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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 | |
| --------------------------------------------------------- | |
| "..." | |
| "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 | |
| ) | |
| ***************************************************** |