extremely
strong, such as some who have strong enough magic may be able to
make their clothing almost bulletproof (except by armor piercing
and higher caliber weapons). Some mystic knights may even use
armor and enhance their armor to even higher levels to make the
armor harder to pierce. For the most part, the magic used will
determine what extra defense the user will gain (IE holy magic
will grant resistance to unholy power), but the magic will
always enhance the clothes based on how much magic the user has.
This means that this power is only as strong as the user's
magic, and can only work as long as the user has magic running
through them. This can also be pierced more easily by those that
can counter magic, such as using a weapon that can negate magic
(which such powers or items will negate this defense
completely). For example, anti-magic can usually counter this
defense almost instantly. It is also possible to use counter
powers, such as using unholy power against holy power (while
holy users would have resistance to unholy power, those with
unholy power have ways they can make their power more
effective).
- Unique Mystic Knight Techniques and Spells: Mystic knights
cannot ignore their magic training and their other abilities, so
many of them do train their magic in some form. When using their
powers, most mystic knights focus their magic through Spellblade
rather than using their own power, but they can also use other
magic and supernatural techniques. Usually, mystic knights will
have to learn how to use spells in order to train their
Spellblade ability, and most mystic knights have specific unique
techniques and spells based on their training and their
skill-sets. For example, a holy magic user may have holy attack
magic to include unique spells and abilities, or a spirit energy
user with this power may have enhanced magic spirit energy they
can focus for special techniques they can use. These techniques
and abilities are as numerous as one might expect, since even
those with similar skills will often use them differently from
others. This means that each set of techniques and spells is
usually unique and dependent on the user and what skills they
possess. This isn't just limited to magic though, as mystic
knights may have other abilities as well. While the mystic
knights enhance their supernatural and physical abilities with
magic, mystic knights are not limited to just the mystic knight
techniques. For example, elemental magic users may have unique
elemental spells and techniques. Of course, since there are an
infinite number of possibilities, it is impossible to list each
unique skill. However, it is worth noting that each skill has
strengths and weaknesses, so opponents usually have to figure
that out depending on the users. However, every skill-set does
usually have major weaknesses, such as magic users will have
trouble using their magic against those with magic resistance
and magic immunity, or mana users are vulnerable to techniques
that cancel out mana. There are also individual weaknesses, such
as fire magic spells will usually be weak to water or ice power.
For mystic knights, they usually use magic, though some may have
other abilities.
- Elemental Mystic Knight Ability: Mystic Heal: This allows a
mystic knight to utilize the magic running through their bodies
to be focused into healing power. When focusing on fixing
wounds, a mystic knight will use their magic like a bonding
agent to close and repair wounds, whether it's their own wounds
or someone else's. Mystic knights use this in place of healing
magic, where they utilize their magic energy to heal themselves
and others. While this cannot do things like regrow limbs or
organs, it can be used to heal most non-fatal wounds. Depending
on the magic used, some magics can have unique effects on
wounds, which can be used to empower those that are healed with
this power, making it more useful than normal healing magic. For
example, dark magic users will use this to strengthen the body
when healing, in which the dark magic makes the body stronger so
that it will be harder to damage the same way. Holy users have
been known to be able to use certain healing to be able to heal
others closer to death than most magic users would be able to,
with some holy power users even having been able to bring the
dead back to life if their souls haven't moved to the afterlife.
Some earth users have even been able to rebuild bodies using
earthly elements (being one of the few magics that may be able
to be used to rebuild limbs and organs). This is slightly
different for each type of magic, where each magic may have
unique aspects that can be used effectively. This power allows
healing, and can even allow purification of certain things like
energy poisoning if a user knows what is afflicting someone.
However, the purpose of this power is to heal, and no matter the
magic, the main purpose of this power is to heal others. When
used, the user needs only to focus on the wound and focus their
magic to it. This will heal the wound if the user is able, and
stronger magic may be able heal worse injuries or heal more
quickly. Of course, users cannot heal someone close enough to
death, and depending on the magic, some magics cannot heal
certain injuries (IE normal magic cannot regrow limbs). This
requires conscious effort, so users must be conscious and
purposefully use this (meaning it's not a passive regeneration
power or a power that can just happen without the user's focus).
Different magics may also have negative effects on this power as
well, such as dark magic may strengthen the body upon healing,
but may disfigure or cause further damage to the body if the
user cannot handle the magic.
- Elemental Mystic Knight Ability: Magic Resistance: Because the
mystic knights have heavy training in magic and effects of most
magic types, mystic knights gain a natural resistance to magic
as a whole due to their training. Because they have magic
running through them at all times, they are able to resist magic
effects and powers. Magic attacks and abilities do far less
damage to mystic knights, and depending on the magic, some
magics may even have certain immunities (IE fire magic would
allow immunity to fire for the most part). While there are ways
around immunities (like mystic knights have ways to get past
magic resistance), most mystic knights have gained a resistance
to magic. This is pretty effective, and magic users have even
developed ways to counter certain magic based abilities. For
example, a holy magic user would be highly resistant to neutral
magic, and nearly immune to holy effects. This depends on the
magic and what defense can be granted, as each magic will grant
different resistances and near immunities. This is a passive
resistance, which is used whether the mystic knight has magic or
not. Since mystic knights not only train their bodies to focus
and learn magic, they also have bodies that have adapted to
magic specifically that make it harder to hurt them with magic.
Of course, just as mystic knights may have resistance to certain
magics, they don't gain certain resistances that might oppose
their magic. For example, a dark magic user would still be
vulnerable to holy magic, or a neutral magic user might be more
vulnerable to certain other magics like chaos magic. Depending
on the magic, users may have resistances, but most magics may
have other magics that do more damage as a result that the user
won't have resistance against. Magic resistance also doesn't
apply to anti-magic, which can still hurt a magic user as much
as any other magic user. Every magic has strengths and
weaknesses, and these usually apply to the magic resistances as
well. This also doesn't mean that the mystic knights are
resistant to other abilities that aren't magic-based, and this
doesn't help against powers that bypass magic resistance (such
as mystic knight physical enhancement).
- Elemental Mystic Knight Ability: Limit Break Techniques: As
mentioned, mystic knights have the ability to utilize damage
energy to store up and use special techniques that are often
seen as final attacks. Depending on the user and how they want
to use this, most have unique limit breaks that can be used. The
first thing to talk about is how strong these are. Depending on
the user, some may choose to utilize weaker limit breaks but be
able to use more of them in the time they have where they can
use limit break (as these can only be activated when the damage
energy is released once the damage energy absorbed reaches it's
maximum limit), or they may choose a stronger limit break that
may use up all their damage energy, but is far stronger than any
other attack they may have. Typically, limit breaks will fall
into one of several categories. The first is that it could be an
enhanced special physical attack (such as a user who used a
variation of their final sword technique as their limit break).
The second is a supernatural energy based attack. In the case of
mystic knights, these are usually magic based, such as a fire
magic user might fire a massive blast of flames or might fire a
giant beam of fire energy. Depending on the user, these limit
breaks can be focused in many different ways depending on what
the user can do. These are used when the body has received
enough damage energy that the user has absorbed, and these
attacks are used during the enhanced state while that energy is
running through the body and enhancing the body. Typically, most
users of this skill will have 2 or 3 limit breaks, with some
stronger enemies might have more. Typically, the type of skill
used depends on the user, and users will have to pick and chose
when skills they want to use as some users with more limit
breaks may not be able to use all of their skills if the skills
use enough damage energy. Of course, as one might expect, every
limit break can be countered in some way, such as dodging the
attack or blocking (which is usually not recommended as limit
breaks are usually strong enough to break through defenses).
Opponents can usually tell when these limit breaks can be used
and get ready as the user's body will gain a burst of energy as
the damage energy is released in their body. And once the damage
energy is used up, these limit breaks can no longer be used
(meaning the user has to usually pick and choose what skills
they want to use and may not be able to use all of their limit
breaks). These limit breaks can also only be used during the
damage energy release.
Advanced Elemental Abilities:
- Holy Concentrated Plasma: This is a much more simplified flame
control, where Kindron uses concentrated plasma, the fourth
state of matter. Plasma is more like an energy than an
elemental, and is used as such. By generating heat based plasma,
Kindron is able to use a much more basic heat control to use
plasma to attack opponents. This power is somewhat unique in
that it uses basic plasma rather than flames, allowing it to be
used similar to flames, and depending on the plasma used, some
plasmas can have different effects like some of them being
changed at an ionic level to do lightning damage. Depending on
the plasma used, plasma energy is able to bypass fire immunity
because it is not a fire type power, but an energy power, making
it very useful to gain an edge on other fire users. This plasma
can be used like normal energy, but typically doesn't have any
explosive properties with certain exceptions depending on the
plasma used, as explosions tend to convert the plasma into basic
fire types. This plasma type manipulation is countered best by
other energies rather than by countering it with elements,
though certain elements can negate plasma, with the biggest one
being wind manipulation which can cancel out plasma entirely if
the person knows enough scientifically to do it. This plasma can
also be countered by solid matter to a degree, where plasma can
sometimes be converted based on how the plasma interacts with
certain materials, such as some earth manipulation being able to
turn plasma into lava manipulation. This just depends, as
creative enough opponents can figure out ways around it.
- Holy Ionized Plasma Manipulation: This is one of Kindron's
more unique uses of plasma, in which he gets away from holy
flames and uses a type of powerful plasma using his holy flame
to generate plasma. By doing this, Kindron is able to generate
ionized plasma, which is a type of plasma that can be used to
replicate aspects of a lightning user's power, such as magnetism
manipulation and certain other concentrated plasma attacks such
as piercing attacks. This plasma is, like his last power, a
basic energy type power, that uses the same functions as a
lightning user (mostly), but simply uses normal plasma to allow
this plasma to be used to do damage to lightning users. This is
great for using this against opponents immune to things like
holy flames and lightning, as plasma is a more basic energy that
bypasses immunities to fire and lightning. Kindron is very
knowledgeable in how to manipulate plasma thanks to his alchemy
training, and uses this very effectively. However, just like the
normal plasma manipulation, one can counter this with other
types of energy, or one can use things like ice and wind to
negate either Kindron's holy flame control of the plasma, or use
wind to negate the plasma itself. This just requires a creative
approach, and many elemental users can get around this power,
but mostly Kindron uses it because it is useful against those
immune to flames and lightning usually.
- Holy Flame Melting Point: Kindron is skilled at using his holy
flames to melt objects, using intense heat to heat the object
till it reaches it's melting point whether it's through constant
barrages of holy flames, or using his holy flame touch to
manipulate the heat in the object. He can do this through
physical touch, using his touch to burn an object with holy
flames until it literally melts, or he can use constant holy
flame attacks to barrage something he wants to melt to bring the
temperature up. There are a variety of ways to use this, such as
melting water into vapor, melting objects at their melting
points, or just trying to melt the earth around him. Kindron
usually does this by using his white flame aura, in which he
uses this to heat up an area until objects start to melt thanks
to his holy aura that works alongside his white holy flames.
This power may seem basic, but is very useful against most
objects, as almost anything can melt. Usually, there are some
metals that have higher melting points, so opponents can usually
use objects with stronger resistances to heat, though the best
way to counter this is to use ice powers which can more easily
keep something from reaching a melting point, due to the ice
being able to keep the temperature from rising to it's melting
point if used by an advanced enough ice user. It is also
possible to protect something with energy, using an energy
barrier to protect the object if the energy is resistant to the
holy flames, as many energies can be used to protect from heat.
- Holy Flame Air Burning: This is a technique that Kindron
developed to fight wind users specifically. This technique is
designed to consume the air supply in an area, specifically
designed to try and burn away wind attacks and other attacks
using super-heated holy flames that consume the air around them
in order to remove the gases from the air to power Kindron's
holy flames. This technique is very useful against wind users,
or anyone that uses gas, as Kindron developed this to work
against most forms of air. This is a highly advanced flame
technique that Kindron uses which is very useful, not just
because it reduces the air in an area, but because Kindron can
use the air to fuel his holy flames, as air usually has a lot of
oxygen and hydrogen in it that fuel fire. Depending on the gas,
some amplify Kindron's flames more than others, and usually this
depends on how explosive the gas is when burned (IE hydrogen is
far more explosive than oxygen is, so hydrogen would fuel
Kindron's flames more than oxygen would). While this technique
is great against wind users, certain highly skilled wind users
can still dispel the flames by removing the air from the area or
using freezing wind to put out the fire (if they are able to use
freezing wind). As such, this is mostly only useful for burning
away wind attacks fired from a wind user if the wind user
doesn't know what the technique is designed to do. Once the wind
user learns how the technique works, they can usually work
around it. This can also be dangerous to Kindron himself and
others around him, as this can also burn up breathable air and
remove the air people need to breathe, so this is a technique
that Kindron has to be careful when he uses.
- Holy Lava, Ash, and Molten Metal Manipulation: Normally, fire
users would have to use earth manipulation to use these powers,
but advanced fire users can use their flames in a liquid-like
form for a few different manipulations. This power is a
combination of flames that is designed to take control of earth
and create lava manipulation, as well as manipulate the ash of
the lava, or even use with metal to create molten metal. The
lava manipulation is usable like one would expect, liquid-like
flames that are designed to do mixed elemental damage (and in
this case holy or celestial damage depending on the flames used)
damage. The ash is also usable to attack with, and users can use
it to poison people if opponents inhale the ash, as the ash can
not only prove to make them unable to breathe properly, but the
elemental energy of the ash could slowly burn the air passage
ways in the lungs as well. Molten metal is also an option for
those combining fire and earth, in which a user melts the metal
and then uses the melted metal to attack opponents using the
flame manipulation to control the molten metal. Not only can
this damage opponents by burning them, but it is also possible
to remove the heat from this to solidify it on opponents to trap
them, though once fire users do this, they have to melt the
metal again before they can manipulate it if they have no earth
abilities. Usually, the best use for molten metal is the fact
that it has no magnetic field, making it very useful against
lightning users. This manipulation is best countered by
water/ice manipulation, with wind powers also working fairly
well with the right strategies.
- Condensed Holy Flame Blast: This ability is one that some fire
users can use very similar to lightning users who condense their
lightning. Most flame users are able to use this in some form,
though some are better at using it than others. For the most
part, there are two main uses for this. The first is creating
powerful impact blasts of flames similar to what lightning users
and wind users can use. Most elements have some sort of impact
power-based ability, and fire can also be used in this aspect.
When used, fire blasts are able to be used to blast opponents
back using condensed flames, which can be made to explode on
impact. This is designed to be able to hit opponents with
intense impact force, in which the flames are focused into
concussive force which can blast opponents with this force
rather than trying to do something like burn them, though this
attack can burn opponents on impact if they are vulnerable to
being burned. This attack is specifically designed for use in
physical combat, rather than trying to use flames to burn or
explode on someone, and makes this attack able to even damage
fire users, even though fire users would not be hurt by the
burning part of the fire power. This is best countered by other
similar attacks, though doing so tends to generate powerful
impact waves that can damage both the user and the opponent.
Usually, the best method for not taking damage is avoiding this
altogether, since the impact force can even do damage to people
through armor with enough power put into the attack.
- Condensed Dark Flame Beam: This is the second use for fire
users and using their flames to generate an attack similar to
lightning users. Instead of firing a beam of lightning, fire
users fire beams of pure fire, which can be used to engulf
opponents. Depending on how it's used, the beams can have
different purposes. The first is for larger beams of fire, that
use beams of fire to engulf opponents, usually to burn them
alive in the beam and usually incinerate as much of their
opponent as possible, even often melting weapons and armors
caught in this. Of course, this particular attack is dodgable,
but this attack is more about flame power than impact power in
how it hits opponents. The second technique with this fire beam
is to create smaller, and more concentrated fire beams to damage
opponents, in which they use smaller, more condensed fire beams
to pierce opponents. The generated heat manipulation is able to
more easily pierce opponents, since the flames are designed to
melt through even metal. These flames, which empowered enough,
can even melt adamantium or stronger metals, since almost every
substance has a melting point. These smaller beams are smaller
and do slightly less damage, but they are much faster when fired
than the larger beams. Of course, opponents that want to avoid
this can use similar abilities to counter, such as energy beams,
or even other elemental beams (like lightning users). This can
also be countered more easily with strong enough ice skills,
though the smaller and condensed beams are better dodged than
blocked since they are designed to pierce opponents.
- Dark Flame Explosive Attack Manipulation: This aspect of fire
manipulation is all about creating explosive attacks. For the
most part, fire users are able to manipulate fire attacks to be
explosive, and are able to use flammable elements to help boost
their fire attacks. For the most part, this is usually best used
alongside other flammable elementals, in which most usually take
advantage of things like oxygen, hydrogen and flammable
elements. But even without these elements, fire users can still
manipulate their flames to explode. Usually, fire users will
make fire attacks explosive, often creating explosive fireballs
by using their power to put pressure into the fire attacks. Most
fire manipulators can use this in a variety of ways, with most
fire users unique abilities being able to grant additional
options for explosive attacks, such as using certain elements or
techniques that their race might allow, like dragons using the
dragon snap dragon magic attack. For the most part, these are
still fire attacks, and the most dangerous part of explosive
attacks are their concussive force. If one can account for that,
then they can counter this with anything that counters fire,
with the main counter being ice.
- Heat-Based Environmental and Combat Adaption: Similar to how
ice based users are able to adapt to environments around them,
fire users are able to adapt to environments around them. Most
would expect fire users to only be able to survive in places
like desert and volcano environments, but most fire users are
able to control their body temperatures in all weather. A fire
user, similar to how ice users adapt in hot environments, are
able to adapt in cold environments, raising their body
temperatures with their power. For the most part, temperatures
aren't too much of a concern for fire users, and many are often
able to take advantage of fighting in environments that people
aren't normally able to fight in. Most fire users can adapt very
well to heat-based combat conditions, and even can adapt to cold
conditions more easily. This ability applies to both in and out
of combat, and grants them resistance to environmental
conditions. This also grants a fire user's body some resistance
against ice and being frozen, in which they can use this power
to resistance changes in temperature by using their flame powers
as a resistance to . Of course, this doesn't mean that ice can't
hurt a fire user, only that they adapt to cold environments and
fire users fight more easily in hot environments whereas some
don't adapt as easily.
- Fire Based Enhanced Movement and Flight: Fire users are able
to use the momentum generated by blasts of fire to increase
their movement speeds, a trick that they use to use the increase
in momentum to more easily fight opponents. The most common
thing people know about is using this for flight, in which many
fire users are able to use streams of fire to use the momentum
to fly around by using the fire streams like jets to grant high
momentum. However, there are other methods of enhancing movement
besides just flying. Fire users are able to use this ability to
generate momentum, using this to dash and grant them enhanced
movement using streams of fire like jets. Many use this to dash
around, whether it's generating fire from their feet to push
them forward, or using fire from their hands to push them to the
side. Users of fire manipulation are also able to use this when
falling, in order to slow their momentum by firing the fire
downward to cancel their downward momentum. For the most part,
there's a variety of ways to use this, in which creative users
can find new ways to use this as they learn more about how to
use this momentum. Of course, this is mostly a movement ability,
in which they can enhance movement, but they can use the
enhanced momentum to do more damage in physical attacks, in
which the momentum can add power to their attack as well. This
requires a lot of knowledge of physics and how to use this
momentum in order to use. Using too much fire or too little fire
in this skill can be dangerous, since too much fire can push the
user too far and throw off their original attack, while using
too little means they might not move enough to do what they
originally want to do.
- Holy Lightning Insulator Conduction: This was Qrow's
specialty, which Kindron learned from his lightning training.
This is an aspect of lightning manipulation most lightning users
don't know, in which most lightning users don't think insulators
can be affected by lightning. However, what most people don't
know is that even insulators can be overloaded and become
conductors with enough lightning. Things like wood and rubber
can be made to conduct electricity if enough electricity is put
into it. The key is overpowering the resistance of the
electrical current, and compensating it by using more lightning
than the material can resist with. There is only one perfect
insulator, and that is distilled water, which has no ions, or
electrical charges, and doesn't have any conductive minerals in
it. Other than distilled water, any other material can be
overloaded if one puts enough electricity into it. This
technique is a highly advanced lightning user technique, as it
requires not only knowing the molecular structure of objects,
but also how much electrical power is needed to overload an
insulator. Because some insulators require a lot of lightning to
overload, some materials are easier to do this to than others,
and some may require large amounts of energy in order to use
this technique. There are few things that cannot be overloaded
with this, but advanced users of this technique can overload
anything that is an insulator as long as it's not a perfect
insulator.
- Magnetic Manipulation: As part of a lightning user's lightning
powers, advanced lightning users are able to control magnetism,
being able to take control of things that are magnetic or use
magnetic manipulation to influence objects. This lets them
control things that are magnetic, letting them do things like
stop bullets, or change a metal weapon's striking direction by
using this power. This can also be used for basic influence of
movement, such as slowly pulling someone toward them, or pushing
someone away from them. This becomes easier the more conductive
elements are on someone, with armor and metal weapons being very
easy to push or pull away. Though tougher opponents can resist
this power, and if one can't counter it, then scrambling their
own magnetic frequency with a slight electrical charge or shock
can temporarily scramble their magnetic frequency. However,
while many things have magnetic charges, insulators can't be
manipulated, and something people don't know is that molten
metal cannot be manipulated as molten metal loses it's magnetic
charge in molten form. Water/ice can also be deionized, making
magnetic manipulation impossible. Opponents can also resist the
influence of this, with stronger opponents being able to more
easily resist this. Of course, all one has to do to avoid this
is scramble the magnetic frequency the user is trying to
manipulate, which can be much easier than it sounds by using
special tech, or just simply using lightning that generates
random magnetic signatures on oneself. Typically, some tech
users have developed certain gadgets that can do this easily.
- Magnetic Shield: This lets a magnetism user create a magnetic
shield, letting them use it to block metallic or objects with a
magnetic charge from getting into it. This can also counter
certain energy types if they are blockable with a magnetic
field. This is a barrier style where they create a ball of
magnetic electrical energy around them to protect himself. This
tends to be a pretty good defense for magnetic force users,
which allows them to use their shields to reflect almost
anything with a magnetic charge, usually being great for
deflecting things like bullets. This can also be used to
generate electromagnetic forces, such as repelling people who
hit the shield, or repelling attacks off the shield. When used,
those that use this can counter attacks that can be blocked with
this power, and can even use this to generate electrical energy
by converting the magnetic field into electromagnetic energy. Of
course, non-magnetic objects and opponents can still break
through this, and powers like water and molten metal
manipulation can break through this shield very easily (Anything
with little to no electrical charge can easily break through
this shield). It is also possible to use things like aura
breaker weapons to break through this instantly. It is also
possible to short this out using water or ice, as water works
very well to dispel the magnetic effect due to it being able to
short out electrical energies.
- Magnetic Blast: This is another ability using magnetic forces
that advanced magnetic users can use. This power allows a
lightning user to generate concussive force using magnetic
manipulation, and allows them to generate attacks using this
force once they learn to reshape and change magnetic forces. By
using this, many lightning users can use this to do different
things, but the main thing is that lightning users are able to
use this to fire blasts of magnetic energy. When fired, these
blasts hit with concussive force, and are designed to do
physical damage more than magnetic or lightning damage. However,
further advanced users are able to have the magnetic blast
generate lightning from the magnetic force, usually to allow
this attack to do further damage. This attack is usually used by
those that master normal magnetism, and those that master this
can learn to use this in many different ways. Some that learn to
generate lightning when firing these blasts can even focus
special lightning types to do more damage. For example, a heat
lightning user might have their magnetic blast generate this
heat lightning so that the concussive force generates massive
amounts of heat, or might even use heat lightning to make the
magnetic blast explosive. Typically, this attack can be
customized as needed, and users have many different options,
though the base technique is always the same in how it generates
it's force. Usually, this can hurt anyone vulnerable to normal
physical damage, since this is more focused in blasts of
physical power. If one wants to avoid this, usually the best
thing is to not get too close to it and let it not hit, since
sometimes the blast can have different effects (like heat
lightning making it possibly explosive), and opponents can
usually block this if they can handle the concussive force and
any other effects of the attack.
- EMP (Electromagnetic Pulse), Signal Scrambling, and Hacking:
By using their magnetic abilities, a lightning user is able to
create an EMP, which can neutralize electronic equipment and
some mechanical enemies not resistant to EMPs by generating a
pulse of pure magnetic power. Depending on how much power they
put into the EMP, this can be a small charge or a large one,
with more concentrated EMPs requiring a much longer charge and
stronger EMPs having more possibility to damage technology or
those with technological enhancements. This EMP ability can also
be used to scramble electrical signals, using it similar to a
radar jammer or a way to disrupt any kind of electrical signal
nearby using their magnetic and electrical properties. However,
tech and users that have resistance to EMPs will usually not be
as affected by this. Users can also use their lightning
abilities to hack computers, letting them access computers with
this powers. Of course, anti-hack programs can resist this
influence, and systems with electrical resistant hardware can be
much harder for them to hack. They are also able to use magnetic
manipulation to erase computer data and scramble electronic
devices like hard drives.
- Lightning Combat Enhancement: A lightning user is able to
channel lightning into themselves in order to empower themselves
with lightning. This channels through the body and strengthens
the muscles, bones and tendons, enhancing physical stats
immensely with electrical currents running through the body.
This helps out with many lightning users' combat style, where
they can use this to enhance their physical combat to the point
where they can punch through stone and brick fairly easily if
enough power is applied (and depending on how much power they
passively put into it). However, the amount of the increase is
determined by how much power the user puts into themselves. If a
user puts too much, they can gain high power, but leave
themselves vulnerable afterward as using too much will reduce
their power afterward. This technique requires a balance between
power used and power gained, as too little means not enough of
an increase and too much means a great increase but not enough
power left over. There is also a risk of too much of an increase
of power possibly doing damage to the body, since the body
moving faster and acting more strongly can cause things like
broken bones, and torn muscles if the body has too much pressure
put into this skill, which usually happens when used too long.
- Body and Brain Scan: A lightning user is able to scan someone
through their ability to process electricity. Through this, a
user is able to read someone's body, telling what state the
person's body is in or sense abnormalities. However, this
doesn't let them read thoughts and movements of those a user
fights, as they can only tell those signals are being sent, not
what the signals actually are. However, the biggest use for this
is to remove abnormalities, where a user is able to remove
things like certain illnesses from the blood, tumors and in some
cases, use their lightning to try and correct abnormalities in
the brain by using small amounts of electrical energy to help
restore the brain. However, it is rare to be able to do this on
someone resisting him, as if someone does try to resist them, a
user can't pull this off as easily. This is more for helping
allies rather than doing damage. This also lets a user tell in
combat which signals are being sent to which part of the body,
letting them more easily predict their opponent's movements, as
all opponents have to use their nervous systems to transfer
information in combat, unless one is using a instinctive style
that doesn't require nerve communication (Which is very rare).
Though just because they can process this, doesn't always mean a
user knows what the opponent is going to do, as it only tells
them which part of the body will be moving, and not what that
movement is.
- Nerve Interruption: This power uses a user's lightning to
interrupt someone's nerves. This power disrupts nerve signals
using lightning, scrambling the nerves ability to transmit
signals. When used, this can disable someone's limbs or whatever
part of the body is struck. This can be focused into certain
things, like interrupting someone's leg movement so they cannot
move their legs properly, or disable certain joints. This can
also be used to stun opponents and cause disorientation if they
are hit with this. The nerves usually correct themselves again
within 2-3 three rounds, though other lightning users can avoid
this by electrocuting themselves and correcting the issue (as
they can use this to restart their nervous system). Opponents
with high enough combat adaptability or anatomy knowledge can
also adapt, as some opponents can figure out how to use their
nerves still if they can figure out what movements do what, like
trying to move a leg, but moving an arm, and the opponent adapts
until the nerves correct themselves.
- Lightning Beam: Some lightning users can fire beams of
concentrated lightning, which are designed for piercing
opponents. These can fire beams of lightning at many different
sizes and speeds depending on their ability, which blast through
opponents. Most of the time, there are two types of beams that
are fired using this power. The first is that they fire smaller
beams of lightning designed for speed and piercing. While they
don't do as much damage, they easily pierce opponents more
easily, and are great for trying to strike vital points with
this attack. The second is that users are able to fire larger
beams, usually as a way of doing more impact damage or just
trying to incinerate opponents caught in big enough beams of
lightning due to the lightning's destructive nature. Typically,
this is designed to pierce shields and armors, but users can
find plenty of other ways to use this as well. For example,
there are some that can use other lightning types that will find
ways to use this to enhance the technique, such as an ice
lightning user might use this to pierce an opponent and freeze
the wound to cause extra damage, or a heat lightning beam could
generate heat which severely burns a wound. Some even have
specific techniques to use this uniquely, such as using impact
force of these beams, or some are able to use this to reflect
this beam off things like mirrors that reflect light. However,
smaller beams are rarely deadly unless they hit a vital point
like the lungs or the heart even if they usually more easily
pierce an opponent. Larger blasts usually do more damage because
they usually have to be concentrated before being fired, but
stronger opponents being able to block or resist larger attacks
to a degree. Usually the best way to avoid either of these types
of abilities is to not let oneself be hit by it.
- Lightning Stream: This is an advanced technique among
lightning users, and one that requires more power than one might
think. This technique uses lightning to generate a stream of
electricity, which can be used to fire at opponents. The main
use of this is to electrocute an opponent with more electrical
energy than normal, with streams of lightning usually being able
to kill opponents with enough exposure. This technique can be
used multiple ways, depending on what the user wants to do. The
first main way this is used is by firing it from the hands or
even from the body (only used by advanced lightning users),
where a user will fire a stream of lightning at someone or
something to electrocute them. The second method people use of
this is when users create streams around them, usually to be
used defensively. This use can be used to protect oneself from
attack by opponents, such as using this to try and generate a
stream of electricity around oneself so that the opponent trying
to attack them will get electrocuted when they get too close.
This technique can even be used with special types of lightning
if a user has them, such as using heat lightning to burn and
electrocute opponents simultaneously. This technique is quite a
powerful one, but comes with a few major downsides. Typically,
this requires a lot of power to use, and cannot be maintained
for long periods of time. Most users cannot use this for more
than few rounds at a time. The other major downside is that this
can do damage to a user's body if overused, because the
lightning released forces open the flow of energy in the body to
release this massive stream of electricity, and when maintained,
the forced open flow of energy starts to cause major damage to
the body because of this.
- Piercing Lightning Attacks: This technique was developed among
advanced lightning users, with the most well known users of this
being users of techniques like the Chidori who learned to
utilize this lightning. This technique condenses lighting until
the power of the lightning builds up to be able to break through
defenses. This technique is very useful for opponents with
strong armors and shields, as those that use this at full power
have been known to even pierce through adamantium (but only with
enhanced lightning and long enough time to concentrate their
lightning enough). This attack can be built up with a longer
charge time, where a user can take more time to condense more
lightning into the attack to make it stronger. Because of this,
the longer the attack is prepared, the stronger it can be. Those
that use this that have customized this power have come up with
plenty of ways to use this, such as some who focus spears and
swords of lightning into this power, or some that can fire
spearing attacks, or some that can even fire streams of piercing
lightning from their body. However, while this attack is very
useful, it does require charging up and condensing lightning,
and while this can be done quickly, this technique is only at
it's strongest when an opponent takes extra time and puts more
power and time into the attack. While strong, interrupting an
opponent charging can hinder them from making this strong enough
to pierce stronger metals, and this attack can still be dodged
by fast opponents.
- Chain Lightning: This is another advanced technique of
lightning users that allows those highly trained to eventually
learn to have their lightning chain to multiple opponents if an
opponent is struck by a lightning attack. Typically, this is
usable with almost any kind of lightning attack, such as a
lightning stream or a lightning blast, and some users have
specific techniques using this ability. Depending on the ability
and knowledge, as well as the conductivity of the affected
opponents or objects, users of this ability can usually chain
multiple opponents, with some even being able to chain their
lightning among entire groups. Typically this works best with
the lightning stream power, because of the stream's ability to
hit one object or opponent and then chain to another nearby,
which many users of this power will use this power for. However,
this does require great knowledge of conductivity of anything
they are trying to chain their lightning to, and requires the
person or object chained from to be within 10 feet of the
original object or person who is hit by the initial lightning
attack. The number of people who can be chained in this
technique also depends on how advanced the user is, and how good
they are at keeping things like a stream of lightning active.
Typically, this can take less power than firing multiple
attacks, but requires more knowledge and awareness of the user's
surroundings to use. This can also be stopped if there is no
conductivity, such as lightning cannot be run through certain
insulators, and the chain power does not work if the object or
person struck is not conducting the electricity.
- Lightning Strike: When someone with lightning abilities uses
their abilities during a storm, the user is able to create a
lightning strike, directing a natural lightning strike to attack
an opponent by controlling the storm and generating a lightning
bolt by concentrating the static in the air where they want the
lightning to strike. The user needs only to fire a lightning
bolt up in the clouds to absorb the lightning and concentrate
the static in the clouds, which can also can also use special
lightning to empower the lightning different ways, such as using
holy lightning for a holy lightning strike or a powerful ice
lightning strike to freeze an opponent when struck. Depending on
the lightning, the lightning has to be fired into the clouds,
and draw power from the overhead storm. However, this can only
be used when there's a storm overhead, and if there's no storm,
then there's no natural lightning that the user can call down.
Anyone who knows this is coming usually can find some way to
avoid it, such as using a metal object to absorb the lightning
(though lightning strikes used in this manner tend to melt most
metal objects), or using cover to block the lightning strike. It
is also possible to protect oneself using earth manipulation or
using insulators that don't conduct electricity. This typically
requires a lot of power to do, and while it is very powerful to
use nature's lightning, it is also very taxing, requiring a lot
of power to use this attack. Most users only use this against
the strongest of opponents, usually as a trump card. Users of
lightning without storm manipulation can use this if there is a
storm overhead, but without storm manipulation cannot manipulate
the storm itself.
Shingetsu Style:
- Shingetsu Sword Style: Many are familiar with the Shingetsu
style as a sword style, in which it is designed to be a focused
style. This style falls into two main types of attacks, which
are the two bases of this entire style. The first is the
Nadeshiko, which is a technique that focuses physical force to
split objects known as the "Armor Piercer" substyle, and the
second is a technique known as Battojutsu, or a type of sword
draw technique that uses the second substyle of this style. This
style was developed for weaker combatants originally, in that it
was designed so that weaker combantants could hit harder or
pierce armors that they wouldn't normally be able to. The
Nadeshiko was designed for this style specifically, but the
Battojutsu was originally derived as a variation of the Hiten
Mitsurugi style, which some aspects of the Battojutsu part of
the style became a basis for this style's techniques. This style
is a focused technique that weaker users can use against
stronger opponents, as the Nadeshiko is designed for weaker
people to pierce stronger opponents, and the Battojutsu is
designed to attack at much faster speeds to counter opponents
with faster speed. For the most part, this is a style that is
more about technique and mastery of it's attack styles, rather
than just being a style focusing on physical strength like it's
martial arts counterpart. When advanced users of this style
master it, they are able to balance the two substyles and
combine the two aspects to create a sword style that some master
swordsman are even able to use with wooden swords or some can
even attack with things that aren't swords to combat swords and
other bladed weapons. For Omega, he not only uses this style,
but uses a slight variation where he draws his sword from his
back, rather than from his side (Though these days he tends to
default more to his Omega style than using his normal Shingetsu
style.
- Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
first substyle of the Shingetsu style that applies to both the
martial arts version and sword style version of the Shingetsu
style, which is the Nadeshiko technique, or also known as the
Armor Piercer technique. This substyle is a main focus of the
style, in which the user is able to concentrate physical force
into a single point to split an object at the point of impact.
When focusing the style, users have to focus on the point they
want to attack, and then use their force to create a line that
splits the object through concentration. If done properly, their
attack will not hit as a normal physical attack, but will simply
slice something cleanly in half. This is an aspect in both the
martial arts style and the sword style version of the Shingetsu
style, and can be done using a simple physical combat attack
like a punch or kick can cut into an opponent, or a sword slash
to concentrate the sword slash's affect. Masters of the style
that are skilled enough have also been able to slice through
things with the sheath of their weapons, or some people can even
slice through armor with a simple kick or punch. This style was
originally designed, as one might guess from the name, to slice
through armor and tougher materials, whether it was through
physical combat or through the sword style. This technique
requires focus at first, but masters of the style can usually do
this subconsciously with enough practice. Countering this is
usually best done through dodging, since this is designed to
slice through even metal armors and shields. Since this is a
concentration technique, another way to prevent this from
working is to interrupt the user's concentration, or interrupt
the impact force which will usually make this technique not work
properly.
- Shingetsu Battojutsu (Sword Draw Substyle): This is the second
substyle of the Shingetsu style, which is a style based around
sword draws that is specific to the sword style (as the martial
arts style has no "sword draw"). This sub-style is known for
it's unique sword draw techniques, which was originally taken
from certain other styles like the Hiten Mitsurugi style that
had plenty of sword draw techniques. However, the battojutsu
substyle is based mostly around drawing a sword directly into an
attack, without having to go into an attack stance after drawing
the sword. Because a sword draw can be among the fastest known
movements with a sword, battojutsu and laijutsu users developed
the style around it so that they could take advantage of this by
utilizing this as one of the main aspects of the combat style.
As a result, the battojutsu style is all about different sword
draw techniques, and combining those techniques with special
techniques to create unique attacks. Many of the attacks in the
Shingetsu style are designed around both the Nadeshiko substyle,
but many use the Battojutsu style, and some even combine the two
aspects. Users who master this can use many powerful sword draw
techniques, many of which are designed to be extremely fast
techniques, and some even being very powerful techniques when
combined with the Nadeshiko style. However, the biggest risk to
this style is timing, due to this style leaving the user
vulnerable without their sword drawn. If a user draws their
sword too early, the user will be left open, but if they draw
too late, the opponent might have already landed an attack on
the user.
- Shingetsu Slidestep (Stepping Method): Any swordsman and
martial artist can attest that any sword style requires precise
footing, and each combat style needs a way to regulate their
movement whether it's weapon-based or martial arts-based. There
are usually certain stepping rules that one needs to avoid, such
as not moving their leg in front of their sword, so they don't
risk chopping off their leg when using sword styles, or using
movement styles in martial arts as a basis for dodging and
counter attacking. No matter what style one uses, a proper
stepping method is often the basis of good movement, and most
users of any style will never advanced without mastering a good
stepping method. This stepping method style acknowledges those
concerns, but also acts as a high level stepping method that
allows a user to use a special stepping method that is designed
to use sliding to the advantage of the user. Normally, sliding
around is a danger, but this stepping method uses it to the
advantage, in which the user can move and use the slide step to
transfer the momentum into their attack. Of course, as one might
expect, this can be difficult to master, but advanced users can
get good enough at it that they are even able to use this to
create after-images when they move fast enough. The major danger
to this is using slide and accounting for the friction, due to
sliding around requiring a user to know how friction will slow
them and account for it when moving.
- Swordsman Wavelength Attack Focus: This is a trick among
swordsman, where cutting through objects isn't about power, but
concentration which is learned only by experienced swordsman who
have been near death at some point in their life and learned to
tune into this. By tuning into the wavelength of objects, a
swordsman is able to cut only what they want to cut, such as
cutting through a tree without cutting the leafs falling from it
by tuning their wavelength of their attacks to target only a
specific wavelength. This technique lets the swordsman cut
through almost anything by tuning their attacks to the
wavelength of whatever it is they're trying to cut. They don't
have to know what the material is, only be able to process the
wavelength of the item or opponent. This lets them cut through
almost anything, assuming the opponent isn't also using this
power to block them. This can also cut through defensive energy
skills, such as walls or barriers by some advanced users. This
swordsman technique requires the user to be tuned to the world
around them, and once mastered, the swordsman can essentially
cut through almost anything with enough concentration. However,
this obviously doesn't do any damage by itself, simply being
used to tune attacks to their opponents. This technique can be
countered however, by simply changing the wavelength of the
object or person being attacked, such as using an energy
amplification technique to change the wavelength of the object
or opponent. While the sword would do some damage as it's still
a sword slash (if it hits), then the sword would do highly
reduced damage.
- Swordsman Wavelength Projectile Ricochet: Thanks to the
wavelength sense some swordsman have, Those with it are able to
use their connection to the swordsman wavelength to reflect
attacks back at opponents or at other opponents from their
sword/weapon. This ability comes from using the swordsman
wavelength in order to tune their wavelength to the wavelength
of the kinetic energy of a projectile, in order to reverse the
kinetic energy when attacking a projectile. Advanced users of
this can even learn to reflect projectiles in specific
directions, rather than just reflecting the attacks randomly.
Usually, this only requires the user to react fast enough to
tune their sword's wavelength, assuming they can use this in
time to reflect a projectile, and they will be able deflect
projectile attacks. This works on energy attacks, other
projectiles, and even works on things like cannonballs and
bullets (if a user can react and move fast enough). While most
users have to concentrate to do this, advanced users of this
learn to do this subconsciously with enough practice, which
gives them more time to react to projectiles. This is a
difficult technique to master, due to how many different kinds
of projectiles there are that could be used, and the speed many
projectiles travel. For opponents, most aren't able to change
the wavelength of a projectile, but if opponents can speed up
their projectiles so the swordsman doesn't have time to react
and tune to the wavelength of the projectile, then the user may
not have time to use this.
- Form Negation Wavelength Manipulation: This technique was
developed as part of the wavelength training, in which they can
attack people who are either intangible or in elemental form.
This uses the user's ability to tune to wavelenths to attack
someone while they're in another form, allowing them to
essentially attack them and ignore their form they're in to do
damage to them directly by tuning to the wavelength of the
person's original body rather than attacking the form they're
in. For example, an opponent in water form would take damage as
though they were in their normal form when this technique is
used properly as this would attack the opponent's body rather
than the water form. This technique is quite useful for the user
especially fighting supernaturals who use intangibility or use
energy or elemental forms to avoid damage, in which users of
this developed this specifically to combat these kinds of
opponents. Users of this usually have to concentrate to use
this, but advanced users will learn to use this subconsciously
when an opponent uses intangible forms. Opponents can counter
this by manipulating their wavelengths so they don't match the
user's attack, if they know how the wavelength power works
which, for the most part, is something only swordsman can tune
their mind to (Though there are plenty of similar abilities in
other training that use similar abilities in other forms). Of
course, opponents can still easily dodge the attack, as this
does require landing an attack in order to take damage even when
the wavelength is properly tuned to the opponent.
- Energy Negation Wavelength Manipulation: This is another
technique that developed as part of the wavelength training.
This technique lets them dispel energy techniques similar to an
aura breaker, in which this was designed to operate similar to
the form negation ability. Thanks to this, they are able to use
sword slashes and their ability to use wavelengths to tune to a
wavelength and dispel it with a sword slash by tuning the
wavelength to the energy's wavelength and focusing on using
their physical force of their wavelength to dispel the
wavelength of the energy. This is an advanced technique that is
much harder to do than it sounds, and if used properly, it works
great for swordsman who fight projectile attacks. This only
works on energy type attacks and defenses, and doesn't work on
solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
wavelength training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and on a different wavelength) and must be attacked
using form negation rather than energy negation. The most this
can do to someone in elemental form is negate some of the energy
used to keep their body in it's elemental or energy form.
Opponents who want to counter this can counter this by changing
the wavelength of the energy used, if they know how this ability
works (which those who see similar abilities will know how it
works).
- Twin Draw: This sword style move uses a seemingly normal
battojutsu move which uses a powerful sword draw to launch a
strong and speedy attack, but the difference is that in addition
to the sword slash, the user also uses the sheath as a second
attack in quick succession, striking with the power of the
momentum of their first attack to carry them into the second.
This attack is meant to fool opponents into focusing on the
sword draw, but not on the second attack coming from the sheath,
which usually is set to hit someone in the chest or at a
pressure point since the sheath normally wouldn't do too much
damage. This attack can be combined with the Nadeshiko or the
swordsman's wavelength when used by advanced users, and can make
the sheath slash opponents when the attack hits. If an opponent
is hit by this, they will often find that the force of this
attack is usually able to break someone's ribs, since the chest
is usually the target of the second attack. While the first
attack is just as dangerous (as battojutsu attacks are usually
quite fast and can be pretty powerful), it is usually the
combination of attacks that makes this so dangerous. Since there
are two attacks, usually focusing on one will make the other
easier to hit with, and most opponents wouldn't even see the
second attack unless they know that it's coming since most
swordsman wouldn't attack with a sheathe. While this may seem
like a great technique of deception though, this usually only
works once, since the opponent usually catches on to the style's
use of this technique. Though basic, this technique is still
effective.
- Sword Slash Wave: This technique is a modification of the
Nadeshiko style, where the user doesn't focus into a point of
attack, but rather, focuses their power into a slashing wave by
focusing their attack force. This has the same effect on an
opponent, except that the attack hits from a wave instead of a
sword slash through concentrating of an attack. This was
designed to send the force of a sword slash to fight opponents
who fight from further away, since not all sword users can fight
at mid-range (as most swordsman cannot attack beyond close
range). This attack can either be focused into one large
slashing wave for more damage, or advanced users can focus this
wave into a collection of smaller slashing waves for more
chances to hit an opponent depending on how the user uses this
technique. This technique is a fairly basic shockwave style
attack that is designed to transfer the force of an attack
across an area, which is normally invisible to users. However,
some users can still tell when this attack is used, usually
those with highly honed combat instincts or those that know how
these kinds of techniques work. This is another attack that can
decieve opponents the first time it's used, since most aren't
able to tell there's a shockwave style attack that comes from
the sword slash that fires this attack. Though after the first
attack, usually opponents figure out how this technique works.
- Cherry Blossom Pedal Wave: This attack is another attack of
the Nadeshiko part of the Shingetsu sword style, that uses
powerful sword slashing shockwaves in a more advanced technique.
These waves are focused and powerful enough to bend the light
around them, which causes certain effects on the light affected.
The sword has to move swiftly and very fast so the sword waves
nearly overlap. The technique creates the optical illusion of
what looks like cherry blossom pedals around the sword and
waves, but is merely an optical illusion which ended up becoming
the name for this attack as the cherry blossom pedal optical
illusion became associated with this technique. The attack still
works like slashing waves, except the waves move far faster and
do more damage, and are more visible due to the optical illusion
that looks like cherry blossom pedals as the light is bent
around the wave. Typically, the force of this attack is stronger
than a normal attack wave, and the slashing waves are meant to
hit in quick succession to make this harder to dodge. However,
it is possible to dodge these attacks, but requires precise
movement and very fast reflexes to dodge these waves. Depending
on how the sword is slashed, the attack could be one large wave,
or a collection of smaller waves depending on how advanced the
user of this attack is. This is hard to tell though since the
wave itself is not usually visible since it's usually hidden by
the bent light around it, though one can tell by the cherry
blossom pedal illusion where the general wave is or how the wave
is fired. It is also noteworthy that the light bent by the waves
of the attack is not quite as impressive as it sounds, as it is
more just an affect on the air around the attack rather than
being some space-bending feat like most think.
- Cresent Slash: This is a combination of the Nadeshiko and the
Battojutsu substyles, where users are able to use this if they
have mastered both styles. When using this technique, the user
does a Battojutsu style sword draw attack, bringing the sword
forward into a sword slash. However, the difference is that this
technique creates a wave from the sword using the Nadeshiko
style that creates a slashing wave to attack opponents from
farther away. This is a good move to use when the opponent is
expecting a sword draw up close, as the user can draw and attack
from farther away, catching the opponent off-guard since most of
the shockwave attacks are not able to be seen typically.
Essentially, the user wants everything to be in one swift
movement, where they sword draw straight into a Nadeshiko sword
wave in one swift motion. Unlike the normal wave, which is
fired, this wave stays for a short time up to two feet in front
of the sword's blade where it was slashed, and can be used to
essentially extend the range of a normal battojutsu attack. This
requires the use of both Nadeshiko and Battojusu, which means
users must know both substyles to use this technique, and be
able to combine the two naturally. This attack is usually great
for opponents just outside the range of normal attack range with
a sword, but this is another technique that typically only works
once, and opponents usually have to still be within a certain
range for this attack to work properly, as this wave cannot be
fired at opponents like most think.
- Two Sided Slash: This move is a special Battojutsu style
technique, where the user starts with a short charge to the
opponent. When the user gets close, they draw the sword and
attack from the front, then as they get behind the opponent (by
moving beside them) they user their momentum to spin and do
another attack to their back while they're stopped from the
first attack. This attack is a two stage attack, designed to hit
from both the front and back in quick succession if the attack
is done properly. This requires careful movement, and predicting
where the opponent will move to if they try to dodge the attack,
since this technique is designed to hit twice. If the user
misses the first attack, it is possible to adjust their stance
to make the second attack easier to hit, but requires fast
reaction and being able to move effectively so they don't lose
any momentum of their attack. When done properly, this should
all be in one solid flow of movement where the user does the
first attack and then moves immediately into the second attack.
This technique is designed to be done with great speed, and if
done correctly, both attacks should hit close to the same time.
If an opponent wants to dodge this technique, the best way is to
just get out of the way of it, and if the opponent knows that
the second attack is coming, they can still dodge the attack. If
an opponent does fall for this, it usually only works once as
opponents usually figure out how this works.
- Wave Breaker: This technique is another powerful move that
uses the Nadeshiko style. This style fires a sword slash wave
similar to the normal sword slash wave, except that this attack
is fired using higher power and physical force. Instead of just
slashing an opponent, the attack slash wave bursts into multiple
slashing waves when hits something, allowing the larger slashing
wave to do far more damage by splitting into smaller waves that
can slash anything the smaller waves hit. This technique is a
very powerful slash which can do severe damage to an opponent if
they are hit by it, which can easily have the technique burst in
up to 10 slashes depending on how the technique is used. This
can be great for attacking groups, or hitting an opponent
multiple times with one technique. While it may not seem like a
strong technique, this can easily put multiple slashes on an
opponent at once, which is usually very confusing for opponents
who mistake this for one attack doing the damage of multiple
strikes. This technique requires a lot of physical power to use
though, far more than a normal attack due to how much power has
to be put into it for the wave to have the kind of stopping
power it has to have, but also the physical force has to be
concentrated properly or else the technique's waves won't have
the desired effect. Opponents can also probably figure out how
this works after it's been used, as some smarter opponents might
figure it out after seeing it being used. This can be dodged by
opponents, as an opponent needs only dodge the larger single
wave, and they can probably avoid the smaller waves that do the
actual damage.
- Dragon Hammer Slash: Based on another style's technique, this
style uses a powerful attack from above an opponent using
battojutsu. During this move, the user has to get above the
opponent, and then attack while they're on their way downward,
striking an opponent from above. When moving downward, the user
uses their momentum to draw their sword, and attack from above,
in which the momentum of the sword draw, and the momentum of the
move downward make a very strong attack designed to slice an
opponent from the top down by using gravity to amplify the force
of the attack. This is best used when an opponent is unaware of
the coming attack, usually if the opponent has lost track of the
user who can then attack from above while the opponent is trying
to figure out where they are. If an opponent blocks this, a
user's force may propel him downward enough that the force of
the weapon clash could force the opponents own weapon back into
the opponent's shoulder or face depending on how strong the
force of impact is. Typically, the best way to use this is to
attack the back of the neck or the back, as this was designed to
be used from a jump and used when coming down on the opponent.
Typically, this can be a very dangerous attack, as users usually
use this when opponents are trying to track them. If an opponent
knows the attack is coming, the attack can be blocked if the
opponent doesn't have time to dodge, as long as the opponent
accounts for the increased physical force of the attack.
- Dragon Soar Flash: This technique is the opposite of the
dragon hammer slash, and is instead focused on attacking from
below an opponent while moving upward. This technique uses a
sword draw to hit an opponent from below, usually meant to hit
the opponent's chin. There are two modes of this attack. The
first is a non-lethal move where the user can hit the opponent's
chin with the butt of their sword, usually knocking the opponent
back and disorienting them, which is good for users not looking
to do serious damage to their opponents, and proper strikes can
be used to knock out opponents when used properly. The second is
a lethal style attack that will attempt to slash the opponent
from the chin upward, slicing through the face when done
properly. If for some reason the attack is blocked though, the
user can attack upward with an uppercut to attack the back of
the blade (this doesn't work for double sided weapons) so that
the extra momentum carries the blade upward. This can also be
used to knock back weapons that are attacking from above, and
using the punch to the dull side of the blade to knock the
opponent back. There are a number of ways to use this attack,
depending on where the user attacks, though usually this is
meant to attack the chin. Users can even use Nadeshiko in
combination with this on stronger opponents to slice through
opponents more easily. Opponents can block, or dodge the attack
depending on the strength put into the attack, and there are no
special techniques that make this technique more than what it
is, which is mostly an upward sword strike.
- Earth Wave Slash: This move is another Battojutsu technique,
one where the user draws the sword downward into the ground in
order to dislodge the earth using immense speed and force in
their sword draw. Instead of slashing the opponent, this
technique is designed to slash the earth and dislodge the earth
into attacks that are fired at the opponent from the slash,
usually meant to be used on hard surfaces like rock or concrete
so that the debris of the attack does as much damage as
possible. This attack is designed to be used as a means to use
the earth like projectiles, usually in the form of an attack
wave generated from the force of the attack, and the earth used
as projectiles from the force of the slash. This technique is
very useful for doing damage to opponents, due to the attack
being able to hit them with strong debris and not really
requiring as much raw power from the user as one might think.
This is a simple Battojutsu technique, but requires a good
strong slash to use, and usually has to fire the attack directly
in front of where the user is attacking. This makes the attack
useful, but the opponent can dodge if they move beside the user
or even manage to get behind the user. This is also best used at
midrange, as too close and the debris won't hit as hard due to
not having enough momentum. This is one of the few techniques
that cannot be combined with Nadeshiko, due to the Nadeshiko
often messing up this attack, and the Nadeshiko will usually
slice through the earth rather than dislodge it.
- Crying Wave: This is a particular technique that is sort of an
opposite of the Battojutsu style, where instead of attacking
with a sword draw, the user uses a shingetsu style attack wave
upon sheathing a sword. When sheathed, the force of the
sheathing fires a shockwave at opponents, creating a small sonic
boom upon sheathing the sword. Due to the enhanced sound of the
wave, the wave has an amplified sound which can affect those
with enhanced hearing, but can also still impact opponents with
concussive force and push them back. This is a fairly simple
wave that is designed to catch opponents off guard, as the
attack isn't the wave, but instead it is the sound that is
generated that is the true attack. The enhanced sound can cause
pain in the hearing of those with enhanced hearing, even to the
point of knocking them out, with the wave being able to
disorient those with strong enough hearing. Those with enhanced
hearing or those with sensitive hearing have the hardest time
with this technique, and are the ones this technique was made to
be used against. While the wave can attack people as an impact
wave up to a certain distance, it is not supposed to be the
focus of the attack. As a result, this is another technique that
is great for deception, but only works once as most opponents
figure out how to counter it if used more than once. Opponents
that want to avoid the effects of this need only come up with
some way to drown out the sound, in which they can avoid the
sound by making sure the sound doesn't reach them, usually with
some sort of ear coverings that can drown out the sound. The
attack wave is not usually too strong, usually just being strong
enough to knock opponents back, and not enough to do any serious
damage.
- Slicing Sword Dance: This is a very advanced sword draw
technique, one of the most difficult to do in the Shingetsu
style. This attack is done when unsheathing the sword, but
instead of using a normal battojutsu, the user simply opens the
sheath about a third of the way when using this. The thing that
makes this difficult though is not the unsheathing of the blade,
but how the blade has to be unsheathed. Most people wouldn't
think that this technique is a battojutsu style technique, since
the sword isn't drawn with much force. However, when drawn, the
user has to use their draw to create a force that is amplified
and ricocheted off the blade itself and fired at the opponent
which takes a mastery of concentrating one's force, and of
mastering both aspects of the Shingetsu style. Most mistake this
for reflected light when the force appears fired from the blade,
but the force creates a powerful wave that is fired from the
blade at opponents. Instead of drawing the sword from the side,
the user holds the blade in front of them, and then draws the
blade out, in which the blade reflecting the light has to be
facing the direction the user wants to attack from. For the most
part, this technique is very difficult to get just right, since
it requires conflicting force to draw the blade, and even more
difficult to get that force to reflect and amplify on the blade
till it fires a wave. This technique moves extremely fast, being
difficult to dodge, and is one of the top level skills of the
Shingetsu style for good reason. However, opponents that can
move fast enough can dodge this, and some can block this if they
have proper defenses strong enough to handle the wave. Unlike
other shockwave attacks, this one is fully visible due to the
reflected light.
- Nine Head Dragon Slash: This is perhaps the strongest and most
dangerous of the Shingetsu style's Nadeshiko substyle, and
requires immense speed to pull off. This technique, when done
correctly, attacks 9 different vital points in such quick
succession that it seems the attacks happen simultaneously.
This, as one might imagine, is very difficult to do, requiring
immense speed to even attempt. When this technque is executed,
the user simply must do a quick charge towards the opponent, and
use the momentum to carry them into this attack. This technique
was originally designed to train for the final attack of the
Hiten Mitsurugi style, but was refocused into it's own attack
for the Shingetsu style. This attack requires immense speed and
strength in order to be able to do this, since this requires
attacking 9 points almost at the same time. The main idea behind
this attack is that opponents would have a hard time dodging 9
simultaneous attacks, with the best way to dodge being to land
an attack on the user before this technique has a chance to
fully get into effect. This was originally designed to teach the
speed necessary for the final attack of the Hiten Mitsurugi
Style, so it's designed to be fast as the Hiten Mitsurugu style
is about speed. Though faster opponents might still be able to
dodge if they account for all 9 attacks, though the best way is
still to hit before this attack hits which stops this attack, or
move away from all nine attacks by dodging to the side rather
than trying to go above or below the attacks.
- Soaring Dragon Slash: This is a battojutsu style technique
that is one of the strongest techniques this style can release
that was based on the Hiten Mitsurugi style. This appears to be
a normal battojutsu to most, however, the things that set this
apart is the extra step and the powerful vortex of the air
around the user that is created from the attack. When this move
is used, normally 3 steps are made and the battojutsu is made
normally in order to avoid the fourth step and putting the leg
in path of the sword that could result in a user cutting off
their leg. However, with this move, there is a fourth step,
which is usually not made because of the danger mentioned
earlier of the leg being in the path of the sword slash.
However, this extra step is vital, and when done, it boosts the
speed and power of the strike to the point of almost being
invisible. Countering this move requires knowing when the sword
will be drawn and slashing before the move is executed to stop
the sword. This sword can break through weapons and armor, and,
when the move is executed or even when blocked, can create a
vortex of wind which draws the opponent towards the user or
anything close by, which can then lead to the user using other
moves if they fail to hit with this style while the user is
trying to avoid the effects of the attack. The best way to avoid
this is to not be within range of the vortex, either teleporting
away, or if fast enough, getting behind the opponent where the
vortex doesn't affect the opponent, or getting somewhere the
vortex of air can't reach the opponent. Opponents who do know
how this technique works will know that this technique is
difficult to dodge and almost impossible to block because of the
force of this attack, but the only real way to stop the attack
is to stop it before the user draws the blade, in which the
opponent has 4 steps to stop the user before the attack is made
and the vortex is created.
Omega Style:
- Shingetsu Variation Style: Omega Style (Unique Substyle): As
one might imagine from the name, this is a style meant to finish
off opponents, which was created by Kindron Darkfire (Some might
guess correctly that Kindron named himself Omega after this
style which became his dominant style after he became Omega). He
developed this style as a combination of the two substyles, but
also to modify the style since he had unique methods he had to
use to use the Shingetsu style (Making this a somewhat unique
variation style). For Omega, he often uses a single sword style
like the normal Shingetsu, but instead of drawing the sword from
his side like most Shingetsu users, Omega draws his blade from
his back. As a result, Omega uses this version of the style to
specifically address the differences in his style. Not only did
Omega manage to make his own substyle, but also developed some
unique abilities for his substyle, such as the ultimate attack,
the Omega Combo. This style focuses some of the Nadeshiko style
into the attacks, as well as having the battojutsu style mixed
in in some techniques. As a result, this style is a very
powerful style which is designed more for offensive combat than
defensive combat. Omega is a dangerous opponent when using this
style, mostly due to the fact this is made specifically to kill
opponents rather than incapacitate like the normal Shingetsu
style was. Omega's use of this often uses a single sword, but
the attacks are either designed to pierce defenses, or they can
be used as counter attacks to opponents. While this style is
mostly offensive, it does have some defensive combat options
though it does specialize more in offense than defense.
Opponents will find that this style is best dodged rather than
blocked, since so many of the techniques are designed to cut
through defenses, and many of the attacks can be fatal if an
opponent messes up blocking the attacks of this variation style.
However, parrying some of these attacks may still work, though
one should be careful how they parry some of these attacks.
- Omega Style Finisher Strike: This is a very simple attack, one
which is meant to finish off a user who is recovering from an
attack. In this attack, the user goes for a Nadeshiko style
attack, where he attacks an opponent who is recovering. There
are two main versions of this. There is a jumping style attack
where a user is able to jump and stab an opponent on the ground.
In this method, a user simply jumps and strikes downward, trying
to strike the opponent through the heart. If done correctly with
the Nadeshiko style attack, then the attack will split the chest
open and pierce through the heart. For this method, the downward
force of the attack is usually helpful to add the force of
gravity into the attack (as a user brings the attack down on an
opponent). For the second method of using this, there is a dash
attack that a user can do to an opponent standing, where a user
dashes and runs their blade through his opponent in a dash-style
stab attack. This attack is meant to finish off an opponent
before they can recover, in which the user runs his blade
through the heart of the opponent to kill them. In this method,
a user simply has to dash and try to use a Nadeshiko style
attack to pierce through the chest instead of a downward attack.
This method uses a user's momentum to their advantage, where the
dash gives them extra power as they strike when done correctly.
This is a simple attack, designed mostly to shorten battles and
is a technique designed specifically to kill opponents (even
though some users may not like to kill). A user can also do this
attack with physical attacks instead of a weapon if they are
skilled enough, in which they can use their bare hands to attack
opponents by trying to spear them with their hands. This skill
works best when an opponent is stunned from an attack, as it's
designed to take down an opponent before they can recover from
an attack. As long as opponents don't sit still, they may still
be able to dodge this, as it's designed to attack a downed
opponent. Opponents who recover quickly enough won't usually
fall prey to this unless an experienced user tries to use it in
a combo. And if the opponent avoids getting hit in the vitals
with this, the opponent can lessen the damage done to them (by
moving so the attack doesn't hit the vitals.
- Omega Style Triple Combo: Many can probably guess from the
name that this attack allows a user to do a triple combo, which
is designed to attack opponents. This attack hits in three
slashes, where the sword moves fluidly between each hit straight
into another hit. Depending on the use, this can be done in
different ways, with the slashes being able to be performed
differently depending on what style of movement works best for
the user. The main use of this usually involves a horizontal
slash, which moves into another horizontal slash that moves
using the momentum of the first attack, and then shifting and
doing an overhead strike as the final part of this combo. This
combo can also be done using a vertical slash, a horizontal
slash, and an overhead slash if used properly. The main thing is
that this move requires fluid motion, and taking advantage of
one's kinetic energy when attacking in order to amp the momentum
of the combo with each it (the momentum carries into the
momentum of the second, amplifying it, and the second into the
third). All three slashes are dangerous and designed to strike
vital points, making this a dangerous technique if an opponent
is caught in the attack. Depending on the user, some can even
stun opponents if they hit with the first or second attack,
usually enough to get caught in the combo (Assuming the user
hits with the attacks). This is also good for destroying armor
or slicing through shields, due to the triple attack's use of
the nadeshiko style. The final attack is usually the most
dangerous, due to the fact that, not only is it the strongest,
but the attack is also able to be combined with certain other
similar attacks, and the attack can be enhanced with other
abilities for more impact power (Such as a fire user could
combine the third strike with a fire attack to create a stronger
impact or an explosive impact). This may seem simple, but can
kill an opponent if it strikes the right vitals when done
correctly. As one might expect, this attack is easy enough to
dodge if the opponent is fast enough to avoid it, and the stun
effect only happens if a user gets hit by one of the strikes.
- Omega Style Arc Blade: This technique is a technique that a
user does vertically in the air or horizontally on the ground,
where they create an attack from a spin to attack an opponent
either below, above, or nearby. When using this technique, a
user simply needs to do a fast flip, curling up, spin and do a
proper vertical slash as they spin completely around while in a
sword slash motion which will then fire 8 nadeshiko shockwave
slashes attacks in multiple directions based on how they. The
attack waves usually form a circle as they move outward, and can
damage opponents who are hit by the shockwave slashes. Usually
this is best done with a flip, but can also be done with a spin
to fire the attack to the sides as well (doing a horizontal
slash from the ground and releasing a shockwave slash when the
user spins around. This attack can also be used in a jump
forward, where a user can flip and do this attack during a
forward jump (though this requires fast movement and good
flipping skills to do). This attack is usually meant to hit
multiple enemies, or be designed to be harder to dodge by faster
opponents due to being an attack of 8 slashing waves and being
done with incredible speed. When done, the user does this in one
solid motion, where they spin and all 8 slashing waves are
released almost simultaneously when they do their slashing
motion in a circle. This is best used above an opponent and
angled so that it can hit multiple opponents, or this can be
used if there are opponents around someone on the ground. This
style requires very fast movement, and the ability to properly
flip and do a slashing wave that can be released from this
style's form of attack. Since this attack is meant to be used at
midrange, it is dodgable by opponents with a fast enough
reaction time if they know how the attack works. It is also
worth noting that this isn't a 360 degree attack, and this
releases a circular wave from a user, not a spherical one
(meaning that this slashing wave moves outward in a circle that
can be dodged if one moves enough to the side of the attack.
- Omega Style Charge Blade: This attack is one where a user
focuses their physical strength and charges an attack with their
sword to do more damage. By focusing their physical power for a
few moments (which advanced users can do while moving and
fighting), a user is able to release that focused power into one
charged attack that can hit an opponent much harder than a
normal sword strike. This attack can be used on the ground or in
the air, with this being useful for single powerful attacks that
can even break through metal, or shatter through defenses. If
hit, this can break through armor and shields, and can do much
more damage to an opponent than a normal power slash would. And
when used, this can also be combined with other abilities for
stronger slashes, such a lightning user could combine this with
concentrated lightning for an electrocuting and piercing attack
or a fire user could create a burning attack or even an
explosive attack. Depending on the skill used, a user can have
additional power added to this, or extra effects depending on
the power used. Unlike what many think, this technique is not
about raw power, but about focus (as the attack is literally a
focused and concentrated attack that is designed to put the
focus into the raw power of the attack to create a much stronger
attack that can pierce defenses). This is best used against
stronger opponents that are more resistant to attacks, since
this technique was designed to fight opponents with things like
concentrated mass and other larger level opponents that are much
stronger. This is designed to be a power strike, but there are
some that can release this with immense speed if they are
skilled enough. While this is powerful, it is still dodgable if
an opponent reacts fast enough. When used, opponents should
dodge this attack rather than block it, as this technique can
break many defenses. Thankfully, opponents that dodge this
attack won't be hurt by it. An opponent just has to move far
enough to the side when this attack is released, and they can
avoid it (assuming they move fast enough).
- Omega Style Double Charge Wave: This is another triple attack,
despite it's name, which is designed to hit from a distance
rather than hitting from up close. This is best used at mid
range to long range (and is not really meant to be used up
close). When using this technique, a user releases two larger
shockwave attacks which don't do slashing damage, but do heavy
impact damage if they hit, followed by the third attack which is
a nadeshiko style slash. The two larger shockwave attacks are
meant to catch the opponent off-guard, and knock them back
slightly, so that the slash wave will hit them and do more
damage. The shockwaves are simple concussive waves which are
released from the force of weapon or sword used for the
technique, while the last attack is a concentrated slashing
wave. The first two attacks are usually meant to stun an
opponent, just being more for impact hits than disabling an
opponent. The first two are meant to stun an opponent so the
final hit of the technique can have a higher chance of hitting
an opponent. A user can also do this with three slashing waves
if they are going for a kill, or just wants to do more damage,
which is more dangerous due to three slashing waves doing more
damage. When used this way, a user can do major damage with all
three hits rather than just one. The first method has more
advantage in that the two impact waves do more concussive damage
and stun an opponent, but the second method does far more
slashing damage but doesn't stun an opponent to the same effect.
This technique requires not only powerful combat attacks, but
also requires a user to have knowledge of how attack shockwaves
work in combat. However, a user can also combine this with other
techniques to create amplified attack waves, such as a lightning
user could create lightning impact blasts and a lightning slash.
Opponents who know how this technique works can dodge it if they
know how the technique works, and are fast enough. These
techniques can also be blocked, but these are powerful attacks
usually meant for killing blows so one should only block if they
are confident they are strong enough to block the technique.
- Omega Style Rising Slash: This attack seems simple, but can
still hit extremely hard. This attack appears like an uppercut,
while being a sword attack, and does an upward attack meant to
hit an opponent above a user. This starts with a user getting
low to the ground, and then jumping up, doing a sword slash
strike as they move upward. As the user moves upward, the sword
and momentum of their movement increases the swords impact
power, and if the opponent is above the user, they can use this
to hit an opponent above them with a very strong nadeshiko style
slash. When used, this is meant to cut down an opponent, where a
user concentrates their attack power into their upward slash.
Normally, this is very difficult to do since an upward jump
attack would require accounting for gravity and resistance, but
users can do this is if they are skilled enough with the style,
and they have strong enough jumps and agility to use this. A
user can also use this as a catalyst to fire a large nadeshiko
slash at an opponent, which is larger than a normal shockwave
and harder to dodge which is fired from the attack at the
opponent. This attack can be used on someone who is close to the
ground as well, in which an advanced user can cut through
someone on their upward jump, so it's useful as long as the
enemy is in front of a user where they can pull this off. This
attack is best dodged from the side, so that a user doesn't have
a chance to possibly hit them with the nadeshiko slash wave.
Users can also combine this with other combat techniques, or
other abilities to create stronger attacks, such as a lightning
user might release a Nadeshiko lightning slash wave. This attack
is only a one stage attack usually, but can combo into other
aerial combat techniques if used properly, such as Kindron (The
original user of this style) can combo from this into an arc
blade technique. A user can even go straight from a battojutsu
draw straight into this sword slash if they are skilled enough
(and can draw the sword fast enough). If one wants to dodge
this, the best way to dodge is to move to the side, out of the
path of the attack wave, or a user can move to a spot where they
aren't above the user, as this is meant to be used on an
opponent above the user. This can also be blocked, as long as
the user isn't using something like a piercing energy type slash
(which can be done with some like lightning users or fire
users).
- Omega Style Flash Wave: This attack is best used from above,
where a user does a downward thrust of their sword or weapon
into the ground below them, using gravity to help the user build
their momentum. This can be used to strike an opponent below the
user, but it's main purpose is to hit the ground and release a
large shockwave around the user that fires off nadeshiko waves
all around them in a large wave. When used, a user has to bring
their weapon down, where they then focus their attack wave to be
released at the point of impact when they hit the ground. If
done correctly, with the correct focus on the attack wave, this
will then release the waves that go outward. The waves are
separated a bit to hit a wider area, but are harder to dodge due
to the waves going in all directions around the user. As a
result, this is best used when a user is facing a group of
opponents or can be used on faster opponents. This can be used
from the air above an opponent, or a user can use it from the
ground to just directly strike the ground and release this wave
(though the waves aren't as strong when done in this manner
without the impact force from the gravity of movement). Unlike
other attacks, this one is visible due to the light that
reflects off the blade and distorts when passing through the
shockwaves, making this one hard to dodge, but easier to see
when trying to dodge. And like many other parts of this style, a
user is also able to combine other abilities with this sword
wave, where users can learn to release waves empowered by other
skills, such as a fire user might be able to make explosive
sword waves. Usually, being farther away from a user makes this
easier to dodge, with the attack being better suited for close
combat rather than being far away. The individual slashing waves
released from this are small, and usually not fatal though, so
most opponents usually don't have to worry too much about this
attack. This can be blocked, as long as the attack isn't strong
enough to pierce defenses, or can be dodged if an opponent gets
far enough away where the attack waves aren't so close together
(as they will get further from each other with distance as they
move outward from their origin point and become easier to dodge
once the waves are far enough away from each other).
- Omega Style Two Sword Counter: This technique is designed
specifically for those that use multiple swords so that they can
hit something with focused power. This technique uses one sword
to parry an attack, while a user focuses an attack that they use
as a counter. This technique is a dual stage attack, where a
user does both the parry and the sword attack in quick
succession. This is meant to be used in response to an attack,
as it is a counter move just as the name suggests. When used,
the first attack is a focused parry strike which is designed to
knock an attack away from a user more easily (as the parry just
redirects the attack, usually opening up the user to attack).
After that, the user then does a nadeshiko style attack that is
meant to spear the opponent, where a user focuses their attack
power to try and deal a fatal blow. This is a defensive attack
skill, where a user is meant to catch an opponent off guard with
a parry, and then go for a fatal strike that is meant to kill an
opponent. When the first strike is intiated, a user can choose
to parry in certain directions depending on how best they want
to parry the attack, or they can even use certain swordsman
wavelength skills or other abilities to more easily counter the
attack (such as a lightning user might use magnetic manipulation
to repel an attack. The second strike is meant to spear an
opponent, and as one might guess, one can also combine this with
other abilities and other techniques to create a more powerful
spearing attack (such as lightning users might condense
lightning into a piercing attack, or users can also use
swordsman wavelength to more easily focus their power on a point
of attack. This can also be used to set up other counter
attacks, where a user can also use their first attack to combo
into a counterattack. Opponents who know how this attack works,
will know that they need to avoid the second strike, since the
first one is just a parry. Users also should know that this has
to be done in quick succession, and if it is not done properly,
then an opponent can either dodge or counter-attack. Opponents
can block the second attack, but since it can be a piercing
attack, dodging is usually better for avoiding the attack due to
this being meant to be a killing blow.
- Omega Style Counter Slash: After a sword counter attack is
pulled off, a user can then attempt to hit with this attack,
which lets a user switch from their sword counter move into a
diagonal upward slash on an opponent. This is designed to be
used as a counter if a user hits an opponent to stun them, in
which the user then releases this attack right after in one
swift, fluid motion. This is designed to be used like a combo,
and uses a nadeshiko style attack designed to slice through an
opponent more easily being closer to the opponent. Because this
is a close range attack, this slash forces the opponent back,
and the slash does more damage as a user slashes from up close.
As such, this can be a dangerous attack if it lands, due to the
user being able to strike vitals with this attack if it connects
properly. This technique uses the Nadeshiko in it's attack where
a user can use this to more easily cut through an opponent (even
being able to cut through armor and shields depending on the
armor). This can even be paired with the two sword counter,
where a user can use the two sword counter move, and then move
their sword they used to parry into this technique after the
second part of the two sword counter move. This is designed to
be used as a counter attack move, where a user uses this after a
counter move (while it is designed to be used after the two
sword counter, a user can also use this after many other counter
moves as long as they can move from the counter move into this
attack in one quick movement. As one might expect, users can
even combine this with other techniques, such as a lightning
user might combine this with a lightnign style move to more
easily pierce opponents or even just to electrocute them. This
attack is best dodged when one avoids the first counter
technique the user uses, as avoiding the first counter will make
this much easier to dodge. Since the sword counter is designed
to pierce opponents with Nadeshik, opponents should probably
avoid trying to block this attack (though parrying it can still
work as long as one isn't trying to use armor or shields
directly to block it). Typically, dodging this is the best way
to avoid this attack.
- Omega Style Backdash Slice: This technique was based on
another technique where a user would use a side dash and then a
roll to get behind the opponent. However, this style's variation
of this technique instead does this differently. This technique
is best used when an opponent is attacking, as they're less
likely to be able to change the momentum of their attack as
easily. When used, this version of the technique uses a side
step and a ducking maneuver to move by an opponent while they're
attacking. If done correctly using special movement styles of
this combat style, then a user can more easily pull this off.
When used, this lets a user get behind an opponent, where they
are less likely to have strong defense and slice them in the
back. If done correctly, a user will not only dodge an attack,
but counter attack in one technique. This is a very useful
combat technique, and can be very deadly if paired with
techniques like the Nadeshiko, or paired with other abilities
(such as a lightning user might combine this with lightning to
make a lightning slash variation of the technique). This is a
great way to take advantage of an opponent's momentum when they
attack, and can be used as long as the user can avoid the attack
the opponent is using. This is also a good technique if an
opponent is guarding while expecting a frontal attack,
especially if a user can manage to move around the opponent
faster than the opponent can turn. While this is harder to do in
some cases (as opponents not in motion can turn far more easily
to turn to counter this), it is still a very useful technique.
Another advantage of this technique is that it puts a user into
an opponent's blind spot, where they cannot easily attack the
user. And since the back is usually more vulnerable, this makes
a great attack move. This attack is usually best avoided by
either moving so the user cannot get behind the opponent, or an
opponent might avoid this by turning to face the opponent. This
technique can be used to slice through armor, or be combined
with other techniques, so opponents should keep this in mind
when trying to block this attack.
- Omega Style Mortal Draw: This was another attack based on
another style, where the technique was able to be more
effectively used in this style due to being able to combine this
with a Battojutsu style attack. In this style, this variation of
the technique combines Battojutsu with Nadeshiko to create a
much more powerful variation of the technique. This technique is
meant to be used by those with swords on their back, where the
battojutsu has to be adjusted to work slightly differently. When
used, this technique is performed by the user letting down their
guard while their sword is sheathed. When an opponent moves
close enough to attack, a user then surprises the opponent by
drawing their sword using a Battojutsu attack to try and cut
down the opponent. This is a deadly attack that is designed to
kill an opponent in one strike. This can also be used with other
abilities as well, such as a lightning user could combine this
with electricity to do more damage or electrocute opponents.
When drawn, the Battojutsu attack hits with incredible force,
where a user is able to slice through even metal armor
(depending on the armor), and a user can usually deal fatal
damage if they hit with this technique. If done correctly, a
user will draw their blade straight into the attack, in which a
user attacks before the opponent has a chance to put up their
defenses. This is meant to trick opponents into lowering their
guard, and then attacking them right before they go for their
attack. When the attack is used, the user relies on the speed of
a Battojutsu sword draw, combined with a piercing Nadeshiko
style attack. However, there are major downsides to this attack.
Because the user has to put themselves in a vulnerable state,
this can very easily go wrong for them. If the user draws their
blade too early, the opponent will more easily be able to
counter, but if they draw too late, the opponent may land an
attack on them while their guard is down. While this can do
extreme damage to an opponent, it can be just as deadly to the
user if it is not performed precisely. Most opponents who want
to avoid this should not get close while the user's guard is
down (as opponents who don't fall for the initial trick may be
able to be on guard and more easily counter this), or faster
opponents may be able to still get their attack in if they can
move faster than the user's attack (which is difficult, but
doable).
- Omega Style Jump Strike: This technique is another technique
that Omega based on another style, enhancing this technique with
a nadeshiko attack. This attack is a chargable attack that a
user can use to jump forward and slam their sword (or swords for
those that use multiple swords) downward, which creates a
shockwave around them to slash opponents all around where the
user hits the ground in a large attack wave designed to hit
opponents around the user. This technique is done by focusing
the Nadeshiko into attack waves which are released when the user
hits the ground, and when charged into this jump strike, they
are released and fired to attack everyone around the user (when
done correctly). This attack is able to do more damage or hit a
greater area if a user stops and charges his physical power into
their sword, in which they can focus and make the attack hit
harder. This can also be modified based on the jump the user
does, where a further jump may increase the power of the attack
(by yielding more momentum to the attack). This attack is best
used when attacking a group, due to being an AoE effect of the
waves that can hit an area around the user. This can even be
combined with other abilities, such as a lightning user could
release a wave of lightning to more easily damage opponents or
electrocute them. This technique is also designed to overcome
certain defenses, where a user is able to use this to hit
opponents through certain defenses due to the nadeshiko waves
released from the attack. Depending on the focus and
concentration of power, this can be a very devastating attack
that can do immense damage to opponents in the attack wave due
to the raw power of the attack. Opponents who want to avoid this
simply need to move back out of the attack range, or defend with
a strong enough defense to block the nadeshiko attack (though
since this uses Nadeshiko and can pierce defenses, it may be
best to dodge rather than block this attack. Another thing to
note is that this technique may require concentration before
use, depending on how strong the user wants this attack to be.
If requiring concentration, a user may be vulnerable to attack
while concentrating and an opponent can stop the attack before
the user uses it.
- Omega Style Ultimate Attack: Omega Combo: (
https://www.youtube.com/watch?v=0mcnSf0u1kc
) Masters of the
Shingetsu style usually either learn their teacher's final
attack, or sometimes they also come up with their own. In this
case, Kindron (the original user of this style)created his own
ultimate attack for the Omega style, one that doesn't require a
battojutsu style attack, and focuses more on the Nadeshiko
substyle as well as concentrating on raw offensive power. This
attack uses the first hit of this combo using a nadeshiko,
designed to hit extremely fast by using a standard jump slash.
While it doesn't do that much damage, it's main purpose is to
stun the opponent for a short time while the user unleashes the
full power of this combo. If the opponent is stunned, a user
then unleashes a 7 hit combo which can do severe damage to an
opponent and can be a very deadly attack as each slash is
designed to do severe damage on its own. If this technique hits,
each of the slashes is done using Nadeshiko to attempt to pierce
through the opponent's armor and defenses, which makes this a
very useful final attack. This technique does the combo in very
quick succession, hitting an opponent while they're stunned.
This attack is so fast that many opponents only see flashes of
light from the blade when this attack hits due to the speed at
which the combo is performed. And as one might guess, the
increased speed also increases the strength of the attack (more
momentum increases the power in this style). The only way to
avoid the hits of this combo is to dodge the first hit which is
a stunning type attack. Though if the user dodges the first
strike, a user doesn't have to do the whole combo, and will
usually stop and do a different attack if the opponent dodges
the first hit. Usually, this is only really good if a user knows
the first attack is going to hit, otherwise opponents will just
dodge this or some will even block it. If this hits, most
opponents are usually finished off by this attack, though some
stronger opponents might survive it if they are strong enough to
handle the Nadeshiko style attack. For the most part, dodging
this attack is usually one's best option, but those with strong
enough defenses may be able to block this if they account for
the Nadeshiko style attack.
Darkfire Kenpo Skills:
- Darkfire Combat Style: Darkfire Kenpo: This is a variation of
Chinese Kenpo, utilized mostly by the Darkfire family as they
modified the style to fit their own combat style. It still has
the same substyles (and a few other substyles thanks to the
Darkfires modifying the style), but has been modified so that
the Darkfires can better focus their combat talents through this
style. This style has many substyles, allowing for many
different options in terms of how the Darkfires want to train.
There are styles based in defense, some based in raw offensive
power, and some that are more balanced. There is even a few
unique substyles based around the Darkfires using elemental
power in their combat, such as the Leijiquan substyle that uses
lightning in combination with physical combat for techniques
like a lightning punch that can strike the opponent on impact.
The Darkfires allowed slight modification of this style (usually
more modification is done around the unique elemental
substyles), where each Darkfire is able to modify it based on
the substyle they use and combine different substyles together
for different types of combat (such as some that might combine
Ranshohan (fire style) with the Piquaquan substyle to create
rotating force that explodes when the user hits an object or
opponent). Those that use more defensive substyles can focus on
defense, or those that want to focus on power can focus on
overwhelming opponents with a powerful offensive. This is mostly
dependent on the individual Darkfire's fighting style, and this
is the Darkfire family's choice style of combat. Since it is
quite a versatile style that can be adapted to many different
styles, this style is very useful to help the Darkfires hone
their combat talent. Usually, this style is like most styles
where no matter what substyles are used, how it is used is
dependent on the person using the style. Almost every style has
strengths and weaknesses, such as one focused in offensive power
will not have much defense, or elemental styles can be countered
by counter elements. And despite how good the Darkfires are at
fighting, there are opponents out there that can still outclass
them even though the Darkfires are a clan that is very good at
combat. It is also worth nothing that using more substyles makes
this style harder to master, and may not be as effective against
those that limit and master fewer substyles even if having more
substyles means more versatile combat (so using less or more
both have advantages and disadvantages).
- Darkfire Kenpo Substyle: Tai Chi/Taijiquan (Shadow Boxing):
Developed as a martial arts style, Tai Chi is often known by
many as more of an exercise regiment than a fighting style. This
style focuses on meditation, movement, and focus. While many
recognize Tai Chi for slow movements, there are also faster
paced forms that are taught for combat. This style uses
coordination and relaxation to increase the body's
effectiveness, rather than using muscle tension like many other
styles. This is often more of a defensive style, in which a user
focuses more on neutralizing or redirecting attacks, and usually
doesn't focus on attack. This style is known for it's health
benefits, as users of this style often use things like
meditation to relieve stress in the body, and using movements to
strengthen the body. Users of this style not only benefit from
it in combat, but their training can also improve their daily
life style, in which users of this style are less susceptible to
stress and body tension, allowing their bodies to stay in peak
physical shape longer. When in combat, the focus of this style
is response to changes in outside forces, in which the body is
trained to respond to different aspects based on how the person
uses the style. In this style, the focus is not on opposing
force to meet attacks, but is on redirecting and yielding to
attacks. Users of this style learn flexibility and agility, so
that they can more easily avoid attacks from opponents. However,
just because this style is more defensive doesn't mean users
don't have means to attack. This style focuses on throws,
grapples and other methods to redirect opponents, in which users
of this style take advantage of an opponent's momentum. For
example, when an opponent throws a punch, the user may use a
technique to duck under the punch and then throw them while
their momentum is carrying the opponent forward. Because the
body is trained to react to certain forces, this style tends to
focus on honing the body to react instinctively, and allows
users to train themselves defensively. Because of how this style
is, this style is not a powerhouse style, but does work well
against powerhouse styles as this style can redirect stronger
opponents and sometimes counter faster opponents. This style is
more about avoiding fights rather than engaging, meaning this
style is not usually for those seeking fights, but more for
those seeking to avoid fights. The major weakness of this style
is that it relies on relaxation and coordination, so opponents
who let anger or other stress causing emotions into their life
will often be hindered in this style. And like any style, this
style may be countered depending on the user, experience and the
techniques an opponent might have.
- Darkfire Kenpo Substyle: Baguazhang (Eight Palms): This
sub-style is known for it's use of circular movement as well as
it's coiled and uncoiling actions. This style is based around a
more balanced style, using similar techniques to the Tai Chi
style. This style is more about open palm strikes, known for
it's flexibility and body alignment. Users learn a lot of low
stances, staying low to the ground, and striking opponents
vitals through proper striking techniques, throws and precise
footwork. This style is a very balanced style, allowing a user
to build their stats up more evenly than some other styles. This
is a very simple style to learn, as it is pretty simple to train
and learn, but it is still a very skilled style to those that
would take the time to master it in its entirety. While this
technique isn't about overwhelming power or about pure defense
like some styles, users of this style can still keep up with
many other focused styles, as this style has some useful
techniques like how to break one's defense with an open palm
strike or using certain close combat grappling and joint locks
to disable others. By using this style, users have more of a
circular movement around their opponents, and focuses on
patience rather than rushing in. Those that practice this must
have the patience to keep calm and watch their opponents,
waiting for openings or waiting for opponents to make their
moves in order to counter-attack. This style may seem simple,
but it's training allows for more focus and control, and is a
great style for those that want to learn to focus and learn
patience since the style teaches focus and patience to help
focus the mind. This, similar to Tai Chi, is a style that not
only trains the body, but also trains the mind as well by
training reflexes, reactions and even helping improve thought
when in stressful situations. Though simple, this style is not
to be underestimated, as masters of this style are very good at
countering other styles. Though, as one might expect, opponents
can outclass this style with certain more focused styles (like
pure power styles or pure speed styles might outclass this since
this doesn't focus on specific stats). When facing a style, it
is not just the style itself, but mastery, experience and
technique that often determine who will win using certain
styles.
- Darkfire Kenpo Substyle: Hikaken/Piquaquan (Chop Hanging
Fists): This is a substyle of Chinese Kenpo, which goes by the
name Hikaken, or is also known as Piquaquan (chop-hanging
fists). This sub-style focuses on striking power, relying on the
rotations of the arms and it's open palmed techniques to create
stronger striking techniques. This style lets the user use their
arms and legs like whips to build up incredible force in their
attacks, which lets them not only hit harder and faster, but
makes their techniques even harder to dodge. This technique uses
training similar to Baguazhang, except that this style focuses
more on attack than on defense. This sub-style is incredibly
powerful, in which those who master it can even overpower
certain metals such as an advanced user who dented the top of a
bus with this style. This style uses rotation, in which the body
rotates to build momentum and strength, to strike opponents.
This is a dangerous style to opponents, as this style can
usually break the bones of opponents hit with this style and do
severe damage to the body when opponents are struck, due to the
strength of the techniques of this style. Combined with the
enhanced movement, this style can be a great style for keeping
opponents on the defensive, as this style is focused more around
overpowering opponents than on defending them. However, that
doesn't mean that defense takes a backseat in this style, as
this style still uses enhanced movement to move around enemies
using rotational movement (such as the stepping method Kouho
Haiho). This style is best used at medium to long range, and is
capable of producing massive damage against opponents when used
properly. This style is a much more offensive style, focusing
more on offense than on defense, though this still uses movement
to great effect, as this style focuses on not wasting a single
move, as every move in this style has a purpose, whether it's to
dodge an attack, or build momentum. Though those who use this
style often find ways to use dodging to build momentum for
attacks. The only real problem with this style is that those
that use this style recklessly can do just as much damage to
their body as opponents, as some users have been known to
shatter the bones in limbs when doing this if they execute
techniques wrong. And like most styles, there are other styles
that can counter this style, depending on the style, experience
and abilities an opponent might have.
- Darkfire Kenpo Substyle: Uryuu Banda (Black Dragon Smash):
This is another substyle of Chinese Kenpo, which involves dual
stage attacks modified by the Darkfires to be used in their own
combat style based on Chinese Kenpo. This style is very
difficult to master, requiring years of training to learn
effectively even among combat prodigies. This style attacks
using a simple attack, but attacks in a way that when the user
blocks, the user does a second attack. One such example is using
an elbow attack, which is then blocked, and the user extends
their arm and hit the opponent on the side of the neck. This
style often requires experienced opponents to dodge the second
attack, making this very useful against those who don't have
enough martial arts knowledge as this can be used very
effectively against opponents as it was designed to counter most
mortal reflexes as it relies on the opponent blocking the attack
so the user can deliver the second, more brutal attack. This
style is meant for the first attack to be predictable, with the
second attack being far less predictable. As this style not only
relies on the first stage being predictable, but also on the
opponent blocking, this style requires not just precise movement
and deception, but also requires the user to predict how his
opponent will block an attack. This is designed to take on those
with enhanced combat intuition who rely on their combat instinct
rather than their techniques. As such, this is very useful
against not just lesser martial artists that aren't well trained
enough, but also works against experienced martial artists that
have trained their bodies to react certain ways to certain
attacks. As such, those more experienced often have a harder
time countering the second attack of this style. This also works
against those with raw combat talents, as this can also take
advantage of combat talents as most combat talents react to
attacks similarly (as in most will dodge an attack or block it
in some form). As such, the best way to combat this style is
with advanced training techniques, usually using techniques to
counter rather than relying on instinct to guide one's
movements. Since this takes advantage of those who have trained
their bodies to react, the obvious answer is to think about
one's attacks in the moment rather than react (though they can't
think too long or the first attack will hit them). And like with
most styles, there are other ways to counter this depending on
the style, user and experience.
- Darkfire Kenpo Substyle: Chishoken/Ditangquan (Ground Boxing):
This is a very difficult substyle of the Darkfire Kenpo style,
in which the user focuses solely on speed and acrobatics,
usually using speed and fast attacks to try and overwhelm
opponents. In normal Ditangquan, the users would focus on
defense and offense, but this version of the style was modified
by users for those that have a more speedy and offensive style.
Users of this style train in aerial acrobatics, as well as
things like tumbles, falls, turns, somersaults and other
movement options in order to train their movement and agility in
combat. By doing this, users are able to not only take on
opponents with blinding speed, but can also take out groups of
opponents extremely quickly. Combined with the combat techniques
to strike the opponents similar to other styles like Baguazhang,
this style focuses on open palmed strikes, and strikes the vital
points to disable opponents by using speed to try and strike
their vitals enough times to disable them. This style is often
favored by those who specialize in speed-based combat, and
requires an immense amount of combat speed and flexibility to
utilize this ability effectively. Because of the faster
movement, the power of the attacks also increases, meaning this
form also has increased power compared to some other styles as
well. This style also trains the mind and reflexes, as the
higher speed the body is trained to move at often requires the
mind to react and operate far more quickly than with other
styles. However, the main focus of this is speed and agility
over all else, using techniques to keep opponents from being
able to attack by using fast attacks to keep opponents on the
defensive. Masters of this style can utilize this to almost
appear to vanish when moving to dodge or attack, with some being
able to move fast enough that their attacks are not even visible
to the naked eye. When it comes to this style, the major
downside is that the body focuses on agility and speed, so
attacks are focused with that in mind. The increased power is
more an effect at moving at higher speeds, but other than that,
most attacks are actually a bit weaker since speed is more
heavily trained for. This means that attacks are a bit weaker
(though the increased speed increasing power and attacking
vitals are both means to counter this weakness). The training of
the mind is also important, as without this training, the mind
wouldn't be able to comprehend how fast they were going which
would be a major problem. Some that cannot process how fast they
move with this style may have to only use this in short bursts.
Other than that, mostly the same rules apply as other styles,
where styles, users and experience usually combine to determine
who will win overall as it is not just one factor that decides
who would win a fight using a style. This is also the most
difficult style to master, requiring time and effective training
no matter the combat talent as this style requires building up
the body and mind, not just learning techniques like most people
think.
- Darkfire Kenpo Swordsmen Unique Substyle: Tili (Body Strength
Style): There is a saying among swordsmen: A weapon is only as
skilled as its wielder. The Darkfires of the Swordsmen faction
took this to heart, and focused their training on themselves.
The Swordsmen faction embody the belief that the user's body is
their greatest weapon, and they train their bodies accordingly.
Many swordsmen are known for different kinds of combat, but the
Darkfires who use this style focus more on the basics of combat
and training the body using physical fitness training to
strengthen the body to its limit. By training agility, speed,
power, and even durability, the users of this style focus more
on building their basic combat skills rather than learning
techniques. This has led to advanced Darkfires in this style to
becoming skilled warriors that not only can fight with swords
with great efficiency, but can also fight just as easily without
a sword. For example, the most skilled users of this style could
cut through a boulder with a chop, or use a powerful step to
create a shockwave in the ground. The Darkfires skilled in this
don't do anything fancy, but instead focus on making themselves
devastating weapons that can focus their attacks in ways that
normal swordsmen wouldn't think of. This style is also tailored
to each Darkfire, where each Darkfire that uses this trains
their specific physical stats to their limits. For example, a
speed-based user of this style will train their stats up with
their focus being on building agility and speed further than
most speed based users. However, this is also about training up
one's own weaknesses as well. For example, if a Darkfire is not
strong enough to counter an opponent, they will train their
physical strength alongside their other stats in order to make
themselves stronger. This style is about knowing oneself and
their limits, and also about control and focus. By using these
aspects, Darkfires become dangerous combatants that can use
basic attacks in ways to take down more advanced combatants.
However, the biggest use of this style isn't just about taking
down opponents, but this style is focused similarly to Tai Chi,
where the users learn to take care of their bodies and learn
things to help them overcome their weaknesses, like those with
extreme anger will learn meditation to calm their anger, or
users with less focus will use focusing exercises to build their
focus. Darkfires not only build themselves up, but focus on
controlling their power rather than just releasing it. This
means that the precision of movement could turn what would
normally be a fatal blow into an incapacitating blow as means
to take down opponents since the Swordsmen focus not only
killing, but on incapacitation. Of course, as one might expect,
this style is a basic combat style that doesn't use a lot of
fancy techniques, so many will find that users can overcome this
with techniques of other styles, or opponents may counter this
if they have stronger physical stats (since this focuses more on
focusing physical stats than on actual techniques to use in
combat). While the Swordsmen faction are extremely skilled
warriors even without a sword, they are still able to countered
by those more skilled than they are, or might have better
techniques than them.
- Darkfire Kenpo Stepping Method: Kouhou Haiho: This is the
stepping method used by those who use Chinese Kenpo, being
derived from the Baguazhang sub-style and modified to work for
the Darkfire Kenpo style as it's main way of moving around and
using stepping methods. This technique is focused on dodging
opponents, and specializes in moving around opponents while
they're attacking. The key to this technique is how the user
moves their feet, as when the user steps forward with the right
foot they can put all their weight on it and that leaves the
left foot free, allowing them to pivot away to the other side of
the opponent. The user leaves their upper body in place until
the very last moment, and by pivoting away, the user moves with
immense speed when they pivot away. Users often use this in
order to sidestep opponents and get behind them, in which this
style is more about moving to avoid attacks. However, this style
is far from being purely defensive, as this stepping method does
also have offensive elements to it. The main thing is that this
makes taking advantage of opponents easier, as the point of this
movement to the side also can be used to knock opponents
off-balance by kicking their legs while the opponent is in
motion. By doing this, users learn to take advantage of an
opponent's momentum, and use it to their advantage. Because it
uses the opponent's momentum, not the user's own physical
strength, most find the throws extremely easy to use when done
right as this can knock even stronger opponent's off-balance.
Typically, this style is only really used in close quarters to
an opponent, and is only effective when used near an opponent.
Using it far away doesn't grant any special movements, since
this style is more for sidestepping around opponents than moving
through empty space. As such, users of this style should only
really use this in close quarters combat, and switch to the
second stepping method, Sonido, when trying to move through
distance (more on Sonido later). This stepping method also has
to be done precisely to be effective, and if an opponent figures
out what the user is doing, they can also move out of the way if
they can change their movement direction. The major use for this
is getting behind opponents, so once opponent's figure this out,
this stepping method can be countered since it is a very simple
stepping method.
- Darkfire Kenpo Stepping Method: Sonido: This stepping method
is the other stepping method used across the Darkfire Kenpo
style, and seems to be based on hollow Sonido or hollow Sonido
was based on the Darkfire's art (as it's similar in nature and
both styles are similar enough to believe that one may have been
copied from the other, but no one knows which came first in a
chicken or the egg type situation). This is a supernatural style
training in movement, in which users are able to move at high
speeds, replicating certain supernatural beings movements using
amplified physical stats and techniques. This style of movement
uses supernatural movement styles in order to utilize their
speed to the utmost ability. In the case of the Darkfires, they
use their magic amplification of their bodies to power the speed
boost in this style. When used, this is designed to allow users
to move at high speeds, covering distances between then or an
opponent or even traveling at high speeds when needed. This
style produces an audible boom or static when used, which led to
it's name which literally translates to "Sound Step." Advanced
users of this style are fast enough to leave afterimages, and
some have even figured out how to use certain steps in order to
leave behind essence that creates an almost solid afterimage.
While not fully there, the image has some substance to it in
which a user can do damage with this, or use it to fool
opponents while they move behind them. This style is extremely
fast, and when in motion, the user will often disappear from
view because they move faster than the eyes can track. By using
this, the Darkfires incorporated this into their combat styles,
alongside the Kouho Haiho. While the Kouho Haiho is used at
close range, this is used at mid range or long range in order to
cover distances, but can also be used in close combat due to it
allowing fast movement even if one needs to move around an
obstacle. Some elemental style users have even combined this
with certain elemental styles to grant them certain effects,
such as those with lightning may boost their Sonido to enhance
their movement speed by using lightning amplification to
increase the movement and power of their body. Both stepping
methods are essential for any Darkfire Kenpo user as the style
uses Sonido and Kouho Haiho as a backbone of the Darkfire Kenpo
style since the legs are usually the foundation of most combat
styles. This is only a movement method though, and not a combat
style unto itself, so using it on it's own is not always as
effective. However, if one wants to counter this, they can
usually know when someone uses it by the sound the user makes
when they go into it. If one wants to counter it, there are
plenty of high speed movement options and other movement styles
that can counter this depending on the skill of the user. As
with any style, the user can be overcome when using this
depending on the opponent's style, skill, experience and
techniques they may have.
Combat Abilities:
- Grand Priest Angel Fighting Style: Focused Strike: This is a
special combat technique that grand priest angels developed.
Unlike angels, they are not afraid to use their physical
strength to stop someone in a fight, in which this is designed
to allow weaker users to focus their strength and attack with
smaller and more compact attacks. As such, they have learned to
condense their strength into small compact strikes to do more
damage to opponents by not wasting the strength that normally
goes into attacks that gets spread over a wider area. This was
designed for angels not as physically strong as stronger
supernaturals so that they can still damage stronger
supernaturals. This fighting style also uses influences from
Karate and Jujitsu, making it useful for defensive movements and
using opponent's momentum against them. This style was created
by Abel, who perfected it over a very long time when he became
an angel and some other angels trained in pysical combat. This
style is a fairly custom style, making it hard to predict or
know about in battle, and is slightly different for every user.
Typically, this is more of a substyle than a full combat style,
designed for users to be able to customize this style and adapt
it to other combat styles. Typically, this is a pretty balanced
style, where users train all aspects of combat. However, there
are some that can use this to train in specific combat styles.
Advanced users of this can even focus and project their physical
power into shockwaves, where they can attack enemies from
further away by projecting their physical strength into the air
as shockwaves from an attack. This style is about focus, and
this is tailored to be used by angels specifically (or those
with angelic power), so this is only really used among angels
(though it can be used to lesser effect by those that aren't
angels). This style is fairly customizable, so weaknesses of the
style is a bit difficult to name. However, one thing consistent
with this style is that it is meant for weaker opponents, and
those that train in it may not have the physical strength to
compete with some stronger styles. However, since this style is
for weaker opponents, this can be used effectively with faster
and more agile styles. Users may have other weaknesses based on
how they train though (which should be listed by players).
- Master Weapon Users/Marksmen and Weapon Counter Styles: During
their time fighting and learning combat, the Darkfires have
often become a master of weapons, in which most have trained in
a number of weapons from swords to knives to staves, and even
many knowing how to use guns. For the most part, Darkfires have
to learn different weapons to learn different combat styles, so
the Darkfires will often figure out how weapons work into their
styles over time and find weapons that they are comfortable
using. For example, the Darkfires may not be much for using guns
in combat, but there are many Darkfires who have been trained in
gun style combat, where many have become expert marksmen even
among those Darkfires that don't use guns. However, the main
purposes to train with so many weapons is not just to find what
the Darkfire is comfortable with, but to train them in how to
combat and counter weapons. For example, training in guns shows
Darkfires what to look for in those that use guns, such as
noticing when the enemy is focused on aiming, or using the
barrel of the gun as a visual reference to see where the
opponent is aiming their gun. This works for many weapon types,
where Darkfires learn to understand how weapons are used and
learn to recognize how their opponents will use weapons against
them. While they do get this training in their weapon styles,
the Darkfires also learn how to counter supernatural weapons,
where the Darkfires train to combat supernaturals and learn to
fight supernatural weapons. For example, a Darkfire can find
ways to counter a weapons user that can fire lightning from
their sword in some fashion, such as some who may use a metal
weapon to absorb the lightning from the supernatural weapon.
Depending on the Darkfire, the Darkfires are experts in weapons
from using them, to even learning how to counter them. As the
Darkfires would say: If one wants to counter something, they
should train in that something in order understand it. This
allows Darkfires a much more knowledgeable use of weapons, which
they take advantage of. While Darkfires do tend to favor certain
types of weapons depending on the Darkfire, they can use most
any weapon to some extent, with Darkfires having varying skill
with others depending on their training.
- Supernatural Hunting Weapons Expert: During the Darkfire's
specialized supernatural hunting training over the years, which
taught them how to hunt supernaturals, the Darkfires have
learned how to utilize a number of supernatural hunter weapons
that can be used to fight enemies. Among them include things
like silver weapons to fight werewolves, holy weapons to fight
vampires, and even dragon killer weapons to fight human form
dragons. Before the varanium and stilled silver compounds to
negate supernatural specific abilities, the Darkfires relied on
special preparation and supernatural hunter weapons in order to
combat supernatural threats (though the Darkfires did utilize
varanium and stilled silver after they were invented). For
example, before going into a werewolf infested forest, the
Darkfires would try to determine what kind of werewolves they
were fighting, and if vulnerable to silver, they would utilize
silver throwing knives and other silver weapons if the
werewolves they were fighting were vulnerable to it. There are a
number of supernatural hunter weapons that the Darkfires know
how to use, and know how to utilize them thanks to their time
spent fighting supernaturals. There are many types of
supernatural hunter weapons and sub-weapons, but the Darkfires
have a variety of weapons with some even coming up with their
own weapons, such as Kindron Darkfire who came up with the idea
to create spyrite weapons to fight dark spirits when he
developed a stable spyrite material. Among weapons the Darkfires
use include silver throwing knives, blessed holy weapons,
throwing axes designed to take out an opponent's wings, holy
water for fighting unholy creatures and demons, and even having
angel blades if for some reason a Darkfire has to fight an
angel. In the 30XX universe, the Darkfires also specialize in
magic weapons, where they will often have enchanted weapons that
they can use in combat to fight supernaturals that might do
things like modify their magic (such as one enchantment that
converted a weapon's element into a dragon hunter element).
Depending on the situation and the Darkfire, most Darkfires have
a collection of weapons.
- Other Physical Combat Styles: While Darkfire Kenpo if often
the favored style used by the Darkfires, the Darkfires do also
tend to train and learn basics of other styles, whether it is to
apply aspects to their own style or to learn how styles work so
they can counter them. Just like weapon styles, the Darkfires
also train in other combat styles to learn how to counter them,
where they will even learn how supernatural combat styles work
so that they can more easily combat them. Depending on the
Darkfire, some may even choose to specialize in other styles
other than Darkfire Kenpo if they find another style they might
prefer. Because of how many styles are out there from official
styles of combat, to supernatural combat styles, and even a lot
of unique combat styles, it is hard to list each one. For the
most part, it comes down to what the Darkfire wants to learn and
if they can find someone to teach them certain combat styles.
For the most part, martial arts styles alone are quite numerous,
and depending on the preferred style of the Darkfire, they may
find a style better suited to them, such as one Darkfire who
chose to specialize in Muay Thai rather than the Darkfire Kenpo
style. There are also many Darkfires who might learn
supernatural combat styles, which is how many Darkfires come up
with new variations of the Darkfire Kenpo styles, such as how
some of the elemental substyles were inspired by aspects of
other supernaturals (such as the elemental step abilities having
some inspiration from the Hazeldine's unique elemental steps to
match their own elemental combat styles). The most important
aspect of combat though for the Darkfires is learning to master
their own combat potential, and all their combat styles are
based on this aspect. There are a number of combat styles
available, so listing them all is impossible, but a general
common thing is that the more styles one knows, the harder it is
to master them all. While having multiple styles does allow one
to mix and match aspects of styles more easily, trying to train
in too many styles can limit one's combat ability. Another thing
to note is that style has its own strengths and weaknesses. For
example, grapple and throwing styles require close combat and
making physical contact with opponents, or styles relying on
power may be countered by speed-based styles that can dodge the
power based style.
- Darkfire Supernatural Hunter Combat Sub-Style: Though many
consider the Darkfires supernaturals, the Darkfires focus on
being able to fight supernaturals. Since the Darkfires often
come to fight many types of supernaturals since no matter the
universe, the Darkfires have a tendency to make enemies. In the
30XX universe, the Darkfires are human supernatural hunters who
train specifically to fight supernatural threats to humanity.
The Darkfires have developed their own combat style based on the
supernaturals they've fought, and what they've learned about
supernaturals over the years. From research about strengths and
weaknesses, to using supernatural hunter weapons, to even coming
up with unique combat techniques for certain supernaturals, the
Darkfires have specialized in supernatural hunter combat and
developed tricks for taking on most types of supernaturals.
While the Darkfires don't know much about certain kinds of rarer
threats (such as the The'Galin or other primordial entities that
aren't known by most), the Darkfires do have ways of countering
most of the supernatural creatures in the world. For example,
the Darkfires developed a combat technique in this style for
handling human form dragons, where the Darkfires will attack the
throat with a strong punch to interrupt a dragon's ability to
use their elemental breath, or when fighting vampires, the
Darkfires may use techniques to try and kick a vampire's face to
break their fangs so the vampire cannot easily bite them, or
when fighting werewolves (that aren't in human form), the
Darkfires will move behind the werewolf where they cannot turn
as easily as humans to avoid things like a werewolf claw slash).
Depending on the Darkfire, these tactics tend to work as long as
the Darkfire uses the correct combat techniques on the right
supernaturals (for example, punch a werewolf in the throat
probably won't stop a werewolf claw slash though some might try
it anyway). Luckily, this style was made to be adapted into
other combat styles, so this sub style of combat fits not only
into Darkfire Kenpo, but into any other style a Darkfire can
learn as there are ways to apply this to almost every style, and
users can even come up with unique techniques once they've
learned enough about supernaturals.
- Darkfire Enchantments, Spells and Sigil Knowledge: Thanks to
the time Darkfires spent researching magic and other
supernatural abilities, The Darkfires have developed a great
knowledge of the methods and spells used by some other
supernatural hunter groups. After having studied for years on
how best to fight, trap and defeat supernaturals, they have
learned a number of enchantments and other useful options. For
example, there is a sigil enchantment that can force an angel
out of a body if they are possessing it, or there are certain
spells to restrain certain kinds of creatures. The knowledge of
the Darkfires is quite vast, and there are a lot of options they
have for preparing for fights against supernaturals. While the
Darkfires don't know everything, nor have many of them learned
everything from their library of knowledge, the Darkfires do
know many spells and enchantments depending on what the Darkfire
studies and learns. For example, it was their knowledge of
enchantments that they use to enchant their weapons, and it was
this knowledge that led to the creation of certain supernatural
hunter weapons. There are a number of spells and ways to use
this, in which the Darkfires have a variety of options. They can
enchant weapons and items, such as using ancient enchantments to
turn weapons into demon killing weapons (as in they specifically
kill demons, negating their regeneration specifically), they can
enchant items to absorb magic as a defense, or they can even put
special enchantments on items to give them certain effects, such
as using a blessing enchantment to create a holy effect on a
weapon or item that can be used to kill certain creatures of
darkness. The Dark Magicians clan has even developed dark magic
enchantments and other useful dark magic and occult knowledge to
better their knowledge of enchantments and spells to be used
against supernaturals. For the most part, there are many options
available, where the Darkfires can train in many different
spells, sigils and other forms of enchantments to use against
supernaturals. As one might imagine though, the knowledge of
what is out there is impossible for one person to learn
everything, so the Darkfires might be limited on what they can
learn depending on what they have available or might be limited
by how much information they can absorb and remember.
- Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
Because of their training in the spirit realm, and learning from
groups like the vampire ninjas, the alchemists, the Ghostwolf
tribe and even the Hazeldines, the Darkfires have become experts
in dark spirits and other evil spirit entities in order to take
out enemies of humanity that are not normal supernaturals. The
biggest one is dark spirits, in which the Darkfires have been
fighting dark spirits since they gained their power from the
spirit realm and were noticed by the spiritual plane. Thanks to
their training, over the years the Darkfires have become experts
in almost every dark spirit that they know of, and an expert on
how to deal with other evil spirits like hollows and high level
lost souls that might escape the death wraiths and soul reapers.
Thanks to their spirit purification and the clan's other
knowledge on fighting dark spirits they've found over the years,
there aren't many dark spirits or evil spirits that usually
escape the Darkfires who are almost as good at fighting the dark
spirits and evil spirit entities as some other groups. They are
experts of almost every kind of dark spirit known, aside from
more unique ones like certain combinations of dark spirit powers
(such as some who might be a mix of multiple dark spirit types
to create their own new dark spirit type). Overall, the
Darkfires are knowledgeable about much of dark spirits and how
they operate, such as things like dark spirit rebirths (which
many don't fully understand), dark spirit rituals and even how
to counter dark spirits that are immune to spirit purification
(which are rare, but some are immune to normal spirit
purification). Because of the Darkfires connection to the spirit
realm, they have to learn how to fight dark spirits at some
point in their lives, even more so than some other supernatural
threats. However, there are some dark spirits that the Darkfires
don't know how to destroy, or how to overcome, with the two
major ones they can't beat being Xeles and Phantom (almost all
Darkfires know to avoid these two at all costs, and know not to
deal with them, even if Xeles and Phantom may try to tempt
others). For the most part, while the Darkfires are skilled in
fighting dark spirits, they aren't as skilled as some other
groups like the death wraiths and the werewolf alchemists who
specialize in fighting dark spirits specifically.
- Technology, Cybernetics and Alien Weapons Expert: Over the
years in the 30XX universe, the conflicts of earth shifted from
humans against supernaturals to humans and supernaturals against
machines as machines gained stronger and stronger intelligence
and some turned on humanity. Humans and supernaturals have even
learned about aliens and alien technology over the years thanks
to some friendly aliens and reverse engineering alien technology
of humanity's enemies. Because of the evolution of technology,
it has been imperative for the Darkfires to learn over the years
how technology works. From cybernetic enhancements of living
beings, robots that try to wipe out humanity, and even some
alien threats over the years, the Darkfires have shifted their
focus from supernatural hunting to a degree in order to learn
technology as it has evolved. For example, Kindron Darkfire used
to run the tech company Darkfire Tech and its child companies
in order to use technology to better the world. Because of this
shift, the Darkfires have learned a lot about fighting enemies
using technology, and learned how to combat different
technological threats. For example, while the Maverick Hunters
who work for humans have taken down a lot of rogue robot threats
over the years, the Darkfires have also helped the Maverick
Hunters taken down certain robot threats. And when supernatural
enemies of the Darkfires started enhancing themselves with alien
technology, the Darkfires learned a lot about how to counter
that alien technology. Over the years, the Darkfires have
learned a lot about technology, and how to counter it which led
them to become almost as good at fighting technological
opponents as they did fighting supernaturals. For example, a
reploid's brain being destroyed can take down a reploid, so
Darkfires know that when fighting reploids to destroy their
heads. However, when a certain robot's soul could take the form
of a computer virus, the Darkfires also helped the Maverick
Hunters develop a counter virus to the virus that made up the
evil robots soul. However, this knowledge is usually basic among
Darkfires, with Darkfires only being able to specialize in a few
aspects depending on their intelligence. For example, one
Darkfire may specialize in cybernetics, while others might
specialize in alien tech and how to replicate it, or others
still might focus on reploid and other robot designs.
- Supernatural Hunter Training: Supernatural Strengths and
Weaknesses Expert: Since most supernatural hunters have to fight
other supernaturals and have to learn in order to survive their
fights, most learn everything they can about other races and
become experts in almost every kind of creature, and while they
specialize in specific types of supernaturals (Like how some may
go after one type of supernatural specifically), most
supernatural hunters can learn to fight many other types of
creatures as well. Depending on their training, most
supernatural hunters have to learn how to fight all types of
creatures whether they want to or not once they start training
as a supernatural hunter (as many supernatural hunters will get
hunted down by enemies of supernatural hunters once they start
supernatural hunting). Depending on the supernatural hunter,
some will search libraries on all manners of supernatural lore
and creatures depending on what they have access to, and over
time they will come to 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 supernatural hunter, 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 job that could literally get them killed. Of
course, supernatural hunters typically use this opportunity to
learn what they can, but most typically are only limited by the
information they can find and what information they can retain.
However, the best way to learn to fight supernaturals is through
experience, though knowledge of supernaturals is also very
important. It is important in the supernatural hunting
profession to balance knowledge and experience, and being sure
to know the strengths and weaknesses of most supernaturals if
they want to survive their fights.
- Supernatural Hunter Training: Supernatural Hunting and
Tracking: For the most part, supernatural hunters have to learn
specifically how to track supernatural creatures, and often have
to have creative ways to lure creatures out. Because
supernaturals are getting smarter and learning to counter
supernatural hunters, supernatural hunters have to be creative
in how they handle tracking supernaturals. Usually, training can
involve things like being able to analyze foot steps of
creatures to find out more about where their opponent is going,
while some more skilled supernatural hunters can use tracking
more effectively to learn more about the supernaturals they're
tracking. For example, normal supernatural hunters will use foot
prints to track an opponent, but master level supernatural
hunters can learn what kind of creature made the prints by
analyzing things like how deep the footprint is and the size of
the stride being a way to tell a rough estimate of the weight of
the make of the tracks, or even traces of elements in the
footprints could be signs of certain supernaturals (such as
demons leave behind a sulfuric trace wherever they go and is
also in their footsteps). In addition, supernatural hunters are
also trained to listen to the environment, in which the
environment can be a great way to track opponents. For example,
most know that when everything in a forest goes quiet, even the
bugs, it usually means there is a predator nearby, and some
supernatural hunters can use that to tell when they are close to
a possible target. This skill is something that not only
requires knowledge of tracking, and using the environment, but
also requires knowledge of supernaturals as well. For example,
some werecreatures actually jump through trees in the forest
rather than walk on the ground, in which supernatural hunters
have to understand that and use that knowledge to their
advantage. Supernatural hunters usually have a sense of when
creatures are around them, and most are trained specifically to
track supernatural creatures. Most have come up with many ways
to track supernaturals, as the world of supernatural hunting is
rapidly changing as supernaturals come to learn supernatural
hunter tricks for hunting. Since many supernatural hunters are
human, most learn these tricks without any special senses or
abilities, as they just rely on the environment or on what they
learn about how to track creatures.
- Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge: Most supernatural hunters are extensively 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 job. Due to supernaturals having to learn about
a number of supernaturals, and having to adapt to many
situations, most have to learn extensively what supernaturals
are weak to, and how to cast out stronger supernaturals than
they can handle if they want to survive. Supernatural hunters
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 as a means
to overcome them more easily. For example, almost any
supernatural hunter these days know that holy oil works well for
trapping angels, and even know demonic exorcisms to exorcise
angels back to Heaven. For the most part, they also know how
most supernaturals operate, as they have to know the differences
between supernatural creatures and use whatever weakness for the
creatures they are hunting. Most supernatural hunters 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, or finding unique ways to counter some supernaturals
who have learned supernatural hunter tricks as more and more
supernaturals are trained in supernatural hunter tactics. As
such, many supernatural hunters that are experienced have had
the time to build up their knowledge and even amateur
supernatural hunters have learned about traps and exorcisms to
some degree. Typically, things like exorcisms and traps can
easily save a supernatural hunter's life in dangerous
situations, and some supernatural hunters have learned a lot
about these not just through books, but by watching other
supernatural hunters. Some even have unique ways to take
advantage of these based on their knowledge and creativity, such
as one set of supernatural hunters, who came up with the idea to
carve devil traps onto bullets in order to prevent a demon from
being able to leave the body they are in.
- Supernatural Hunter Counter Experts: Because of the rivalry
between some supernatural hunter groups, there are some
supernatural hunter groups that fight each other. Because of
this, most supernatural hunters also have to worry about other
supernatural hunter groups, or some supernatural hunter hunter
groups who use their own tactics against them. Because of this,
supernatural hunters have to be aware of when groups are using
their own tactics, and they have to adapt and counter those
tactics when they arise. This training also teaches supernatural
hunters how to avoid certain traps and tracking that other
supernaturals will use, with some groups training their
supernatural hunters how to counter the supernatural hunter
group rivals of the group they're trained by (For example, the
Christian churches may have rivalries with different churches
supernatural hunter groups, or certain other secret groups like
the Men of Letters may refuse to cooperate with other groups).
Because of this, it's also important for supernatural hunters to
realize that their enemies are not always supernaturals, but
sometimes other humans and other supernatural hunters. This
mostly applies to supernaturals that double as supernatural
hunters, as they often come under scrutiny for hunting their own
kind and some human supernatural groups won't let them operate
as supernatural hunters in fear they may turn on humans. Because
of this, supernatural hunters are not only weary of
supernaturals they hunt, but also of other supernatural hunters
(though many supernatural hunters often form groups for better
survival chances). To an extent, supernatural hunters have to be
weary of supernatural hunters they might come across, though
most have to learn when other supernatural hunters are enemies
and when they are allies, or else they could make unnecessary
enemies. Of course, this also works to counter when
supernaturals use this as a means to counter supernatural
hunters, which is a tactic that many supernatural hunters are
seeing more and more of in the current days.
- Maverick Hunter Mechanical Strengths/Weaknesses Training: In
the 30XX world, the Maverick Hunters are specifically designed
to fight and take out technological threats. However, their
training isn't limited to just those in the Maverick Hunters, as
even humans and supernaturals can also learn how the Maverick
Hunters battle mechanical threats. This includes special
training in how to combat reploids, as well as learning how to
fight cybernetically enhanced opponents. Because of this, people
learned the strengths and weaknesses of robots, androids,
reploids, and even how to fight mechaniloids. Because there is
always a risk of machines turning on humanity (as it has
happened numerous times in the last 1000 years), there are many
that learn to fight mechanical threats. For example, many will
often wonder what the differences are between robots, androids,
and reploids, but advanced enough trained people in this
training know very well how to handle each specific type of
mechanical being. Usually the major difference is how much level
of thought each type of mechanical being has, with reploids
often having the highest critical thinking and emotional
capacity. It is often important to know this when fighting
mechanical threats, as well as knowing how different mechanical
beings are constructed. For example, most mechanical beings have
at least one power core and some form of brain, which can be
taken out in order to take out the mechanical being. If the
being is something more unique like a nanotech replicator (which
became illegal to create due to the problems in trying to
control them), then those in this training learn how to best
handle those kinds of threats. Depending on the knowledge level,
even humans and supernaturals can learn to fight machines and
take down many levels of mechanical threats. They also learn
things like how to track robots that might be trying to avoid
humans, or they may also learn about the builds of mechanical
beings in order to figure out how to take them out. There are
those that even learn alien technology in order to counter alien
tech threats like alien robots. Of course, as one might imagine,
this knowledge only goes as far as the training of the
individual, and because of the vast options of mechanical
beings, it's almost impossible to learn everything there is to
know, as there are so many different races and options for
mechanical beings that each one often ends up being unique in
some way depending on the unit and what it's designed for.
- Supernatural Hunter Training: Presence Suppression/Crowd
Blending: Most supernatural hunters have to learn how to blend
into crowds and learn to avoid suspicion. It used to be that
supernatural hunters had to operate in secret in order to avoid
the secrets of supernaturals existing from getting out. While
that is not a focus anymore, supernatural hunters still learn to
blend into crowds and learn to avoid suspicion from normal
people. And because many supernaturals also live in the open by
learning to blend into crowds, this even more important to avoid
dangerous supernaturals who might try to take them out if they
are discovered. As such, the ability to blend into a crowd is
still just as important as it was before supernaturals were
discovered. For the most part, those supernatural hunters often
learn the best ways to avoid drawing attention to themselves in
crowds, learning methods to keep suspicion off them. For
example, some supernatural hunters will have ways to hide their
supernatural hunter weapons when out in public, often wearing
casual clothes or clothes to fit whatever area they're in (such
as wearing clothes common to the area they're in to avoid
looking out of place) that can allow them to not show their
weapons they may carry with them. Because a lot of supernatural
hunters are human, most have no supernatural ability to hide
their presence, and even with things like the assassin
wavelength being able to be learned by humans, most humans have
learned this skill just by using their ability to disguise
themselves, or using different methods to mask their trail if a
supernatural knows they're coming after them (such as some male
supernatural hunters will use different colognes to mask their
true scent and confuse those with enhanced senses of smell).
Crowds can be very useful, as crowds can mask someone's scent,
due to so many people often being in one area that the scents
are impossible to differentiate, and hiding in crowds can make
one hard to find if they blend in to the crowd well enough,
allowing a supernatural hunter to be able to avoid suspicion
from supernaturals they are hunting or other supernaturals in
general (as supernaturals they are not hunting may attack them).
The Darkfires, no matter how they're trained, use this to blend
into crowds whenever they can, as they often don't want to draw
attention to themselves, which has become quite important over
the years.
- Stealth, Stealth Killer and Infiltration Expert: While some
wouldn't consider all the Darkfires experts in this, many are
experts in stealth and infiltration with varying degrees of
knowledge. As one might expect, assassin trained Darkfires are
the most trained in this, though the other Darkfires like the
swordsmen of the Darkfires do also have to learn this as well.
There are usually two methods favored by the Darkfires. The
first is where the Darkfire will often kill anyone in their
path, in which the Darkfires that use this thinking usually
operate under the assumption that one can't be found if everyone
who can find them is dead. There is an advantage to this, as
Darkfires who use this method will be able to avoid detection by
killing people along a path and then not have to worry as much
about having to sneak past those same people. Of course, there
are some that will use non-lethal force to take down opponents
instead of just killing them, as some Darkfires tend to not want
to kill people they believe might be innocent, or some that may
try to avoid killing unless absolutely necessary. The only real
problem with this method is that groups with strong
communication are more likely to realize someone is attacking
their group if they try to call out to someone only to find that
they're not answering. The second option Darkfires have is that
some of them learn to sneak by without encountering enemies,
which is favored by some Darkfires to avoid combat, and avoids a
major weakness of the first method in that those with strong
communication will be less likely to notice a Darkfire sneaking
around. However the major weakness of this method is that
sneaking past without encountering enemies may result in less
casualties, but Darkfires will have to avoid encounters before
and after they accomplish their missions since they will often
have to go through an area to get to where they're going and
then go back through an area in order to leave that area. The
Darkfires learned to utilize stealth in their war with the
Hazeldines and certain other supernatural enemies they've had
over the years, so this doesn't just work on humans, but on
supernaturals as well (though getting past some supernaturals
may require preparation and specific items or strategies to
avoid detection). However, stealth only goes so far, and
depending on the skill level of the Darkfires, they may or may
not be good at this (for example, assassin Darkfires are often
masters of this, but swordsmen Darkfires are usually not too
focused on stealth since they rarely ever have the need to sneak
around).
- Murderous Intent Sense: This lets those with this sense when
an attack is coming, usually by being able to tell when someone
has the intent to kill. This is a skill most warriors get by
fighting constantly for many years, learning how to sense
someone's murderous intent usually through encountering it
first-hand enough that they start to develop a strange sense
that lets them read people and be able to tell when someone has
the intention to kill. This lets the user read their environment
as well as the people around them in order to see what attacks
might be coming their way by reading an opponent's body language
and the "sense" of people around them. This gives them a passive
sense of reading people who might try to hurt them, as they can
sense when someone is ready to attack, and most people can
usually sense when that murderous intent is aimed at them. Some
can sense this literally as an aura through things like ki
sense, but most sense it in an instinctive way once their
instincts have been developed through constant fighting and
battles. This gives the user time to predict an attack, and to
some extent, helps the person predict what opponents will do in
a fight by reading their murderous intent. For example, by
reading an opponent's body language, such as how they move or
how tense they might be, a user of this can read opponents
movements in order to predict how they will fight or attack, as
some have developed entire fighting styles predicting people
through this method, such as the Hiten Mitsurugi sword style
that uses this to predict opponents. However, this sense is not
perfect, and some opponents can't be read if they can disguise
their murderous intent or they learn skills that can trick
people with this sense. Those who have no ability to feel
emotions also don't give off this murderous intent, as those who
don't have emotions don't feel the intent to kill. This sense is
usually pretty reliable unless one can suppress their murderous
intent, and is usually instinctive among people who have seen a
lot of battle and those that have fought for their lives
multiple times. The only real way to develop this is experience,
as no amount of training can truly grasp how this sense truly
works as it is only a passive ability that one can pick up by
experiencing murderous intent firsthand from enough people that
they learn to recognize the murderous intent in the feelings
they get from people.
Passive Abilities:
- Fallen Angel Wings/Wing Suppression: All angels have angel
wings to a degree, with some having more unique wings than
others, and this applies even to fallen angels. These wings are
usually a defining trait for angels, and as one might expect,
angels are able to fly using these wings. Typically most wings
look bird-like in nature, with fallen angels typically having
black wings instead of white like normal angels due to their
corrupted natures. These wings can be made visible, but most
fallen angels on earth have ways to suppress their wings, with
two main ways. The first is simple, in which their wings are
shape-shifted into their backs, usually shape-shifted so they
are out of sight. The second is the more common method most
angels and fallen angels use, where their wings are left on the
spiritual plane rather than on the physical one, and their wings
become intangible as a result. While still there, their wings
are not seen, and cannot be attacked while they are in the
spiritual plane. Usually when this method is used, the only real
way to see the angel's wings is when they flare up their angelic
power, and their wings become visible on their shadows behind
them as their bodies generate a mass of light. However, there
are angels that have unique abilities with their wings, such as
some who are able to use special wing skills (like Amenadiel
being able to shapeshift his wings into spear-like projectiles).
Omega's wings are just white wings having turned black, with him
being a typical fallen angel. His wings have no real special
abilities, due to him not really having any abilities before his
upgrade. Though with his skillset, he didn't really need any
special abilities with his wings. And due to Omega's wings being
a type of fallen angel wing that loses most of its feathers and
mass, Omega's wings aren't really too much of a threat.
- Fallen Angel/Archangel Regeneration Locked due to Cybernetics:
Those that have seen angels or fallen angels often figure out
quickly that angels and fallen angels have powerful
regeneration, and much harder to kill than demons are
(typically). Aside from specific weapons like angel blades,
varanium weapons, and other weapons designed to kill any
creature, angels typically are very difficult to kill, and able
to regenerate their bodies even from a puddle of blood on the
ground. As long as there is something left of them, they are
able to regenerate, with angels having among the most powerful
supernatural regenerations alongside demons and fallen angels.
Typically, most angels have some form of regeneration, and some
angels don't have as strong regeneration due to having trained
other defensive abilities, but most angels do have some form of
regeneration. Typically, angelic regeneration isn't as strong as
archangel regeneration, as archangels are not vulnerable to all
the same things normal angels are weaker too. Archangels are
still killable, but they not only regenerate faster, but also
are able to withstand normal angel blades, and certain other
weapons that would kill angels. For the most part, their
regeneration is powerful, but things like varanium, death
scythes, other archangel blades, and even demon prince power can
still kill them, though many archangels take longer to kill than
normal angels. Depending on the injuries, more injuries might
take longer to regenerate, and depending on the angel and the
strength of their regeneration, some wounds will also be more
difficult to regenerate. As a result, typically doing something
like cutting an angel's head off can stop them even if it's
temporarily if one cannot kill an angel or archangel, as there
are still strategies that work since they do still take damage.
For the most part, this works the same for fallen angels as it
does for normal angels.
- Peak Human Trained Fast Healing: While many consider the
Darkfires supernaturals, they are human at their core. Without
their elemental magic to utilize regeneration, the Darkfires
would heal only as fast as a normal human. However, through
physical focus and training, the Darkfires learned to train
their bodies to heal more quickly, by training their bodies into
peak physical condition. While the Darkfires do have elemental
magic regeneration, the Darkfires can also heal fast without
their magic. For example, a deep cut (as long as it doesn't
puncture an organ or other vital spot) could heal in a few days
(whereas most humans it would take months-years to heal), or
certain smaller injuries could heal in a matter of hours. This
utilizes peak human condition to train the bodies, and is not
actually supernatural regeneration. This means that while
Darkfires heal fast without magic, this isn't a supernatural
method of regenerating, and is just them having trained their
human bodies beyond that of most humans. As such, this
particular faster healing is not negated by things like varanium
or other regeneration negation abilities since this power is not
any form of supernatural or even tech based regeneration. While
the Darkfires can enhance their healing with cybernetics and use
nanobots produced by certain companies to heal themselves even
faster for tech based regeneration, the Darkfires heal quickly
enough on their own that they don't like to rely on that kind of
technology since they prefer to gain their faster healing by
training themselves up. As one might imagine though, this is
only an enhanced normal human healing, and doesn't use
supernatural regeneration which means that certain injuries
cannot be healed naturally. For example, a Darkfire who loses a
limb cannot regrow a limb simply from using this healing (though
some Darkfires can use elemental regeneration to regrow limbs),
and this normal healing cannot be used to heal from fatal
injuries without help from someone who can heal them before they
die. This means that the Darkfires with this can still be killed
like normal humans if they are forced to only rely on this (like
if their elemental regeneration is negated).
- Fallen Angel/Archangel Hardskin Defense: Replicating their
angelic hardskin defense, the fallen angels are also able to use
their aura of the fallen to use this art instead of their normal
angelic power. Typically this comes alongside their
regeneration, in which fallen angels can focus some of their
regenerative power into this to strengthen their defense. The
question mostly becomes which skill do the angels want more, as
some prefer regeneration, but some prefer not taking the damage
at all. Typically, this defense, at its fullest, can defend
against normal bullets, and some higher level bullets, with
those like Amenadiel showing that toughening the body can be
just as useful in a fight as regenerating injuries. The main
issue with this is that, in order to use it, one must sacrifice
some regenerative ability in order to generate the power form
this, since this power has to come from a source. Typically
angels have a choice of either one or the other, or weakening
both to get a little of both skills. This depends on the angel,
as some may prefer one over the other. At full strength, some
fallen angels/archangels have often been seen as nearly
indestructible by weaker opponents (even though they are just
harder to damage). Archangels have more power they can put into
this, but this does still require putting in some of their
regenerative power. When at full strength in this art, angels
and fallen angels are only able to regenerate basic injuries and
cannot regenerate fatal wounds easily (though they still can).
This can, however, be more easily pierced by demonic or holy
power, since this power runs on an the fallen angel's corrupted
presence. Certain weapons can even ignore this defense entirely,
such as angel blades being able to instantly break this ability,
and celestial weapons can more easily break this skill as well.
To an extent, even demonic weapons can be made more effective
against this.
- Peak Human Trained Durability and Defense: Just like with
their healing, the Darkfires train their body's physical
durability and defense as a means to protect themselves and make
their bodies stronger. While different Darkfires train in
different ways, the Darkfires train specifically to push their
durability and ability to take hits to the limit of human
potential. Since the Darkfires are humans who end up fighting
supernaturals and tech based threats, the Darkfires have had to
train themselves up. Thanks to their regeneration and their
stronger magic amplification training, the Darkfires have a
number of methods to train themselves up. For example, more
extreme Darkfire parents will throw their children off high
hills and cliffs, or fight strong animals like bears in order to
strengthen their bodies (though the Darkfires only do this if
they know that they can heal from it and won't use this method
of training until the Darkfire can use physical amplification
and elemental regeneration). As some may know, the body can
strengthen itself as it gets hurt in order to adapt, such as how
bones will grow stronger after being broken. Because the
Darkfires have supernatural level regeneration skills, the
Darkfires have a major advantage in this training in that they
can train themselves to the peak of human level, and some can
even train beyond human level durability. Some Darkfires have
become strong enough with this training to gain hardened skin
that has made their skin tough enough to even compete with a
dragon's dragon scale defense. Most Darkfires usually train up
their durability as much as they can so that they are ready to
take on many forms of supernatural threats, and thanks to this,
the Darkfires have to train their defense and durability as a
result to avoid being killed by stronger supernaturals. Of
course, as one might imagine, this durability training doesn't
prepare for every eventuality, such as some stronger enemies
like the demon prince Leviathan who was able to still punch a
hole through a Darkfire's body when the Darkfires confronted
him. Overall, the Darkfires have shown that they are strong, but
there are still supernaturals that can overpower and kill them
just like any other human.
- Advanced Combatant Skill: Heavy Stander: Because of some
people's body structure, some trained combatants can train so
that they are extremely hard to knock back. Those that have
strong and bulky muscles, some combatants are able to take many
attacks without flinching, and most that have this are heavy
enough they are barely knocked back with impact damage. While
users 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
users of this are able to shake off normal damage thanks to
things like regeneration, advanced recovery and their body
structures, and require very strong attacks to knock them off
their guard. There are usually three levels of this skill. At
the bottom of the ranks of this skill, users are more easily
knocked back, but aren't as damaged by attacks, while those that
have higher levels of this are harder to knock back to the point
that the most advanced users can take hit after hit without
flinching. Thanks to this, most users 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 users 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 user
of this more easily due to them not moving back, or certain
attacks that break their defense may do more damage due to
knock-back often helping disperse physical force a bit on
impact. Depending on the user, this can be very helpful in that
some can more easily recover from being attacked, but this can
be dangerous to a user as well depending on how they rely on it.
Relying on this too much can lead to users taking far more
damage than they can handle, which can incapacitate them after a
while. Omega has this as an effect of his cybernetics, and him
being much harder to knock back due to not only his strong
defense due to his cybernetics, but his master level combat
training.
- Darkfire Magic Body Enchantment: Supernatural Conversion
Protection: After Hei Darkfire was turned into a vampire and
forced to fight the Darkfire clan, the Darkfires developed this
protection enchantment for their bodies to prevent it from
happening to them. This protection protects the body of the
Darkfires with this enchantment, where the enchantment prevents
the Darkfire from forcibly being turned into a supernatural.
This was designed as a defense against groups like vampires and
werewolves who turn humans into supernaturals, where the
protection is able to prevent a Darkfire from being corrupted by
something like a vampire or werewolf bite. The Darkfires
designed this to prevent themselves from being forced into
becoming something they don't want to be (with Hei Darkfire's
forced turn into a vampire being the example most people in the
Darkfires know). If a Darkfire wants to become a supernatural,
they can disable this protection with a magic enchantment, but
the enchantment disabling only works if its done willingly, as
the magic gets stronger if something tries to overcome the
enchantment forcefully (such as one vampire who tried to
hypnotize a Darkfire into disabling this enchantment but the
magic recognized a threat and the enchantment grew stronger). It
is very rare for a Darkfire to be corrupted, especially with the
Darkfires knowing far more about spirit purification and other
forms of healing thanks to their training with other sources
like the werewolf alchemists teaching purification and the holy
church teaching healing magic. The Dark Magicians even have
their own purifying darkness magic spell that can be used to
purify them of dark spirit corruption if a dark spirit tries to
possess them. Depending on the faction of Darkfires, each
faction has their own knowledge and methods of utilizing this,
but the result is mostly the same. However, it is worth noting
that the only protection this gives is protection against forced
change into supernaturals, and doesn't work on preventing
certain things like, for example, how the original Kindron
Darkfire was forcibly cybernetically enhanced into the one who
is known known as Omega. This also doesn't provide any defense
outside of this aspect, such as it won't protect from
supernatural attacks, but only things that might turn humans
into supernaturals.
- Darkfire Natural Combat Talent: Every Darkfire is born with
unique combat talents. Since the Darkfires are a supernatural
hunter clan and a family that learns combat from an early age to
learn how to master themselves, the Darkfires are all born with
some form of talent. This combat talent comes in a variety of
forms depending on the Darkfire and what natural talents they
are born with. For example, there are many Darkfires born with
supernatural combat adaption where they develop a natural talent
for subconsciously adapting to supernatural combat. For example,
Hei Darkfire had a natural talent for adapting to his enemies
combat style, where he could adapt to almost any combat style
and learn how to counter it during combat. Some Darkfires could
develop natural talent for other things though, such as some who
have an instinctual combat sense that lets them instinctually
recognize threats and avoid danger (with such Darkfires usually
having some instinctual dodging ability). Among other natural
talents include Darkfires who may have natural talents for
certain weapon styles or skillsets. As mentioned, this combat
talent is different for each Darkfire, and some may even have
multiple natural talents (Such as Kindron Darkfire who had a
natural talent for using a sword, a natural high IQ, and a
natural combat adaption talent). This isn't just limited to how
to fight though, as some even gain specific intelligence or
reflex based talents that might not always apply to combat.
Depending on the Darkfire and their talents, this comes in all
shapes and sizes, making it hard to list each case of this, but
the results usually blend together and most end up in the same
result: The Darkfires are naturally talented in combat, and are
not to be underestimated even by supernaturals. While the
Darkfires aren't skilled enough to take out every single threat
out there, the Darkfires are very skilled warriors who have
natural talents for combat that they have to figure out and
train up. Of course, natural talent can only go so far, so it is
important to note that the Darkfires also train their talents
and don't just rely on the natural talent. This talent can be
overcome by some opponents, especially among those that have
natural talents of their own, or some that have no talent can
overcome a Darkfire's talent if they train hard enough. Also, it
is rare, but some Darkfires might be born without natural
talents and can only get stronger through intense training to
push beyond not having natural talent. Typically, this type of
combat talent grows stronger more quickly when the Darkfire is
younger, but levels out when the Darkfire reaches a certain
older age once they reach a certain level of combat talent.
- Darkfire Trained Combat Talent: The Darkfires are not just
naturally talented, and as mentioned before, the Darkfires train
in combat at an early age. Whether a Darkfire has natural talent
or not, the Darkfires all train in combat in order to build up
their skills. There is something to be said for experience in
combat, and the Darkfires are no different. Through training and
experience, the Darkfires build up their combat from the ground
up, to the point that most Darkfires will go so far as to train
the basics for years before they move on to more advanced
training in order to master the basic foundations of combat.
Just like the natural combat training, this training comes in a
variety of forms, but the result is the same: Every Darkfire
trains their combat to the best of their ability, and trains to
gain the most of their combat. Through training and experience,
the Darkfires can learn different things about combat. Among
some of the more common trained combat talents are those that
learn to adapt to opponents through experience, such as those
Darkfires that were experienced with fighting the Hazeldines
tailored their combat when fighting them to counter the
Hazeldines combat styles. And some Darkfires may even learn to
counter other opponents abilities through things like strategic
thinking or by utilizing certain combat abilities in response to
certain abilities in order to counter them. As time goes on, the
Darkfires train themselves to use this more and more easily,
where they may even use this combat talent without thinking,
such as one experienced Darkfire who had trained to a point
where they were able to dodge attacks instinctively as they had
such combat experience that they could subconsciously recognize
threats. The more experience one gets, the better the talent
will become, no matter what trained combat talent the Darkfires
develop over the years. Usually, the most common one is learning
to adapt to combat styles as the Darkfires learn about more
combat styles, or learning to adapt to certain supernatural
combat by studying how a supernatural fights (like countering a
vampire fighting style by fighting vampires until the Darkfire
learns how to more easily counter the vampire fighting style).
As one might imagine, this is something that also only goes so
far. This kind of combat talent starts out slow, but as the
Darkfire trains, they gain more ability to learn as time goes
on. Of course, all combat talents can be countered by stronger
combat talents, or by opponents that might have special training
to counter combat talents (usually through combat talents of
their own).
- Genius IQ/Master Scientist: Omega is a very smart person, much
more than most people think due to how silent he is and just
assume he's a mindless monster. Unlike what people think, Omega
is insanely intelligent and is as much of a scientist as some of
the most advanced scientists. Omega is smart enough that he's
been able to upgrade himself over the years, and he's even
created many of his own creations using his tech knowledge.
While he's not able to make certain modifications by himself,
Omega is able to develop new weapons and tech that can be very
useful. In terms of technology, Omega has even developed his own
tech familiar art, where has learned to bond tech familiars to
his familiar magic, and Omega has even created a number of very
dangerous supernatural hunter robots that he builds to fight his
enemies. Omega also considers himself a doctor of the 31st
century, and takes a lot of pride in being able to cure almost
any problem that someone may come to him with. Whether it's
health related, cybernetics related, or supernatural related,
Omega takes a lot of pride in the fact he has never had to cut
someone open or put needles into their body, and considers the
act of cutting people open to be barbaric practice that has no
place in the 31st century. Omega is also a very smart person,
knowing how to take advantage of many situations most people
might find hopeless. Omega is extremely intelligent and a great
tactician, which has made him perfect as Dr. Black's second in
command. Those that face Omega have to be careful of his
intelligence as well as his power, due to the fact that Omega
can outsmart many enemies. However, the major problem with his
tech knowledge is that Omega's knowledge mostly comes from the
future universe he is from. Omega is someone who knows a lot
about technology, but he cannot use his full knowledge in this
time period due to the fact that human technology has not nearly
advanced enough to handle the full capacity of what he could
create. While he can create some of the most dangerous creations
one can imagine, it doesn't always compare to the things made in
the future timeline Omega is from. However, his intelligence is
still something to be feared as a tactician no matter what one
might think of him. Opponents should keep that in mind when
fighting Omega.
- Darkfire Alchemy/Elemental Magic Affinity: There are two ways
to gain the magic necessary to become a Darkfire. The first is
to be born into the family specifically with at least one parent
being a Darkfire, or the second is to be adopted into the clan
and trained in the clans abilities. Either case that happens
though, the Darkfires become naturally tuned to the Spirit realm
and to their magic and aura, and have to have an affinity for
magic, in which they may sacrifice certain other affinities in
order to learn this magic. By tuning to the Spirit Realm and to
their magic potential, the Darkfires have to have an affinity
for elemental magic and alchemic magic in order to utilize the
arts of the Darkfires since almost all of the Darkfire abilities
utilize elemental magic in some form aside from the unique
magics of the different factions. If a Darkfire is born without
magic affinity for some strange reason, the Darkfires did
develop a way for Darkfires to learn magic without having the
affinity, where certain Darkfires can help others sacrifice
other affinities for other powers to gain magic affinities
instead. Though this is kind of a taboo, this has been used for
those adopted into the clan who had strong elemental affinities
but no magic affinities. Of course, as one might expect, the
Darkfires specialize in elemental magic and alchemic magic, and
can natural adapt to gain stronger magic through training. Not
only do Darkfires learn elemental and alchemic magic more
easily, but they are even able to analyze other uses of
elemental and alchemic magic used by others in order to gain new
abilities by applying certain aspects of other elemental and
alchemic magic to their own. For example, the Swordsmen faction
led by Kindron Darkfire used this natural affinity to learn
werewolf alchemist spirit purification, where the Swordsmen
faction learned to combine spirit purification with their own
alchemy by watching how the werewolf alchemists used their own
alchemy. Of course, as one might expect, this affinity mostly
only applies to their elemental and alchemic magic, and this
affinity does make them more vulnerable to anti-magic as a
result where anti-magic can do severe damage to them. Of course,
magic resistance/immunity is also still a problem when a
Darkfire tries to use this magic affinity since magic affinity
doesn't really help much against those with magic
resistance/immunity.
- Darkfire Factions Unique Magic Affinities: This particular
affinity depends on the faction the Darkfire belongs to. All
three of the different factions have different unique affinities
based on the magic they use, which is tailored specifically to
the faction. In the Rogues faction, their specialty is neutral
magic, with their specialty being their assassin magic and
corruption destruction supernatural hunter magic. The Rogues
faction are skilled with these magics, and gain an affinity
through training to more easily learn new assassination magic
techniques, or can learn neutral supernatural hunter magics more
easily. The Dark Magicians, on the other hand, develop a natural
talent for dark magic thanks to their immense training in dark
magic. The Dark Magicians gain a natural ability to use dark
magic and learn new dark magic thanks to their gained affinity.
This has led to the Dark Magicians being able to learn things
like blood manipulation techniques, dark magic familiar
techniques, and even their own darkness counter magic that
counters other darkness users they originally designed to
counter the wolf wraiths. In the case of the Swordsmen, many
gained the affinity for holy magic since many had joined the
church, but many also gained the ability to utilize spirit
purification/spirit destruction magic after learning it from the
werewolf alchemists. This allows the Swordsmen faction to use
their affinity for more positive power-based magic than other
factions. The Swordsmen faction even applied their learned
werewolf alchemy magic aspects to the point that some have even
come up with unique versions of alchemy tailored to their own
specific skills. Depending on the faction, all the factions have
their own affinities, and all appear to be on different ends of
the spectrum. However, the main thing to remember is that each
of these aspects are countered like one might expect. The Dark
Magicians are often more vulnerable to holy magic and other
positive magics thanks to their dark magic affinity, while the
Swordsmen are usually more vulnerable to negative magics like
dark magic or demonic magic. For the Rogues faction, they are
more neutral, so they can be attacked with holy or demonic
power, except that the Rogues don't take extra damage from holy
or dark magic since their magic affinities don't take extra
damage from holy or dark magics. Of course, there are magics
that can counter all of these, such as some unknown magics like
chaos magic, that the Darkfires don't have enough knowledge of,
and of course anti-magic always remains a problem of the highest
caliber.
- Alchemist Multi-Linguists/Language Learning: For the most
part, the Darkfires have been around for a while, and have
traveled the world over the course of their lives. In addition,
many of the have had to learn how to communicate with all
manners of people since there are many different kinds of people
living in the Asian and Europian continents. Some older
Darkfires may even know certain out of date dead languages
(languages with no new words being added and aren't spoken
anymore), with some even being familiar with certain older
languages that most wouldn't know. However, the time they have
spent fighting supernaturals has also led to them learning other
languages they need to understand other creatures, such as
learning Enochian to learn more about angels as a whole, or
learning Hebrew to learn more about fallen angels and demons. Of
course, that's not to also mention the fact that all Darkfires
have at least a few spoken languages they have to learn, with
English, Spanish, and French being among the most common
language families for them to learn. Because most Darkfires
learn multiple languages, most Darkfires have also developed an
affinity for learning new languages, and there are many with a
collection of languages they know. It is also easier to learn a
language if one is familiar with the language tree, such as
Spanish and Portuguese being very similar languages due to being
in the same language tree (though some might find the similarity
between similar languages a bit too difficult to learn at
times). Overall, the Darkfires always have multiple languages,
whether it's for learning about supernaturals, or just learning
it to be able to communicate with other people who speak other
languages. Regardless of the initial reason, most Darkfires know
at least a few languages, and have an affinity for learning new
languages due to having to learn multiple languages that they
learn to pick up on other languages much more easily. Being an
someone who had traveled the world, Kindron (before he became
Omega) has had to learn a lot of different languages to learn to
communicate with people he's had to work with. As such, he knows
many of the languages spoken in the world currently, and knows a
lot of languages most people wouldn't think would be important.
Due to this, he is very good at learning new languages, and
studies any langauge he has to. Thanks to his higher IQ, he is
very good at learning, and can learn new languages mostly by
picking up words spoken rather than just simply reading words
unlike some who study other languages.
- Darkfire Regenerative Increased Life Span: Depending on the
Darkfire and how long their magic lasts, most Darkfires with
their magic regeneration have a highly expanded lifespan. While
it is theorized that the Darkfires won't live forever, the
Darkfires that live have gained supernatural level lifespans due
to their regeneration abilities. While this may be different for
each Darkfire based on how strong the Darkfire's individual
magic is and how long their magic abilities hold out, the
Darkfires are theorized to be able to live for a very long time.
Among the oldest Darkfires, it is theorized that the Darkfires
would live thousands of years. Because of their regeneration,
the effects of aging have been reduced severely to the point
where the Darkfires don't seem to age beyond their prime due to
the regeneration usually regenerating damage done to the body by
age. This has led to the Darkfires living far longer than most
humans, and no one knows just how long the Darkfire lifespan
will be (since most Darkfires are killed in combat before they
die of old age, or those like Qrow Darkfire died of old age only
after losing their magic abilities). Once they reach their
prime, the Darkfire doesn't age from their prime unless their
magic is somehow taken or lost. Since each Darkfire is
different, their life spans and growth rates are difficult to
quantify, but it is certain that Darkfires can live for an
extremely long time. However, it is theorized that eventually
regeneration abilities do break down, as creatures like
werewolves and vampires do eventually get older even if it's
after thousands of years. The major theory for this is that
eventually the power that handles regeneration breaks down with
enough age, and then the regeneration abilities weaken to the
point where the user can no longer regenerate easily enough to
reverse the effects of aging. No one knows at what point this
will happen for the Darkfires, but those like Qrow Darkfire have
shown that Darkfires have the potential to live for thousands of
years similar to creatures like werewolves and vampires who have
enhanced life spans. Of course, as one might expect, this only
covers life spans and doesn't cover death in combat or things
like sickness that might kill a Darkfire before they get old
since there are plenty of things that can still kill them. For
Omega, he is also a fallen angel, who has an indefinite life
span, so it isn't certain that he will die of old age or not
since no one knows the life spans of fallen angels.
- Supernatural Telepathy: This ability lets a supernatural
creature communicate telepathically with anyone they can connect
to. Typically this power uses their supernatural power, in which
they use it to tune to a person if they know where they are in
order to communicate with them. This lets them communicate with
other people without having to speak, with them being able to
share thoughts directly with others when the creature isn't
speaking out loud. However, usually the creature has to know
where the person is to use this basic telepathy since they have
to know where to send their thoughts and communication. However,
this doesn't apply to those who establish permanent connections
(as this allows those with permanent connections to always be
able to communicate with someone they have this permanent
connection with), such as connecting to other family members and
close friends. This lets creatures not only communicate with
those they have a permanent connect with, but can also tell them
where they are at any time should they require to find them or
need to be summoned to them (which some supernaturals can learn
to summon those that they have special connections with). Those
who are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
However, there are ways to block telepathic communications, such
as certain frequencies that may confuse the mind's ability to
process telepathy, or certain wards that might prevent
telepathy. There are also certain types of opponents who can
listen in on communication done telepathically (it is rare, but
sometimes it does happen sometimes with certain psychic
opponents). For the most part, while the Darkfires are not
supernaturals, they do have supernatural telepathy that allows
them to communicate with others just like many other
supernatural creatures.
- Magic Storage Dimension Item Summoning/Desummoning: This is a
Darkfire specific art for storing items, weapons and almost
anything they want to keep with them. When using this, a
Darkfire creates a small pocket dimension where they store
items, which is a variation of certain magic arts that use this.
This allows a Darkfire to store almost anything they want to,
where they can open and close this pocket dimension at any point
as long as they have the magic power to do so. This art doesn't
utilize item connections to the hosts like some supernaturals
typically use, but instead connects a weapon to the storage
dimension. By using this ability, the Darkfires can not only
utilize this to store items, but can connect certain items to
the pocket dimension in order to summon and desummon certain
objects more easily. Typically, the size of the items they can
carry depends on the Darkfire and their magic affinity, but many
can create decent sized storage spaces. Each Darkfire is able to
do this to store items, with each Darkfire having their own
small magic pocket dimension that they can reach into at any
time or summon items from. Normally, Darkfires use this to store
things like weapons and items they might need, but don't want to
carry with them all the time. This makes a great way to store
items and weapons and keeping them out of the hands of others,
as they can desummon anything they summon should it fall into an
enemy's hands. Darkfires are able to call on anything they've
stored, or they can reach into this pocket dimension to pull
items out. As such, this is great for storage, and items stored
inside are kept preserved. Even food that has been put into it,
will stay fresh, as these spells don't have any progression of
time so anything put will not age or suffer any effects of time
in that items put in will see no passage of time in between
being put into the dimension and the item being pulled out.
Because of this, this is a great way for Darkfires to all
manners of items they might want to store. However, this cannot
store an infinite amount of items, and more or less acts like an
extra-dimensional box the user can access, so one cannot just
store an infinite number of items. Typically, after a certain
number of items, the spell becomes harder to maintain, with a
certain point possibly breaking this spell completely. It is
also worth noting that this cannot store organic beings in it,
so a user couldn't put someone in their item storage dimension,
or try to do something like store an animal in their storage
dimension. While it can store dead organic matter, it cannot
store living organic matter in it at all.
- Human Peak Level Intelligence, Memory and Reflexes: Depending
on the Darkfire, most Darkfires have enhanced minds thanks to
their magic amplification and their training of their body and
minds. The first thing that is enhanced is their intelligence,
in which some Darkfires gain certain intelligence boosts
depending on their intelligence potential. This has a few uses,
such as allowing a Darkfire to more easily learn information, or
might help Darkfires develop strategies for certain situations.
Depending on the Darkfire, some might gain stronger intelligence
than others, and depending on the Darkfire, they may have ways
to utilize this. The second enhancement is to the Darkfire's
memory, where Darkfires typically have very good memory thanks
to their training of the mind. Most Darkfires have great memory,
and some smarter Darkfires may even have a photographic memory
depending on the Darkfire's particular natural talents. The last
enhancement that Darkfires gain is the enhancement of their
reflexes, which allows them to react much faster than most
creatures can due to many Darkfires training in combat and
training their reflexes as part of their combat training.
Depending on the Darkfire and the training some Darkfires are
able to utilize their enhanced reflexes to react far more
quickly. Typically, all of these enhancements work in unison,
and depending on the Darkfire, the balance of enhancements may
be different depending on the specific Darkfire, and their
natural abilities (such as smarter Darkfires might gain better
intelligence, but more combat-based Darkfires could gain
stronger reflexes). Typically, most Darkfires are either
balanced with a slight increase to all their enhanced mind
stats, or they can specialize in specific stats for higher
stats, but this usually means lesser stats in certain other
aspects as a result (Like an enhanced intelligence and reflexes
might have poor memory). For the most part, the Darkfires don't
get supernatural enhanced minds, but instead they train their
intelligence, memory and reflexes to the peak of human potential
while they train their body and mind.
- Darkfire Body/Mind Training: Enhanced Senses: Every Darkfire
trains their body and mind to utilize the height senses of their
human potential. By training their bodies and their mind, their
senses are trained to reach the peak of human limits. Darkfires
are able to use senses beyond that of normal humans, with each
Darkfire having slightly different senses depending on their own
affinities and potentials. Most Darkfires can see far beyond
that of most humans, in which they don't just see farther than
many but they also are able to adapt to different conditions of
light more easily thanks to their human bodies being trained to
adapt more easily. While not as strong as supernaturals, the
Darkfires do also usually have an enhanced sense of smell, where
they can use their sense of smell to do things like
differentiating smells that might overlap, or using their own
focus to try and single out smells that might be faint to more
easily determine where the smell is coming from. Darkfires can
also hear much sound from much further away than most, where
their hearing can sometimes be compared to some supernaturals
thanks to the Darkfires having great focus. While the Darkfires
don't have supernatural level senses, they do have senses beyond
that of normal supernaturals, though there are some Darkfire
hybrids that may have supernatural senses if they are born of
supernatural parents. For the most part, the Darkfires train
these senses through focus and mental discipline, allowing them
to train them to be more efficient over time. Some Darkfires can
even learn to use magic amplification to enhance their senses,
as some have even learned things like Magic Sense, which senses
the basic building blocks of the universe in the air and use
that in conjunction with their senses. For the most part, the
Darkfires aren't vulnerable to certain enhanced senses
weaknesses, such as how werewolves might be vulnerable to their
sense of smell being overpowered by strong smells, but this
comes at the cost of the fact that the Darkfires don't have as
strong senses as other supernaturals.
- Darkfire Spirit Sense: While the Darkfires don't have some
fancy sense like werewolves and vampires, the Darkfires have
learned to sense spiritual energies of the world around them.
This is a unique sense they developed to replace their inability
to develop certain senses like werewolf ultralight senses or a
vampire's third eye. In this sense, the Darkfires become so
attuned to the spiritual plane, thanks to their power coming
from the Spirit Realm, that they learn to sense the spiritual
energy all around them that grants them the ability to sense the
world. While not as strong as some presence sense abilities,
this does grant the Darkfires a few abilities in this sense. The
first is that Darkfires can sense any living beings as well as
the objects around them by sensing the spirit energy in the air
and how it interacts with the environment. By using this, the
Darkfire senses the spirits of other beings and of any life in
the world around them. They are able to use this to sense the
presence of people, supernaturals and even sensing animals and
plants. The Darkfires can even sense things like androids and
reploids with this power (though not because they have spirit
energy, but more they sense mechanical beings through the lack
of spirit energy in them). Because of this sense, the Darkfires
also are able to sense the spirits in the world around them, and
can even see into the spiritual plane where spirits reside. And
while things like walls and other objects around them aren't
living things, the Darkfires can sense where things are around
them by how the spirit energy reflects off surfaces or how the
spirit energy reacts to an object (as sometimes spirit energy
can pass through certain objects). This sense is a bit unique to
the Darkfires, but is something that the also comes from those
that are trained in the spirit realm. For the most part, it is
worth noting that hiding from this sense works just like hiding
from normal presence senses, where those that have special
abilities to hide from sixth senses that can sense the presence
of others also work on hiding from the Darkfire's spirit sense.
- Disciplined Mind: Since the Darkfires require focus in order
to use their abilities, the Darkfires developed this in order to
learn to more easily focus their minds. Eventually this turned
into a whole art unto itself and proved to have uses outside of
just helping a Darkfire focus. This art lets the Darkfire take
complete control of the world in their mind, shaping it to their
own devices and letting the user control their mind through
mental focus. Each inner world is different, and solely depends
on the one with this art. This not only lets the users control
their minds, but allows them to become immune to mind control or
other attempts to influence their mind due to the Darkfires
focus being able to detect and counter attempts to influence
their mind (which resulted as an accident of this training).
This also lets them enter into the inner worlds of others, and
more advanced users can slightly influence those who's minds
they enter. However, it is worth noting that going into other's
minds is mostly as a method of training, and Darkfires don't
have too much use to go into other people's minds outside of
training as they aren't too skilled in controlling other
people's minds, since every mind is different and requires
different approaches, and their disciplined mind training is
more focused on them learning to control their own minds. And by
controlling their minds, the user can do things like shut down
certain parts of their mind should the need to, or manipulate
their emotions at will once they learn to focus and control
their inner world. For the most part, shutting down parts of
their mind only helps against opponents with psychic powers,
such as shutting down their sense of pain when an opponent uses
a psychic power to overwhelm their pain receptors. However,
doing so could have negative consequences depending on what
they're shutting down, such as shutting down pain can lead to
more damage to the body if the users can't process pain to know
how damaged their body is. This training is more about mental
focus than anything, so users should keep in mind that use this
to help focus one's mind is the primary meaning of learning this
training.
- Darkfire Disciplined Mind Ability: Fool Senses: This is an
accidental use of the Disciplined Mind training that has been
put to use over the years. By controlling the mind and the
subconscious, a user of Disciplined mind is able to suppress the
aspects of themselves that show when they are lying. For those
that read aura and body language, a user of the Disciplined Mind
art will always seem like they are telling the truth, due to the
fact that the users of this suppress the usual subconscious
signs of lying. For example, those that lie may do things
unconsciously like bite their nails, or they might turn their
heads away. Normally, these are subconscious reactions someone
does when they lie. For those with this training though,
disciplined mind users instinctively suppress those instincts
due to them completely controlling their conscious and mostly
controlling their unconscious mind to prevent unwanted
unconscious reactions. Those that use this always seem like they
are telling the truth, and even advanced mind readers cannot
tell when a user of this is lying due to the fact that the mind
is controlled by the user and the usual signs of lying are not
there. While a Darkfire can still lie, their lies and truths
don't show any different even among those that are the best at
reading personalities and reading emotions. This is a bit
difficult to master, as it takes more than just suppressing
certain parts of the mind since a user has to not only learn how
to suppress reactions and suppress hormonal responses, but learn
what reactions specifically they give off when they lie and
suppress them. Since each person has different reactions when
they lie, the users have to learn those reactions unique to
their own selves. For the most part, while this may seem very
useful, most have learned by this point that the Darkfires can
do this, so most people don't even try to tell if the Darkfires
are lying since they can just fool senses with this. For the
most part, this is only really useful in certain situations, and
usually only useful if the person the user is trying to fool
doesn't know they are a Darkfire or trained in this art.
- Darkfire Disciplined Mind Ability: Spirit Plane Projection:
This ability is only used by the Darkfires who learn focus and
meditation, usually through spirit training, or through learning
the elemental spirit abilities. This was developed as a means to
allow Darkfires with elemental spirits to project their
elemental spirits into the physical plane, but ended up teaching
the Darkfires to project their own minds there as well.
Darkfires skilled in this part of the Disciplined Mind training
learn to project their minds, and can actually send their mind
to the spiritual plane where the spirits of the world reside
when they are not directly interacting with the world. By using
this training, a Darkfire learns to not only focus their mind,
but guide it using certain spiritual astral projection concepts.
When used, the Darkfires project themselves into the spiritual
plane, where they are able to be among spirits of the world in
their natural habitat when not interacting with the world. The
Darkfires cannot do much in the spirit plane, as the spirits can
kick the Darkfires out if the spirits sense that the Darkfires
are going to cause trouble, but the Darkfires can stay in this
plane as long as the spirits don't kick them out. This plane is
not only a place to interact with spirits, but also a place to
avoid dark spirits, since dark spirits cannot enter this plane.
This plane is a great place not only to interact with spirits,
but some spirits can even train Darkfires when in this plane in
certain spiritual abilities. For the most part, this is mostly a
more advanced version of the Darkfire Disciplined Mind, so it's
not too different, except for the fact that the Darkfire cannot
control the Spirit Plane like they would their mind. When in
this plane, the Darkfire's mind can stay in the plane as long as
they want. However, it is worth noting that Darkfires with their
mind in the Spirit Plane will be vulnerable in the outside world
since they are essentially projecting their mind elsewhere, so
they need to be careful and only use this when they are not in
danger of being attacked.
- Darkfire Peak Human Supernatural Hunter and Combat Trained
Physical Stats: Though not a supernatural or a super soldier by
any means, the Darkfires are able to fight on par with
supernaturals and some super soldier enhanced humans. In terms
of strength, the Darkfires are able to match some levels of
supernatural strength, in which they train to the peak of human
strength. While not the strongest humans in the world, the
Darkfires are strong enough that they can compete with
supernaturals. In terms of speed, the Darkfires aren't using any
super speed abilities but instead use combat trained speed that
is trained to the peak of human ability. The Darkfires can
counter some faster supernaturals if they are skilled enough in
combat (as super speed users can dodge attacks faster than
most), and thanks to Sonido, most Darkfires are able to keep up
with many supernatural super speed skills. In terms of
durability and defense, the Darkfires specifically train their
durability and defense (as mentioned earlier) to the point that
they are extremely tough to kill even without their magic. They
can even stay conscious while damaged longer than most, not just
because of pain tolerance, but also because of the fact that the
Darkfires are trained specifically in durability and defense
from a young age. In terms of stamina, the Darkfires able to
fight longer than most supernaturals due to their regeneration
allowing them to recover stamina. In terms of humans, the
Darkfires are in the peak condition a human can be in without
going into supernatural enhanced stats (Though some do go into
supernatural enhanced stats if they have supernatural
abilities), and the Darkfires are able to counter supernaturals
even though they aren't supernaturals themselves. Typically, all
their enhanced stats come from physical combat training, magic
amplification (which provides some physical stat increases), and
through their natural combat abilities. Most Darkfires are
skilled fighters, able to keep up with many levels of
supernaturals. Of course, each one is different, and while
Darkfires are skilled, every Darkfire will have some stats that
can be overcome more easily than others based on their training.
For example, a Darkfire that specializes in speed based combat
will often not be as physically strong as other supernaturals
that focus in strength, or those that are balanced in stats may
not always beat those that specialize in certain combat stats.
Omega is a devastating opponent, who is not only strong and
fast, but has great defense as well. While he is mostly an
offensive fighter, Omega is a very skilled warrior even in
defense. His only problem tends to be if his cybernetics can't
handle his breathing if he wears himself out, as his cybernetics
are as much a weakness as a strength. If his cybernetics are
overwhelmed, Omega can be rendered unable to fight.
Transformations:
- Dark Elf Powered Omega Form: When Omega needs an enhanced
transformation, he can call on the Dark Elf to grant him a
temporary enhancement in the form of his larger form. This form
is more like a large reploid, and uses the Dark Elf's ability to
create solid matter from energy to create a larger form for
Omega that acts like a larger body that surrounds his normal
body. In this form, Omega turns a golden color and turns into a
larger reploid-like form that is just over 10 feet tall. This
form is designed to be the ultimate supernatural hunter form,
enhancing his durability and granting him special abilities. In
this form he also has the ability to fire his incineration
cannon and energy blasts from both hands instead of just one and
gains a new saber when in this form. This form lasts as long as
the Dark Elf can continue feeding Omega power, with Omega
returning to normal when the dark elf either runs out of power,
or gets the command from Omega to return him to normal. If
overused, Omega could very well damage his body, due to the
larger form being different in it's physiology. This can be used
by Omega without the Dark Elf feeding him power, in which his
larger body just turns grey instead of gold, and isn't quite as
strong. Typically, this larger form is meant more to be a tank,
and is very difficult to damage. When in this form, Omega can
overpower many larger and stronger opponents, and while he is
fast, his speed does suffer a little bit. Overall, the best way
to overcome this if an opponent wants to overcome this is to
wear out the form, as Omega can return to normal if this form
runs out of energy to maintain the form. In this form, Omega can
be found in the center of the body (so opponents that can pierce
the body can do damage to Omega's main body directly if they
pierce his chest armor.
Weaknesses:
- Omega's greatest strength is also his greatest weakness. His
cybernetics keep him alive, and if they are removed or
completely shut down, Omega could very well die. The cybernetics
in his brain are also theorized to keep Omega under Dr. Black's
control, and keep Omega from being able to hurt Dr. Black. If
these cybernetics were shut down completely, Omega would not
only lose his tech abilities, but he would have difficulty
breathing, and his body wouldn't function properly. As such, his
cybernetics are a double edged sword. The biggest weakness of
his cybernetics is his face mask, which is a breathing device
that helps regulate and control Omega's breathing, with it being
why he breathes so heavily. Of course, his cybernetics also use
varanium which negates his regeneration, and he can't use tech
or supernatural regeneration due to the ultra varanium that he
uses. And due to the mask he has that he can't really remove
effectively, he often takes IV shots to get the nutrients he
needs to survive since he can't typically eat like most people.
And thankfully for his opponents, Omega's damaged elemental
power means he has to have his elemental chips active in order
to use any of his Darkfire training. In addition, his magic
power isn't quite as strong as it used to be, with his magic
power being weakened from this death and resurrection that
didn't fully rejuvenate certain parts of his power. Omega is
still a dangerous fighter as anyone will attest, but his ability
to use his Darkfire skills has certainly diminished, with him
not being able to use regeneration or his elemental shapeshift
due to the varanium running through him and Omega's cybernetics
not allowing for shapeshifting. While Omega is still a great
swordsman, and a great overall supernatural and reploid hunter,
his damaged power still hurts him overall when stacked against
higher level supernaturals.
- The Darkfires of this universe are human, and while they
specialize in regeneration, they can still be killed like normal
humans. Most Darkfires cannot regenerate vital organs, and
fatally injuring a Darkfire can kill a Darkfire if they don't
regenerate the damage fast enough (assuming they can
regenerate). Most Darkfires can regenerate lost limbs, but
losing vital organs is usually deadly to a Darkfire. While they
are skilled warriors and trained to take on supernaturals and
other threats, the Darkfires can still be beaten in battle and
killed just like any being can. And just like a majority of
beings, piercing the brain or heart of a Darkfire will usually
kill them (unless they have skill-sets from other races that
enhance regeneration like demonic regeneration). The Darkfires
are just as vulnerable to other human weaknesses as well, such
as poison, sickness and even certain environmental hazards.
While the Darkfires do regenerate a lot of damage done to their
bodies, they can still be killed like any human and still have
normal human weaknesses. Darkfires are also vulnerable to
certain materials like varanium and stilled silver which can
negate regeneration or powers depending on what's used. When
used, these metals have the same effects on the Darkfires that
they do on most others. While the Darkfires are humans and are
skilled warriors, they do have supernatural abilities that can
be negated which can still a problem for them. Over the years,
there have also been other methods that have been developed,
such as at one point there was anti-elemental metal made called
uridium which was designed to combat elemental manipulation
abilities, or alternates to varanium that were used to counter
regeneration. And of course, as one might guess, other
supernatural or mechanical powers out there may be able to
overpower the Darkfire's magic and supernatural hunter skills,
depending on the supernatural or robot/machine/mechanical being
that the Darkfire is facing.
- For the Darkfires, it cannot be stated just how much they
depend on mental training and fortitude in order to learn to use
their power. No matter the element or the base power, there is
always a certain degree of focus and concentration. For the
Darkfires, the reason they developed the Disciplined Mind
training was not to become immune to attacks on the mind (as
that aspect became an extra use of the power later), but to
learn to focus their minds in order to utilize their powers.
Without this level of focus, the Darkfires would not be able to
use their elemental powers. As an example, many Darkfires
utilize dark flames as one of their elements since it seems to
be an inherited element among most Darkfires. However, without
proper focus and concentration training, the Darkfire could end
up being unable to control their flame powers and that could
result in their power not working properly. At best, they
wouldn't be able to summon flames, or at worst, their attempts
at using flames would literally explode in their face. However,
it isn't just about controlling their powers, but the fact that
most Darkfires walk a thin line between what would be considered
good, anti-hero or evil status. Depending on the Darkfire, many
walk certain lines that they must always remain in control of
their own minds and set certain limits they cannot cross in
order to keep them grounded. For example, The Dark Magicians
faction tends to walk a line of being considered evil because
they kill anyone they deem as enemies and their restrictions are
more about preventing certain powers being used (so Darkfires
don't dive into things they can't control or might corrupt them)
than about who should be killed and who shouldn't like other
factions of the Darkfires. It is not about moral high ground,
and is more about keeping the Darkfire from doing things that
will twist them and keep them from simply becoming like any
other killer. Those that do cross those lines will face
punishment by the other Darkfires leading up to exile from the
clan.
- While the Darkfires have certain abilities that counter magic
resistance such as elemental mystic knight training and aura
training, the Darkfires do still have a major problem fighting
enemies that are resistant or immune to magic. Resistance is
something the Darkfires can overcome to a degree with stronger
magic, or changing what magic they use to attempt to try and
find a type of magic the opponent might have less resistance to,
but overall, magic resistance is still a major problem. An even
bigger problem is magic immunity, which makes most of the
Darkfires magic worthless against opponents with magic immunity.
However, other methods of countering magic also work against the
Darkfires just as easily. For example, anti-magic remains as
much a major problem for the Darkfires as any other magic user.
And since the Darkfires build their powers on magic and focus
their abilities through magic, anti-magic does far more damage
to them than most magic users due to how deeply rooted the
Darkfires are in their magic natures. It is also possible to
negate some Darkfire magic abilities by negating the source of
their magic, which for most is mana (though some select
Darkfires may have other sources of magic like one Darkfire who
used chi magic, but this requires other skill-sets to learn in
order to use other source of magic). Those that can negate mana
using the soul shout (A known frequency that cancels out mana
when the frequency is emitted using certain abilities) can
negate a Darkfire's magic unless they have elemental mystic
knight training mastered where they already convert their mana
into magic energy. For the most part, there are also other
magics out there that can more easily counter the Darkfires,
with the most useful one being chaos magic (since the Darkfires
don't know much about it or how to specifically counter it).
Certain factions also have specific magic weaknesses, such as
the Dark Magicians having weaknesses to holy magic due to their
dark magic natures they gain, or the Swordsmen having weaknesses
to dark or demonic magic if they utilize holy magic natures.
Darkfires also cannot use magic unless they have the magic
energy to utilize, and if a Darkfire runs out of magic energy,
they cannot use any spells till they recover that magic energy.
- This goes back to the importance of focus and concentration
training, but any magic user has to have some level of focus. If
a magic spell is not done correctly, magic can have negative,
even disastrous results. The effects could vary depending on the
magic or depending on how badly the magic is messed up when
using, but spells not done properly can react in a variety of
ways from simply not manifesting to literally exploding in a
user's face. Focus is a very important aspect of magic, and
sometimes, these backfires of magic can be very bad for the
user, sometimes even deadly. For example, Qrow Darkfire lost his
ability to use magic during his last fight with Dovelthain
Hazeldine when he sacrificed all of his magic power to blast
Dovelthain with every ounce of power he had. The resulting power
Qrow used was the most powerful spell any Darkfire had ever
done, but came at the cost of him being able to use magic. There
are some Darkfires who have even died when certain magics
backfire. For example, when the Dark Magicians faction was
training in dark magic, some Dark Magicians found that certain
dark magic skills required sacrifice, and some who tried to
dabble in certain skills like resurrection found that spells
could take parts of the body such as limbs or organs permanently
(as in they wouldn't regenerate). Depending on the magic, some
magics are more dangerous than others, but all magic requires
focus and concentration on some level to utilize properly. This
particular problem is at its worst with stronger magic and
inexperienced magicians. Many inexperienced magicians may get to
used to their magic and might try stronger magic before they're
ready. As one might imagine, this leads to some disastrous
results. And depending on the magic, some magics may have more
negative effects when not done properly than others. The best
example of this is the Dark Magicians clan, who use dark magic.
Dark magic is used by the clan pretty effectively, but most Dark
Magicians clan members will tell about how dark magic can be
dangerous at some points, where messing up magic spells has cost
some Darkfires limbs, organs or even their lives due to
rebounding dark magic being far more dangerous than most
rebounding magics out there. And while the Swordsmen and Rogues
factions use more reliable magic, it is still possible for
messing up spells to have results just as bad despite what
people think since any magic spell not used properly has danger
attached to it.
- There is always a cost in magic no matter what magic one uses.
For example, certain magic abilities may require sacrifice on
the part of the user as part of the law of equivalent exchange.
Thankfully, most of the Darkfire's base magic just requires mana
or magic energy to be used, and sometimes using glyphs or
incantations to utilize. Most of the time, the Darkfires can
account for the costs in magic and sacrifice what will be needed
(which is usually just using the mana or magic energy necessary
to use the spell and using glyphs or incantations), but some
sacrifices are far more dangerous. For example, in order to
break a death curse that is placed on someone, many have had to
shorten their life spans by however long the curse was taking
off a victim in order to break the curse, such as one Darkfire
who broke a curse on a young girl but came at the cost of the
Darkfire's life because the curse took their entire life span in
order to break the curse. It is also worth noting that stronger
magics have stronger cost as well. For example, there are some
dark magic spells that are very powerful, but require something
from the user like some of their life force, or some might take
limbs or organs, or some might even burn away part of the user's
soul. Typically, the Darkfires are careful about what magic they
use to avoid this, but it is always important for the Darkfires
to understand the costs and equivalent exchange principles when
using magic because they are fundamental in any magic. While
most might think the Dark Magicians faction would be the only
that has that problem, all magics have some cost that might be
dangerous to the user. For example, mentioned previously was one
Darkfire who used curse breaking magic to break a curse on a
young girl. However, the Darkfire wasn't using dark magic, but a
holy magic ability, which shows that the costs of magic can hit
anyone. It doesn't matter the magic: All magic has cost, and
magic users must supply that cost somehow. Luckily the Darkfires
are pretty good at making sure they abide and respect the
equivalent exchange laws and don't try to dive into any magic
that will cost them too much, unless there is something
important enough to gain to risk their lives over (for example,
the Darkfire who broke a curse costing their own life knew that
they were going to die breaking the curse but did it anyway
because they felt saving an innocent life was worth the cost of
their life).
- Another major weakness to the Darkfires is trauma. Trauma is a
problem that usually happens to Darkfires who suffer a major
psychological event, or sometimes even a physical one. If a
Darkfire is traumatized by something, this can have adverse
effects on their power. The biggest power that is affected by
trauma is a Darkfire's regeneration. If a Darkfire is injured
and the trauma is not overcome, many Darkfires don't regenerate
the injury from that trauma, such as one Darkfire who walked
with a cane after a trauma because their leg wouldn't heal
properly. The trauma can also have other effects if a Darkfire
tries to use their power, including elemental powers not
functioning properly, or certain abilities not working properly,
such as one Darkfire who tried to create elemental familiars and
the Darkfire's strong regret and guilt was theorized to make his
own elemental familiars turn on him to the point where the
familiars attacked and nearly killed him. Most Darkfires know
how dangerous trauma can be, after seeing what trauma has done
to many older Darkfires who fought through the Three Great Wars.
Typically, regeneration is the power that is mostly affected,
with the trauma causing injuries to not heal properly. The only
way to overcome this weakness is for the Darkfire to overcome
their trauma, whether it's psychological or physical. For
example, a Darkfire who was mentally scared after nearly being
killed by a werewolf eventually overcame their fear of
werewolves and would go to regain their power, and save their
family from a pack of werewolves attacking them. Overcoming the
trauma that caused the problem is the only way to overcome this
particular weakness, and overcoming that trauma not only helps
the Darkfire regain their power, but some have even gained
greater power when overcoming trauma. But those that do have
trauma are usually limited in what they can until they overcome
that trauma, so Darkfires who do have trauma are usually kept
out of battle.
- Every elemental power the Darkfires have can be countered just
like any other elemental power. While some elementals have
unique properties (like dark flames being able to consume normal
flames, or dark lightning being able to use darkness as a
conductor), each element is still countered like normal (though
some might require specific methods to counter). For example,
fire is often thought of as only being countered by water or
ice, but there are actually ways using every element to counter
fire, some of which people don't know about. For fire, water and
ice is the obvious choice, but wind users can counter fire by
creating vacuums that can put out fires (as fires cannot burn in
a vacuum environment), earth users can use masses of dirt to
smother a flame and put it out, and lightning users can actually
utilize electrical pulses and manipulation of ions in order to
put out a flame (which is actually possible). Even using
advanced elemental abilities, users can still counter elements
the same way. For example, if a user is covered in electrical
aura, a mass of water might be able to be used to short out the
electrical aura. There are many ways to counter elemental
powers, and creative enough users can usually find ways to
counter elemental powers. However, it isn't just elemental
powers that counter each other, but other energies can also be
used to counter elemental powers. For example, energy users like
mana users, aura users and chakra users can actually use their
energy to block elemental abilities (as long as it's not one
that pierces defenses), or some can even utilize certain
energies to turn an element into a corrupted element to turn
back on the user. This just requires creativity from enemies,
and some kind of power they can use. Some more creative enemies
can even use the environment to help them, such as someone may
hide behind a metal object in order to prevent themselves from
being hit by an electrical attack (as the metal object would
absorb the electrical energy). For the most part, no elemental
ability is unbeatable, and even unique elemental powers will
have counters (Such as Qrow Darkfire's heat lightning was best
countered by ice manipulation or certain energy defenses).
- Swordsmen Faction Weakness: The Swordsmen faction are very
skilled warriors, but there are many in the other factions who
believe that the Swordsmen faction are far too forgiving and far
too hesitant to kill their enemies. Because the Swordsmen
faction specifically avoid killing, and would rather settle
their disputes through non-violent options, the Swordsmen would
often be seen as the weakest of the three factions. While not
really true, the Swordsmen faction has had some enemies who
constantly come back because the Darkfires of the faction refuse
to kill their enemies to a large degree. This has led to some of
the Swordsmen faction to being seen as soft. Many of the
Swordsmen faction still follow aspects of the Bushido code, even
after more than a 1000 years, and there are many in the church
that live by the code of "Love thy neighbor." The Swordsmen are
the most forgiving of the clan, and most restrictive about
killing at all. The Swordsmen are actually much more strict
among themselves than being strict on those they consider
enemies. While many wouldn't see the Swordsmen non-violent views
as a weakness, there are times where their non-violent views do
come back to bite them. Over the years, a number of enemies
they've had lasted longer than they should have simply because
the Darkfires sought to redeem their enemies rather than kill
them, as they feel killing every enemy is a waste, such as how
the Hazeldines used to be an enemy, but are now allies of the
Darkfire Clan. Of course, the Darkfires of the Swordsmen clan
will kill if it is to protect the family or to protect
innocents, as the Darkfires will hold the life of the innocent
over that of the life of a killer, but the Swordsmen are often
looking for routes in battles where no one has to die, innocent
or evil. However, this "weakness" has led to the Darkfires of
the Swordsmen faction having the least amount of members turning
evil because of their strict code of conduct that they live by.
As a positive side, this faction does tend to have the most
friendly ties to other groups, due to their non-violent and
respectful demeanor towards others. For Omega, he has mostly
forsaken the "code" he lived by, and has mostly just deemed
himself too unredeemable to live by the code he used to live by.
These days, Omega just does whatever he needs to, and doesn't
really care anymore who he hurts due to the fact that he has
little feeling left in him.
- Advanced Magics of the Factions (All Factions): When it comes
to the advanced magics of the clans, each faction has their own
magics which require their own weaknesses. For the Swordsmen
faction, their holy magic natures give them more vulnerability
to dark magic and demonic magics, and their holy magic is
countered more easily by those magics. Their spirit purification
and spirit destruction does work well on spirits, but other
spirit powers can be used to counter spirit purification and
spirit destruction. For example, using spirit destruction
against spirit destruction power will cancel the two powers out.
The Rogues faction mostly uses neutral magic which, while it
doesn't leave them more vulnerable to holy or dark magic, does
limit the power they can put out using their neutral magic. Even
though they used advanced magic, their magic is more for
stealthful killing than for outright fights (though the Rogues
faction can still use their magics pretty well in fights).
Whether its their assassination magic or their corruption
destruction magic, the Rogues faction doesn't go for
overwhelming power, but for just enough power to get the job
done and kill their targets since they're more about efficiency
than power (for better or worse). For the Dark Magicians
faction, they gain dark magic natures which are more vulnerable
to holy magic natures and other positive magic (like angelic
magic) natures as a result. As such, each faction of the clan
has their own set of weaknesses based on the skills the faction
has. Of course, this is only about the three main advanced
magics, and doesn't include weaknesses of any unique magics that
some other Darkfires may have, as some smaller groups within the
Darkfires may gain other magics that the clan doesn't use on a
wide scale like their three main advanced magics. And of course,
all of these magics do also have problems when faced with things
like magic resistance/immunity, and when faced with things like
anti-magic and chaos magic (which are two major magics that can
even be used by some users to counter the Darkfire's advanced
magics). And all magics in this list also can only be used as
long as the Darkfire has magic energy they can use to power this
magic, and once they are out of magic energy, they cannot use
this till they recover.
- Spellbook Skillset: While this skillset allows some powerful
spells to be used when a user is advanced enough, the skills of
this skillset tend to be a bit more focused than other
skillsets. The biggest weakness is that if a user's spellbook
powers are countered, that tends to be a problem for the
Darkfire, and that skillset can be pretty useless against
opponents who can counter their spells. For example, a lightning
spellbook might find water opponents a very difficult opponent
to overcome, and may want to choose other skills to counter
their opponent. The only way to get new spells is to attempt to
get a new spellbook and see what powers a new spellbook would
gain (though this leads to all old spells being lost). Also,
while the spellbook skills may seem great, they take time to
gain spells, and no amount of natural talent can predict how to
unlock new spells. This means that this skillset starts out
slow, with only a few spells, and eventually has to grow in
abilities as time goes on. There is no shortcut in this
training, and requires training and experience in order to find
the conditions necessary to unlock new spells no matter the
user. Another major problem is if the spellbook is destroyed,
they will lose access to their spellbook spells completely until
they get a new spellbook. While the spellbook is usually not
stored in the open, the spellbooks tend to be tied to the
Darkfire and enough damage to a Darkfire might cause the damage
to reflect onto their spellbook and destroy it. For example, a
Darkfire who is near death has a much higher risk of the damage
they take rebounding and igniting their spellbook through the
connection, which will destroy the spellbook. Once the spellbook
starts to burn away, there is no known way to stop the spellbook
from being destroyed. And in terms of unique alchemies that are
used, each alchemy will usually have weaknesses and their own
counters depending on the alchemy. For example, a user of flame
alchemy will often be more vulnerable to water and ice powers,
or a wind user might be more vulnerable to an earth user. These
spells also can only be used as long as the Darkfire has enough
magic power to call forth magic, and if they run out, they can't
use these spells.
- Familiar Magic Skillset: Each set of familiars has unique
weaknesses. While familiars can often be resummoned, they can be
destroyed depending on the familiar depending on what power is
used to beat them (such as some can be destroyed with spirit
destruction). Another major thing is that each Darkfire has to
have connections to the familiars in order to control them, and
the connection can be broken depending on the Darkfire. Most
Darkfires may need some focus to control familiars, and the
destruction of some familiars may cause some backlash on the
user (as in complete destruction, not just desummoning when
defeated). For the demon/holy armor familiars, they may often
seem tough, but the soul mark made on the armor being destroyed
will forcibly desummon the familiars since they cannot operate
without that soul mark connected the soul to the armor. And of
course, the demon and holy armors can be countered by their
respective counters (IE demon powers can counter holy powers and
vice versa). The elemental chimeras are a bit unique, and while
they are like animals build with elemental abilities, they can
still be killed just like normal animals, in which killing the
chimera will desummon it. Blood familiars tend to follow the
same rules as the normal elemental powers, in that they can be
countered just like elemental familiars. For example, dispelling
the blood that makes up the familiar's body will destroy them.
And things like water are usually best for countering blood
familiars. The enslaved spirit familiars are countered like any
other spirit, with things like other spiritual abilities or
things like spirit destruction being able to counter spirits.
Another way to stop enslaved spirits may be to do something that
can break the connection of the spirit with the Darkfire, as if
the connection is broken with the Darkfire's spirit enslavement
magic, the spirit may be freed from the Darkfire and will
usually leave as a result. For the most part, the familiars all
have counters, and can only be summoned when the Darkfire has
the necessary power to summon them (with different familiars
requiring different methods of summoning).
- Elemental Mystic Knight: While the elemental mystic knight
skillset may be good for physical combat and good for taking
down opponents with resistance or immunity to magic, most of the
magic becomes internalized and more focused on physical combat
rather than being able to be used in combat. This limits the
magic potential of the Darkfires, and can limit their abilities.
While the Darkfires mostly focus on physical combat and magic
amplification, other abilities being amplified by magic can be a
hindrance against those with magic resistance and immunity. For
the most part, elemental mystic knights focus more on physical
combat, and that may limit a Darkfire's options in battle. While
this works great against those who the Darkfire can beat in
physical combat, this doesn't work the best against enemies that
require more than just physical abilities to beat. This also
only amplifies the Darkfire based on how much magic potential
they have, and if the Darkfires don't have a lot of magic
potential, they may not gain much from this training. And of
course, it is also worth noting that this training cannot be
used without the magic to power the mystic knight abilities,
just like most magic. The mystic knight arts are also vulnerable
to magic negation, in which the mystic knights lose their
ability to use magic amplification when magic negation is being
used on them. Each faction tends to use this training different,
and each faction does also gain their own unique weaknesses
based on the magic they use (For example, the Swordsmen faction
are more vulnerable to dark and demonic magics as a result of
their positive magic enhanced power). In this training, it
should also be noted that anti-magic is very effective against
Darkfires who use this training, as they essentially internalize
their magic. There are also other magics out there and other
powers that may counter mystic knights. Depending on the
skillset, opponents usually just need a little creativity on
using their skills to counter a mystic knight's abilities, such
as using energy to block the spell blade abilities.
- Fallen angels have a corrupted nature, compared to angels, and
this shows in their abilities like their aura of the fallen and
their fallen light. Like how angels have to worry about sin,
fallen angels usually have to worry about their corrupted
natures, in which typically they become more corrupted the
longer they are on earth. Once they are corrupted enough, they
will become demons, and eventually join the ranks of hell. Due
to this, most fallen angels that stick to their fallen angel
power typically try to avoid corrupting themselves further. As
such, most of them have to avoid using certain dark arts like
corrupted darkness, because it can corrupt them more over time
unless they are skilled enough with it to avoid it. Fallen
angels typically enjoy staying on earth, and some don't even
rebel angels or demons. Depending on the fallen angel, they
might not even be against humanity, as some act like guardians,
though there are some that will try to misguide humanity or even
try to start their own rebellions against the forces of heaven
and hell. Overall, the corruption that makes their being is
usually more dangerous to peaceful fallen angels than fallen
angels who want to use their power for dangerous purposes, but
they still use their power to do what they need to do. To an
extent, some fallen angels have egos that also act as weaknesses
to them, since some actually fall for good reason. Depending on
the fallen angel, some are so egotistical that they see even
other fallen angels as inferior to them.
- Another major weakness among fallen angels is that they are
nowhere near as organized as angels and demons are. Because most
fallen angels usually stick to themselves and have their own
goals, most don't work together, and some even will fight each
other if their goals conflict. This makes cooperation among
fallen angels difficult, and is partially why each fallen angel
uses their arts to create new servants from dead humans since
they don't typically trust each other. Most fallen angels avoid
the forces of heaven and hell, since they are usually not on
good terms, and most fallen angels will usually try to actively
avoid threats to their own existence. The only time fallen
angels typically work together is if there is a bigger issue, or
they have similar interests in removing a certain obstacle,
though this is typically rare. Even among the The'Galin
conflict, most fallen angels are still doing their own thing
rather than getting involved with heaven and hell's battles in
the conflict as some are still killing angels and demons outside
of the conflicts. Some have such a hatred for angels and demons
that they are willing to risk the universe being unmade to get
their revenge on angels and/or demons. Of course, the lack of
organization is also a big weakness to them if they were ever to
be hunted down, since they would be easier to take down by a
group since they don't have an organized group like angels have
in heaven or demons have in hell. And like angels, most demons
can also be killed by other powerful beings, like Death,
Toranoraos, God, and even Galian.
- Almost all of a fallen angel's dark arts have counters in
other arts, such as necromancy typically being counterable by
those that use holy energy, or use healing magic on undead that
acts like purification. While there are a lot of options for
dark arts, there are just as many, if not more counters for
their dark arts out there. Holy or celestial arts are a great
way to fight dark arts and demonic arts alike, which works great
against dark arts. However, the most useful thing for fighting a
fallen angel will always be neutral powers, thanks to their
resistance to holy and demonic power. With them living in the
living worlds more than anything, they are more vulnerable to
the neutral powers of the world more than most angels and demons
would be since their natures are typically able to be destroyed
more easily by neutral powers. Fallen angel powers also work
great on each other, since corrupted power (which is a fallen
angel's specialty) also works on other corrupted beings. While a
fallen angel can't damage themselves with their own energy,
other fallen angels can kill other fallen angels and this makes
them each other's own enemies as well as them having enemies in
angels and demons. Almost every fallen angel ability is also
counterable just like angelic abilities, as usually the only
real difference is that the fallen angels have corrupted
natures, with exception of their dark arts which are unique to
them.
- Interrupting a fallen angel's regeneration and killing them
typically requires special weapons in order to kill them just
like normal angels. Fallen angels can be killed by normal angel
blades (which they keep when they fall, so even fallen angels
use angel blades), archangel blades, and by certain weapons
designed to kill angels. Fallen archangels cannot be killed by
normal angel blades, but they can still be hurt by them, and can
be killed by archangel blades. For the most part, things like
death scythes, weapons that can kill most creatures (like the
Colt), or other things designed to kill any creature like the
First Blade can also be used to kill fallen angels and
archangels alike. Varanium is also a good way to interrupt
fallen angel regeneration, as fallen angel regeneration is a
type of supernatural regeneration that can be interrupted. This
means that they are vulnerable to regeneration negation
abilities as well, which do work just as well as they do against
other supernaturals. Angels can also still be hurt like normal
beings can, so they are able to be damaged (even if it's reduced
thanks to abilities like their hardened skin), and this is
something that can be used against them. For example, cutting an
angel's head off and getting it from the head can typically buy
time for someone to get away if they cannot kill an angel. There
are plenty of strategies that still work on angels even if they
don't die. Aside from their angelic regeneration, they are just
as vulnerable to damage as most supernaturals are.
- Much like angels, there are also other abilities and items
that also do more damage to fallen angels. One such weapon are
special brass knuckles carved with Enochian sigils, that can be
used to temporarily interrupt a fallen angel's power if they are
hit with it just like that of a normal angel. Specifically, this
weapon was designed by the British Men of Letters to fight
angels and fallen angels. Heavenly weapons can also be used to
kill angels to a degree, in which heavenly weapons can kill
angels as fairly easily as they kill fallen angels and/or
demons. This doesn't just apply to angel blades, but can also
use certain other weapons to fight angels. Another thing very
useful against angels is magic and psychic power. Magic that is
not holy based can actually do fair amounts of damage to an
angel, with dark/black magic or demonic magic being able to
actually kill them. It has even been suggested that angels could
even be killed reading books with the right magic worked into
them. Certain magic spells can also restrain angels, such as
certain paralysis spells, something that angels can be damaged
by. Psychics are also powerful enough that they can hurt, and
even kill an angel depending on their ability and power. For the
most part, these powers depend on the user, and whether or not
they can overpower an angel. However, archangels are harder to
kill with these methods and take highly reduced damage from
these kinds of weapons and items thanks to being much tougher
beings.
- Burning holy oil is also a great way to damage or trap an
angel or even a fallen angel. The first method is using a
burning ring of holy oil to trap an angel or fallen angel, in
which they cannot pass through the burning holy oil ring or they
will die. However, higher level angels (archangels specifically)
can be trapped, but this doesn't kill them if they try to pass
through the ring. Depending on the angel, most can be trapped in
this, and depending on the level of angel, some may or may not
be able to use their powers when in the circle. This is a great
way to trap an angel if one doesn't have access to special angel
trap sigils, and simply requires getting the angel into the
circle and then using something to ignite the holy oil. The
other use for this is something Dean and Sam Winchester came up
with, where they use a bottle of holy oil like a Molotov
cocktail, and throw it at an angel. When done, this not only
does extreme damage to an angel, but also can cast them out of
an area, sending them somewhere randomly. This even works on
archangels, and while archangels don't take as much damage, it
is still very useful for casting them out of an area. Holy oil
is fairly easy to get a hold of, as there are many ways for
people to make it these days, so if one knows where to luck,
just about anyone can get a hold of holy oil to use against
angels (Though it also works on fallen angels as well).
- Angels that take vessels are typically more vulnerable to
certain exorcisms, as taking vessels, while useful when used
properly, can be dangerous to the angel to a certain degree.
There is a reason that many angels don't bother with the
possession method anymore, since it does come with drawbacks,
though fallen angels typically resort to it at times to hide
from other beings. Angels who possess others are more vulnerable
to certain spells and sigils that can be used to grant temporary
control back to the original person, which is even more
dangerous to those that try to use trickery to possess people.
Another item that that works very well is an item developed by
the British Men of Letters (available in both London and
Olympus), which is a pulse generator that is capable of being
activated and almost instantly casting an angel or fallen angel
out of a person that is in range of the pulse of the device.
Typically, those possessing humans have a bigger chance to gain
new abilities in the long run, but are more vulnerable to
exorcisms as a result, so this can be a danger to the angel. It
is also worth noting that if a vessel chooses not to let an
angel possess them any longer, even if they agreed initially
they can cast out the angel if they have the will to overpower
the angel's will, and they can force out the angel as a result.
- Most who have fought angels or fallen angels may know that an
angel's grace can be taken by slitting their throat in a certain
spot. When done, their power is depleted, and they lose most of
their abilities while they don't have grace. This is a good way
to not only de-power an angel or archangel, but can also be used
to take grace and some people have developed ways to inject it
into themselves to power themselves up with angel abilities,
like Asmodeus, who have used this method in the past to power up
angel abilities. If their grace is taken, they become mortal
until they recover their energy, which, depending on how much is
taken, can take anywhere from a day to weeks. This is the best
way to take out any angel or fallen angel, as without their
grace, they lose most of their abilities and are typically
reduced to being mortal as they lose even their angelic
regeneration if they don't have enough grace. This grace
typically acts like a power source for their holy energy, in
which they generate power for their bodies and spirits from
their grace. This not only puts an angel at a disadvantage, but
can actually be used against the angel by those that can use the
grace. However, it is not recommended to use this grace without
knowing how potent it is, as it has been known to burn people
from the inside out, even killing some who have tried without
knowing how to handle the power of the angelic grace. This is
especially true of archangel grace, though archangel grace
typically comes back much more quickly.
- Unlike normal angels, fallen angels usually have special
exorcisms that have to used against them. Unlike angels who are
vulnerable to specific Enochian exorcisms, fallen angels are
vulnerable to specific exorcisms that are a mix of Enochian and
Biblical Hebrew, as the exorcisms that were developed were
developed in biblical Hebrew, mixed with some Enochian. However,
this still works like typical exorcisms, in which fallen angels
can be cast out of an area temporarily, which can be useful
against fallen angels that may seem to be too strong for an
opponent. Unlike angels who are sent to heaven, fallen angels
are sent to a random location in the world, and if they end up
somewhere they don't know, it could take them up to a week to
get back to the place they were cast out of, as ending up in
random locations can typically be a big deal to fallen angels if
they don't know areas they are sent. Some can even be sent to
other worlds, in which they could be gone even longer if they
don't know where they end up. However, with a few rare random
cases, most fallen angels end up somewhere random on earth.
Spoken exorcisms can leave an angel stranded longer than using
blood sigils to cast them out, but spoken exorcisms are harder
to pull off as a result while blood sigils are more dependable
by don't keep fallen angels away as long. Aside from the
exorcisms being different and the destinations the fallen angels
are sent to, the exorcisms mostly work the same and can be used
the same as they would against angels.
- There are other sigils that are also effective against fallen
angels. The first is an angel de-powering sigil, which when
activated, does exactly what the name implies. Any angels within
a 20 foot radius will temporarily lose their powers, including
their regeneration. This requires blood as well, drawing a
series of sigils that have to be written in Enochian and
biblical Hebrew. When used, they de-power any fallen angels
nearby, though they have reduced effects on fallen archangels,
since archangels are more powerful, though it does reduce the
power of an archangel temporarily. This works temporarily,
allowing opponents to fight fallen angels more easily while it's
in effect. However, the angel's powers do return after a while.
The next sigil type is the fallen angel trap, which is designed
specifically like the biblical Hebrew equivalent of an angel
trap. These are drawn on the ground or on a surface, and if a
fallen angel walks on it, they are trapped in the circle, which
removes their power while they are in the circle thanks to the
sigil being similar to the de-powering sigil. And just like the
de-powering sigil, this has reduced effect on archangels, in
which they might be able to use some of their lesser abilities
and not be hindered completely when this is used on them.
However, overall these are two pretty effective sigils for
de-powering fallen angels. This works mostly the same as
Enochian sigils work on angels.
- The next sigil that can be used against angels is an
imprisoning sigil, which can be placed on things like rooms to
trap angels in the room using Enochian and biblical Hebrew.
Drawn in blood like many of the other sigils, this can be
activated by someone to trap an angel in a room until they find
a way to break out, with this being a great way to temporarily
imprison a fallen angel. This can be very effective, and while
it doesn't stop them from moving or using their power, their
power cannot open up rooms that these sigils are used one. These
typically make great traps against fallen angels, since one can
usually use this to trap a fallen angel in a room if they are
trying to escape from the fallen angel. The last sigil is one
that wards a place from being able to be found by angels, which
is the same for fallen angels as it is for angels (meaning one
doesn't need a specific ward special for fallen angels). This
mark does more than just make something unable to be found
though, as it can also be used to prevent an angel from entering
a certain area, or be used to keep an angel from being able to
tell what goes on in an area, as this even makes it so angels
cannot hear what goes on in places warded against angels, making
it almost like a barrier that cuts off an angel's access to the
area that is warded. While angels can break through these in
groups, and archangels can more easily break these, they are
still fairly useful at times.
Personality: It is very rare to hear Omega talk. Omega often
relies on motions and action to tell others what's on his mind.
Most people who have met him know that he is not much in terms
of personality, which most people would find surprising that
Omega Kindron is quite a lot different from other versions of
Kindron who talk a lot. Omega is able to communicate and talk,
but his words often seem hesitant, and his cybernetics make
talking difficult, so this often leds to Omega being a cold,
silent warrior. In very rare cases, Omega may speak through
telepathy, though this is mostly when he has more to say that he
can't say out loud due to him not being able to talk too much
due to his cybernetics. Sometimes Omega may talk to people more
if he is comfortable around them, but for the most part, Omega
tends to rely more on actions rather than words. Despite Omega's
constantly silence, Omega is actually extremely smart, and is
smart enough to match even the most advanced scientists due to
his enhanced intelligence. Most don't know that Omega once owned
his own tech company when he was Kindron Darkfire, and the years
he spent around technology gave him a natural talent around
technology and building things. This makes Omega much smarter
than people give him credit for, whether it's as a tactician in
battle, or as a simple scientist. Omega considers himself a
doctor of the 31st Century, and operates on a strict policy due
to his pride as a doctor. Omega takes his pride as a doctor very
seriously, and takes a lot of pride in the fact that he has
never had to cut anyone open or put needles in people to fix
their physical or cybernetics problems.
In battle, Omega will power through almost any opponent he can,
opting to fight at full strength from the beginning and kill his
enemies as quickly as possible. Omega is also a very skilled
tactician, who will fight strategically when he has to, as he is
very good at taking advantage of enemy weaknesses. Omega is the
most dangerous of Dr. Black's creations not only because of Dr.
Black's enhancements but because of Omega's advanced
intelligence that has even matched that of Celestians and other
advanced races. In battle, Omega's silent personality often
scares people to the point that most people recognize that they
should run from him. Anyone who hears his breathing when he
appears is often stopped in their tracks in fear, since not many
have ever matched Omega in a one on one fight. Omega is Dr.
Black's most powerful creation, and not someone who anyone
should take lightly. Omega is also dangerously unpredictable due
to him not really being able to talk very well, and his silence
means most people never know what he's thinking. As such, Omega
can be a dangerous opponent on many levels. However, while Omega
is extremely skilled in combat, there are some lines he doesn't
like to cross, such as he doesn't like to fight dirty, and he
doesn't like to get unfair advantages on people. However, he
also won't hesitate to kill anyone who he considers a threat, or
who is a threat to his goals.
Bio: Before he became Omega, he was Kindron Darkfire, who was
born to Qrow Darkfire and Raven Branwen as one of their
children. Kindron was known as one of the "Three Darkfire
Prodigies" alongside his twin brother, Hei, and his younger
brother Kendrix. From a young age, Kindron had a natural gift
for combat, and grew up to be a swordsman. Kindron would even
come to be trained in the church by a priest who helped train
him, to the point that Kindron would even develop a holy magic
advanced magic for his faction of the Darkfires clan, the
Swordsmen faction. While Kindron wasn't much of a leader, he led
the Darkfires who followed him, and soon his faction became
known as the Swordsmen faction. After having to come up with a
code for the faction to follow alongside the factions Hei and
Kendrix were running, Kindron soon came up with a code based on
the Bushido code, and some aspects of his training in the
church. Kindron became a religious person, and sought to follow
what he believed was God's plan. Kindron would eventually become
the supernatural hunter known as Wolf Mask, due to him wearing a
wolf mask. Kindron would lead the Swordsmen faction against
threats like dark spirits and against other supernaturals, as
his faction would try to fight some of the threats to the
Darkfire clan that would arise.
Kindron would eventually also befriend the vampire ninjas and
the werewolf alchemists, in which his clan would soon gain them
as allies since they were also trying to protect humanity.
Kindron would even train with them in order to develop new
advanced magics for the Swordsmen faction, where Kindron would
incorporate aspects of both the alchemists spirit purification
and the vampire ninja's elemental weapon arts. Kindron would
even train with Kina Darkwolf in lightning alchemy, learning how
to use lightning alchemy to combat opponents. And in addition,
Kindron would even develop his own flame alchemy that he would
develop alongside his lightning alchemy. Even during this time,
Kindron's scientific knowledge would prove useful as he would
come up with new ways to help the alchemists and vampire ninjas
advance their abilities. However, things would come to a boiling
point when the Swordsmen faction would get caught in an outbreak
of war between the vampire ninjas and the werewolf alchemists.
Not accepting the Darkfire's claim of neutrality, the two groups
fought over who the Darkfire faction would ally with. This would
lead to a three way war where the Darkfires would have to fight
the alchemists and vampire ninjas (who were also fighting each
other). Kindron would lead the Darkfires to battle against the
alchemists and vampire ninjas, as Kindron tried to leave both
groups as he didn't want the Darkfires involved with the vampire
ninjas and alchemists war against each other. During a battle
with the leaders of all three groups (Sirion, Kazu and Kindron),
Kindron would be killed by Sirion and Kazu, leaving the Darkfire
faction without a leader until Jin Darkfire would come and lead
the group. Jin Darkfire would eventually lead the Darkfire
faction to leave the alchemists and vampire ninjas to fight each
other, abandoning their war as Jin Darkfire would pull the
Darkfires away from the alchemists and vampire ninjas. Jin
Darkfire would refuse to get involved with the alchemists and
vampire ninjas, and warned them if they got involved with the
Darkfires, the Darkfires would destroy both clans. This led the
vampire ninjas and alchemists to avoid the Darkfires under Jin's
leadership.
After his death, Kindron would go to heaven, where he would
eventually be recruited by Heaven as a grand priest angel. After
accepting, Kindron went back to earth, but wouldn't return to
the Darkfire clan since he was supposed to be dead, and he
didn't want to take leadership from Jin Darkfire who he saw was
running the Darkfires fine without his help. However, at some
point after Hei was turned into a vampire and hunted down by the
Darkfires, he would become a soul roaming the world. After
Kindron found Hei, Kindron would find out that Hei had been
avoiding going to Purgatory, actively avoiding reapers and death
wraiths to try and figure out some way to avoid what he saw as
an unfair fate for him for being forcibly turned into a vampire
and forced to kill people. Kindron would try to help Hei, in
which Kindron went to Heaven and tried to get Hei recruited as
an angel under special circumstances. However, since Hei was an
assassin before becoming a vampire, Heaven outright rejected
Hei's turn to becoming an angel like Kindron. Heaven decreed
that either Hei would go to Purgatory, or he would go to hell
for all the people he had killed. However, disobeying Heaven,
Kindron helped Hei, and tried to find a solution. Thankfully,
the solution presented itself in the form of Hei's soul joining
the church, where Hei would find the answer to his problems. Hei
would eventually find a special enhancement formula that the
Church had made, but abandoned due to not being able to finish
it safely. Using some of Kindron's angelic grace, as well as the
special holy matter formula, this would purify Hei and turn him
into a purified fallen angel, where Hei would regain a physical
body that would mean he would no longer have to avoid reapers
and death wraiths.
However, because he wasn't acknowledged by Heaven, Hei didn't
become a full grand priest angel, but became a purified fallen
angel due to his intense holy nature he gained from his
purification. But as a punishment for helping Hei, Kindron end
up banned from returning to Heaven until he died again (and at
which point he would be stripped of his angelic nature). Kindron
would live on earth, stripped of his status in Heaven, and would
be exiled from returning unless he was willing to give up his
angelic power and return to being a human spirit. So Kindron
remained on earth, and eventually went back to supernatural
hunting for a number of years. Kindron even met Jin Darkfire
along the way, to which Kindron would leave the Darkfire faction
in Jin's hands when Jin tried to give leadership of his faction
back to Kindron. Kindron was not interested in running his own
faction anymore, and sought to find something new to do with his
life. Being inspired by Hei (who became Father Hei after his
purification), Kindron would soon start his own orphanage which
he called Hillview Academy. Kindron would try to run his
orphanage, and train children who had supernatural abilities.
However, as Kindron would come to find his knowledge of
technology and health would surpass that of ordinary people,
eventually Kindron would leave Hillview Academy in the hands of
Father Hei (though he would come and visit the children whenever
he could) and go on another path. Kindron would eventually also
go on to start his own family after he got married.
Kindron soon became the head of his own tech organization,
Darkfire Technologies, or Darkfire Tech. As time went on,
Kindron would come up with new advancements in health and
technology, where he would focus on medical technology designed
to save lives. Kindron would come up with many advancements over
the years, and would head his organization for years. Along the
way, he would even create a subdivision of the group called
Redbrand Foods, which would focus on building articial foods for
supernaturals. For example, vampires would be able to eat
artificial foods rather than feed on human blood, or werewolves
could eat artificial foods rather than eating human flesh. This
wasn't just about substituting animals for humans like some
might think, but Kindron would come up with ways to create
artificial meals for specific types of supernaturals, where he
could allow special foods to be made using nutrients that would
satisfy the diet of creatures like vampires and werewolves.
Redbrand Foods would eventually become a very popular brand of
food for supernaturals, since they no longer had to feed on
humans, but could eat artificial meals designed for them
(usually in the form of other meals, such as a steak dinner
designed for werewolves). Over the years, Kindron's company
would become one of the top tech companies in the world.
However, after the disasters in his world, Kindron would find
himself eventually running a group battling Dr. Black as he came
to power in what was left of the world. With the world slowly
dying around them (a fact confirmed by some scientists in
Kindron's world), Kindron tried to come up with ways to fix the
world while he was helping his group, the Democratic Republic,
retake Dr. Black's territory he had forcibly taken and turned
into a tyrannical rule. However, Dr. Black would eventually kill
both Kindron and Father Hei, killing both of their families in
the process. This led to Father Hei dying, but Kindron would be
saved by Dr. Black and reprogrammed using cybernetics to serve
him. After Kindron was forced to become a fallen angel and
became a cybernetic enhanced being, Kindron started going by the
name "Omega", partially using the name of his combat style he
had created long ago (The Omega Style). Soon after Omega was
awakened, and his new life as a cybernetically enhanced
supernatural and reploid hunter began that he started to make a
new name for himself. After the near destruction of the
Democratic Republic after the death of Father Hei and Kindron,
they desperately tried to figure out a way to counter Omega as a
threat, who would become the biggest threat to the resistance
groups as Omega started hunting down anyone who didn't pledge
their loyalty to Dr. Black, becoming a fallen angel along the
way after Omega abandoned ties to "holiness." However, they did
not know that this was actually Kindron, as they thought Omega
was a new creation of Dr. Black's.
During this desperate time, another resistance group managed to
use essence from Kindron Darkfire to create a clone of Kindron
thanks to Dr. Genus. However, no one knew about it as the group
got killed before the project could be revealed, and Dr. Genus
was sent on the run from Dr. Black. The clone Kindron wouldn't
be revealed for years, and no one would know about it until the
Democratic Republic would find the remains of the lab of this
resistance group during their desperate battles against Dr.
Black (to which they were close to losing the war). However, it
threw everyone off guard when the Democratic Republic group
found Kindron Darkfire in a stasis pod. Even Kierran Black, who
suspected this Kindron was a clone, was confused as to how this
clone was made, but the group awakened the clone anyway,
desperate for an ally against Dr. Black and Omega, who, at this
point, had proven to be a very powerful team. Luckily, Kindron
Darkfire was more or less the same as the Kindron from before
the rise of Omega, so the Democratic Republic tried to get him
to act as leader of the group as they tried to make another
stand against Dr. Black. They didn't care if he was the real
Kindron or not, and made him the new leader of the Democratic
Republic. The clone Kindron would have no memories, but would
come to believe that he was the original Kindron who had been
saved by another resistance group before they were destroyed.
The clone Kindron agreed to head the resistance group, working
with Kierran Black and Goten Uchiha to head the group and try to
make a new stand against Dr. Black and Omega. Kindron would
eventually confront Omega and find out that he was a clone, in
which Clone Kindron would eventually find out the truth from Dr.
Black about Omega being the original Kindron. This nearly broke
Clone Kindron's resolve, as he would come to believe he couldn't
stop the original Kindron, and almost gave up. However, with
encouraging words from his allies, Clone Kindron would lead the
group against Omega and Dr. Black, to which Dr. Black would
continue his war for years against the Democratic Republic.
Clone Kindron and Omega had a few fights since clone Kindron
tried to work with Kierran Black and bring Omega back to being
his old self, hoping that they could save him and turn him
against Dr. Black. The group theorized that if Omega could be
freed from Dr. Black, Omega's knowledge of Dr. Black's operation
and his forces could be used to cripple Dr. Black's forces, as
well as having a powerful ally on their team. However, most of
the attempts to free Omega ended in failure, with the Democratic
Resistance losing ground over time due to diminished forces and
resources.
However, after years of combat, and desperation to try and fix
the world before the world would die, groups would unite and
finally kill Dr. Black. This led to not only Dr. Black's empire
falling, but soon Omega was freed from Dr. Black's control. Over
the next few years, those left tried to focus on repairing the
world, though unsuccessfully. As the world had passed a point of
no return during the war against Dr. Black, humanity tried its
best to prolong the life of the world. Among attempts humans
would develop artificial oxygen for people to breath, and use
reploids and environmental resources to try and fix what they
could. Humans would also build domed cities, but due to the
break the atmosphere, soon radiation and light would make even
the domed cities unsafe. While humans would live in the domed
cities, they would soon see that their domed cities were not
going to last too long, and soon saw that their world was doomed
if they didn't do something. Unlike what people thought, Omega
was no longer under the control of Dr. Black, but had mostly
given up after he had finally been able to process the deaths of
his family. Omega, with not much hope for the world, came up
with idea. Instead of trying to fix the world they were about to
lose, they should relocate to another world. Because their world
was on the verge of dying completely, and the people were barely
surviving with more dying each day (to the point that mortal
beings were going to all be dead in a matter of months), Omega
helped build a device that would open a portal to another
universe. Thankfully, the relocation plan went successfully, and
Omega relocated everyone in his universe (which wasn't too many
people as there weren't many people left). The people from
Omega's world would find themselves in the London universe due
to the dimensional distortion at the time (this would be years
before the current time), where they would eventually meld into
society and find places in society they could live. Omega on the
other hand, would find work with the US Government, in which he
would come to be introduced to Mr. Sinister and his work. Omega
decided to join Mr. Sinister's work, opting to help build things
for Sinister, as well as learn from Sinister's work. Since the
tech in the London/New Orleans universe was far more primitive
than what he was used to, Omega started working the best he
could on projects and helping Sinister with anything he could,
with his current project being to try to create Ultra Varanium
in this timeline before it was supposed to be created in the
future (such as Apocalypse City's timeline), but this would
prove very difficult with mankind's current technology and the
limitations Omega would find (making him currently one of the
few that use Ultra Varanium until he can make more of it).
Theme: Apocalypse Now (
https://www.youtube.com/watch?v=z_Q12EfJqrc
)
Battle Theme: Cannonball Ranbu (
https://www.youtube.com/watch?v=XjPYlVD_R0g
)
Enhanced Form Theme: Omega Battle (
https://www.youtube.com/watch?v=Agho6n-sukc
)
*****************************************************
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