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| #Post#: 12614-------------------------------------------------- | |
| London RP Profile: Kiren Darkfire (Alternate Dimension Version) | |
| By: Zorbak the Ebil Moglin Date: January 16, 2022, 7:50 pm | |
| --------------------------------------------------------- | |
| "My brother and I have been lying, killing, cheating, and | |
| stealing to survive for as long as we can remember. And then | |
| when the world tried to kill us... We killed them back." - | |
| Alternate Dimension Kiren Darkfire about him and his brother, | |
| Kaidon | |
| "Well, darling... You sound like fun. How about hanging out with | |
| me for a while?" - Kiren Darkfire hitting on a woman in a bar. | |
| "Dean Winchester... It's a shame I gotta kill ya. You're a real | |
| kindred spirit, ya know? Our brothers just don't get how we | |
| choose to live, but we do, don't we? You and I have an... | |
| appreciation for the finer things... Drinks, food, beautiful | |
| women... They think it's about filling a hole in our lives or | |
| some stupid crap like that, but it's not. It's just our own | |
| interests... Too bad. We could have been friends in another | |
| life." - Kiren to an alternate Dean Winchester | |
| "If you want to continue escaping from everyday life, you've got | |
| no choice but to keep evolving. No matter whether you're aiming | |
| higher or lower." | |
| "I'm not rude... I just wasn't taught to politely pretend to be | |
| nice to people I can't stand." | |
| "I may not be much compared to my brother... But I'm still | |
| pretty damn tough on my own. I can kick ass in my own right. I | |
| may not be undefeated, but I am still tougher than other | |
| monsters." | |
| "I hate to kill you, sister... You were the only one that was | |
| ever honest with us about your hatred toward us. And I respect | |
| that." - Kiren to Kierra Darkwolf when Kierra tried to kill | |
| Kiren. | |
| "You Iscariots... Your flawed Christianity concept is so wrong, | |
| it hurts. And as I don't have the patience to sit here and | |
| explain your stupidity, so I'll send you to your God and let HIM | |
| fix you. Honestly, it's people like you that are the reason I | |
| avoid you people." - Kiren Darkfire before killing an Iscariot | |
| member who was hunting him down during a mission. | |
| "Did you know that anything can decay? If you find the right | |
| chemical triggers, anything can be broken down. If we think | |
| something doesn't break down, it's because we just don't know | |
| the chemical triggers to break down the individual atoms of | |
| objects. He smiles and shrugs. My brother and I do a lot of | |
| sciencing stuff with our alchemy. So we know quite a lot about | |
| science. People think science doesn't apply to magic, but they'd | |
| be wrong. The best magicians have to know a lot about science in | |
| order to utilize their powers effectively." - Kiren Darkfire | |
| about decomposition of objects and the basis of his unique | |
| Black/Rot power skill to decay and destroy almost anything. | |
| "People think the Black hates life... But that's just not true. | |
| The Black needs life to survive. They need to feed on life, and | |
| without life, there would be no Black. And people think that the | |
| Black is just a purely destructive force that hates | |
| everything... But the Black makes way for new life to be born. | |
| You mortals don't understand how the Black works. It's a | |
| necessary force in the world whether you like it or not. Life | |
| and death are just the balance of the world." | |
| "No... We won't spare your group... You betrayed my brother | |
| because you're a sore loser when we took you in and tried to | |
| make you part of our family. You tried to have us killed when | |
| you couldn't beat my brother. You know my rule: Try to kill us | |
| and we kill you back." - Kiren Darkfire to his world's Nightbane | |
| before killing him. | |
| "My brother and I aren't allies of the Order... Or the Sabbat... | |
| Or Hellsing for that matter anymore... We do our own thing. We | |
| kill who we want when we want. And you can't stop us. You or | |
| your precious science projects you work on." - Kiren Darkfire to | |
| his universe's Sabbat organization (that was led by their | |
| universe's version of Hei) when Hei Darkfire tried to recruit | |
| them before trying to kill them as they had taken over Hellsing. | |
| When Kiren was asked to cook food for his allies during his and | |
| his brother Kaidon's days in Hellsing. | |
| Kaidon: You're letting him cook?! You know how many fires my | |
| brother has started in the last few months alone?! | |
| Kiren: Smiles. Three electrical, two chemical and one that even | |
| surprised me. | |
| When Kiren and Danae in his universe were training with Kaidon. | |
| Kaidon: You two work pretty well together. He says as they wind | |
| down and sit down. | |
| Kiren: Thanks... I think so too. I think we're great together. | |
| He says with a smile, as he sits down and puts his arm around | |
| Danae's shoulder. | |
| Danae: Hey. Easy there, Romeo. I'm not interested in you. She | |
| says, glaring at Kiren. | |
| Kiren just smiles and turns to her. Kiren: Not what you said a | |
| few nights ago... | |
| Danae sighs. Danae: Yeah... That was one night where we were | |
| both too drunk. That's all. She says to Kiren. | |
| Kiren: Chuckles. One day... I'll get you to admit your feelings | |
| for me. He says with a wink. | |
| "He's not as strong as his brother, but he's still very | |
| dangerous. His power over the Black is a dangerous power, even | |
| on our side. His dark arts are a bit worrysome as well, because | |
| his powers come from Phantom, and we all know how that ends. | |
| Even with the daughter of Lucifer (Danae) training him, I still | |
| am a bit concerned about that power. If he were to tap into it's | |
| abilities completely and turn on us, it would not end well." - | |
| Alucard to Integra about Kiren Darkfire when she let Kaidon and | |
| Kiren join the Hellsing organization. | |
| "When people see those two, they think Kaidon is the most | |
| dangerous due to him being the one who beats everyone. But the | |
| brother... No one expects him to be so calculated and ready to | |
| strike whenever he sees his chance. He pretends to be weaker, | |
| but he's like a snake. Luring them in and then striking when the | |
| prey least expects it. In that regard, he's more dangerous than | |
| his brother. No one expects him to be much, but he always | |
| surprises people." - Someone who understood how Kiren acted | |
| compared to his brother. | |
| Name: Kiren Darkfire (Alternate Dimension Version) | |
| Nickname: Phantom Beast | |
| Age: Unknown | |
| Species and Abilities: | |
| - Primary Race: Werepyre (Trained in Werepyre abilities by | |
| Wolfwing XIII/Erimus Shephard) | |
| - Secondary Race: Voodoo Demon (After learning the dark arts and | |
| gaining dark voodoo magic) | |
| - Elite Level Werewolf Alchemist (Through his mother's werewolf | |
| side) | |
| - Darkfire Vampire (Through his father's vampire side) | |
| - Avatar of the Black/Parliament of Decay (After breaking the | |
| taboo of the alchemists) | |
| Gender: Male | |
| Hunter Group/Team: None | |
| Family: | |
| - Father: Qrow Darkfire (Alternate Dimension Version) (Dead) | |
| - Mother: Kina Darkwolf-Darkfire (Alternate Dimension Version) | |
| (Dead) | |
| - Twin Brother: Kaidon "Wolfwing XIV" Darkfire (Alternate | |
| Dimension Version) | |
| - Uncle: Sirion Darkwolf (Alternate Dimension Version) (Dead) | |
| - Half Sister: Kierra Darkwolf (Alternate Dimension Version) | |
| (Dead) | |
| - Step Uncle: Kain Silverfang (Alternate Dimension Version) | |
| (Dead) | |
| Weapons: | |
| - Shuen Blade: This weapon is a red katana, which acts as one of | |
| Kiren's attack weapons. This blade was made using dark voodoo | |
| magic, with dark magic runes being carved into the blade in | |
| order to grant it the power of death. This weapon is made | |
| specifically to kill beings, and is designed to utilize special | |
| voodoo arts to kill almost any creature. This weapon acts | |
| similarly to that of a death scythe or collector scythe, where | |
| the weapon is able to kill almost any being as long as the blade | |
| strikes a kill point on the body (usually the brain or the | |
| heart). The blade also negates regeneration of those who are | |
| struck with it temporarily, thanks to the runes that are | |
| empowered by the blade. In addition, Kiren can also focus death | |
| energy through the blade, and can even harness his power of the | |
| Black through this blade which allows the sword to absorb life | |
| energy thanks to the connect to the Black. This allows Kiren to | |
| also use the sword as a conduit for the Black abilities he has, | |
| including his unique skills like his black flames of Rot that | |
| use darkness based flames that feed on life energy and use life | |
| energy as fuel. This sword is a red katana and is connected to | |
| Kiren through his Darkfire training which makes it so that this | |
| sword can only be wielded by Kiren himself. This sword is | |
| designed solely for killing enemies, and can kill almost any | |
| creature save powerful enough deities and multi-versal | |
| creatures. This can kill incarnations of multiversal creatures | |
| (such as this could be used to kill one dimensions incarnation | |
| of someone like Xeles or Toranoraos, but doesn't kill them | |
| completely as they can just create a new body). This can also | |
| kill angels and demons, as well as deities of worlds like the | |
| Olympus universe since it can kill most creatures. However, as | |
| one might guess, in order to kill someone or negate their | |
| regeneration, Kiren does have to make physical contact with this | |
| sword, or else they won't be affected by this sword. As for the | |
| Black connection, avoiding the attacks of the Black will allow | |
| opponents to avoid the effects of the Black on them, as long as | |
| they avoid the attacks the sword makes. | |
| - Dark Twin Knives: These are two knives that are Kiren's | |
| preferred attack weapons. While he does use his Shuen blade | |
| often enough, he will usually attack with these knives first. | |
| These knives are twin knives that were made from melted down | |
| death scythe metal, and forced into knives that Kiren could use | |
| against opponents. As one might imagine, the blades of these | |
| knives are meant to kill opponents, and are able to kill a | |
| majority of opponents except for certain creatures immune to | |
| death scythes (like certain primordial deities). If struck with | |
| these blades in a kill spot (usually the brain or heart), these | |
| knives can kill almost any creature despite their regeneration. | |
| When used, these blades can also negate regeneration of | |
| opponents temporarily just like death scythes even if they don't | |
| hit a kill point, in which these knives act much like death | |
| scythes in how they operate. When the blade makes contact with a | |
| being, it will temporarily negate their regeneration for a short | |
| time, and they won't be able to heal from injuries until the | |
| effect wears off after a few rounds. Kiren's blades are also | |
| powered by dark voodoo magic runes, which which focus Kiren's | |
| power of the Black through these knives as well. By doing this, | |
| the knives can also absorb life energy from anything they touch | |
| and utilize any of Kiren's abilities he can use from the Black. | |
| These knives can also generate the black ooze of the Black, | |
| which can be used on opponents slashed by these blades to devour | |
| physical matter (usually eating the living tissue around where | |
| the wound is made on opponents). Kiren is very skilled with | |
| these knives, and can even throw them at opponents. If thrown, | |
| Kiren can control the knives since these weapons are attached to | |
| him, and Kiren can call these knives back to him when he throws | |
| them if needed (such as if they miss, Kiren can call them back | |
| so he can throw them again). As one might imagine, avoiding | |
| damage from the abilities of this knife simply requires one not | |
| to make physical contact with it, as not touching the knife will | |
| usually mean that the opponent won't have to worry about the | |
| effects. And most of these effects are only temporary, except | |
| the black ooze which may require fire to burn away completely if | |
| one cannot remove the black ooze from them. | |
| - Dark Arts Voodoo Magic Cards: These cards are special cards | |
| that are made for use by those with voodoo magic, where they can | |
| use the cards for a few different purposes. The first is | |
| divination, which uses the cards to tell possible futures by | |
| using pictures to illustrate what could happen when the user | |
| focuses on a specific event or person. However, while Kiren does | |
| use divination with these cards, he usually specializes in | |
| making special dark arts attack cards using this magic. When | |
| used, Kiren can focus different kinds of voodoo power through | |
| the cards, which grant the cards different effects. There are a | |
| number of ways Kiren can empower these cards, but the most | |
| common thing he will do is combine his elemental card elite | |
| alchemist training with this to create dark voodoo magic | |
| elemental cards that can be used with different elements. For | |
| example, he could throw a dark flame card that can explode on | |
| impact in a blast of dark flames, or focus cold temperatures | |
| into a card to create a card that can be thrown and then can | |
| freeze opponents if the card hits them. Kiren can even create | |
| cards with the Black's black ooze that can generate it using | |
| connections to the Black (which is Kiren's own special card he | |
| developed). There are a number of ways these cards can be | |
| empowered so it is hard to dictate exactly how he can use every | |
| combination, but by using these cards, Kiren can empower them | |
| with almost any power he can use by focusing that power through | |
| dark voodoo magic to empower the card with the power (such as | |
| using his Darkfire elementals to create cards with his Darkfire | |
| elemental power). These cards usually are visible as to what | |
| they are by what picture is on the card (as the card generates | |
| pictures based on the power inside, such as a dark flame card | |
| would have a picture of a black flame on it), so opponents who | |
| are observant enough can figure out what cards are being used. | |
| These cards are usually also able to be dodged if an opponent | |
| avoids the cards being thrown or used to slash them, and if | |
| dodged opponents can avoid damage complete as long as they avoid | |
| any AoE type effects (such as explosions or bursts of energy | |
| that happen on impact). | |
| Enslaved Spirit Companions: | |
| - Lightning Raijuu Spirit: Fog: This spirit is a Raiju spirit, | |
| which is storm spirit from Japanese mythology that lives in | |
| storms. Raiju are powerful beasts with the power of lightning | |
| and thunder, and take the form of wolves or dogs (though some | |
| can take other forms as well. For Fog, he takes the form of a | |
| dark blue fox, which possesses wind manipulation and lightning | |
| manipulation. Fog is a powerful spirit that is able to | |
| manipulate the aspects of storms, even to the point that Fog can | |
| create water attacks using his wind manipulation to draw | |
| moisture from the air. These spirits can also move in bursts of | |
| lightning, allowing them very fast and very strong physical | |
| attacks as they can move like lightning and hit with incredible | |
| force since they move so fast. This spirit is one of Kiren's | |
| more powerful spirits, and acts as an attack spirit. When Kiren | |
| uses spirit purification, this spirit becomes far stronger, and | |
| can blast using its elemental power with enough force to cause | |
| major damage to an area. This spirit is an elemental spirit, so | |
| it is not necessarily positive or negative in nature, as it's | |
| just an elemental spirit. However, when combined with Kiren's | |
| power, Fog can actually utilize dark elementals, where Fog can | |
| use dark wind and dark lightning by focusing Kiren's Darkfire | |
| elemental abilities. While Kiren doesn't use the Darkfire | |
| elemental spirit training, he does utilize his connection to | |
| this spirit to empower it. However, the major downside is that | |
| this spirit cannot be empowered by dark voodoo magics or dark | |
| arts, as this spirit is not compatible with those powers. If | |
| attempted, the dark voodoo magic/dark arts will cause severe | |
| pain to the spirit, and could even destroy it if enough power is | |
| used. Fog is very vulnerable to dark spirit abilities, as well | |
| as spirit destruction abilities (however it is not affected by | |
| spirit purification as spirit purification only makes Fog | |
| stronger). | |
| ( | |
| https://www.furaffinity.net/view/32383526/ | |
| ) | |
| - Dark Wolf Knight Spirit: Nargil: This spirit is a demonic wolf | |
| spirit that Kiren can call on that has the powers of a dark | |
| knight. Unlike what one might expect, this wolf spirit takes a | |
| more humanoid form resembling more of a dark knight werewolf | |
| more than a wolf. Nargil not only has demonic energy and | |
| hellfire, but also has the power of darkness thanks to its dark | |
| knight abilities. This spirit is able to manifest its armor | |
| using dark knight skills, and can even summon a soul bound sword | |
| and shield which it can use in battle. When manifested, this | |
| spirit takes a more humanoid form. This spirit also gains power | |
| from Kiren's dark arts, where Kiren's dark arts can empower this | |
| spirit to strong enough levels that this spirit can even | |
| overpower many forms of spirits. In addition, this spirit can | |
| also draw on Kiren's voodoo demon abilities, as well as being | |
| able to draw on his Darkfire elemental abilities to utilize | |
| different skills in battle. Nargil's specialty, besides his | |
| hellfire manipulation, is his darkness manipulation, in which | |
| Nargil is an advanced darkness user that can even create | |
| darkness based black holes that can warp space and time as well | |
| as absorb light. When used, Nargil's sword is a sword that | |
| utilizes hellfire, but can be empowered by Kiren to become dark | |
| hellfire empowered by Kiren's dark flame ability. The shield | |
| holds the power of darkness, allowing the shield to absorb | |
| impacts as the shield acts like a cushion to absorb impact force | |
| to reduce the spirit's recoil if the shield is struck with a | |
| powerful attack. This spirit is a demonic spirit, so holy power | |
| can counter it more easily. Countering the darkness abilities | |
| can also be done with light abilities, though one has to be | |
| careful as Nargil can create black holes of darkness that can | |
| absorb light. This spirit is also more vulnerable to certain | |
| other knight abilities, such as certain knights trained to fight | |
| dark knights. Nargil is also just as vulnerable to spirit | |
| destruction as any other spirit, though it isn't affected by | |
| spirit purification since it is not a dark spirit, and is | |
| actually a spirit that maintains hell (or was before it was | |
| enslaved by Kiren). | |
| ( | |
| https://www.furaffinity.net/view/32369711/ | |
| ) | |
| - Earth Golem Spirit: Gras: This is another elemental spirit, in | |
| which Gras is a powerful earth golem spirit. Unlike Fog, Gras is | |
| not an animal spirit, but more a manifestation of earth itself. | |
| Gras is able to manipulate the earth around him, allowing him to | |
| use earth to attack enemies or even to hide himself as he can go | |
| underground. Gras also has the ability to manipulate plants, as | |
| Gras is also a spirit of plant life (with Gras having a life | |
| affiliation). This means that Gras can call on plants to help | |
| him in battle, such as Gras can have trees try to attack people, | |
| or he can throw leaves like razor blades, or he can even create | |
| whips using vines that can be used to whip and slash opponents. | |
| Gras is a very tall and strong spirit, where Gras is very | |
| durable and hard to permanently damage. Since Gras is basically | |
| a golem, it is able to repair itself using the earth, and can | |
| take different forms based on the earth it absorbs. For example, | |
| Gras could become a golem of concrete when absorbing concrete in | |
| cities, or Gras could become a crystal golem if he absorbs | |
| enough crystal from the ground around him. Gras can even become | |
| a dark lava golem when combined with Kiren's dark flames, which | |
| can combine with Gras's earth body to create dark lava. Gras's | |
| most common form though, is that of stone, where he uses stone | |
| as his body, and is usually covered in plants he can use to | |
| attack (such as vines he can whip opponents with). Gras is a | |
| very large spirit, being about 9 feet tall, and can hit with | |
| enough force to punch through concrete with ease. Gras can even | |
| be empowered by Kiren's Darkfire elemental power to grant it | |
| dark earth manipulation, which it can use despite being a life | |
| spirit. However, Kiren can only empower it with spirit | |
| purification. And much like Fog, dark arts/dark voodoo magic | |
| doesn't work on amplifying Gras since Gras is a life spirit and | |
| is not compatible with dark arts or dark voodo power. This | |
| spirit is an earth spirit, and its earth abilities can be | |
| countered as such. This spirit can also be countered by anything | |
| that counters spirits, just like Kiren's other spirits. | |
| ( | |
| https://ubistatic-a.akamaihd.net/0004/prod/images/units/sylvan/PIC_creature_syl… | |
| />) | |
| - Dark Multiverse Fox Spirit: Kril: Kril is a bit of a strange | |
| case in terms of spirits since Kril technically isn't a spirit | |
| but is bound to Kiren through his spirit enslavement. While he's | |
| not a dark spirit in the traditional sense, he is a creature | |
| from the dark multiverse that is essentially a spirit of the | |
| dark multiverse since foxes in the dark multiverse are actually | |
| spiritual in nature. Kril is a fox of the dark multiverse, which | |
| is a creature that is purely dark in nature and devours souls. | |
| Kril has an orange glow to parts of his body, which is a result | |
| of demonic energy mutation that gave Kril special voodoo demon | |
| abilities when it was bonded with Kiren. Kril is able to attack | |
| opponents with demonic energy, as well as being able to draw on | |
| Kiren's voodoo magic/dark arts abilities in order to attack | |
| enemies. Kril also has his normal dark multiverse fox abilities, | |
| where Kril can move around in the darkness. However, while Kril | |
| can shadow meld, Kril is also able to shadow meld without | |
| shadows being around due to its connection to the shadow realm. | |
| This means that Kril can move in and out of reality through | |
| using the Deep shadow realm shadow meld (in which dark spirits | |
| are able to vanish without shadows because areas without shadows | |
| can be forced into the Deep Shadow Realm where the territory of | |
| Xeles is. Kril also has the ability to destroy souls, as Kril | |
| devours souls and dissolves them upon fully digesting them. This | |
| means that any soul eaten by Kril suffers the same fate as a | |
| soul or spirit destroyed with spirit destruction as dark | |
| multiverse foxes can digest souls. Kril can rip bodies apart, | |
| and pull someone's spirit out if it is able to bite deep enough | |
| in to the core (the chest) of the oppponent. While the soul | |
| wouldn't be visible, Kril can sense the soul of who he's | |
| attacking and can rip it out if he can rip someone open to | |
| retrieve it. Because of foxes being able to rip souls out of | |
| bodies, and their ability to digest souls, foxes are a major | |
| threat in the dark multiverse. In terms of countering Kril, Kril | |
| can be destroyed with spirit destruction, and damaged with | |
| spirit purification (though this doesn't kill Kril, just hurts | |
| him). Kril can be destroyed with strong enough light techniques, | |
| as Kril is of the dark multiverse, and the dark multiverse | |
| doesn't have light like the normal multiverse. Kril is able to | |
| be killed with light if his body is destroyed, and can be more | |
| easily countered with holy power since it uses demonic power to | |
| attack opponents. And as long as opponents avoid letting Kril | |
| bite them and rip them open, they can avoid Kril ripping out | |
| one's soul. Kril also cannot attack enemies while in shadow | |
| melding, as Kril is essentially phased out of the real world | |
| when in shadow meld form. This means that while Kril cannot be | |
| attacked (except with dimension slicer type attacks), Kril also | |
| cannot attack while in shadow meld, and has to come out of | |
| shadow meld to attack enemies. | |
| ( | |
| https://www.facebook.com/ShadowFoxTTV/photos/a.103187661359548/103188424692805/… | |
| />) | |
| Basic Darkfire Abilities: | |
| - Darkfire Elemental Affinity/Elemental Manipulation: In the | |
| world, few supernaturals have such an understanding of | |
| manipulating elements as the Darkfires do. The Darkfires would | |
| hone this elemental power over the years they've been alive, and | |
| develop techniques and abilities that would help them to be able | |
| to best use their elemental power to battle their opponents in | |
| much the same way clans like Lasombra would perfect their use of | |
| shadows. In battle, Darkfires utilize elemental affinities they | |
| are born with to manipulate elements. The Darkfires learned a | |
| lot about elementals from their training, and learned even more | |
| when the Darkfires have studied how other supernaturals use | |
| elemental powers. The Darkfires are among the top elemental | |
| users in the world, and have had many years to practice and hone | |
| their elemental power. The Darkfires are known for their | |
| elemental powers above all else, and most are able to utilize | |
| their elemental powers in unique ways. The most unique way of | |
| using this is through spirit mastery training that the Darkfires | |
| use to create new elementals using their positive and negative | |
| spirit energy. Of course, the Darkfires do also have their | |
| physical combat training they are also known for (such as | |
| swordsmen training or assassin training depending on the | |
| Darkfire), but the elemental power they possess is what the | |
| Darkfires utilize in training just as other vampire clans train | |
| their abilities. However, not all Darkfires have the same | |
| affinities, and some may even develop unique affinities, such as | |
| some Darkfires who might not be able to create holy or dark | |
| elementals, but instead create combined elementals (like one | |
| Darkfire who combines fire and ice instead of a spirit-based | |
| elemental). Some Darkfires with unique abilities may even | |
| develop certain unique affinities over the years depending on | |
| their abilities, such as a demonic Darkfire may gain demonic | |
| elementals. For the most part, the Darkfires main power is | |
| elemental manipulation, and even with some elements being unique | |
| and having unique effects, the elements are still countered just | |
| like one would expect. When used, most elements are used in | |
| specific ways, and those with enough knowledge of how elements | |
| work can use their knowledge their advantage to counter certain | |
| elements (for example, a wind user could counter a fire user by | |
| creating a vaccuum environment around flames to put them out). | |
| - Darkfire Spirit Mastery: 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 power | |
| 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 turning 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 Positive/Negative Spirit 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 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 power 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 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 skillset 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 skillset to develop newer skills. 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 pontential for this, as it is mostly used to learn other | |
| techniques (unless the Darkfire learns aura user abilities). | |
| 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 (though Darkfires only gain one semblance power, | |
| either through vampire elemental semblance training or aura | |
| semblance training). 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 gained during the time the Darkfires | |
| spent among the werewolf alchemists. Similar to other creatures | |
| with a strong nature connection to the world, the Darkfires | |
| specialize in their connection to both nature and spirits, as | |
| they learned to tune to the spiritual realms despite their dark | |
| natures. Through their training and diving into spiritual power, | |
| 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 some of the Darkfires have even | |
| learned spirit arts from spirits. 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 most nature connections may be | |
| stronger than theirs, as the Darkfires aren't that strong in | |
| their nature connection as other creatures like werewolves), 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. Darkfires trained in this learn this aspect in | |
| some way and apply this to their elemental abilities in order to | |
| enhance their knowledge of the elements. 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. While this isn't a necessary power for the Darkfires, | |
| many do still learn this ability as a means of enhancing their | |
| knowledge of elements, as spirits can grant special knowledge. | |
| There isn't too much offensive use of this in fights, as this | |
| training is more about learning new things about elements. The | |
| best this can do is help Darkfires come up with new ways to use | |
| their elemental abilities. | |
| - Darkfire Elemental/Spirit Balance Mastery: The Darkfires | |
| create their elementals by using elemental and spirit power, | |
| which they must find their balance by figuring out their | |
| affinities. For example, many Darkfires start out with an | |
| affinity for dark flames. Once a Darkfire figures out their | |
| affinities, the first step is to balance their elemental power | |
| and spirit together, where they are able to fuse these | |
| elementals passively. This is the next basis of the Darkfire | |
| training after learning elemental and spirit power, in which a | |
| Darkfire has to then fuse both knowledges together to find their | |
| own balance. Not only does this teach them how to make their | |
| Darkfire elementals, but this also balances their power to | |
| strengthen their abilities. 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 elemental and spirit power, as maintaining this | |
| balance effectively can lead to the Darkfires gaining stronger | |
| elemental 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 | |
| groups or 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 elemental and spirit power, then | |
| they will have difficulty focusing their elemental power, and | |
| will have severely weakened elements. Some Darkfires who can't | |
| focus this properly have even been known to create explosions of | |
| elemental and spirit energy when trying to use their elementals | |
| as the powers cannot be focused properly. There are major | |
| enemies that also 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. | |
| The biggest weakness of the Darkfires is lack of focus, as this | |
| can, at worst, completely keep Darkfires from focusing their | |
| elemental power safely. | |
| - 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 and their experience. 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 holy flames might be able to heal others using | |
| holy power. 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 eventually. 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 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 based supernatural elemental power, which | |
| means that the Darkfire's skills are not very useful against | |
| those that can counter their elemental abilities. For example, | |
| fire can be countered by certain water and ice manipulation. It | |
| is also possible to block supernatural elemental power using | |
| energy manipulation, where certain energy manipulators (like | |
| mana users or chi users) can use their energy to block attacks. | |
| Kiren's elements are dark flames and dark earth, which he can | |
| combine into dark lava manipulation. | |
| - 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 and the two spirit energies of the elementals negate | |
| each other (leaving only the elemental energies). 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 | |
| possesses 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 except in very rare | |
| circumstances. 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. 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. Kiren is able to utilize his | |
| dark flames and dark earth to create dark lava manipulation. | |
| - 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 powerup, or | |
| a demonic Darkfire might gain a demonic stronger spirit powerup | |
| 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 | |
| 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 using | |
| a vampire's cursed nature. 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 depending on the power and knowledge of | |
| the Darkfire. Typically, this is dependent on the Darkfire, and | |
| is unique for each Darkfire depending on what they learn. This | |
| is a purely option training, and usually only used by those that | |
| have special extra skillsets 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). Kiren uses dark arts to manipulate his elements, | |
| creating more powerful darkness type dark elementals that use | |
| true darkness in their power to amplify them (more later). Most | |
| of Kiren's techniques are based around his elemental voodoo | |
| cards and his alchemic abilities. | |
| - 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 knowledge and | |
| creativity. For example, a Darkfire who could manipulate | |
| magnetism might still be able to create lightning by converting | |
| magnetic energy. 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 | |
| lightning users 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 and their knowledge. 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, such as using elements to absorb | |
| other elements may take more power to maintain control of one's | |
| elemental manipulation due to it needing to control other | |
| elements as well (like an earth user would expend more power | |
| trying to create lava since it would have to absorb and control | |
| a heat element). Other abilities can be countered in other ways | |
| (like wind users can use wind to fly, but users can still find | |
| ways to hit a Darkfire that is flying around). | |
| - 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 | |
| concetrated 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 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: Dark Arts Consuming Dark Flame | |
| Manipulation: This is Kiren's first elemental power which | |
| utilizes his dark arts. Instead of pure Darkfire elementals, | |
| Kiren focuses his elemental power through dark arts, creating | |
| elementals that are fused with true darkness power. Kiren's | |
| first elemental is dark flames, in which he combines his | |
| negative spirit energy with his flames to create the signature | |
| Darkfire dark flames. However, the major difference for Kiren is | |
| that Kiren uses his dark arts to focus his negative spirit | |
| energy, which gives the flames a boost of pure darkness energy | |
| thanks to the dark arts power used in this. This creates a | |
| unique Darkfire type black flame that is similar, but different | |
| from the typical Darkfire dark flames. These flames, like most | |
| Darkfire black flames, burn far hotter than normal flames, and | |
| are able to consume other types of flames that don't burn as | |
| hot. However, Kiren's dark flames also utilize darkness in which | |
| the darkness in the flames absorbs matter into the darkness to | |
| burn, making this more like a fiery black hole. These flames use | |
| physical matter to spread, burning anything in their path, as | |
| the flames are able to absorb almost any physical matter. While | |
| not as strong as the physical matter consumption of his power of | |
| the Black, this flame is very dangerous as Kiren can manipulate | |
| it to absorb almost anything aside from strong enough light and | |
| water/ice since water/ice can still be used to counter these | |
| flames. When used, these flames can absorb almost any matter to | |
| fuel the flames, and since it absorbs it similar to how a black | |
| hole absorbs matter, it is able to take in matter better than | |
| normal flames. These flames consume through physical contact, | |
| unless Kiren opts to not let the flames consume, such as if an | |
| ally is in danger of being consumed by the flames. Kiren can | |
| utilize these flames just like normal flames, in which he can | |
| create explosive attacks, generate fire balls and slashes of | |
| fire, and can be used to melt objects. These flames are | |
| countered mostly by strong enough light (as it takes strong | |
| concentrated light to not be affected), and can be countered by | |
| strong enough ice tecniques as ice can still put out these | |
| flames. Avoiding the black hole type effect is not as hard as | |
| people think, as the flames only consume what is in contact with | |
| the flames and doesn't have a gravitational pull to draw things | |
| in. This means that, like normal flames, avoiding contact with | |
| the flames means one can avoid damage from the flames. For this | |
| type of power, it is also worth noting that holy power that can | |
| counter dark arts is often the most useful power to counter this | |
| ability, especially holy power designed to counter dark arts. | |
| - Darkfire Elemental: Dark Earth: Another of the more versatile | |
| elemental manipulations. Those that learn earth manipulation can | |
| learn a variety of earth types, and have plenty of options. | |
| Users of this element can fuse their negative spirit energy to | |
| earth to create dark earth that they can manipulate. There are a | |
| variety of options for manipulating earth, such as one could | |
| draw on almost any material around them from dirt to stone, to | |
| even brick and concrete depending on what is available to them. | |
| Users of earth are able to do things like create sand from dirt | |
| that can crush people with immense force, use concrete and brick | |
| to hit opponents with strong earth attacks, or some even can | |
| pull people into the earth or pull the earth up around someone | |
| in order to trap them. There are a number of ways to utilize | |
| earth, and some may even include absorbing other elements, such | |
| as some who can create lava manipulation by having earth absorb | |
| flames to create molten lava or having earth absorb water to | |
| create mud manipulation. Advanced earth users have been known to | |
| use crystals for armor, create metal for weapons, or even can do | |
| things like use glass to reflect light or use certain materials | |
| to absorb other elements. Depending on the earth manipulation, | |
| there are plenty of options, and earth is one of those elements | |
| that users will never run out of. Some advanced users of earth | |
| even learn to combine and mix certain materials to create new | |
| materials, or even manipulate the structures of current | |
| materials. One such example is among advanced earth users, they | |
| can manipulate carbon to create armor around themselves that is | |
| stronger than diamond or metal, and one was able to create earth | |
| traps that could literally crush creatures the size of | |
| elephants. For the unique effect of this earth manipulation, | |
| dark earth is able to generate dark energy buildup according to | |
| how the user wants to use it, which can explode when the earth | |
| hits something. When the energy explodes, it can do severe dark | |
| energy damage to everything around where the earth attack | |
| explodes. Those that want to counter earth manipulation are best | |
| using wind manipulation (which is earth's main counter), though | |
| using other ways to defend oneself against earth like using | |
| energy defense to avoid damage from earth, or using other | |
| elements to absorb earth (like fire absorbing earth and becoming | |
| lava), but absorbing other elements is dangerous as the user | |
| might be able to take control of both elements (who takes | |
| control depends on who's control of an element is stronger, or | |
| who has more of the element under their control). | |
| - Darkfire Elemental: Dark Arts Dark Earth Rotting Force | |
| Manipulation: Kiren's second elemental is dark earth | |
| manipulation, in which he combines his negative spirit energy | |
| with earth to create a dark earth manipulation. And similarly to | |
| his dark flames, this earth manipulation uses dark arts to give | |
| the earth a pure darkness element mixed into his earth | |
| manipulation. Kiren is able to use earth just like any other | |
| earth user, from being able to do things like create sand from | |
| dirt that can crush people with immense force, use concrete and | |
| brick to hit opponents with strong earth attacks, or he can pull | |
| people into the earth or pull the earth up around someone in | |
| order to trap them. He can even do things like creating crystal | |
| or diamond armor using earthly materials (though some forms of | |
| carbon can be used to make stronger armor than crystals), and | |
| can do things like using glass's mirror effect to reflect light | |
| attacks. Instead of the normal effect of using dark energy | |
| buildup, Kiren's dark arts instead focus more on using the | |
| properties of darkness and gravity to draw people towards the | |
| earthly attacks. For example, firing a large rock at an enemy | |
| could have a darkness pull similar to a black hole (though not | |
| nearly as strong) that can draw people toward it. When drawn | |
| into the attack, objects and people are drawn in and then | |
| crushed by the earth which creates pressure and crushes anything | |
| that is pulled into the earth attack. This leaves Kiren's earth | |
| manipulation to be a very dangerous power, as he affect people | |
| who try to dodge the attack if he puts enough power into the | |
| attack. Because of this, his attacks are much harder to dodge | |
| than most other earth users, and those that are caught in it are | |
| much more likely to be hurt by it due to the crushing force of | |
| the attack when someone is pulled into the attack. This works | |
| similarly to a black hole, where everything is absorbed into the | |
| center, and those pulled into the attack are pulled into the | |
| earth attack (whether it's being pulled into a boulder or being | |
| pulled into a crystal depending on the attack used) are often | |
| crushed inside once engulfed by it. Of course, one can counter | |
| this like any other earth manipulation, and users can resist the | |
| effects of the gravity of this if they are strong enough. Or if | |
| one wants to counter the gravity completely, they can use | |
| gravitational abilities or gravitational distortion powers to do | |
| so as well. However, the best counter for this is often holy | |
| power, which can be used to counter this elemental completely. | |
| - Darkfire Combined Elemental: Dark Lava Manipulation: This | |
| power is a combination of flames and earth manipulation, as well | |
| as manipulate the ash of the lava, or even use with metal to | |
| create molten metal (depending on the user). For Darkfires, | |
| there are a few ways to learn this kind of power. The first is | |
| for a Darkfire to be born with the two elementals of the same | |
| alignment (IE Dark fire and dark earth, or holy fire and holy | |
| earth). The other way is for advanced elemental users of fire | |
| elementals to use their flames to absorb earth and change the | |
| form to lava manipulation, or for earth users to absorb flames | |
| and change the form to lava manipulation (Both of which require | |
| advanced training if one doesn't have both earth and flame | |
| manipulation). 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. However, there are other | |
| abilities one can use with this as well. For example, the ash is | |
| also usuable to attack with (usually used by earth users), 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 also has a unique ability | |
| of being able to create blasts of lava, by combining dark earth | |
| manipulation's explosive power with a fire user's explosive | |
| flames. This manipulation is best countered by water/ice | |
| manipulation, with wind powers also working fairly well with the | |
| right strategies. Due to the heat this lava gives off, it is | |
| usually best to use colder powers to counter it, such as dry ice | |
| manipulation, though some normal ice and water manipulation can | |
| be used if properly utilized. | |
| - Darkfire Combined Elemental: Dark Arts Dark Lava Manipulation: | |
| This power is a combination of flames and earth manipulation, as | |
| well as manipulate the ash of the lava, or even use with metal | |
| to create molten metal. In this method of lava manipulation, | |
| Kiren combines his dark arts with his lava manipulation to | |
| create a unique lava manipulation that combines the dark arts | |
| dark flames that absorb matter and burn it as fuel with the dark | |
| arts earth that absorbs physical matter into the earth used by | |
| this dark art. 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. Similar to normal lava | |
| manipulation, Kiren can also use advanced skills like ash | |
| manipulation and molten metal manipulation thanks to his | |
| advanced elemental skills. The ash is usable just like normal | |
| lava manipulation, where Kiren 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. | |
| However, with dark arts, the ash has the ability to not only | |
| absorb matter, but can absorb air. Which means that if an | |
| opponent breathes in the ash, the ashes will absorb any air that | |
| comes into their lungs, often suffocating them as long as the | |
| ash is in their lungs. Molten metal is also an option for those | |
| combining fire and earth, in which Kiren melts the metal and | |
| then uses the melted metal to attack opponents using the flame | |
| manipulation to control the molten metal. Similar to his dark | |
| arts earth, this can draw people into the earth if they get | |
| close, and the dark arts flames can burn them as fuel (often | |
| making it so that the flames are hard to put out when they start | |
| burning someone). For the most part, this is best countered with | |
| holy powers, and not with ice and wind manipulation (as they can | |
| be absorbed by this art). Holy powers, specifically ones that | |
| counter the dark arts are the best thing to use, or one can use | |
| certain energy defense to try and defend against the effects. | |
| However, the best defense is not getting close and not making | |
| contact with this elemental. | |
| - Darkfire Elemental Second Release: Yogan-Ryu the Dark Lava | |
| Dragon: This spirit is Kiren's awakened elemental familiar | |
| (who's name means "Lava Dragon"), in which Kiren gained a this | |
| through experimenting with combining release states with | |
| elemental powers alongside his brother. Kiren and his brother | |
| Kaidon developed this skill together, in which they came up with | |
| this concept in their universe. For Kiren, this is his | |
| particular second release elemental. When used, this creates | |
| something akin to an elemental familiar except that Kiren's | |
| spirit fuses to his elemental power to awaken an inner elemental | |
| spirit manifested from Kiren's own soul. By using the command | |
| "Scorch the Earth, Yogan-Ryu", Kiren summons this power that | |
| takes the form of a dark lava dragon. This particular spirit is | |
| a dangerous lava elemental that embodies Kiren's dark lava power | |
| and utilizes his dark arts lava manipulation. To summon this | |
| familiar, Kiren needs to just use some of his negative spirit | |
| energy, which allows his dark lava spirit to manifest as a dark | |
| lava dragon. Unlike the elemental spirit power, this doesn't use | |
| an outside spirit, but instead manifests what appears to be an | |
| elemental familiar from Kiren's own elemental power. This spirit | |
| is Kiren's familiar spirit, and can help Kiren in a fight by | |
| taking the form of a medium sized dark flame dragon (About the | |
| size of a large demon like Grave). This spirit, when manifested, | |
| uses dark lava, and is able to attack with dark lava being it's | |
| main element. This dragon is also able to attack using dragon | |
| skills, with it's dark lava dragon breath and dark lava claw | |
| being it's two most deadly attacks. Since this spirit uses dark | |
| arts lava, the best thing to use to counter this is holy energy | |
| rather than using normal ice or water (as it is often just | |
| absorbed into the flames or the earth). Using special energy | |
| negation abilities can also force this familiar back to Kiren if | |
| it's dark lava form is negated by energy negation. This can also | |
| be countered more easily by powers or by using things that | |
| counter the gravity effect of his dark arts in 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 Kiren 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 Abilities: | |
| - Darkfire Elemental Dark Art Dark Flame Aura Generation: When a | |
| Darkfire learns their elements, the first thing they are taught | |
| is how to bond that element to their aura. Instead of a normal | |
| spiritual aura like spirit users might have, Darkfires focus | |
| their elementals into their vampire auras. The elemental aura | |
| becomes the basis of the main Darkfire training after they | |
| master basic elements, and this aura becomes the power source as | |
| this elemental aura becomes a passive ability. Typically, this | |
| does things like powering the Darkfire's elemental regeneration, | |
| or can generate elemental techniques. In addition, this also | |
| uses certain other abilities like elemental absorption, and | |
| other elemental abilities. This aura is powered by one elemental | |
| combination the Darkfire uses, with many choosing their dominant | |
| element as their aura due to the aura being stronger depending | |
| on the element chosen. This aura uses whatever element is | |
| chosen, and generates that power much more naturally than | |
| normal. While the Darkfire doesn't limit their elemental options | |
| by choosing one element over another, this does often give them | |
| a dominant element that they can utilize more easily, and much | |
| easier to use techniques. If uses match this to certain other | |
| abilities, their aura can enhance their Darkfire abilities in | |
| different ways, like if a Darkfire uses the same element for | |
| aura and elemental regeneration, the energy used for | |
| regeneration is reduced, or using an elemental weapon generates | |
| stronger weapons when using the aura to generate the weapon. | |
| 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). Kiren's | |
| elemental aura uses his dark arts dark flames, which can absorb | |
| matter (But is more easily pierced by holy power). | |
| - Darkfire Elemental Aura Element Absorption: Part of a | |
| Darkfire's elemental power is not just generating elemental | |
| power, but absorbing elemental power as well. This power has | |
| great use in battle, as the aura can absorb similar elements. | |
| Once absorbed, the elementals are used to replenish the | |
| Darkfire's power, and 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 most 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 hurt the Darkfire to absorb if | |
| they try. 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. | |
| - Darkfire Elemental Aura Defense: This is an effect of the | |
| Darkfire elemental aura training that was designed alongside the | |
| elemental rebirth power. This elemental aura then 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. This elemental aura can also be used to power a | |
| vampire's regeneration, in which they can regenerate faster when | |
| the aura is at it's strongest. There are two modes of this | |
| power, the first is the standard aura in which the element of | |
| the aura isn't visible but still present in power around the | |
| vampire, in which they don't have the full aura active, but this | |
| always grants a slight defense boost. However, in battle, this | |
| can be activated to full power, where the aura becomes visible | |
| and charged, and amps defense and regeneration to it's max | |
| power. 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. | |
| 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 using this at full | |
| power is not useful using all the time, but most Darkfires only | |
| use it to block or dampen attacks rather than keeping it active | |
| all the time. If using it at full power, this can burn through | |
| elemental power, and eventually wear the Darkfire down. | |
| - Darkfire Dark Art Dark Flame Elemental Rebirth: This is the | |
| main purpose of the elementals used by the Darkfire Clan that | |
| they developed their powers for. The clan specializes | |
| specifically in elemental regeneration, using a specific | |
| elemental as a catalyst. 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. 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. When doing this, Kiren absorbs physical matter, | |
| and then burns it. This ability, despite how it sounds, uses | |
| both his earth and his flame manipulation, where he absorbs | |
| earth to burn as fuel for his regeneration (making it something | |
| he can usually always use without running out of earth). | |
| - Darkfire Dark Earth 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 the vampire abilities to generate or create | |
| familiars. 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. 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. 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 Vampire Semblance: Black Dragon Night: Kiren's unique | |
| vampire semblance is Black Dragon Night, a skill that uses his | |
| dark arts. When used, Kiren releases darkess elemental breath | |
| similar to that of a dragon breath, that releases not only | |
| darkness, but death energy and dark arts power into the air | |
| around him. This creates a thick black mist over an area that | |
| blots out even concentrated light. When Kiren releases this | |
| mist, this mist blocks out not only all sight, but blocks out | |
| abilities like dark vision (Which is blocked out by the | |
| concentration of dark arts energy and death energy), so not even | |
| a death wraith can see in this black mist. Once released over an | |
| area, Kiren then is able to teleport around in this mist to | |
| attack enemies or help his allies, where he can move anywhere in | |
| the mist as long as the mist covers the area he teleports to. | |
| All of the mist condenses on an area, and Kiren gains a huge | |
| advantage in that he is the only one that can use his senses in | |
| this kind of area. This blocks out all senses, such as smell, | |
| sight, and even hearing (to anyone but Kiren himself and even | |
| affects his allies). The only sense that one can use is the | |
| ability to sense the presence of others, in which those with | |
| special sixth senses that sense the presence of others (such as | |
| a vampire's third eye, energy users sense of energy, or even | |
| werewolf ultralight sense). However, sensing Kiren in this black | |
| mist becomes very difficult, since he can move almost instantly | |
| to any point within the mist, so keeping him pinned down is very | |
| difficult. When used, Kiren can also move the mist if his | |
| opponents move, using it to follow the opponents he wants to | |
| keep in this mist. When in this mist, opponents can still attack | |
| though, but won't be able to see their attacks, even when using | |
| concentrated light due to the energy around them. However, | |
| opponents with the ability to sense the presence of others can | |
| still sense and attack Kiren (as long as they take into account | |
| his ability to move within the black mist). One can try to | |
| remove the mist with wind, but since Kiren can control it, he | |
| can have it resist the wind. The best way to dispel this is to | |
| stop Kiren from breathing enough black mist, as he can be | |
| interrupted from doing this while breathing out the mist. | |
| However, if one is stuck in the mist, attacking Kiren and | |
| hitting him with a strong enough that will interrupt his control | |
| of the mist will dispel the mist completely, or one can try to | |
| use barrier skills to push the mist out of a small area around | |
| them (and protect themselves in the process as long as Kiren | |
| doesn't break the barrier using some kind of attack skill, which | |
| he normally tries to do if enemies use this). | |
| - Elemental Form: 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. 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 a substitute. This form lets the Darkfire | |
| change into any element they control, such as most of them being | |
| able to turn into dark flames, as it's a major elemental among | |
| most Darkfires. 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. 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 haki 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 (like fire burning opponents on | |
| contact). | |
| - Elemental Shapeshift: This was a power that was passed to the | |
| Darkfires through Qrow, who possessed a shapeshifting power he | |
| gained from a curse placed on him that he turned into a new | |
| Darkfire art. This modified art allows the Darkfire to use their | |
| elemental form to transform, turning into something akin to an | |
| elemental familiar, but the Darkfire themselves take this form | |
| instead. 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 original Darkfire, as the possibilities | |
| are pretty much endless. 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. 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 depending on the form), and they cannot | |
| create new abilities usually (like a dragon form won't suddenly | |
| have dragon energy. Though it does have the same drawbacks as | |
| the elemental form, as one who uses form negation, aura breaker | |
| weapons/powers, and counter elements can still force them 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. | |
| - Unique Elemental Form Shapeshift: Dark Flame Ninetailed Fox: | |
| Thanks to special developed Darkfire skill by Qrow, 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. 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. Some can gain other powers, like | |
| the enhanced strength of a bear, or the speed of a cheetah when | |
| in their unique 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 | |
| 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, 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. Kiren's unique elemental form is that of a dark flame | |
| nine-tailed fox, which is manifested from his dark arts flames | |
| that can absorb and burn almost any matter. In this form, Kiren | |
| is able to attack with his claws and teeth, or he can extend and | |
| attack with his tails like whips. This form is about the size of | |
| a tiger, and is incredibly fast and agile. | |
| - Unique Elemental Form Sustenance: Each elemental form, | |
| depending on the elemental and on the Darkfire, is often able to | |
| sustain themselves on things differently than they do as a | |
| normal human. Each form has it's own unique ability for | |
| sustenance, in addition to some other forms 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, though what they eat typically changes based on the | |
| form. Usually, Darkfires don't have to do anything too complex | |
| in order to maintain these forms if they want to unless they use | |
| their power through battle and run low on power, as using their | |
| power in battle could use the power they need to stay in their | |
| elemental form. 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, 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 a wind user absorbing air from around them, | |
| or come up with unique abilities, such as a bat form using blood | |
| as a power source since blood sustains a vampire's power. 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. When in his unique form, Kiren can sustain himself on | |
| absorbing physical matter, such as earth, to burn in his body. | |
| As long as he absorbs matter, he can keep himself in this form | |
| if he chooses too. | |
| - 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 users 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. | |
| - 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 power. 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. Of course, the vampire can only use the touch | |
| powers of their own elements, and depending on how skilled they | |
| are, certain vampires may be able to do more with their | |
| elemental touch ability. However, this does require physical | |
| touch to use, and some users can only use this on certain things | |
| (like most earth users would only be able to affect objects, and | |
| might not be able to affect people unless they have specific | |
| powers to do so). 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. Typically, this is an | |
| attack skill designed to fight opponents. 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. | |
| 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. 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. | |
| - Elemental 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 Familiar Abilities: | |
| - Demon/Holy Armor Familiar Bond: Using an art developed by 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 soul manipulation. 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 certain | |
| vampire familiar arts. These armors are bonded to souls which | |
| are controlled by the Darkfire's familiar abilities by fusing | |
| their spirit to the demon or holy armor used. 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 or demon | |
| 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 Armor Familiar Summoning/Bond: No matter the | |
| familiar, the Darkfires are able to use their vampire power to | |
| summon the familiars, usually by different methods. Depending on | |
| the type of familiar, Darkfires have different summoning | |
| abilities for their familiars, usually through use of either | |
| using their blood as a catalyst, or using special summoning | |
| powers. This allows a Darkfire to summon any armor familiar that | |
| they've created, in which some Darkfires even have unique | |
| summoning abilities. For example, when Hei Darkfire can 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. The | |
| demon and holy armors can even be summoned multiple times, in | |
| which Darkfires can actually summon one familiar multiple times | |
| (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 this | |
| to use familiars. 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 glyph circle, | |
| destroying the glyph 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 demon or holy armor familiar, but the more that | |
| are summoned, the weaker the armors become. | |
| - 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 de-summons the armor familiar). | |
| - Darkfire Demon/Holy Armor Familiar Aspect: Soul Manipulation | |
| 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 de-summon 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). | |
| - 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. | |
| Voodoo Demon Abilities: | |
| - Dark Voodoo Demon Abilities: After Kiren became a demon, he | |
| became a voodoo demon with the power of a demon lord (though not | |
| quite on par with the demon princes). Kiren's power sits | |
| somewhere between a normal demon and a demon prince. Kiren is a | |
| powerful demon with the power of the dark arts, using voodoo | |
| arts he has learned from Phantom and from training with his | |
| version of Danae Levesque in his world. Thanks to his training, | |
| Kiren gained the power of a voodoo demon, and utilized his dark | |
| arts abilities this way. Because of this, Kiren has the powers | |
| of a demon, but also has the powers of voodoo magic and dark | |
| arts thanks to his training. Kiren has a few different kinds of | |
| arts, though he is often known for being able to empower his | |
| Darkfire abilities with dark arts, or even using dark divination | |
| arts. Kiren has a few somewhat unique arts, such as his phantom | |
| beast power that lets him create invisible dark arts familiars. | |
| Kiren has had plenty of time to build up his dark arts knowledge | |
| while travelling the multiverse, and has much more powerful dark | |
| arts (including having powers over the Black). Kiren is known | |
| for a variety of dark arts, which he trained for and has been | |
| able to use even more efficiently after gaining the power of a | |
| voodoo demon. For the most part, Kiren gained this power to try | |
| and keep up with his brother's abilities, where Kiren is always | |
| training and growing (whereas his brother doesn't train as | |
| hard). Kiren's dark arts are more or less like they sound, being | |
| dark and evil in nature, so they are countered like one would | |
| expect, using holy power or the power of light (though light is | |
| difficult to use against a few of his powers, so holy power is | |
| the best thing to use). Typically, Kiren's power can match that | |
| of high level supernaturals, and he can even battle some of the | |
| weaker archangels and demon princes in combat, so he is not one | |
| to understimate. Though this does come with some demonic | |
| weaknesses, such as exorcisms and demon traps do work on Kiren. | |
| - Dark Arts Voodoo Magic: This powers most of Kiren's voodoo | |
| abilities, which is his demonic dark arts voodoo magic. This | |
| magic is mostly based around using darkness and using powerful | |
| dark magics in the form of voodoo magic that powers most of his | |
| voodoo abilities. For the most part, these arts are focused | |
| around different ways to use dark power, such as attacking with | |
| darkness spears, burning someone with darkness, or even a | |
| technique that can summon constructs of darkness to devour | |
| people. Among his skills, he also has dark voodoo elemental | |
| magic, where he is able to use elementals in order to attack | |
| people as well and use special elemental techniques. Being a | |
| voodoo demon lord, he is able to use all manners of dark voodoo | |
| magic, including also being able to use buff/debuff/healing | |
| magic. This includes being able to use his magic to reconstitute | |
| his body, and being able to use things like necromancy and dark | |
| spirit summoning. He also has a weapon summoning dark magic | |
| spell he can use to summon weapons to him. These arts are very | |
| similar to other dark magics, and work mostly the same way. The | |
| most obvious counter to this is holy magic, which can counter | |
| the darkness based part of the his magic, or certain voodoo | |
| magics that can be used to counter this as well. His voodoo | |
| magic is heavily based in dark arts, which one can use this | |
| knowledge to plan to fight Kiren if they know how to counter | |
| dark arts. As such, usually holy power is the best way to do | |
| this, but some users that use other abilities that are positive | |
| in nature can also counter this power. | |
| - Dark Voodoo Demon Dark Spirit Manifestation: Since Kiren has | |
| demon lord power and dark arts power, Kiren has managed to | |
| convert his normal presence (But not all of it) to being more of | |
| a spiritual presence. However, he is still able to create | |
| physical constructs that he can control. He can take any number | |
| of forms, even creating multiple forms. These days he most often | |
| takes the form of his human form, though he does have his | |
| werepyre form as well. For the most part, he really only uses | |
| this to manifest himself as either his normal human-like form or | |
| his werepyre form, though he can also take a demonic form. His | |
| human form is more agile and faster, while his werepyre form is | |
| more bulky and tanky than his human form. No matter the form | |
| though, his forms are just manifestations he controls as a | |
| demonic dark spirit. This means that destroying the | |
| manifestations does very little to Kiren himself, and at worst, | |
| usually just drains his power to create new manifestations. As | |
| such, killing Kiren is very difficult through just attacking his | |
| manifestations (though not as hard as some voodoo demons that | |
| become complete dark spirit presences. Some ways around this are | |
| weapons and powers that can attack spirits, but this has to be | |
| done carefully since Kiren can devour spirit energy, so one | |
| usually has to use another form of attacking spirits. Of course, | |
| like some other dark spirits, powerful enough other spirits can | |
| be used to fight him. Typically, most of his forms are not | |
| larger than his human form (except his werepyre form which is | |
| larger), as he doesn't like taking larger form. Typically, his | |
| manifested self is able to be destroyed, and if one can destroy | |
| enough of his manifestations, Kiren will lose the ability to | |
| manifest for a time. The best way one can last against him if | |
| they don't have a way to attack him as a spirit is for the | |
| opponent to just keep destroying his manifested forms until he | |
| runs out of power to manifest himself, to which he will not be | |
| able to manifest himself for up to two weeks. Though one can use | |
| weapons that can kill dark spirits, as these weapons can do more | |
| damage to Kiren, such as death wraith soul swords or iron | |
| weapons. Spirit destruction can also be used to try and destroy | |
| Kiren, but Kiren has some defense against this with his own | |
| spirit destruction skills. | |
| - Voodoo Demon Lord Presence: Kiren has a very powerful demonic | |
| presence, one which often affects the environment around him. | |
| Kiren's presence not only strengthens dark spirits and | |
| strengthens those of darkness type abilities, but most spirits | |
| often flee when even close to Kiren's presence especially thanks | |
| to his presence using the Black. Most spirits that control the | |
| elements are usually driven out of an area by his very presence | |
| due to how powerful his dark arts and Rot presence is. This | |
| often makes Kiren's presence able to effect the environment in a | |
| multitude of ways. This could be as simple as heavy thunder | |
| storms appearing, or sometimes living things like plants and | |
| animals around him start to rot away and die, even if Kiren's | |
| presence isn't quite as strong to affect too large of an area | |
| like some other powerful presences. This is most often happening | |
| to plants, but animals can be affected too if they are too close | |
| to his general presence. Humans and supernaturals can resist | |
| this effect, but for the most part, Kiren's presence is a big | |
| negative influence on the world. In addition to that, the | |
| absence of spirits in an area means that there is no regulation | |
| of the environment, so random things can happen, such as storms | |
| in dry places, humidity in places with dry air, or wind suddenly | |
| stopping when in his presence. This effect happens most on earth | |
| and wind, which can also effect those that use earth and wind | |
| powers from being able to do too much damage to him. This does | |
| make him much easier to find though, since his effects on places | |
| are easy to spot. This also doesn't really do much in battle | |
| except make dark spirits and death spirits congregate around | |
| Kiren due to Kiren's presence. | |
| - Dark Voodoo Art Soul Steal: This is one of Kiren's abilities | |
| where he is able to drain the energy of someone's soul. Similar | |
| to soul eaters, and in a very similar manner, he is able to | |
| drain souls and devour souls after he has taken enough soul | |
| energy. Kiren is able to consume energy through physical touch, | |
| in which he needs to only touch his opponent to start stealing | |
| their energy. Once grabbed by Kiren, Kiren is able to drain | |
| their soul energy to feed his soul's hunger for energy. This is | |
| particularly dangerous to those who use spirit or soul energy, | |
| since this weakens their power more due to them needing soul | |
| energy to power their abilities. This can also weaken those that | |
| Kiren uses this on, as without soul energy, their bodies also | |
| become weaker. This also allows him to absorb soul or spirit | |
| energy attacks through physical touch. For the most part, this | |
| does require skin to skin contact and has to be done through | |
| physical touch. And depending on how much spirit/soul energy the | |
| person has, draining them completely to take their soul can take | |
| up to five combat rounds depending on how much energy Kiren | |
| takes per round and the capacity of spirit energy the opponent | |
| has. It is also possible to poison Kiren with corrupted soul | |
| energies, with hollows being the most known source of corrupted | |
| soul energy. These kinds of energies can temporarily poison | |
| Kiren, and weaken him, much like food poisoning would to a | |
| human. | |
| - Soul Eater/Dark Arts Power Gain: As one might imagine, the | |
| main power among soul eaters is for gaining new abilities, and | |
| for Kiren, also sustaining his abilities as he is cursed to | |
| always require souls or else he will lose his gained power from | |
| souls over time. Kiren has absorbed many souls over the years, | |
| and uses their power in his dark arts. The first use is that the | |
| souls sustain Kiren's power, in which he has to feed on souls to | |
| survive after feeding on souls when he became a voodoo demon. | |
| Due to the curse on him, he has to keep eating souls or he will | |
| lose his power, which would result in him not being able to keep | |
| up with high level demons and angels that typically come after | |
| him to kill him. The next ability is where Kiren uses this to | |
| gain powers from those he takes souls from. Using this, he gains | |
| powers through dark arts by absorbing souls, in which he gains | |
| powers through souls are converted into dark arts power | |
| equivalents thanks to his skill with dark arts, and his use of | |
| the forbidden arts has allowed him to convert most abilities he | |
| gains into new dark arts abilities rather than just gaining | |
| random powers. However, because all of his arts convert to dark | |
| arts, they are all weaker to holy arts, and any powers he gets | |
| come with both strengths and weaknesses depending on the skills | |
| he gains. For example, elemental dark arts are counterable by | |
| other elemental arts, or dark attack arts would be counterable | |
| by other defensive arts (holy or dark arts). Usually, Kiren | |
| relies on the fact that his dark arts are stronger than normal | |
| dark arts users, and usually overpowers them with his arts. | |
| - Dark Voodoo Art Blood/Flesh Consumption: In addition to souls, | |
| Kiren also takes the blood and flesh of victims to feed his | |
| body's hunger that he can use to satisfy his werepyre hunger. In | |
| a manner similar to his soul's hunger, his body also hungers, in | |
| which he feeds it the blood and flesh of victims he has a chance | |
| to devour. He is able to devour the blood for sustanence, as | |
| well as devour the blood of supernaturals to absorb new powers | |
| if he chooses to. His ability to devour blood and flesh is often | |
| just like his werepyre hunger, in which the two needs for hunger | |
| run together into one need for food. The first portion of this | |
| power is just him using this to survive, feeding his body so | |
| that he can continue to keep going, and using the blood to | |
| replenish himself similar to how a vampire or werewolf would | |
| gain sustenance from blood or flesh. This also allows him to | |
| keep more blood to use in battle using his blood manipulation | |
| voodoo arts. He is also able to gain new powers this way, | |
| similar to a vampire, in that he can absorb supernatural | |
| abilities of anyone he eats. In doing this, he is able to gain | |
| these abilities temporarily, or permanently if he eats enough of | |
| someone. Of course, as one might expect, Kiren gains the | |
| strengths and weaknesses of powers he gains. This also means | |
| Kiren has to eat more often than normal, due to the fact that | |
| Kiren essentially has two sources of hunger in him that tell him | |
| to devour flesh and blood. Kiren can eat animals, but for the | |
| most part, his hunger mostly applies to wanting to eat humans | |
| and supernaturals (in which he can eat either). As mentioned, if | |
| he doesn't eat humans or supernaturals, then he will not be able | |
| to sustain his power and will weaken severely. | |
| - Voodoo Demon Lord Shapeshift: When Kiren typically takes a | |
| mortal-like form, he is able to shapeshift as he desires as part | |
| of his abilities as a voodoo demon lord. This isn't just for | |
| shapeshifting into his human form or werepyre form, but also can | |
| be used to shapeshift into other creatures as well. He is able | |
| to do this with many different forms, and can even change his | |
| normal forms (such as he could turn his arm into a snake that | |
| can try to attack people, or shapeshift wings to fly). Different | |
| forms can have different abilities, such as certain forms having | |
| claws or sharp teeth, or going into forms that can be far more | |
| dangerous such as dragons or other creatures that have special | |
| characteristics such as forms that can fly. These forms don't | |
| really gain any supernatural abilities (Such as dragon form not | |
| gaining dragon breath), though he can take the form to gain | |
| special abilities when combined with his blood and dark voodoo | |
| magic abilities, such as using his dark arts flames when in | |
| dragon form through dragon breath (which isn't a true dragon | |
| breath, but just a manipulation of his abilities to replicate | |
| it). Kiren can also shapeshift aspects of his werepyre form, | |
| such as forming claws in his human form, or call on his wings | |
| and tails to attack enemies or use them for defense. For the | |
| most part, his mass stays the same no matter what form he is in, | |
| so larger forms have less mass than larger monsters normally | |
| would. For Kiren, his shapeshifting is mostly just like that of | |
| a normal demons, expect that he can use this through voodoo | |
| magic to change his form more easily, and his soul steal power | |
| may grant him access to some forms and abilities (though the | |
| forms still have normal weaknesses like a dragon soul's form and | |
| power would be weak to dragon hunter weapons). | |
| - Voodoo Demon Lord Dark Spirit/Dead Soul Interaction: As a dark | |
| spirit voodoo demon, Kiren is lord over a number of dark voodoo | |
| spirits thanks to Phantom. Kiren's dark voodoo abilities allow | |
| him to command and control many dark spirits which are normally | |
| among the spirits that feed on other spirits, as well as many | |
| other types of spirits, including some dead spirits that he | |
| gains from both Phantom's power enhancement and his training | |
| with Danae Levesque in his universe. Some lost souls have | |
| pledged their service to Kiren in order for Kiren to keep them | |
| from those like Death and Toranoraos. He is able to use these | |
| spirits and summon them to fight with people, having a number of | |
| spirits that he can call to help out. For the most part, these | |
| spirits are usually either dead spirits that have been corrupted | |
| by some force, or dark spirits that are usually among the more | |
| dangerous spirits of the shadow realm. Kiren is able to command | |
| dark spirits, but he can only command dead mortal souls if they | |
| accept him as their master or he forcibly takes a soul (which | |
| requires him to devour a soul with his voodoo magic power), | |
| which usually is best done after they've been corrupted. And | |
| with his voodoo magic, Kiren is able to modify these souls, even | |
| having a number of dark spirit types he's created himself by | |
| twisting other spirits into dark forms. For the most part, the | |
| spirits under Kiren's command are dark spirits, and any dark | |
| spirits still have the same weaknesses as other dark spirits | |
| (Aka iron, death wraith soul weapons, soul reaper zanpakutos, | |
| and other weapons designed to kill spirits), and the lost souls | |
| under his command can be taken down by those who can take down | |
| spirits. Kiren's mastery of dark spirits and souls is also not | |
| quite as great as other beings like other universe versions of | |
| Vobu and Zenrael, but Kiren is still not one to be | |
| underestimated. | |
| - Voodoo Demon Lord Dark Arts Empowerment/Granting: When Kiren | |
| empowers someone, he can choose to grant them certain dark arts | |
| affinities, using his power as a dark voodoo demon lord to boost | |
| their dark arts affinity and dark arts resistance, often | |
| granting them more ability to use dark arts. For the most part, | |
| Kiren is able to use this to empower people with dark arts, with | |
| a few purposes (partially to take out his enemies, but also to | |
| empower allies). He is able to grant them specific powers and | |
| abilities, usually granting them a few abilities at a time so | |
| the person isn't overwhelmed. He also does this as a method of | |
| control, so that those he empowers don't grow in power to match | |
| him (as unlikely as that would be), and uses this to maintain | |
| and control the dark arts abilities of those he empowers. As a | |
| result, he can use this to empower his people with special | |
| abilities, usually dark arts, voodoo magic or even some alchemy | |
| magic, or grant them enhanced physical abilities using his power | |
| as a dark voodoo demon lord. For the most part, Kiren also only | |
| does this so people can strengthen dark arts he gives them | |
| before he reabsorbs that power for himself (using the next power | |
| to reabsorb dark arts). Kiren is the type of person to only | |
| empower others when he has something to gain from it, or if | |
| giving an ally power is going to help him or his brother in some | |
| way. It is worth noting that anyone empowered does gain dark | |
| arts affinity boosts and dark arts resistance, but their holy | |
| arts and holy resistance affinities are reduced as a result due | |
| to the conversion of one's nature to boost their dark arts. This | |
| means that those that are empowered with dark arts are more | |
| vulnerable to holy and positive powered arts. | |
| - Voodoo Demon Lord Dark Arts Reabsorption: Similar to those | |
| like other universe Zenrael and Vobu, Kiren has the ability to | |
| draw out the power he used to empower someone, in which he | |
| reabsorbs it as the other half of his empowerment ability. After | |
| he empowers someone, their strength and knowledge grow in the | |
| dark arts, making his empowerment unnecessary or may get to a | |
| point where Kiren may take that power back. As the person | |
| empowered grows stronger in the dark arts, this empowerment is | |
| not used as much, but becomes more powerful as it is slowly | |
| overcome by the user's own dark arts power. When the person | |
| reaches the peak of their abilities or a high enough level, they | |
| push out the empowerment, since it's no longer used or needed, | |
| and the power returns to Kiren. As they grow, the power Kiren | |
| gains from reabsorbing the empowerment grows, making him | |
| stronger as well. As such, this means that the more people he is | |
| empowering, and the more power he gets back makes him far | |
| stronger and helps him grow. He is also able to learn new dark | |
| arts from those he empowers who develop their own dark arts, | |
| which he will often encourage them to do, and values taking | |
| power from those that develop new dark arts he can gain. As a | |
| result, this power helps Kiren as much as it does the person who | |
| learns the dark arts and their power becomes mostly dark arts | |
| rather at the sacrifice of their holy affinity. The sacrifice of | |
| the holy affinity is an effect of Kiren's ability to grant | |
| affinity for the dark arts, which Kiren doesn't mean to happen, | |
| but just happens. As a result of empowering someone's affinity | |
| for the dark arts, it passively reduces their holy affinity | |
| until they lose all of their holy affinity and have only dark | |
| arts affinities. Of course, those that use dark arts are | |
| familiar with how holy power counters them. | |
| - Voodoo Demon Possession: Not too different from demons, Kiren | |
| can use voodoo magic to possess people. His first option is to | |
| use his magic through rituals to overpower one's mind and take | |
| control of them with voodoo magic (which usually requires | |
| concentration and effort). Unlike angels who require permission | |
| from a host before possessing them, Kiren simply possesses | |
| people he wants to use forcefully, usually overpowering their | |
| consciousness and suppressing the host while he uses his mind | |
| power to control them. This is beneficial for Kiren, and has a | |
| few uses. Kiren is able to use this to do things like send | |
| people into places he cannot go, or he can use this to influence | |
| people that he wants to control. He can also have use people to | |
| fight his enemies, where he can have them fight without risking | |
| his own life. Typically, unlike normal demons, Kiren has to do a | |
| magic ritual and go into their mind with a magic spell, which | |
| has to be done where he won't be attacked since this requires | |
| focus and concentration. When he does the spell, he takes | |
| control of someone (as long as he can overpower their | |
| consciousness which he usually can thanks to applying aspects of | |
| his Disciplined Mind emotional manipulation. Kiren can also use | |
| astral projection to influence people subtly, giving them | |
| suggestions without them knowing, but this is a much more | |
| unreliable option since it doesn't guarantee someone will do | |
| what he wants. The first downside to this, though, is that | |
| stronger minds might be harder to suppress and control, which | |
| can cause Kiren to have to fight for control, and can sometimes | |
| even be forced out if the person is strong willed enough, | |
| especially if certain exorcisms and Enochian sigils are used to | |
| try and cast Kiren out of their mind. The second is that | |
| supernatural hunters tatoo a certain mark on them that acts like | |
| an anti-possession ward, and anyone with this ward cannot be | |
| possessed at all. Because of this, this demonic possession has | |
| it's own downsides, but this does also have its uses. | |
| - Voodoo Demon Ally Healing and Corruption: Unlike angels who | |
| heal and purify, demons don't need to "purify" unholy power. | |
| Instead, they fight holy power by using the power of corruption. | |
| If one of their allies is hurt, a demon is able to fix their | |
| allies with their demonic power, and can fix damage done to | |
| other beings allied with them. This power works similar for | |
| demons how an angel's healing and purification power works for | |
| them, where they use this to fix each other, and heal those | |
| afflicted with holy afflictions. Because they are purely unholy | |
| in nature, demons get rid of holy effects using this method, by | |
| using their power of corruption to remove holy afflictions that | |
| might affect them and their demonic allies. They are also able | |
| to heal others, similar to an angel, by removing injuries and | |
| some illnesses, though this power is very rarely used by demons. | |
| Demons typically don't use this power unless they are healing | |
| another demon, or helping an ally. They also rely on this | |
| partially to break holy wards, by using their corruption to | |
| slowly break a holy ward. This means that demon wards can be | |
| broken using this power, but this might take a while depending | |
| on the demon and how powerful their abilities are. They do also | |
| have restoration powers to a degree, where they are able to fix | |
| objects that are damaged or broken, which is another power that | |
| they rarely ever use. Typically, their powers of healing and | |
| restoration are similar to an angels, except for their | |
| corruption to remove holy afflictions being different from | |
| purification for the obvious reasons of this being made to | |
| counter holy power rather than use it. Stronger demons have | |
| stronger abilities to do this, just as stronger angels have | |
| stronger healing and purification abilities. For Kiren, this | |
| works just like it does with any other type of demon. | |
| - Voodoo Demon Demonic Resurrection: Just like angels, a demon | |
| is able to bring someone back to life. Demonic resurrection is | |
| able to bring the dead back to life, which is easier for demons | |
| than most beings. Thanks to their abilities, they are usually | |
| able to resurrect anyone they desire to, as long as certain | |
| conditions are met. However, there are some things to note with | |
| this. The first is that they must have the body and the soul of | |
| the person they are trying to bring back. They can bring someone | |
| back with just the body of the person who died, but that can be | |
| a double edged sword since bringing someone back without a soul | |
| can leave them in a state of being unable to feel emotions, and | |
| it could become a problem later. Usually, they can bring souls | |
| from hell pretty easily since they have easy access to hell, but | |
| taking souls from heaven is impossible for demons without the | |
| consent of heaven, since demons don't have any status with | |
| heaven and cannot get into heaven to steal souls, which can be a | |
| chore to convince heaven to let them bring someone back. For the | |
| most part, this is only done in rare circumstances, usually | |
| requiring a heavenly decree, or requiring the permission of | |
| either Death or Toranoraos (usually both) before even demons | |
| will even attempt to bring someone back, or it is someone they | |
| really need. This also takes a great amount of energy from a | |
| demon, and even a high level demon can use up a lot of power to | |
| do this. The other downside is that demonic resurrections | |
| usually require a price, usually a life for a life, as that is | |
| the price of bringing someone back. The recoil effects like | |
| taking a piece of someone don't happen with demonic resurrection | |
| like they typically do with black magic resurrections, unless | |
| the demon doesn't properly pay the price of bringing back the | |
| person. However, the only demons usually allowed to do this are | |
| high level demons (usually demon princes). | |
| - Voodoo Demon Demonic Enochian Warding: Demons are able to | |
| wards on people and places, with this being another power that | |
| lets them counter angels using Enochian by burning demonic runes | |
| on surfaces. Usually, when demons do this, they are able to use | |
| their power to burn wards and sigils on surfaces in order to | |
| ward them against angels or even fallen angels. They are able to | |
| do things like warding against angels, in which they would be | |
| able to use this to keep angels from entering an area they don't | |
| want demons in, or they could use this to even ward against | |
| fallen angels depending on what the wards used. When used on | |
| people, demons can do this a few different ways, with them | |
| mostly being used the same way. Unlike angels, demon wards are | |
| all about either casting out angels, or keeping them out of | |
| areas, though they can also use this to help ward their | |
| followers against angelic tracking. Usually, demons can do this | |
| by either burning the demonic runes 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 can use counter sigils or spells 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 a much more | |
| advanced type of warding than typical warding, and use special | |
| Enochian runes to create powerful wards against a multitude of | |
| threats (Though angels and fallen angels typically are the major | |
| things demons are concerned about). However, strong enough | |
| counters can counter these, like a powerful enough angel or | |
| angel group could break a warding on an area, or warding against | |
| possession might not work in certain circumstances if the | |
| opponent is stronger than the ward. This also typically only | |
| works on specific circumstances, such as angel wards only | |
| working against angels, and fallen angel wards only working | |
| against fallen angels. | |
| - Voodoo Demonic Enochian Exorcisms: For a long time, demons | |
| didn't know how to kill angels, since angels regenerated from | |
| everything a demon threw at them. However, this didn't stop | |
| demons from finding ways to get rid of angels. Instead of trying | |
| to kill them, demons developed spoken exorcisms that they could | |
| use to send angels back to heaven, or use special sigils to cast | |
| an angel out of an area. While demons these days can kill angels | |
| (if they have the weapons and want to do it), they still learn | |
| this ability as a good way to cast out angels. Demons have to | |
| main sets of exorcism type spells. The first is for angels, | |
| where they have developed major exorcisms for casting angels | |
| back to heaven, and the second is for fallen angels to cast them | |
| to a random location on earth. This doesn't keep angels in | |
| heaven forever, but does keep them from coming back for at least | |
| a few hours, usually enough time for a demon to have relocated. | |
| They can also cast angels out of vessels using spoken exorcisms, | |
| where they are able to use this against strong angels with | |
| stronger vessels. Typically this was used by demons when they | |
| couldn't kill angels, which isn't the case anymore, but this can | |
| still be used against stronger angels they can't beat if they | |
| can speak the whole exorcism on the angel, though it's rare for | |
| an angel to just let a demon exorcise them, so a demon should | |
| obviously expect resistance. Typically, there are situations | |
| where exorcisms are useful, but most times, using sigils to cast | |
| an angel away is better than using spoken exorcisms, since it | |
| requires less prep work, and spoken exorcisms can be somewhat | |
| lengthy at times. Fallen angels and angels do have to be cast | |
| out differently, so one has to also know the difference between | |
| the two exorcisms. They do have smaller exorcisms for other | |
| things, but angels and fallen angels are usually a demon's main | |
| enemies, so their exorcisms are mostly focused on them. | |
| - Voodoo Demon Teleportation/Space and Time Travel: This ability | |
| is one that most angels, fallen angels and demons share, in that | |
| almost all angels and demons 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. This is most | |
| often used to travel back and forth between Earth and Hell. Some | |
| demons are even skilled enough that they can bend time and | |
| travel through time either by themselves or with others. Due to | |
| this, most demons 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 demons can use basic | |
| teleportation to travel around as they desire. Some demons even | |
| teleport differently, such as some might disappear in a burst of | |
| hellfire, or some might vanish, or some even leave sulfur | |
| presence behind as they teleport away. When used, the demon does | |
| have to know where they are going, or else they might travel | |
| somewhere randomly and get lost. This is especially important | |
| when traveling between realms like going from earth back to | |
| hell, where they might get lost in between if they don't know | |
| where they're going. However, most demons know the path between | |
| hell and earth well, and aside from sometimes not knowing where | |
| specific places are, they typically have no problem traveling | |
| there if they know where they are going. | |
| - Voodoo Demon Astral Projection/Dream-walking: Ever since | |
| ancient times, demons have been able to use their spiritual like | |
| being to go back and forth from manifesting as spirits just like | |
| angels. The main use of this was to be able to appear in dreams, | |
| a power that demons have used to convey messages to people | |
| chosen by hell or tried to decieve humans by posing as angels in | |
| the past. Unlike most beings who separate their spirit, a demon | |
| 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. Demons are able to go to the Veil where | |
| dead spirits are usually found, or the demon 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, | |
| and demons are usually cast out of the spirit realm). Typically, | |
| demons usually go more to the Shadow Realm, where dark spirits | |
| reside outside of the death wraith controlled territory, which | |
| is much better for them. 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 demons | |
| 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 in the real world like | |
| many dream demons can. | |
| Dark Arts Abilities: | |
| - Dark Magic based Dark Arts: Combined with all of Kiren's | |
| elemental powers, his voodoo demon power, and his werepyre dark | |
| magic (with him also having alchemy magic affinity from his | |
| werewolf alchemist heritage), all of these powers create Kiren's | |
| dark arts abilities. As a result, all of his dark voodoo and | |
| elemental abilities have a dark arts element to them by nature. | |
| This gives his dark magic a high powered level of focus on dark | |
| arts, which amps Kiren's abilities as a voodoo demon. In | |
| addition to using this for magic, Kiren is also able to use | |
| darkness in his attacks, as well as being able to use demonic | |
| energy to attack people. These energies work exactly as one | |
| might expect, with darkness being useful for fighting against | |
| light users, and against holy users. Darkness is very useful for | |
| things like being able to shadow travel, create solid or liquid | |
| shadow attacks, and being able to use corrosive darkness. | |
| Demonic energy is also usuable to enhance Kiren's powers, power | |
| his dark/demonic abilities, and he is able to use this in | |
| multiple forms to attack opponents in different ways, usually by | |
| combining it with another power. As an example, Kiren is often | |
| able to switch between dark and demonic elementals in his magic | |
| (though he rarely uses demonic elements, or he can use similar | |
| dark arts attacks in different ways depending on whether he uses | |
| dark or demonic power. For the most part, Kiren's dark and | |
| demonic base voodoo magic enhancement is usually countered best | |
| by holy power, and light power if one needs to counter his | |
| darkness with something other than holy energy. For the most | |
| part, all of his demonic and dark voodoo arts have negative | |
| natures, so using positive natured powers will usually allow one | |
| to counter this magic enhancement more easily if one accounts | |
| for Kiren being a more powerful demon than most other demons. | |
| - Dark Arts Telekinesis: (Use demonic power) Most demons have | |
| some form of demonic telekinesis that they gain when they become | |
| a demon, in which they can grab, throw or hold things. This is | |
| useful for dealing with opponents, in which most demons can | |
| telekinetically throw or hold opponents depending on how their | |
| telekinesis manifests. Some can also use this to throw objects | |
| or grab objects with a hold and move it to them, which is a | |
| typical ability. This telekinesis can also be focused by some | |
| demons into shockwave techniques where they are able to fire | |
| telekinetic shockwaves at opponents to do concussive damage, | |
| with some being able to only use this in shockwaves, and some | |
| are only able to grab things with their telekinesis. Some who | |
| are more powerful can also do things to affect people, such as | |
| using this on their voice box to silence them, or using this on | |
| certain objects to crush them in a telekinetic hold. Some more | |
| advanced demons can even do things like heating up objects with | |
| their telekinesis, or even generating electrical power depending | |
| on how they use it. Depending on the technique and skill of the | |
| demon, almost all demons have to concentrate to use this, in | |
| which opponents can break free by breaking their concentration. | |
| Usually the best way to break a demon's concentration is to | |
| attack them, in which they are forced to focus on the | |
| telekinesis or the attack. This power can be resisted against by | |
| stronger opponents, as some can slightly overcome the | |
| telekinetic hold. It's also possible to move fast enough to | |
| avoid getting grabbed by telekinesis if one simply moves faster | |
| than the telekinetic grab can grab them, which requires immense | |
| speed to be able to move completely out of an area within one | |
| fourth of a second (roughly). This can also be countered with | |
| other telekinetic style abilities. | |
| - Dark Arts Title: The Phantom Beast: After Kiren gained | |
| Phantom's Book of Phantom, he learned some of the spells within. | |
| Part of this ended with him gaining power from the book, where | |
| Phantom empowered Kiren during a deal. While Kiren didn't get | |
| bound to Xeles's realm, he did gain powers from Xeles's realm | |
| that let him use powers that are normally reserved for dark | |
| spirits. The first power is that Kiren gained a supernatural | |
| title from Phantom that empowered him with some power from | |
| Phantom. With Kiren's title, he gained a title befitting his | |
| most powerful abilities that he gained, which allow him to | |
| create phantom beasts that are like beastly dark spirits. This | |
| power lets Kiren create and manifest these dark spirit beasts | |
| like familiars, which are invisible to the naked eye due to them | |
| being spiritual in nature. Through this title, this grants Kiren | |
| a powerful darkness nature that makes his soul almost dark | |
| spirit-like in nature, in which he not only has his unique | |
| ability, but is able to utilize other powers of dark arts used | |
| by dark spirits, such as using whispering darkness from Xeles's | |
| part of the Shadow Realm. This also gave him access to special | |
| dark arts that was enhanced by voodoo magic he learned later. | |
| This title also gives Phantom a stronger darkness nature, which | |
| grants him a much stronger darkness that he can also use with | |
| his werepyre abilities, and empowerment when in the presence of | |
| dark spirits or other things from Xeles's realm (excluding | |
| things from the void). This aspect of Kiren's being covers a | |
| large part of his darkness, and even affected his elemental | |
| powers with dark arts that he now uses. With this title, Kiren | |
| has a powerful dark nature that is not just werepyre darkness or | |
| the darkness used by the Darkfire clan, but a dark nature that | |
| draws power from Xeles's realm. As such, Kiren has a number of | |
| dark arts, but he is more vulnerable to some counters to dark | |
| spirit power, mostly in the form of spirit energy that is | |
| positive in nature. However, it is worth noting that Kiren's | |
| heritage as a werewolf alchemist has left him with an immunity | |
| to spirit purification, and a resistance to spirit destruction. | |
| However, while Kiren can still be hurt by spirit destruction, it | |
| takes far more to do any real damage to him. Purifying darkness | |
| also works very well on him, as does death wraith soul swords | |
| due to his dark spirit-like nature. | |
| - Phantom Beast Dark Spirit Familiars: This power lets Kiren | |
| create and manifest these dark spirit beasts like familiars, | |
| which are invisible to the naked eye due to them being spiritual | |
| in nature. These beasts are made through dark arts, made of | |
| darkness that Kiren creates from his cursed darkness energy in | |
| his body. When he uses this, Kiren creates beasts of pure | |
| darkness that can be used like familiars. Though they are made | |
| of darkness, they are completely invisible because light passes | |
| right through them without any effect (meaning that even those | |
| with enhanced vision cannot see them). This means that not only | |
| are these beasts unable to be seen by the naked eye, but this | |
| also makes light attacks useless on them because they are | |
| completely immune to the effects of photons since the beasts are | |
| not solid matter and photons pass right through them with out | |
| affecting the photons. These beasts can be manifested in almost | |
| any form that Kiren wants, and can even grant abilities to | |
| familiars based on the form they take. Kiren is even able to | |
| fuse souls he's taken to infuse his beasts with new abilities, | |
| such as fusing a dragon soul to a familiar might make a phantom | |
| beast dragon familiar. With this, Kiren has an almost infinite | |
| number of options, between being able to make these in almost | |
| any form, and being able to fuse souls from his storage of souls | |
| in his body using soul manipulation. When used, these beasts can | |
| not only attack on the physical plane, but they also attack on | |
| the spiritual plane, where their attacks do both physical and | |
| spiritual damage. And with enough attacks, they can actually | |
| remove a soul from the body while it's still alive (though most | |
| people die in the process due to physical damage). These beasts | |
| are quite dangerous to opponents, and Kiren is able to create | |
| any number of them. However, just like all manifested familiars, | |
| Kiren can only summon so many of these before they weaken from | |
| not being able to use as much power (as Kiren only has a certain | |
| amount of power that can be tied to these). This also means that | |
| the larger Kiren makes a familiar, the more power it will take | |
| and may not be able to be summoned at the full power Kiren wants | |
| if used at a large enough size. As for how to damage them, holy | |
| arts and spirit destruction are the most effective ways. | |
| Typically, spirit powers are the best way to counter these, as | |
| attacking them on the spiritual plane is the best way to destroy | |
| them. These are resistant to spirit destruction (and immune to | |
| spirit purification), but purifying darkness and new | |
| purification powers that purify spirits of a dark spirit nature | |
| do still work as long as it's not like the same spirit | |
| purification used by those like the werewolf alchemists. | |
| - Whispering Darkness Manipulation: This is a very powerful | |
| darkness ability that is typically unique to dark spirits and | |
| those allied with Xeles or Phantom. This darkness is generated | |
| by Xeles himself, and covers his half of the Shadow Realm. When | |
| used, dark spirits and those empowered by Phantom or Xeles may | |
| be able to draw on this from the Shadow Realm through a special | |
| connection to the Deep Shadow Realm where Xeles's presence | |
| reigns. This is perhaps one of if not the strongest types of | |
| darkness in that can be called on. Another major aspect of this | |
| is that it doesn't require any light source or any other shadows | |
| to use, as it can be called from anywhere thanks to how this | |
| darkness works. Those that can access it can call on this even | |
| during times when there are no shadows to manifest this power | |
| (Like in pure total darkness). The major thing about this is | |
| that the chaotic evil presence in the darkness does far more | |
| damage to almost any being that isn't allied with Xeles, due to | |
| the raw power Xeles has over darkness. And not only does this | |
| darkness overpower most evil or chaotic energies, but the | |
| whispering darkness is able to cause madness in others when | |
| absorbed by other beings. If absorbed, even darkness users have | |
| been reduced to being unable to ever return to their right mind. | |
| Some have gone murderous insane, while some become so frightened | |
| of the dark that they will never go near shadows. Other than | |
| that though, this is mostly used just like any other darkness, | |
| and is as strong if not stronger than primordial darkness. | |
| Almost any creature from Xeles's realm uses this, as does many | |
| of his followers in the mortal realm (usually through contracts | |
| with him or Phantom). In terms of countering this power, it is | |
| still countered like normal darkness, such as using intense | |
| light to overpower it or some holy fire users can even burn the | |
| shadows away. Anything that counters the chaotic evil energy in | |
| it (assuming it takes into account how powerful the darkness is) | |
| can counter this, as can certain purification powers like spirit | |
| purification or purifying darkness (the power designed | |
| specifically to counter this darkness that acts like it's | |
| opposite). This is used to also power Kiren's dark arts, | |
| allowing him to use this to bypass darkness type immunities. | |
| - Dark Magic Pentagrams: This is a power that forms a basis for | |
| many dark magic spells and is created by a dark magic user's | |
| magic abilities to focus their magic. These pentagrams focus | |
| power into the circle, which is then used by the user to focus | |
| dark magic techniques. While there are dark magic techniques | |
| that don't need this, this is more for general dark magic like | |
| dark attack magic and dark defensive magic. This is a basic | |
| power that many dark magic users are able to use, and this | |
| particular use of the magic pentragram is not too much different | |
| from the glyphs of magic users (with this being a dark magic | |
| equivalent). The only real major difference is that dark magic | |
| users often focus stronger magic, where their power is more | |
| about drawing more power out, even at cost of damage to the | |
| body, which makes these more potent since more magic power is | |
| used to cast them. Among using them for focusing dark 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 pentragrams are also used in dark summoning magic | |
| as a conduit for summoning, or some dark magics like dark | |
| alchemy could be focused with these pentagrams 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 pentragrams for a variety of | |
| uses, and some can use entire combat and magic styles based on | |
| how these pentagrams are used. This power is a fairly basic dark | |
| magic ability, and although useful, can be countered just like | |
| other people who use this ability or use magic glyphs (depending | |
| on how the ability is used). This is more of a versatile base | |
| ability, and one that focuses different dark 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. | |
| However, these, unlike normal magic glyphs, can overwhelm some | |
| less experienced users, and do damage to them if they overuse | |
| them. While they are stronger than magic glyphs, the reason they | |
| are stronger is because they draw more power, even if it damages | |
| the body to use more power, which makes these harder to use than | |
| normal magic glyphs. Other than them being more powerful, they | |
| are countered like magic glyphs. | |
| - Voodoo Soul Empowerment/Soul Magic: Kiren is able to | |
| manipulate his own soul energy, as well as draw from the massive | |
| well of souls and power he has obtained from taking souls over | |
| the years. He eventually learned how to weaponize this soul | |
| energy through voodoo magic power, which resulted in him being | |
| able to draw on it to create attacks and power special dark | |
| voodoo magic that allows him to use specific dark voodoo magic | |
| to attack opponents after seeing opponents who had similar | |
| techniques that used a pool of souls as a power source. This is | |
| a special form of voodoo magic, which only those with a massive | |
| amount of soul energy can use usually to boost their abilities | |
| using life force, due to the energy being manifested and used in | |
| attacking opponents. In addition to being able to attack with | |
| this energy, he can do things like corrupt others by having them | |
| absorb soul energy, which can corrupt someone's spirit, or he | |
| can also use this to attack soul eaters supply of souls, or he | |
| can also use this for things like empowering himself with souls | |
| to help grant new temporary abilities. When used, he can empower | |
| familiars with souls to grant them new power, or he can also use | |
| them on himself to channel temporary abilities if he has a soul | |
| for it. Kiren also has special abilities using souls, such as | |
| calling souls for special soul energy spells, like using a | |
| dragon soul in combination with an elemental power to release a | |
| dragon elemental breath spell. For the most part, those that use | |
| souls can be more easily countered with this magic by using | |
| Kiren's stolen souls, making Kiren a very dangerous opponent to | |
| those that devour souls, like certain demons, vampires or | |
| werewolves, and also protects himself from such enemies trying | |
| to devour him as a spirit. Though those that use their own power | |
| legitimately and don't rely on absorbing souls or soul energy | |
| from others won't be too affected by this with exception of the | |
| soul energy attacks which can be countered by any other energy | |
| and most would probably consider this not a big deal. And if | |
| Kiren is using a soul, then opponents can usually counter the | |
| abilities as they would normally be countered. For example, if a | |
| dragon soul is used, dragon hunter power would be effective | |
| against the dragon power of the soul. | |
| - Unique Dark Art: Dark Substitution: This is a unique dark art | |
| that Kiren developed as a means to help his brother in battle. | |
| Should he be needed to fight instead of his brother, or if Kiren | |
| sees that he needs to take over a fight, Kiren developed this | |
| art so that switch with his brother in fights at a moment's | |
| notice, usually so that Kiren can take on opponents in certain | |
| situations more easily, or switch with his brother if he gets | |
| overwhelmed. When using this, Kiren uses dark arts that use his | |
| and Kaidon's shadow to change places with each other, where they | |
| simply change places. However, this isn't something where Kiren | |
| and Kaidon just instantly change places. For a moment after the | |
| change, the dark art makes it so Kaidon and Kiren still appear | |
| to be in the same place as before (The substitution not being | |
| visible so the opponent still thinks they're fighting the same | |
| opponent before the substitution), with no visible sign that | |
| this technique was used. Most opponents can never sense this | |
| power used, and this even fools supernatural senses. For a | |
| moment, this is designed to catch an opponent off guard, where | |
| Kiren will usually attack different and catch an opponent | |
| offguard before the opponent sees that Kiren and Kaidon have | |
| switched places. Most of the time, Kiren will switch places with | |
| his brother in order to sneak attack opponents, where he will | |
| often catch Kaidon in the middle of a fight and then appear in | |
| his place so he can stab an opponent with his dark twin knives | |
| (usually to kill opponents Kaidon can't kill normally so he can | |
| end fights more quickly). This technique can be used at any | |
| time, and uses Kaidon and Kiren's permanent connection with each | |
| other. If Kiren developed permanent connections with others, he | |
| could in fact use this with others, but so far, Kaidon is the | |
| only one he can use this with. This skill is designed to catch | |
| opponents off guard, or allow Kiren to let his brother fight if | |
| he is overwhelmed. While this technique doesn't do any real | |
| damage on their own, it is a dangerous technique. However, as | |
| long as opponents are on guard against sudden changes in | |
| tactics, or are careful to keep their focus on both Kaidon and | |
| Kiren, then some opponents have actually dodged Kiren's surprise | |
| attack after using this. | |
| - Unique Dark Art: Dark Druidic Nature Arts: Normally, this | |
| magic power strengthens an alchemists connection to nature, and | |
| grants them a special connection to the plant and animal life, | |
| as it was based on the elite werewolf alchemist skill. However, | |
| Kiren modified this into his own unique dark arts ability which | |
| is a dark arts variation of the original skill. When used, Kiren | |
| can still the ability to manipulate plants and animals, and even | |
| use bio-alchemy to change plants and animals as needed. However, | |
| unlike the alchemists who don't mess with the natural order, | |
| Kiren changes plants and animals with dark arts when using this, | |
| and controls them while mutating them with dark arts into | |
| stronger and more dangerous creatures that he can use to attack | |
| enemies. When used, Kiren is able to generate plants from seeds | |
| using this connection, or he can call on animals to fight | |
| alongside him by utilizing his nature connection through his | |
| werewolf alchemist training. Usually, animals aren't the best | |
| thing to use against powerful supernaturals, but thanks to | |
| bioalchemy and dark arts, Kiren is able to mutate beasts into | |
| powerful beasts that can take on many kinds of supernatural | |
| creatures. For example, Kiren can create large vines with spikes | |
| on them that can fire their spikes at opponents, or he may | |
| mutate a wolf into a darkness type wolf that can attack with | |
| darkness. Depending on how this is used, animals and plants can | |
| be affected by this different depending on the situation, such | |
| as using it on two animals at once may result in fusing animals | |
| together (which is typically taboo among all alchemists, not | |
| just the werewolf alchemists). This is an art that can be useful | |
| in battle, and depending on Kiren's dark arts, his dark arts can | |
| create some dangerous creatures and plants when they are mutated | |
| with dark arts. Opponents that want to counter this are usually | |
| best countering this with holy power first, due to the fact that | |
| things like fire may not always be effective (depending on the | |
| situation and powers gained by the animal or plant). However, | |
| countering the dark arts used in this is always effective, or a | |
| user can also use certain neutral or positive types of energy to | |
| counter this more easily. | |
| - Dark Arts/Demonic Darkness Dark Arts Attack Magic: In addition | |
| to normal dark arts dark attack magic, Kiren is one of the | |
| demonic opponents that can use demonic darkness, with it being a | |
| variation of his normal dark arts that he learned from Danae in | |
| his world when he and Danae trained with Belphegor. This magic | |
| uses dark arts to utilize darkness to attack enemies in which | |
| Kiren uses darkness for different attack spells, with Kiren | |
| having a number of demonic darkness spells at his command as an | |
| enhanced version of his normal dark arts attack spells that he | |
| can use to attack enemies. When he's not using his certain dark | |
| arts like elemental abilities, he is able to use either normal | |
| dark arts attack magic, or he can use stronger demonic darkness | |
| attack magic. This is a powerful darkness magic that is enhanced | |
| by dark arts power (and his demonic darkness attack magic being | |
| enhanced by demonic darkness and dark arts power), where these | |
| dark arts abilities do dark arts damage to opponents. | |
| Essentially, this works very similarly to normal darkness magic | |
| spells, except that Kiren's darkness spells are far more | |
| powerful and enhanced with dark arts. Depending on the dark arts | |
| used (whether he uses normal or demonic darkness), this allows | |
| Kiren to damage opponents with his dark arts. And with his dark | |
| arts unique aspect of having the power of whispering darkness | |
| aspect, this means that in addition his attacks also do chaotic | |
| evil damage to opponents (including being able to hurt other | |
| darkness users). If one wants to counter this magic, the best | |
| thing is holy power, or holy magic, but some can also counter it | |
| with strong enough light powers as well. For the stronger dark | |
| arts using demonic darkness, countering it often requires either | |
| highly concentrated normal holy power, or a more advanced holy | |
| power to counter due to how powerful demonic aura is, and how | |
| powerful demonic darkness is. One can also counter this with | |
| strong enough holy light, as long as it is strong enough to | |
| counter demonic darkness. | |
| - Unique Dark Voodoo Doll Magic Art Variation: Dark Spirit Doll: | |
| Kiren has the classic voodoo doll magic that many voodoo magic | |
| people are known for, but his art is a bit different from normal | |
| uses of this power. Kiren's version of this is not creating | |
| voodoo dolls connected to people, but instead Kiren uses this to | |
| create special voodoo dolls created using dark spirits. By | |
| fusing the essence of a dark spirit into a doll, Kiren can | |
| create dolls that can be used just like normal dolls, such as | |
| using them to attack enemies, or using them to affect people | |
| around him. For the most part, Kiren has two major types of | |
| dolls. The first are his attack dolls, which have different dark | |
| spirits in them that are designed for different purposes, such | |
| as having a consumer doll that can absorb energy, or having a | |
| collector doll that can kill almost any opponent. The second | |
| doll he has are dolls that can manipulate the states of those in | |
| the doll's presence or be used for special purposes, such as an | |
| Orobas dark spirit doll could be used to help boost Kiren's dark | |
| divination or using a Jikininki dark spirit to eat a corpse. | |
| There are a number of dark spirits that Kiren can make, and he | |
| can even create dark spirit dolls using his phantom beast power | |
| to create beastlike dolls that harness his phantom beast power. | |
| He can also fuse souls to dolls if he chooses, which allows him | |
| to use it more like normal dark art voodoo dolls. When used, | |
| these dolls are able to move indepedent of Kiren's influence if | |
| he chooses, in which Kiren can allow the dolls to move on their | |
| own. This has some advantages in that the dolls acting on their | |
| own don't require Kiren to control them in order to use them, | |
| and allows them all to act as they see fit. However, each of | |
| them are connected to Kiren, and act according to his will since | |
| Kiren is the doll's master. If one wants to destroy these dolls, | |
| one can destroy these just like any doll. And depending on the | |
| dark spirit or soul, the powers can be countered just like any | |
| other version of the essence put into the doll. And these dolls | |
| always have the weaknesses of whatever essence they have, such | |
| as dark spirit dolls being vulnerable to purification or spirit | |
| energy powers. | |
| - Voodoo Demon Necromancy Arts: This art is based completely | |
| around necromancy and creating constructs to fight opponents | |
| using dead bodies. Usually, there are two main uses for this. | |
| The first is simple dark arts necromancy, which brings back dead | |
| bodies, allowing the user to create servants from undead to | |
| battle opponents without using souls. Usually, the bodies | |
| reanimated have the same abilities they had in life, and are | |
| able to fight opponents as undead, ignoring things like pain and | |
| damage as they do the will of the user. This necromancy art is | |
| just like many other necromancy arts, being pretty useful on | |
| battlefields where there are dead bodies to reanimate. The dead | |
| bodies are controlled by the user, where the user subconsciously | |
| influences the beings with their use of this magic. In terms of | |
| the second way this is used, users can take souls and then fuse | |
| them to dead bodies to create special undead with souls (if they | |
| have the ability to absorb and utilize souls). This creates | |
| unique undead that can not only attack enemies, but these undead | |
| have more will of their own and are much smarter and able to do | |
| more than those that are called using necromancy without souls. | |
| The stronger the warrior in life, the stronger the undead that | |
| the user can make upon reviving the being. And with soul | |
| empowerment if a user can use it, they are able to create | |
| powerful undead through this method. However, the same | |
| weaknesses to undead still apply, with most of them being | |
| vulnerable to holy power and life spells/healing powers (it | |
| sounds strange, but healing magic on a zombie works almost like | |
| purification magic and destroys them) unless they have healing | |
| or holy powers (in which case, fire is usually good way to | |
| destroy them as well). Typcially, holy power is the best thing | |
| to have when dealing with undead, though some users can prevent | |
| certain undead from being a problem by taking off their head if | |
| they don't have holy abilities, as without a head (assuming they | |
| don't have regeneration) can usually leave the undead without | |
| the ability to move their body while separated from it. Kiren | |
| can also use this to fuse dark spirits to his undead or fuse | |
| whispering darkness to his undead to create stronger chaotic | |
| evil undead that can damage darkness and death users. | |
| - Voodoo Demon Astral Trap/Separation Arts: This art is a voodoo | |
| art that is designed to separate or trap astral beings. This art | |
| is designed to use special voodoo items to separate someone from | |
| their astral body, such as temporarily separating a soul from | |
| the body (though this doesn't kill the person, but just | |
| incapacitate their soul and body while the soul is separated | |
| from it). This art is designed to separate and trap astral | |
| beings. This is the first half of the art, where a user is able | |
| to learn to separate people's souls from their bodies. There are | |
| a variety of ways to do this, with many having unique arts. For | |
| example, some may do it through physical attacks, or some may do | |
| it through voodoo magic spells. The second half of this involves | |
| trapping the astral being or soul in some form of containment | |
| (which is different depending on the user). For most users, a | |
| specially made containment doll is usually the method many will | |
| use, which has to be specifically focused to contain the being. | |
| Typically, this is a very useful skill to use on stronger | |
| opponents, as if they are hit by it, most opponents have little | |
| resistance to having an astral body pushed out of them. | |
| Typically, this is most used for pushing souls out of bodies, | |
| but this can also be used on creatures that possess others like | |
| angels, fallen angels and demons to push them out of their | |
| vessels, which can then be used to trap whatever being is cast | |
| out of a vessel. This can also work on separating some astral | |
| beings out of others, if they have spirits or other spirits in | |
| them (such as the Darkfires sometimes having elemental spirits). | |
| However, this does have to hit an opponent through physical | |
| contact (whether it's a physical combat method or a projectile | |
| method), with the item having to touch the skin of the person | |
| that the user is trying to affect. And if the soul isn't bound | |
| or trapped in something, then they will return to their body or | |
| where they were cast out from within 10 minutes (Shorter if the | |
| astral body is familiar with how astral projection works). | |
| Typically, this is mostly useful for removing and trapping | |
| spirits, rather than killing them, as once contained, the spirit | |
| usually has trouble leaving the containment on their own, but | |
| destroying the runes on the containment can free the person | |
| trapped. Kiren often uses this where he will attack with a | |
| specific spell, and then try to hit an opponent with the spell. | |
| He will then trap them in special dolls designed to trap the | |
| soul or being he cast out of someone. | |
| - Dark Arts Shape-shifting/Amplification Arts: This art is based | |
| around the dark art of physical change and physical | |
| amplification. This art allows different physical arts to be | |
| used using dark arts, which are more powerful than typical | |
| physical amplification skills. This art has many different | |
| applications beyond just physical amplification, such as amping | |
| one's blood manipulation with shadows to create black blood, | |
| shape-shifting the body into different forms like changing into | |
| different forms of energy, or even just higher powered physical | |
| amplification. This depends on the user's affinities, and how | |
| they use this since there are many different options for arts | |
| (such that it is hard to list all the possibilities). Even when | |
| it comes to shape-shifting, some can do things like give them | |
| animal characteristics, or might change their bodies into | |
| weapons, or even shapeshift damage they take so that it isn't as | |
| damaging. There are also certain arts where darkness is used to | |
| amplify certain parts of the body, such as dark arts | |
| amplification that covers the bones may make the bones stronger | |
| and harder to break as the dark arts cover the bones in dark | |
| arts energy. Usually, amplification through dark arts is much | |
| stronger than normal amplification techniques, usually using | |
| dark arts to push the body beyond it's limits (Whether it wants | |
| to or not). While more powerful than normal amplification arts, | |
| this can also eventually do damage to the body if overused, | |
| though users can get around this with a user's regeneration if | |
| they have regeneration abilities, but it does still do damage | |
| the more that it is used. These arts are also typically physical | |
| amplification or change in the body in some form, and can | |
| usually be countered with other physical arts, or just | |
| outlasting the amplification since this can't be overused by | |
| users. Typically, different abilities have different weaknesses, | |
| such one can counter a user's arm changing into a snake like | |
| they would counter the snake normally or one could counter black | |
| blood amplification with things that counter blood manipulation. | |
| For Kiren, he uses this in some fashion as well, but usually he | |
| will shapeshift his body more using his Darkfire elemental | |
| skills. However, there are times where he will change into | |
| beastly forms, where he specializes in changing into foxlike or | |
| wolflike forms specifically. | |
| - Dark Arts Divination/Future Influence: This is another use of | |
| voodoo magic, in which one can essentially use divination magic | |
| to see the future, and see the fates of certain people. This | |
| magic is a very advanced art that usually requires a long | |
| meditation or special arts, and allows glimpses of the future. | |
| Usually, this is designed to see the future, or the fates of a | |
| person or people. Not only does one see the future, but they can | |
| even change it by influencing the person who's future they are | |
| changing (usually through how they interact with the person). As | |
| an example, if a user sees that an ally is going to be defeated, | |
| the user can make it a point to be there for that battle | |
| specifically, and it will change the future. There are many ways | |
| to see the future, and many ways to influence it, but most users | |
| who see the future mostly influence it by influencing the people | |
| in the futures to either make sure the future happens, or change | |
| it if it is a bad future. It is always important to remember | |
| though, that these are always possible futures, and never | |
| written in stone until they actually happen and become the past. | |
| This is very useful for those with voodoo magic, as they are | |
| able to use this to help their allies, or even see the future of | |
| their enemies and how to defeat them (sometimes). However, users | |
| can only use this depending on the arts. The first major way | |
| people use this is through meditative states, which takes long | |
| hours of meditation to see glimpses of the future which makes | |
| the future easier to modify based on the actions a user will | |
| take, and easier to tell what happens in the future. However, | |
| this method usually cannot be specifically controlled and the | |
| user is only shown random glimpses of the future that may or may | |
| not apply to what they want to see. The next is the tarrot card | |
| method, where users will draw cards using a voodoo art that lets | |
| them see the future through cards (Though this method is usually | |
| more up for interpretation). When it comes to changing the | |
| future though, one should realize that no future is set until it | |
| happens and becomes the past. This means that no matter the | |
| vision, usually one can take action to avoid whatever vision. | |
| And since the future is always changing based on decisions made | |
| in the present, it is always possible the future could change at | |
| any moment. There also some events that cannot be seen by this | |
| vision, such as those that use this when affected by space/time | |
| distortion, this will not show accurate information (or may show | |
| skewed information). And no matter how skilled one is, one | |
| cannot do something like instantly change one's fate so that | |
| they die immediately if its an enemy. | |
| Hell Summoning and Demon Prince Abilities: | |
| - Hell Generated Abilities and Summoning: Depending on the | |
| demon/human and their demonic affinities, those with demonic | |
| power can learn to summon powers generated by certain circles of | |
| hell depending on the abilities they can use. Most can learn up | |
| to 4 different abilities, with some higher level demonic | |
| opponents being able to learn more. Usually, only opponents | |
| close to or at demon prince level can learn more than four of | |
| these abilities, and usually they have to be abilities the demon | |
| can use, such as a blood manipulator being able to use boiling | |
| blood. These can help enhance a demonic power user's combat, as | |
| well as granting them access to powerful demonic forces of hell | |
| which can help them create stronger attacks or use demonic | |
| elements specifically spawned in hell. Each of these abilities | |
| comes from a different part of hell, with each having their own | |
| strengths and weaknesses, as well as some having other abilities | |
| that normal elementals don't have, such as cold wind being able | |
| to feed on lust energy. Though just as they have their own | |
| strengths, each has weaknesses, and are counterable by counter | |
| elements and abilities. These are mainly used by demons or demon | |
| hybrids who want to use these to enhance their current | |
| abilities, such as a bat demon using boiling blood to drink | |
| blood and make themselves stronger, or a fire demon using | |
| hellfire generated in hell to try and overpower an opponent. | |
| - 8th Circle Dark Demon Torturers: This lets the user summon | |
| some of the dark demons from the 8th circle where those who | |
| commit the sin of fraud go. These demons not only have unholy | |
| power and powerful demonic energy, but are also extremely | |
| strong, being able to tear people in half. These demon's sole | |
| purpose is the torture of souls by tearing them into pieces as | |
| they do in the darkness of the 8th circle. These demons can be 3 | |
| feet tall, or they can be up to 20 feet tall depending on the | |
| demon. Most of these demons only live for one thing, and that's | |
| for tearing people or souls apart. These demons can not only see | |
| in the dark, but are empowered by darkness attacks as well, | |
| being able to grow stronger in areas of complete darkness. These | |
| demons will tear apart anyone they can get their hands on, with | |
| this being one of the hardest hell generated powers to control | |
| since the demons will do what they want rather than listen to | |
| someone. Only demon summoners or people who know how to control | |
| summoned creatures can fully control these demons, and even | |
| doing so can be difficult. The demons will tear about the | |
| closest people they can get their hands on, with them having a | |
| major hatred for humans due to them being made in God's image | |
| (since most of them hate God for various reasons). | |
| - Hell's Cage Hook Chains: This comes from the same area as the | |
| Cage (and all the chains are connected to the chains around the | |
| cage in some way), in which the user can summon powerful unholy | |
| chains with hooks on the end designed to spear opponents and | |
| weaken them. Those who are affected by this are slowly drained | |
| of power as long as they are in physical contact with the chains | |
| with the chains and hooks being of the same material that the | |
| cage is made of. These can only be summoned from a 10 feet | |
| radius of the user, as people can't summon them around an | |
| opponent to simply surround them. If they are ensnared by these | |
| chains, then the user can also summon the Cage's Lightning (if | |
| the user can do it) as well to do extra damage to opponents. | |
| These hooks are designed to not only spear people with the | |
| hooks, but is designed so that the hooks can trap and be used to | |
| contain if the user can get someone trapped in enough of these. | |
| When created, these must come from a source, like ground or | |
| objects, and cannot simply appear in the air due to needing a | |
| solid place to form a link to the part of hell this resides. | |
| These chains cannot be seperated from the cage, and if the | |
| portals to hell close, the draw the chains back to hell | |
| forcefully, which means that this cannot be used to contain | |
| people for too long, and cannot be used to drag people to hell | |
| on it's own due to the portals only being big enough for the | |
| chains and hooks and not for people to be dragged through. | |
| - Satan's Wrath Flames: These flames are one of Satan's most | |
| known abilities. These are just one of his blue flames that can | |
| be used to attack or consume people in the flames. These flames | |
| are not ice flames like normal blue flames, but instead, these | |
| flames run on the power of anger. There are two main aspects to | |
| this power. The first is that anger is used to create and | |
| enhance the flames using Satan's demon dragon power, in which | |
| Satan's power can enhance the flames depending on how much anger | |
| the user has for those that have Satan's power. The anger is | |
| used as the fuel source for these flames, so stronger anger | |
| means stronger flames, making this a great weapon for those with | |
| a lot of anger. The second aspect is that this can consume | |
| people with angry thoughts or powers using anger by consuming | |
| the power of anger, which most beings possess on some level. | |
| Usually, demonic beings as well as holy beings possess some form | |
| of anger or hatred, which is used to enhance this if they are | |
| hit by it. This especially works on powers fueled by rage, such | |
| as the red lantern powers that are basically gasoline to these | |
| flames. These flames are very dangerous, and the only way to cut | |
| them off once hit is to cut off one's flow of anger completely, | |
| or use strong enough holy defense/purification to stop the | |
| flames before they consume someone. There is no immunity to | |
| these flames, as these flames can consume anyone filled with | |
| anger, even flame users. However, this means that those with | |
| Satan's powers can also be affected by this, even Satan himself. | |
| This is a risk when using this power, as uncontrollable anger | |
| can backfire this flame on the user if the anger is not used | |
| properly. This power is also countered by more by emotional | |
| manipulation to positive emotions than trying to use ice powers | |
| or counters to fire. | |
| - Satan's Mana Flames: This is the second flame that those with | |
| Satan's power possess, where they are able to use a different | |
| type of blue flame that is quite different from the flames of | |
| wrath. Instead of running on anger, these flames run on mana | |
| instead. These flames use mana as their fuel source, in which | |
| they can grow stronger when feeding on sources of mana. Usually, | |
| the biggest source of mana in the worlds are living beings, with | |
| almost all beings having mana generating inside them. That means | |
| this flame can devour almost any by devouring their mana, in | |
| which their body starts to incinerate as the flames consume | |
| someone through consuming their mana. These flames are dangerous | |
| to just about any being, since all beings produce mana in some | |
| way, whether it's dark mana, demonic mana, or even neutral or | |
| holy mana. As such, these flames can also hurt flame users, as | |
| these flames are able to hurt anyone who generates mana. As | |
| such, these flames are quite dangerous and are another dangerous | |
| power that those with Satan's power possess. However, it is | |
| worth noting that these flames aren't as powerful as the wrath | |
| flames, and don't consume quite as much of someone as the wrath | |
| flames do. This makes the effects slower, and gives opponents | |
| more times to figure out how to counter this. This is often best | |
| used against mana and magic users, since this consumes their | |
| power if they come into contact with the flames. Once affected, | |
| a user can dissolve the flames by cutting off their flow of mana | |
| from the flames, such as removing a body part affected, or just | |
| separating their mana from the flames using other energies in | |
| the body. This power is usually best countered by other energies | |
| like spirit, chi or any energy other than mana, and can even be | |
| countered with elemental energies to a degree. | |
| - Mammon's Godly Lightning Manipulation: One of Mammon's main | |
| abilities was the ability to generate lightning by imitating | |
| godly power (as he was secretly Zeus in old legends in some | |
| universes). This allows Mammon or those with his power to | |
| generate powerful lightning that can be mistaken for a deity, | |
| but using godly power. Because demons have learned to imitate | |
| deities and angels as a means to mislead humans, this was one of | |
| Mammon's abilities. This lightning is a powerful godly type | |
| lightning, that doesn't actually use god power, but simply uses | |
| enhanced energy to imitate godly energy. By doing this, this | |
| lightning is enhanced with energy to make it much stronger than | |
| normal lightning, and able to hurt those with normal immunity to | |
| lightning since the lightning was made to kill his enemies. | |
| Though this lightning is more about it's "godly" power, it also | |
| is able to act just like normal lightning powers, with users | |
| being able to use the lightning to use other lightning abilities | |
| like being able to electrocute people, manipulate magnetism, and | |
| even allowing one to fire lightning beams to try and pierce | |
| opponents. This power works mostly just like normal lightning, | |
| in that the lightning can be used like a current to electrocute | |
| people, or one can use it to concentrate lightning into piercing | |
| attacks. And as one might think, while this does allow the user | |
| to damage those normally immune to lightning, it does still have | |
| the normal weaknesses of lightning, such as water shorting out | |
| the electricity and certain powers being able to negate | |
| electrical charges. One can also use insulators to a degree to | |
| counter this, such as wood or rubber, unless the user has the | |
| ability to overload insulators, though this takes a lot of | |
| energy to do, and would be better done with other abilities. The | |
| energy used to empower this can hurt those immune to lightning | |
| normally, but the lightning does also still have to hit the | |
| opponent. Kaidon also gained this power through demon blood | |
| enhancement, and uses it as one of his main demonic abilities. | |
| - Mammon's Demonic Gold of Greed Manipulation: This is Mammon's | |
| other ability, in which he and those with his power can | |
| manipulate demonic gold. This was Mammon's main ability in that | |
| he is able to use gold manipulation to attack opponents. There | |
| are a few aspects to this that are very useful in combat, such | |
| as gold being a great conductor of electricity, making it a | |
| great combo with Mammon's lightning manipulation. This power | |
| still allows users to manipulate gold to attack opponents, such | |
| as creating weapons, encasing people in gold, or even poisoning | |
| people with liquid gold. When used, this does demonic energy | |
| damage, being able to hurt people with demonic energy. However, | |
| the demonic energy has another effect, in that it does more | |
| damage to opponents who have an aura of greed around them. Those | |
| that commit the sin of greed will be hurt more by this, no | |
| matter what it is that they want (as many people want different | |
| things). This power is a very useful ability as everyone suffers | |
| from greed of some kind, which is not limited to things like | |
| money or power. As such, this demonic energy usually does the | |
| most damage to those with strong greedy desires, and can burn | |
| opponents pretty severely with the energy if they are hit with | |
| it if they have a lot of greed in their hearts. Users of this | |
| can change the form of gold, from solid to a liquid form and | |
| modify the form based on what they want to do. However, this | |
| does still have the same weaknesses as normal gold manipulation, | |
| such as being able to be countered by wind manipulation (as wind | |
| manipulation usually counters most earth type manipulations). | |
| And for the demonic energy that uses the aura of greed, those | |
| without much greed in their hearts won't take that much damage | |
| from the demonic energy (at least not more than normal). | |
| Normally, this would also be countered with lightning, but since | |
| Mammon and those with his power can also use lightning, this is | |
| not recommended. Certain abilities like holy energy might work | |
| to counter this as well, since the holy power can counter the | |
| demonic power of this to a degree. Kaidon isn't too skilled with | |
| this power, since earth is not one of his main elements. Kaidon | |
| and his brother took this power mostly for it's lightning | |
| ability, rather than it's metal. | |
| Werewolf Alchemist Abilities: | |
| - Werewolf Alchemy: This art is specific to this group of | |
| werewolves who use magic-based alchemy, and is not an unholy | |
| power, but simply a power based in neutral magic and soul power. | |
| This art is powerful, and depending on the werewolf or hybrid | |
| that is trained in this, they will specialize in different | |
| abilities depending on the spellbook they gain, and how they | |
| interact with elements. This art is just like people expect, | |
| with alchemy skills being able to convert and change materials. | |
| Most alchemy is set up in 3 stages: understanding the structure | |
| of matter, deconstruction and reconstruction. Most alchemists | |
| are able to use this to some extent, being able to use this to | |
| change materials, usually doing so for battle purposes, such as | |
| changing attacks or changing energy so that the alchemist can | |
| create new attacks out of their opponents attacks. Of course, | |
| the main focus of this alchemy usually ends up being the | |
| spellbooks, which most werewolves of this alchemy magic end up | |
| gaining, that are all different and focus specific skill-sets | |
| for each alchemist in different ways. Usually, most alchemists | |
| have to follow a few rules, such as this alchemy cannot be used | |
| to create living matter from non-living matter (such as trying | |
| to create life from something non-living, with one example being | |
| human transmutation, an art forbidden that tries to bring life | |
| to humans who have died. It is also worth noting that using | |
| alchemy can only affect objects within a certain distance, | |
| unless one is using special arts, so keeping one's distance can | |
| usually avoid this, unless they're firing projectiles at an | |
| opponent. | |
| - Spirit Purification Alchemy Magic: This one is designed to be | |
| one of the bases of alchemy magic. Because the clan is so | |
| focused on purifying and strengthening spirits, they use this | |
| special magic granted to them by the spirits to purify rather | |
| than destroy spirits. Because of this, all alchemic magic used | |
| by the alchemists has this aspect in it once they learn this | |
| magic. While they can use magic without this aspect, it is much | |
| more difficult, and runs the risk of changing the form of the | |
| earth in a way that will affect spirits negatively. However, by | |
| using spirit purification in their magic, the alchemists power | |
| of alchemy passively purifies spirits, strengthening the spirits | |
| that govern the world's forces and maintain nature, and some can | |
| even learn to utilize spirit energy as a result of their heavy | |
| spiritual focus due to them diving into their spiritual nature. | |
| As such, advanced users of spirit purification who learn to | |
| master spirit energy may even go on to become spirit energy | |
| users and gain spirit user abilities as a result. However, this | |
| magic also has another purpose, in that it is meant to purify | |
| dark spirits and hollows, which the alchemists fight in order to | |
| protect humanity. Most of the time, this portion of the | |
| spiritual purification focuses more on the environment, and not | |
| so much on fighting hollows and dark spirits. The basic form of | |
| spirit purification is more focused helping the world, as the | |
| spiritual purification is more just a basic part of the alchemy | |
| and changing the world around them to better the spirits. When | |
| used, this makes normal spirits far more powerful, and weakens | |
| creatures like hollows and dark spirits. However, this is a | |
| simple spirit purification, and one that doesn't have the right | |
| focuses for combating dark spirits and hollows (as a user has to | |
| master the next spirit purification magic power to use their | |
| alchemy to fight dark spirits and hollows). Typically, this is | |
| countered like any other magic, and doesn't attack the spiritual | |
| plane, as this part of the art is just for purifying the spirits | |
| on the physical plane that inhabit the world. Most of this basic | |
| spirit magic is also not combat based, as it's only meant for | |
| use on the environment to strengthen the spirits or help develop | |
| nature further so that the spirits don't have to do as much in | |
| the physical realm, as the alchemists seek to ease the burden on | |
| spirits. | |
| - Combat Spirit Purification Magic: Spiritual Focus: This is the | |
| part of an alchemist's alchemy that is based in purifying | |
| spiritual beings like dark spirits and hollows. This power is a | |
| purely spiritual power that is designed for combat, and uses an | |
| alchemist's alchemy to attack and purify dangerous spirits that | |
| usually aren't quite on the physical plane. When used, this is | |
| the true form of an alchemist's power, in which they use alchemy | |
| to attack dangerous spirits. Usually, this is best used in | |
| combination with their unique alchemy types and their spellbook | |
| abilities (in which those skills are mostly developed | |
| specifically to utilize this magic). This starts out as a user | |
| having to concentrate, but once reaching a certain level of | |
| alchemy, a user can learn to use this passively without needing | |
| to concentrate. When used, this alchemy specifically is designed | |
| to not attack the physical, but attack the spiritual. While this | |
| still does physical damage, this magic also attacks the | |
| spiritual, which can allow an alchemist to attack and purify | |
| dangerous spirits, but can also use this to attack spiritually, | |
| in which the attacks don't just do physical damage, but | |
| spiritual damage. So if a physical person is attacked with this | |
| spirit purification, this can be used to also attack a person's | |
| spirit directly, in which this alchemy can also purify dark | |
| spirits hiding in people by attacking people's spirits rather | |
| than their bodies. Because this magic is specifically designed | |
| for dark spirits and hollows (or any other dangerous spirit), | |
| this is designed to work on almost any kind of spiritual | |
| corruption, and purify it. The only danger is that not all dark | |
| spirits are able to be purified easily, and depending on the | |
| magic power of the original user, the user's power in this | |
| depends on what their magic capabilities are. Some stronger dark | |
| spirits also resist spirit purification, in which at that point | |
| only spirit destruction powers will finish them off (which can | |
| only be used by elites). | |
| - Mana Mastery: Most werewolf alchemists use neutral magic, | |
| which runs on normal mana. However, unlike many magic users, | |
| some alchemists master the use of mana in it's basic form in | |
| order to strengthen their magic. Most have learned to harness | |
| mana on it's own, and some advanced in this art that many can | |
| even gain mana user abilities if they desire mastery over their | |
| basic mana. This mastery not only makes them able to use mana on | |
| it's own to a degree, but also has the effect of allowing them | |
| to more easily use their alchemy, and have mastered it so that | |
| they are able to concentrate their mana to use less in battle to | |
| more effect, making them highly experienced energy users. The | |
| older members of the alchemists are usually very skilled in the | |
| use of mana, and usually generate this mana to feed spirits of | |
| nature so that they can strengthen the world around them, as | |
| this is the main use of mana in creatures that is expelled into | |
| the world since all creatures have some form of mana. As a | |
| result, some alchemists learn to enhance their mana emission so | |
| that they generate more mana and expel more mana into the | |
| environment around them when they are not using magic, so that | |
| they can power up the spirits around them without having to | |
| consciously exert their power as often. Typically, mana's major | |
| weaknesses avoid magic weaknesses, as mana as an energy can | |
| still hurt those that have resistances or immunites to magic. | |
| However, there are those that know how to use certain methods | |
| for negating mana entirely, and some have techniques that negate | |
| mana. Some mana users do also gain resistance to other mana, and | |
| any normal mana enhancement can usually be countered by other | |
| energy type users. Those that go on to become mana users also | |
| gain the mana user weaknesses. | |
| - Mana Conversion to Alchemic Magic: Similar to how mystic | |
| knights train themselves to passive convert mana into magic, the | |
| werewolf alchemists trained in the mystic arts do the same | |
| thing, where different werewolf alchemists created different | |
| types of training that converts one's mana into alchemic magic, | |
| which flows through the body just like mana. This is designed to | |
| not only make elemental magic easier to summon, but is also | |
| resistance to magic negation abilities due to the magic already | |
| being present in the body before the negation. Depending on the | |
| user, they are able to learn this after they learn their alchemy | |
| so that they can convert their mana into their specific alchemic | |
| powers they will use. In addition, this also makes certain other | |
| abilities easily that use alchemy, such as werewolves who use | |
| their alchemy in different specific arts, or focusing their | |
| magic into regenerative abilities like some werewolves will do. | |
| 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 werewolf though, as some can do things | |
| like using chi magic or spirit/soul magic and convert their | |
| power into elemental magic similarly, but this is much harder to | |
| do and would require the werewolf to learn how to convert their | |
| power on their own. 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. | |
| However, the upside is that, while users cannot learn mana user | |
| abilities, they can learn mystic knight abilities if they train | |
| this into more of a combat based power-up, and can utilize | |
| mystic knight abilities. Typically, the danger to this though is | |
| that users bank more on their magics working on enemies, and | |
| while this may reduce the cost of power 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. | |
| - 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. Alchemy | |
| 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. | |
| - 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. | |
| - Werecreature Alchemist Nature/Spirit Connection: Similar to | |
| other werecreatures with a strong magic connection to the world, | |
| the werewolf alchemists specialize in their connection to both | |
| nature and spirits, as they originally developed alchemy to | |
| further their understanding of the world and it's forces. | |
| Through their training and diving into powerful magic, they | |
| eventually developed an even deeper connection to the world | |
| through their nature and spirit connections. Thanks to this, the | |
| werewolves are able to not only sense the planet's life energy | |
| and the life of what's around them, but all werewolf alchemists | |
| 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 werecreatures 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 will often try to | |
| acquire that nature knowledge), as they aren't just connected to | |
| nature, but are able to also interact with those spirits for | |
| another way to interact with nature. Werecreatures 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. This isn't just among | |
| the werewolves though, as all werecreatures trained by the | |
| alchemists are trained in this. Some may learn different ways to | |
| do this (IE Werewolves have a basic nature connection but other | |
| werecreatures might connect to other specific parts of nature), | |
| but all werecreatures and those trained in this learn this | |
| aspect in some way and apply this to their alchemy. 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 werewolves | |
| learning spirit arts, but many don't seek spirit arts for fear | |
| of wearing down the spirits power and weakening nature as a | |
| result. | |
| - Alchemic Understanding of Elements: Werewolf alchemists 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. 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. Depending on the werecreature 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 werewolf and | |
| their affinities, with all werewolves 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 werewolves | |
| 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 use or immunity in any | |
| way, but more allows users to take control of elementals through | |
| conversion and utilizing their alchemy to modify elements. Most | |
| werewolves 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 elite alchemy). And while most alchemists | |
| are able to learn how most elements work, alchemists 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, the opponent's abilities and the attacks used). | |
| - Alchemic Transmutation: Alchemists 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. An alchemist, 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 | |
| alchemists might lack (such as those with science knowledge will | |
| know more easily how to manipulate molecules while normal | |
| alchemists focus more on the elements themselves). | |
| - Werewolf Battle Transmutation Magic: In order to battle their | |
| enemies, the werewolf alchemists developed a specific brand of | |
| alchemy designed solely for battle. This alchemy is the main | |
| alchemy most alchemists use when not using their own unique | |
| skills, as it's the basic combat alchemy many are taught upon | |
| learning alchemy. This alchemy uses wind and earth manipulation | |
| using alchemic magic, allowing a werewolf alchemists to take | |
| advantage of the two major elements that connect to almost every | |
| other element. In the alchemist's eyes, aside from darkness and | |
| light, earth and wind are the two major elements that make up | |
| the world, which they are able to use. 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 werewolves have highly skilled alchemic magic they can use | |
| in battle, being able to manipulate the earth and wind to fight | |
| opponents. This could be as simple as creating shockwaves to | |
| attack, or more advanced alchemists 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 alchemists 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. | |
| - Earth Healing/Purification, Healing Magic, and Plant/Animal | |
| Restoration: Werewolf alchemists with a powerful enough | |
| connection to nature are able to interact with the environment | |
| around them, which mostly involves healing and restoring. The | |
| first thing one can do, is heal destruction of the earth around | |
| them, such as purifying toxic influences or healing areas | |
| damaged by things like fires or human interference, where the | |
| werewolf is able to restore the planets life force using their | |
| connection and using their alchemy in order to heal the life | |
| force of the planet. But werewolves with this power don't just | |
| stop at healing the earth, they are also able to heal others, as | |
| well as healing plants and animals. They are able to heal almost | |
| any manner of life, restoring a person's injuries and being able | |
| to purify negative influences like toxins and poisons or energy | |
| poisoning. Thanks to their connection, they are able to tell | |
| when something is wrong with the earth, creatures or the life | |
| around them, and able to take appropriate action to fix the | |
| situation. For the most part, this results in different ways to | |
| heal and purify, being designed to help the world around them. | |
| This isn't too useful in battle, just being healing power and | |
| purification, but it does help when needing to heal others or | |
| healing plants, animals or the world's life force. This also | |
| requires the werewolf to know what they are healing, as they | |
| cannot heal or purify unless they know what is wrong or causing | |
| the problem, meaning that certain supernatural infections or | |
| afflictions might not be curable with their power, as certain | |
| afflictions unknown to them often require research to figure out | |
| how to counter. | |
| - Bio-Alchemy Magic: This alchemy was originally an extension of | |
| healing and purification, but instead is a type of alchemy | |
| designed solely to allow werewolf alchemists to use their | |
| alchemy to study living beings and make alchemic modifications | |
| to strengthen them. This art is often used by some more | |
| ambitious werewolves to understand the structure of living | |
| beings, where they learn how to modify beings based on their | |
| biological knowledge. 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 | |
| alchemists for "twisting" life, which they see as a crime | |
| against the world's life force. 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 losing parts of the body to the point some | |
| haven't been able to use alchemy. Overall, when used properly, | |
| this art is about biological understanding of beings, and being | |
| able to strengthen 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 power and physical | |
| ability in those that they deem worthy of power. This is usually | |
| a lengthy process, and not useful in battle, so this is more of | |
| a side ability used outside of battle. This usually depends on | |
| the alchemist's ability, but most don't dedicate fully to this | |
| given the taboo's unless they're rogue alchemists who have | |
| turned on the other werewolf alchemists. Due to this, there are | |
| few true masters of this art in the werewolf alchemist tribe. | |
| - Bio-Alchemy Combat Magic: This is an alchemy magic that is | |
| another bio-alchemy type magic which is a combat magic used in | |
| battle. 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. This is also useful when absorbing mana from | |
| the air around them, as they can focus more power when absorbing | |
| it with this method. This is designed to allow a fighter to | |
| fight using enhanced bodies, usually best used against those | |
| that are resistant or immune to magic due to this being a combat | |
| based power and enhancing supernatural skills rather than just | |
| attacking with magic. Alchemists with this skill can enhance | |
| themselves or others, and can often choose how much to enhance | |
| themselves. However, the higher the multiplier, 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, 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. | |
| - Potion Crafting Alchemy: Just as many types of alchemists do, | |
| the werewolf alchemists are great at using their alchemic | |
| knowledge for more than just changing things in battle, and can | |
| use their knowledge of the world for other applications. The two | |
| major applications are potion-making and item crafting, two arts | |
| that are common among alchemists. Werewolf alchemists use | |
| potion-making to make medicines of many different kinds, and use | |
| their knowledge to cure illness, both supernatural and natural | |
| in nature. They are able to use this for themselves to fix | |
| illnesses their people might suffer, but they are also able to | |
| use this for many other purposes, such as using potions that can | |
| make plants grow more easily, or make potions that might purify | |
| supernatural afflictions. Many alchemists in this clan | |
| specialize in potions that purify the corruptive effects of dark | |
| spirits, which are one of their main enemies since they are | |
| close to the spirits of the world. Typically, they have ways of | |
| purifying almost any dark spirit corruption, as well as being | |
| able to make specific potions that might be able to cure other | |
| supernatural afflictions. Most learn this to boost nature, such | |
| as using a potion to fix a tree that has been damaged by poison, | |
| or they may use this to grow new plants or trees in a forest to | |
| help boost the forest's ability to sustain life. They will often | |
| even use this to help animals as well, such as helping a sick | |
| animal with a potion so that the animal doesn't die. Since both | |
| plants and animals are essential parts of nature, most | |
| alchemists are skilled in potions that can help both, with many | |
| more advanced even having potions to help other creatures like | |
| humans and vampires if they learn enough about their physiology. | |
| This art is very useful, but is limited by the knowledge of the | |
| user. If a user doesn't know enough about herbs, or about | |
| potions, they might not be able to do much. They are also | |
| limited by their ingredients, as the alchemist can only make | |
| potions based on the ingredients they would use, and without | |
| those ingredients, they might not be able to make potions as | |
| effectively. | |
| - Item Crafting Alchemy: Just as many types of alchemists do, | |
| the werewolf alchemists are great at using their alchemic | |
| knowledge for more than just changing things in battle, and can | |
| use their knowledge of the world for other applications. The two | |
| major applications are potion-making and item crafting, two arts | |
| that are common among alchemists. The art of item crafting is | |
| fairly simple, in which alchemists use their alchemy to craft | |
| anything they might need. For example, items such as clothes, | |
| armors, and weapons can be made using alchemy. Alchemists are | |
| easily able to manipulate and change materials based on their | |
| alchemic knowledge, and this art uses that outside of battle to | |
| help alchemists make things. Usually, most alchemists will also | |
| use their magic knowledge to infuse certain magic into their | |
| items, such as making a weapon that can utilize certain alchemy | |
| spells, or making stretchable outfits that won't snap when human | |
| form werewolves change into werewolf form. This can be as simple | |
| as changing materials shape so that they take a certain form, | |
| such as changing the form of a jacket to more easily fit one's | |
| body, or could be for making certain materials more easily, such | |
| as forming a sword easily using metal. This is very useful for | |
| many werewolf alchemists, and thanks to this, many can even | |
| learn to make their own weapons, armors, or even just normal | |
| clothes. However, the major thing to keep in mind is that all | |
| items have to made from the right amount of materials, as the | |
| laws of equivalent exchange still apply to item crafting. For | |
| example, a sword wouldn't be able to be made from a sliver of | |
| metal. This is also typically something that can be used in | |
| battle to make weaponry, but can only be used simply, and the | |
| finer use (such as making magic items) often requires | |
| concentration and time. | |
| - Teleportation Gate Magic: This was designed by the alchemists | |
| after other races started using teleportation arts. However, | |
| instead of simply moving from one place to another, the | |
| alchemists developed their own art which uses magic glyphs to | |
| create a gate between two areas. Instead of using a | |
| teleportation spell, the two glyphs instead bend space to | |
| combine two points. For alchemists, they use this simple aspect | |
| to temporarily combine two areas through this magic, using | |
| special magic to bend space itself. Typically, this is seen as | |
| fairly difficult magic, but once one gets the concept, it | |
| becomes quite easy. Those familiar with how dark energy bends | |
| space and time will easily understand how this works, as it uses | |
| a very similar concept, except that this uses magic to | |
| essentially do the same thing. There are a few downsides to this | |
| travel though. The first is that users must know where they are | |
| going, meaning that they can only go to places they have been | |
| before. They cannot open portals to places they don't know | |
| specifically, and most cannot use this in battle to simply | |
| create teleportation to teleport projectile attacks since this | |
| takes a fair amount of concentration. If one doesn't know where | |
| they are going, the spell will not work properly, and won't go | |
| anywhere, rather than many other teleportation arts that would | |
| send the user somewhere randomly. Another thing to note is that | |
| this art cannot travel dimensions or through time, as the magic | |
| is nowhere near strong enough to create distortions of that | |
| level. | |
| Elite Alchemist Abilities: | |
| - Dawnguard Elite Alkahestry Magic: This is the basis of the | |
| elite skills, in which the Dawnguard are taught a specific | |
| alchemy style that doesn't use their own magic, but instead, | |
| uses the flow of energy in the world to use their alchemy | |
| through the world itself. This skill uses a werewolf alchemists | |
| alchemy skills just like normal, but lets them utilize their | |
| alchemy in new ways, such as using their alchemy from further | |
| away by transferring their magic to areas through the life force | |
| of the planet. Some call this "The Dragon's Pulse", which is the | |
| lifeline of the world. Typically, it is taboo to use this art, | |
| because it manipulates the world itself, which is a major law | |
| violation, as werewolf alchemists usually forbid others to try | |
| and twist the world to their own devices. This is the base of | |
| all elite arts, in which this grants access to new abilities and | |
| powers, designed specifically for the elite warriors that fight | |
| stronger dark spirits, hollows and other powerful enemies. This | |
| alchemy's main use is it's basis in battle, as this is a type of | |
| alchemy that isn't made to boost the world, but rather is made | |
| specifically to destroy the enemies of the alchemists. There are | |
| a few good uses of this, such as enhanced healing and medicinal | |
| use of using the life of the world to heal, or healing the world | |
| itself using this, but most of these skills were developed out | |
| of necessity to combat the vampire ninjas, who also had some of | |
| their own elite arts that they use. This isn't too different | |
| from normal alchemy, and can still be countered the same way, if | |
| one accounts for the differences in the alchemy compared to | |
| normal alchemy. This is only taught to trusted alchemists, and | |
| only those that are recruited by the leader of the Dawnguard, | |
| Kain Silverfang, are allowed to learn this. Most want this for | |
| it's techniques and enhanced abilities, but only few are ever | |
| allowed to learn these skills, as the Dawnguard only use this to | |
| battle their enemies and are taught very specific rules to use | |
| these elite arts due to how dangerous some of the arts are. | |
| Kaidon and his brother, Kiren Darkfire, earned their way into | |
| the Dawnguard, before they killed most of the alchemists after | |
| the alchemists didn't like how Kaidon and Kiren were using their | |
| skills. | |
| - Elite Dark Spirit Destruction Arts: This is perhaps the | |
| biggest taboo among alchemists. This is an art that is not given | |
| out freely, even among the elite, and only the most trustworthy | |
| elite are able to learn this. This art is a modification of the | |
| spirit connection, and uses an alchemist's powers to destroy a | |
| spirit rather than purify the spirit. This technique is used | |
| against more powerful dark spirits, and some vampire ninjas to | |
| counter their own spirit destruction arts, but overall, this is | |
| a power that most alchemists consider one of the biggest taboos | |
| in the werewolf alchemist tribe. Because the spirits are | |
| important to the world, even dark spirits (to a degree, dark | |
| spirits destroy corrupted or dead nature and make room so good | |
| spirits can create new nature), this art is only used if | |
| absolutely necessary. When used, this can allow any alchemy | |
| ability to become a spirit destruction ability, and makes an | |
| alchemist able to use this to battle more powerful dark spirits | |
| and hollows. However, this art doesn't discriminate between good | |
| and evil spirits, and kills as many good spirits as evil spirits | |
| when it's used. This is why this power is not used, as good | |
| spirits are always present and can be destroyed easily with this | |
| if the alchemist uses it. While this is useful against dark | |
| spirits, specifically stronger dark spirits like collectors and | |
| consumers, this is still something that alchemists fear could | |
| destroy the balance of nature if overused, so specific rules are | |
| usually placed in order to even learn this, let alone use this | |
| art. Advanced users can learn to reduce the amount of spirits | |
| destroyed with this, but there is always a danger, so this is | |
| only to be used as a last resort. This is another base | |
| amplification of alchemy, and designed specifically for battle. | |
| Usually, as long as one avoids an alchemist's alchemy, they can | |
| avoid this art, as this is just a modification of their normal | |
| alchemy. Kaidon and Kiren learned this as part of their | |
| training, not realizing that a few alchemists taught them this | |
| without explaining the rules of this so they'd break the rules | |
| when using it and be expelled from the alchemist Dawnguard. | |
| However, Kaidon and Kiren can still use this when needed, and | |
| focus on using this when they need to, though they usually rely | |
| more on their werepyre spirit enslavement before their spirit | |
| destruction. | |
| - Elite Art Mystic Spirit Magic Arts: This art is taught to more | |
| meditative werewolves, who are able to focus on the spiritual. | |
| This art is a very spiritual power that allows a werewolf | |
| alchemist to focus on the spiritual to release a form of raw | |
| magic that is rich in spiritual power. By using the spiritual | |
| power of the user, the user is able to create spiritual magic | |
| without calling on spirits, with advanced users even being able | |
| to create new spirits using this art. This is a very useful art | |
| for repairing areas devastated by dark spirits, as new spirits | |
| can be made and the spiritual nature of this can be used to | |
| replenish the power of weakened spirits. This is a very useful | |
| art against things like dark spirits, as this can allow | |
| spiritual power to overcome the dark spirits in a more natural | |
| way than most alchemists use. However, there is a dangerous side | |
| to this art. Because this creates new spirits and new spiritual | |
| power, it is possible to overload the spirits with this | |
| spiritual power, depending on how this spiritual power is used. | |
| Because of how dangerous it can be, use of this is usually | |
| restricted by alchemists to areas affected by spirit destruction | |
| or weakened spirits, due to this being able to actually overload | |
| and destroy spirits if it's overused. This is a skill that has | |
| to be used responsibly, due to overuse being just as bad as | |
| destroying spirits. Typically, those that use this are more | |
| vulnerable to spirit destruction arts, which counter this art | |
| more easily due to spirit destruction being like comparing fire | |
| and ice as powers. This is also just another basic enhancement | |
| to alchemy, aside from certain things like bio-alchemy and other | |
| medical alchemy being able to be enhanced in a positive way with | |
| this alchemy to enhance someone's spiritual side, and their | |
| spiritual connections depending on how it's used. Kaidon and | |
| Kiren learned this so that they could create spirits to enslave | |
| and use against opponents. | |
| - Elite Elemental Card Arts: This art uses special cards that | |
| focus elemental energies into them, where the alchemists use | |
| these cards to channel their alchemic elementals with cards that | |
| are prepared ahead of time. The cards used are usually special | |
| cards similar to the spellbook pages in an alchemist's | |
| spellbooks, and this art is more of a storage for elements. When | |
| used in battle though, these cards are used offensively, in | |
| which they are thrown at opponents. Once they hit an opponent or | |
| whatever they hit, the energy in the card is released in a burst | |
| of physical force, and is used on the opponent. Usually, | |
| elemental users focus elementals into this card so that they can | |
| use these on opponents. For example, a lightning user could | |
| throw a lightning card at an opponent, and when the lightning | |
| card hits, the lightning is released to electrocute the person | |
| hit by the card. This usually depends on the alchemist and what | |
| elemental abilities they can use with their alchemy. They only | |
| need to use these special cards ahead of time and focus some | |
| elemental power into the cards, and the cards can be stored on | |
| their person so that they can use them whenever it's convenient. | |
| This is a skill that's not really taboo, and the only reason | |
| that it's an elite skill is because of how hard it is to store | |
| the elemental power and magic power in these cards, as most | |
| alchemists have trouble making these without destroying the card | |
| since most cards cannot handle strong elemental and magic energy | |
| (IE a strong fire magic could burn the card up before the magic | |
| is absorbed into the card). Of course, as one might imagine, | |
| dodging or blocking these cards will usually protect one from | |
| these cards, and users have to prepare these before a battle. | |
| Kaidon and Kiren both use this art, and they both trade cards | |
| when needed, with Kiren giving Kaidon earth cards, and Kaidon | |
| giving Kiren lightning cards (they don't switch flame cards | |
| since they both use flames and darkness cards). | |
| - Elite Druidic Nature Arts: This power strengthens an | |
| alchemists connection to nature, and grants them a special | |
| connection to the plant and animal life. By using this, | |
| alchemists can gain the ability to manipulate plants and | |
| animals, and even use bio-alchemy to change plants and animals | |
| as needed. As one might imagine, this is a taboo art, as this | |
| can interfere with the natural order, but advanced elites can | |
| learn this to use in battle. When used, they are able to | |
| generate plants from seeds using this connection, or they can | |
| call on animals to fight alongside them as needed. Usually, | |
| animals aren't the best thing to use against powerful | |
| supernaturals, but many alchemists that use this do utilize | |
| plants in any way they can, even using bio-alchemy to modify | |
| plants using alchemy into more powerful plants. For example, | |
| alchemists may pull out some seeds for vines, and use | |
| bio-alchemy to make them grow, and modify them so that they can | |
| hold stronger opponents by strengthening them with magic. | |
| Depending on how this is used, animals can even be affected by | |
| this, such as fusing animals together (which is typically taboo | |
| among all alchemists, not just the werewolf alchemists). This is | |
| an art that can be useful in battle, but alchemists typically | |
| try not to overuse this, due to playing with the order of nature | |
| is considered dangerous among the werewolf alchemists. Opponents | |
| that want to counter this are usually best countering this like | |
| any plant manipulation with most plants being vulnerable to fire | |
| (with a few exceptions), and animals being able to be killed | |
| just like any other creature. And after Kiren turned against the | |
| Alchemists, he even learned a dark arts variation of this, where | |
| he can use dark arts Druidic nature arts. However, Kiren can | |
| also use this to manipulate plants normally as well thanks to | |
| his elite werewolf alchemist training. | |
| - Elite Art Life and Death Magic: This is another taboo power | |
| that most alchemists would be forbidden from messing with due to | |
| it's dangers. Using this magic allows an elite alchemist to use | |
| magic using life and death energy, using it for a few different | |
| purposes. Using life magic allows an alchemist to do things like | |
| heal others, absorb life energy to extend their life (or the | |
| lives of others they give the energy to), using it on plants or | |
| animals to create new life (usually through bio-alchemy), or | |
| they can also use this on souls to give them power to remain in | |
| the living realm. Using death energy, one can rot objects using | |
| the power of death, use death magic to use necromancy, using | |
| death energy on certain spots to kill opponents (which some rare | |
| uses can do), or even using death energy on someone to lessen | |
| their natural lives by overpowering their life energy. Depending | |
| on the alchemist, many alchemists have their own arts for using | |
| this, and most develop their abilities as needed. Typically, | |
| this is forbidden among normal alchemists for a reason, as the | |
| dangers of using are not just interrupting the balance of life | |
| and death (which is a danger), but also affecting the alchemist | |
| in general. Those that mess with life and death energies | |
| inevitably start altering their own balance of life and death | |
| energies in their body (whether they mean to or not), and this | |
| often leads to some people even destroying their own souls by | |
| completely destroying the balance of life and death energies. | |
| When used on bodies, alchemists not knowledgeable enough may | |
| even destroy their bodies with either death energy rotting away | |
| parts of their bodies, or too much life energy overwhelming | |
| their bodies and causing physical damage. Ever since Kiren's | |
| fusion with the black, he lost the ability to manipulate life | |
| energy, and can only seem to manipulate death magic now. | |
| - Elite Art Alchemic Bio-Alchemic Familiar Creation: This is | |
| another forbidden art that is normally forbidden in bio-alchemy. | |
| Elite alchemists end up having to face powerful enemies among | |
| groups like the vampire ninjas, and end up needing companions to | |
| help them. In some situations, bio-alchemy is used to alter | |
| certain creatures, and then used to make them companions of the | |
| alchemist. Typically, were-creatures aren't too much for | |
| familiars, but some alchemists use this alchemy to create them | |
| as needed. There are many ways to do this, with one of the most | |
| simple being to take an existing companion and use bio-alchemy | |
| to alter their physiology (usually with another being's | |
| physiology). Typically, this results what alchemists refer to as | |
| a chimera, which is usually a mix of different animals or | |
| creatures to create something different. As such, the number of | |
| combinations are difficult to number, and allow for a lot of | |
| possibilities. Usually, theses familiars are branded with some | |
| sort of control, or bonded to the user, with alchemists usually | |
| only using this to empower companions like animals or plants | |
| into stronger beings. Currently, this is only used on animals, | |
| plants and unintelligent supernatural beings, as the use of it | |
| on humans, intelligent supernaturals, and even on vampires is | |
| forbidden, due to alchemists considering it taboo to change | |
| humans and other intelligent supernaturals into freaks and | |
| abominations. This art is typically very closely monitored by | |
| alchemists, and only allowed on certain creatures with | |
| permission of the leaders of the Dawnguard. Those that gain this | |
| empowerment usually gain both the strengths and weaknesses of | |
| the creatures, and the weaknesses will depend on the creature | |
| used. Kiren has created a few chimeras in his time with this | |
| power, and is able to create them fairly easily. Some of which | |
| he has made into familiars. | |
| Unique Alchemy and Spellbook Abilities: | |
| - Darkwolf Alchemic Art: Darkness Alchemy: This style of alchemy | |
| is the Darkwolf darkness alchemy, designed to use darkness to | |
| attack enemies. This particular alchemy utilizes dark energy, | |
| where users draw dark energy from the darkness around them or | |
| using their own darkness. Those with the affinity for darkness | |
| utilize this alchemy to control the darkness, where users can | |
| learn to twist and manipulate the dark energy in a variety of | |
| ways. Among certain things darkness alchemy arts allow similarly | |
| to normal darkness manipulation include manipulating the | |
| basic/acidity of shadows, manipulating the form of shadows (such | |
| as changing the energy form into either more liquid-like or | |
| solid-like darkness), and allowing users to condense shadows. | |
| And as a user becomes more advanced, they can learn more | |
| advanced darkness abilities, such as learning gravity | |
| manipulation, using dark energy to crush objects/opponents, or | |
| the most advanced darkness alchemy users who train under Sirion | |
| himself may learn the rare black hole alchemy, which uses | |
| darkness to create a black hole. For the most part, this can be | |
| used like normal darkness abilities, but there is far more to | |
| this power than just utilizing shadows. Since this uses dark | |
| energy rather than normal shadows, the dark energy can also be | |
| used for specific abilities like manipulating or countering | |
| gravity, or one can also expand or contract space-time | |
| temporarily by using dark energy properly. For the most part, if | |
| one wants to counter this, one can still counter the darkness | |
| manipulation like normal darkness, though countering the dark | |
| energy techniques often requires users to use things like | |
| gravity or normal matter to counter the effects of dark energy | |
| (in which dark energy and normal matter/gravity coutner each | |
| other just as forces like fire and ice counter each other). This | |
| also requires a lot of scientific knowledge to learn and master, | |
| and many who use this never advance beyond the basic darkness | |
| manipulation due to the amount of knowledge and understanding it | |
| takes to learn and master. For Kiren, he not only is great at | |
| manipulating darkness and changing its form, but he can also use | |
| the advanced dark energy abilities thanks to his scientific | |
| knowledge. Unlike Kaidon who had a natural talent for | |
| destruction alchemy, Kiren's unique talent was that of darkness | |
| alchemy. After training with Sirion Darkwolf when he was young, | |
| Kiren learned this darkness alchemy that was his uncle's style. | |
| However, it is worth noting that Kiren is nowhere near as good | |
| at this as his uncle, Sirion, was and some stronger aspects of | |
| this style take far more concentration and power to use. | |
| - Darkwolf Alchemic Art Subtype: Gravity Alchemy: This is a | |
| sub-style of alchemy used by those that use the Darkwolf | |
| darkness alchemy. When using dark energy, users learn to not | |
| only manipulate darkness, but the concept of dark energy. As a | |
| counter to gravitational force, and darkness having effects on | |
| gravity, this power allows a user to master the use of gravity | |
| as a force by using darkness and dark energy to manipulate | |
| gravity. There are many ways to use this, with people being able | |
| to do things like change the effects of gravity around them, | |
| affect someone else's gravity, or even use gravity effects on | |
| objects for different effects on objects, or one can just use it | |
| to release gravitational waves to attack enemies. When affecting | |
| gravity, there are a lot of techniques one can use, such as | |
| lowering their own gravity to allow them to move more quickly | |
| and jump higher, or one can increase the gravity of another to | |
| slow them down. One of the more unique methods used for this is | |
| to utilize this on objects, where different objects might be | |
| affected differently by different gravity abilities. For | |
| example, if used on water, a user might use gravity to crush the | |
| water into a solid shape using pressure alone (which is | |
| difficult but possible to do) which creates a boiling ice that | |
| can be used to attack enemies. Another use of this is that some | |
| can manipulate gravity to contain and compress fire and some | |
| other plasma powers into a smaller and more contained explosive | |
| power and then turn it back on an opponent. Another use of this | |
| is that some gravity users will use this to try and crush | |
| opponents with gravitational force. Because of the effects of | |
| strong gravity, this isn't something that can be overcome with | |
| raw strength alone. In order to easily adapt to gravitational | |
| change, one has to not only adapt with their strengthen and | |
| movement, but they must be able to adapt their whole bodies to | |
| the gravitational effects, which includes every part of the body | |
| having to adapt. For example, the gravity would put pressure on | |
| the organs in the body, and the organs would have to adapt to | |
| resist the gravity. This would include even parts of the body | |
| like the teeth having to adapt. Overcoming this is possible | |
| though, and one can counter it with other gravity and psychic | |
| powers. It is also possible to avoid this gravity by attacking | |
| the user so they don't get a chance to use this, as even for | |
| master level users this often takes concentration and energy to | |
| use. And due to the amount of power this uses, this is not | |
| something that can be overused, and can be just as dangerous to | |
| the user. This takes precision control, or else a user could end | |
| up attacking themselves with this alchemy. | |
| - Black Book of Shadows: This is Kiren's own unique spellbook. | |
| Unlike his brother who uses annihilation energy, Kiren's spells | |
| utilize darkness to attack enemies. Kiren's spells are a bit | |
| unique though, in that his darkness has a few extra effects it | |
| has on enemies. For the most part, Kiren's darkness spells work | |
| much like normal darkness, depending on the spell and what | |
| affects it has, such as one spell that can use an opponent's | |
| shadow to grab and trap the opponent or certain other attack | |
| spells with special purposes. The first unique effect is that | |
| these spells don't just do pure darkness damage, but instead do | |
| burning damage to opponents. This particular darkness is akin to | |
| burning darkness used by the death wraiths, except that it is a | |
| darkness type that utilizes it's power to create flames that | |
| generate heat through the negative energy the darkness uses. | |
| Another major aspect is that these darkness attacks are able to | |
| utilize Kiren's power of the Black, where the darkness is able | |
| to absorb life energy from enemies who are hit or ensared by | |
| these spells. Kiren has a number of spells, and his spellbook is | |
| pure black with gold lettering and designs on it. Almost all of | |
| the spells in this book are pure darkness type (alongside its | |
| special effects). There are a number of ways these spells can be | |
| used, where Kiren is able to attack different ways depending on | |
| the spell. For the most part, these darkness spells are designed | |
| to attack enemies, usually utilizing darkness to do physical | |
| damage and eat away at opponents by burning them with darkness | |
| power. When used, the negative power of this darkness allows the | |
| book's techiques to do damage even to other darkness users who | |
| are vulnerable to things like unholy darkness. For those that | |
| want to counter these spells, these spells can be countered with | |
| light, as Kiren's darkness does still work like normal darkness | |
| and there are no complicated abilities that let Kiren do things | |
| like absorb light (as he never mastered that part of his | |
| training with dark alchemy since he never learned Sirion's Black | |
| Dimension unique alchemy. Users can also counter this with holy | |
| power as well or any counters to similar powers like unholy | |
| darkness as long as they take into account the Black's ability | |
| to drain life energy. Also, this spellbook is Kiren's second | |
| spellbook, as his first spellbook was destroyed by Sirion | |
| Darkwolf after he was imprisoned by the alchemists for tapping | |
| into the power of the Black. | |
| - Connect Spellbook to Self: A werewolf alchemist's spellbook is | |
| connected to their soul, and only needs to be summoned when the | |
| werewolf alchemist wants to summon their book. Not only does | |
| this help for storage, but this keeps the spellbook from being | |
| destroyed by opponents usually, as opponents can destroy | |
| spellbooks by attacking them. Though the user can't look at the | |
| book to read spells while the spellbook is not manifested (IE | |
| they can't read the book to find out if they have gained a new | |
| spell), they are able to use this to essentially protect a | |
| spellbook from attack by opponents. Keeping the book from being | |
| physical manifested is quite useful, as the werewolf won't have | |
| to worry about their book getting destroyed, which remove their | |
| book entirely which forces them to start from scratch in terms | |
| of gaining spells as a destroyed spellbook cannot be ever be | |
| recovered or fixed once it has been destroyed. Most alchemists | |
| keep their spellbook stored away, only pulling it out now and | |
| then to check for new spells outside of battle. Should their | |
| book be manifested, the user will often sense and notice the | |
| book shining when a new spell becomes active/usable, but cannot | |
| sense or notice this if the book is stored away (Hence the need | |
| to check it outside of battle now and then for new spells). Of | |
| course, this is still a very useful skill, since most werewolves | |
| never want to risk their books being destroyed and losing their | |
| sets of spells they gain, usually through years of hard work and | |
| training with their spellbooks. This essentially uses a pretty | |
| common supernatural ability normally used for connecting weapons | |
| to someone, but werewolves consider their spellbooks more | |
| important than their weapons. It is worth noting that even | |
| though alchemists can attack the spiritual instead of the | |
| physical, not even something attacking the spiritual can destroy | |
| a spellbook. However, there is an exception to this, and that is | |
| the fact that spirit destruction users can actually destroy a | |
| spellbook if spirit destruction is used on them and their | |
| spellbook becomes affected by the spirit destruction power. Once | |
| the spellbook is damaged, spells become unusable, and enough | |
| damage will cause the spellbook to burn away, causing it to be | |
| completely destroyed once it is finished burning away. | |
| - Spellbook Spell Gain Basic Requirements: Balance of the Mind, | |
| Spirit and Body: Spellbooks are not like normal spellbooks, and | |
| alchemists 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 alchemist, 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 alchemists 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 alchemists 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 | |
| alchemists have to train all three aspects, and be ready at any | |
| time. | |
| - Spellbook Spell Gain Requirement: State of the Mind: This is | |
| the first aspect of requirements that the alchemist must meet in | |
| order to unlock new spells in their spellbooks. This first | |
| aspect is the emotional state of the alchemist, 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 alchemists find that the bonds of | |
| their friendships and family connections often lead to stronger | |
| spells and faster spell unlocks, as many alchemists are about | |
| unity among the alchemists, and work together among the clans | |
| for the benefit of the tribe. 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 alchemists can | |
| only strengthen their minds and learn to utilize their emotions | |
| properly to more easily reach states that might help the unlock | |
| new spells. | |
| - 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 alchemist knows what will unlock their spells | |
| until the spell actually unlocks. The best thing that an | |
| alchemist can do is continue strengthening their abilities, | |
| their alchemic magic, and the aspects of 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, 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. | |
| Black Book of Darkness Unique Spells: | |
| - First Spell: Shidosen: Also known as the Shadow Bullet spell, | |
| this spell is the first spell in Kiren's spellbook. This is a | |
| basic attack spell, where Kiren attacks with pressurized | |
| darkness projectiles. These projectiles are formed into | |
| bullet-like projectiles which are fired from Kiren's hand. These | |
| darkness projectiles are fired at opponents with incredible | |
| speed, and when they hit, they do severe impact damage. Just one | |
| bullet, despite being the size of a golf ball, is strong enough | |
| to shatter one's ribs completely with its impact force, so one | |
| should not underestimate just how powerful these can be. In | |
| addition, Kiren can also fire this spell in rapid succession, as | |
| he can keep firing projectile after projectile with incredible | |
| speed. This allows Kiren to not only attack an enemy with a | |
| powerful attack, but he can even use this to fire a flurry of | |
| shadow bullets which can be used to either trap someone, or keep | |
| them on the defensive. Kiren can keep firing these projectiles | |
| for quite some time, as this doesn't take too much energy. In | |
| addition to the physical damage of the shadow bullets, the | |
| bullets also burn to the touch, where the bullets use negative | |
| energy to burn opponents where they hit. And as one might guess, | |
| Kiren's bullets can also draw some of an opponent's life force | |
| if they hit, due to the ability of the Black that is in these | |
| shadow bullets as well. This spell is not only good for doing | |
| severe damage to opponents, but also to destroying objects, as | |
| the flurry of shadow bullets can cause severe damage to an area, | |
| such as blasting through a wall, or being used to blast objects | |
| to pieces. This can be used creatively depending on what Kiren | |
| wants to do, and is his most simple attack spell that doesn't | |
| take a whole of energy. However, as a simple spell that doesn't | |
| cost much, this isn't nearly as powerful as some of the other | |
| attacks that Kiren has at his disposal. This can also be dodged | |
| like any other projectile ability, as these bullets may be fast, | |
| but they are fired from Kiren's hand so they can be predicted | |
| and dodged if an opponent knows what's coming. Blocking is a bit | |
| difficult with the pure physical force, but some stronger | |
| opponents might also be able to block these as well. | |
| - Second Spell: Shidoron: Also known as the Shadow Strangle | |
| Spell, this spell is designed to restrain and crush opponents. | |
| When used, this spell creates shadow tendrils from the | |
| opponent's shadow (or whatever shadow Kiren focuses the spell | |
| through), and the tendrils shoot out from the shadow. The | |
| tendrils then attempt to wrap around and trap an opponent, where | |
| the tendrils can either be used to just hold them in place, or | |
| the tendrils can put pressure on an opponent and be used to try | |
| and crush them using the tendrils. By focusing on specific | |
| shadows, Kiren can dictacte not only what shadows this attack is | |
| spawned from, but can control who is attacked by the tendrils. | |
| And thanks to the power of this spell, the tendrils also do | |
| burning damage to opponents due to the power of the negative | |
| energy used in the darkness. In addition, this allows Kiren to | |
| use the power of the Black through the shadows, where he is able | |
| to absorb life energy from those he traps with this, or those | |
| who are in physical contact with the shadow tendrils. When used | |
| properly, this is a great spell for trapping and entangling an | |
| opponent, and can be used strategically on just about any | |
| shadow. Depending on the size of the shadow, more or less | |
| shadows can be used to restrain an opponent, depending on the | |
| size of the shadow used. For example, a larger opponents shadow | |
| will have more shadow that can be used, and will be far more | |
| likely to restrain them, while smaller opponents will have | |
| smaller shadows with less darkness being used. If used using an | |
| opponent's shadow, there will usually be enough shadows to | |
| restrain them, since using their own shadows for this skill is | |
| tailored to their individual size (usually smaller opponents are | |
| weaker and don't take as much energy, while larger opponents | |
| take more energy and more shadows to restrain). If one wants to | |
| counter this spell, the best way is with light attacks, or one | |
| can use certain holy skills to counter this. Energy defense also | |
| works, as long as one takes into account the energy absorbing | |
| abilities of the darkness. When used on an opponent's shadow, | |
| this is very hard to dodge (as their shadow moves with them), so | |
| opponents usually have to destroy the tendrils in order to | |
| escape this spell. | |
| - Third Spell: Shidona: This spell is another attack spell, | |
| which is designed to spear and restrain opponents. When used, | |
| this spell fires spears from the shadows that are focused toward | |
| a single spot (usually an opponent). The spears are fired from | |
| the shadows, and have chains made of shadows connected to the | |
| spears. When fired, the spears are fired at an object or person, | |
| and then the spears are meant to pierce and stick in the | |
| opponent or object. If done correctly, the spears will hit them | |
| from all directions to overwhelm them. Once the spears have | |
| stuck themselves into the person they are focused on, the chains | |
| that are connected to the shadows make it so that the user | |
| cannot move easily, as the spears and chains restrain an | |
| opponent. This is meant to hit an opponent from all sides and | |
| make it so that the opponent will be heavily restricted in | |
| movement, with many often getting stuck in one place while this | |
| spell is active. While this spell can kill opponents, it's main | |
| ability is restraining and trapping opponents. This is best used | |
| on opponents fighting on their own, but can be used on a group | |
| to try and restrain a group if they are all in one place. | |
| However, when used on a group, often this may or may not | |
| completely restrain opponents and may only restrain parts of | |
| them (Such as spearing one's limb will restrain the limb but not | |
| the rest of the body). If used on a single opponent, this hits | |
| them from multiple angles and usually works to restrain more of | |
| them depending on where the spears hit them. And thanks to the | |
| power of the Black that Kiren uses, he can also utilize this | |
| spell to drain opponents of their life force if the spears do | |
| manage to hit the opponent. For the most part, this spell isn't | |
| really meant to kill opponents, and the only way it usually | |
| kills opponents is if the Black drains all of one's life force, | |
| or if the spears hit vital organs (which can happen). If one | |
| wants to avoid this spell, it is difficult, but one can usually | |
| move above in order to dodge the spears (as long as one isn't in | |
| a room or a place with a ceiling) or one can use a short range | |
| teleportation to avoid the attack. One can also use certain | |
| barrier arts to block this. While this does pierce barriers, one | |
| can use the barriers to take the hit and then the attack will be | |
| useless on the opponent once the spears had already hit a | |
| surface and lost their attack momentum. | |
| - Fourth Spell: Rin Shidoreis: This is a spell that's designed | |
| to restrain or trap opponents, in which this purposes main spell | |
| is to limit an opponent's movement. When used, this spell fires | |
| rings at an opponent, which are designed to attach to their | |
| wrists or ankles or could attach to an object. This spell fires | |
| four rings of darkness, which are fired at the limbs | |
| specifically or on an object. When fired, the four rings will | |
| attempt to attach to the limbs, and if successful the full | |
| effects of this spell will be exerted on the limbs affected by | |
| these rings, or if an object is affected, the object's weight | |
| will increase dramatically and may be too heavy to carry. When | |
| affected, these rings exert immense weight using gravity | |
| manipulation using darkness energy. As long as this spell is in | |
| effect, this will weigh down any limbs that have these rings, | |
| with immense weight. Stronger opponents may be able to still | |
| fight with these rings affecting them, but the immense weight | |
| will slow down even the strongest opponents to some degree. This | |
| technique stays active as long as Kiren can keep up the spell | |
| with his magic energy, and can be used on opponents as long as | |
| the ring connects to at least one of the opponent's limbs or an | |
| object to be affected. Once on the opponent, the rings attach | |
| and cannot be removed unless they are destroyed with energy | |
| negation weapons/powers/items. This affects the limbs that are | |
| connected with these rings, and once affected, many opponents | |
| won't be able to use the limbs affected. And when this is in | |
| effect, Kiren's power of the black can also weaken enemies by | |
| draining their life force (though this process is much slower | |
| with this skill due to the main focus being on the ring's effect | |
| on the body of the opponent this is used on). For the most part, | |
| this skill is a very dangerous spell if it hits an opponent, but | |
| an opponent can still dodge or block these rings if they know | |
| how the attack works. And once attached, Kiren cannot use any | |
| other spells while this is active (as this spell must be | |
| deactivated to use another spell as this is an active use | |
| spell). And as mentioned, energy negation powers, items or | |
| weapons can also be used to break these. Due to the intense | |
| gravity of the darkness in the rings though, it is worth noting | |
| that light cannot break these rings, as the darkness works like | |
| a black hole on light due to the gravity. This also doesn't do | |
| damage on its own, unless the weight is too much for an opponent | |
| and breaks their limb (which does happen to weaker opponents at | |
| times) or the rings absorb life energy. | |
| - Fifth Spell: Shido Furiega: This spell is another attack spell | |
| known as the Shadow Fire spell, where the spell is designed to | |
| be used in combat against opponents offensively. When used, this | |
| spell creates a darkness based flame that ignites at the tip of | |
| the index finger. When used, Kiren can simply hold his finger | |
| toward an opponent, and the flames will ignite an area, where | |
| the black flames will ignite like a flamethrower over the area | |
| in front of where he is pointing at. This spell is pure darkness | |
| that absorbs heat and burns once exposed to oxygen and hydrogen | |
| in the air. While in effect, Kiren can use this to attack | |
| enemies, where he simply needs to point at whatever he wants to | |
| shoot the fire from his finger at. This spell is designed to | |
| attack and burn opponents, in which those that are hit with this | |
| will catch fire thanks to how this works. This power doesn't | |
| burn like normal flames, but instead uses energy as fuel to | |
| burn. When used, this can be used on opponents who use | |
| supernatural energies, and this will ignite these energies on | |
| fire with this black flame. As the flames burn the energy that | |
| the flames catch on fire, this in turn weakens an opponent as | |
| their energy supply is burned away by this flame. This also does | |
| physical burning damage, in which this can still burn opponents | |
| just like any other flames. These flames are not too different | |
| from Kiren's Darkfire black flames, in that these flames burn | |
| much hotter than normal flames and can even consume other | |
| flames. This can also use the Black to absorb life energy, where | |
| the spell can be used to burn opponents and take their life | |
| energy while the spell is affecting them. This spell is a useful | |
| attack spell, where Kiren is able to use this on either a single | |
| opponent or even use this on a group of opponents. This also | |
| bypasses flame immunities, due to this working as a form of | |
| darkness rather than as a flame. This can however, be defended | |
| against like any other flames as long as one takes into account | |
| the hotter flames, such as one could use certain water or ice | |
| abilities if they are cold enough. The flames can also be dodged | |
| or blocked, assuming one avoids physical contact with the flames | |
| to avoid the Black absorbing the opponent's life energy (So | |
| objects can block this spell from absorbing life energy). | |
| - Sixth Spell: Shidona Shizaruk: Known as the Shadow Claw spell, | |
| this spell creates darkness claws that Kiren can use to attack. | |
| When used, this forms claws of dark energy that form around | |
| Kiren's hand, and he is able to use this to attack enemies. This | |
| is similar to certain other claw spells, like Kain Silverfang or | |
| Silvio Mandretti's claw spells, where Kiren can call on these | |
| claws and then use them to attack enemies. When in use, the | |
| darkness is able to absorb energy and matter like a black hole, | |
| which allows the claws to pierce almost any substance as long as | |
| it can be affected by gravitational distortion as the attacks | |
| from these claws essentially separate matter at a spacial level. | |
| This spell stays in effect as long as Kiren has the energy to | |
| maintain the spell, and can be used alongside other spells. When | |
| used with other spells, some of Kiren's spells change shape | |
| slightly, such as if he uses his shadow bullets spell, he can | |
| fire sharpened claw bullets that take the form of spikes rather | |
| than normal bullet-like projectiles, or how the shadow fire | |
| spell will ignite from all the fingers when this spell is active | |
| instead of just the index finger, or even some of Kiren's later | |
| spells will be able to be used with this spell (which they have | |
| specific alterations that are made to be used when used with | |
| this spell). This spell not only allows Kiren to attack enemies | |
| with his darkness claws, but his darkness claws can also absorb | |
| life energy form those Kiren manages to make contact with, where | |
| Kiren is able to use his power over the Black in combination | |
| with this spell just like all of his other spells. When used, | |
| this spell is easy enough to dodge on its own as long as the | |
| user avoids the claws, and it is worth noting that blocking is | |
| not a good idea unless one has defense against dimensional | |
| distortion abilities or dimension cutter abilities. However, | |
| unless Kiren uses another spell with this, one can just avoid | |
| the claws, as the claws don't fire any projectile attacks on | |
| their own unless Kiren uses a spell or uses werewolf combat | |
| training to fire something like a claw slash wave. Any spell | |
| used is mostly still countered the same way, except that some | |
| are more powerful or have more piercing ability. | |
| - Seventh Spell: Shidoruga: This technique is known as the Twin | |
| Shadow Blade spell, and is another attack spell designed to | |
| attack enemies. When used, Kiren focuses energy into both | |
| hands, and then raises them. Once his darkness energy is | |
| focused, Kiren then brings his hands down in a claw-like slash X | |
| motion, and the darkness creates two twin slashing waves. This | |
| creates an X shaped slashing wave of darkness energy, which can | |
| slice through opponents. This spell is designed to pierce | |
| defenses, in which the two slashing waves not only are sharp | |
| enough to slice through metal, but the darkness itself absorbs | |
| matter similar to a black hole. This skill allows Kiren to | |
| attack enemies with a concentrated attack slashing wave, and is | |
| designed solely for piercing defenses. This spell is a very | |
| strong spell, and can even slice through adamantium and | |
| vibranium due to it having dimension cutter properties. This | |
| spell is fired from the front of Kiren, and fired in a straight | |
| line towards an opponent. This technique also moves with immense | |
| speed, in which it is naturally enhanced with a speed | |
| enhancement power using Kiren's Celerity Projectile training. | |
| This spell also has a special form when fired from Kiren's | |
| shadow claw spell, in which the slashing waves come from each | |
| finger, creating a net-like slashing wave with five individual | |
| slashing waves that make the technique much harder to dodge when | |
| factoring in the speed of the waves when they are fired at | |
| opponents. And just like his other darkness spells, Kiren's | |
| slashing waves can also absorb life energy from opponents while | |
| the wave is in physical contact with the opponent, thanks to the | |
| Black ability that is infused into this darkness. If one wants | |
| to dodge this, they must not only be able to react, but move | |
| fast in order to avoid the speed at which this technique | |
| travels. This is also a technique that one should never attempt | |
| to block unless one has a way to defend against dimension cutter | |
| attacks. Dodging this is possible, and can be done more easily | |
| if an opponent predicts the attack (as one can usually see while | |
| Kiren is creating the wave that it will be a projectile attack | |
| fired at an opponent). | |
| - Eighth Spell: Shidoruki: This spell enhances the Kiren's aura | |
| with darkness power, in which Kiren becomes clouded in a black | |
| aura that enhances all of his natural stats immensely using | |
| darkness amplification. This temporarily enhances Kiren's | |
| physical stats while in effect, allowing him to fight tougher | |
| opponents and increases strength, speed, stamina, durability and | |
| defense immensely. This can amplify Kiren to the point that he | |
| can move with enough speed to disappear, and grant him immense | |
| strength that surpasses some supernatural enhanced strengths | |
| depending on the opponent's physical stats. This spell is | |
| somewhat similar in nature to things like ki amplification, aura | |
| amplification and other energy amplifications, but instead uses | |
| darkness amplification to empower Kierra. This spell is always | |
| visible by the black 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 Kiren can't combine | |
| this with other spells to amp this spell, or attack using long | |
| distance attacks. However, while in effect, if Kiren has his | |
| shadow claw spell active, Kiren can keep his shadow claw spell | |
| active while he is using this spell, allowing him to utilize his | |
| shadow claw spell alongside his enhanced stats. And when this | |
| spell is active, Kiren is even able to utilize his powers over | |
| the Black to more easily absorb life energy, in which his | |
| darkness aura draws in and absorbs life energy from anyone who | |
| is within 10 feet of Kiren. Also, Kiren's aura is able to absorb | |
| light energy when used, and makes light powers unable to be used | |
| on him without the spell's aura absorbing the light like a black | |
| hole (which happens to any light power used on Kiren while this | |
| aura is active). 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 Kiren can't | |
| really combine any other powers with this ability unless they | |
| are physical combat-based abilities. The amplification is also | |
| dependent on Kiren's physical stats at the time of | |
| amplification, and only amplifies the stats to a certain degree. | |
| - Ninth Spell: Shidorosen Faigar: This spell is known as the | |
| shadow lava spell, or sometimes also called the shadow dragon | |
| breath spell. This spell, when used, allows Kiren to breathe a | |
| shadow-type lava on his opponents in order to try and overwhelm | |
| them. This spell uses darkness that has been form changed to a | |
| more solid form combined with heat that creates flames to create | |
| a shadow lava that combines the flames and shadows together into | |
| this shadow lava which can be used on opponents. When the spell | |
| is used, Kiren breathes this shadow lava over an area, in which | |
| he breathes this similar to a dragon's elemental breath. This | |
| spell is an attack spell, in which Kiren can use the spell to | |
| damage opponents, or even trap them if he can breathe enough of | |
| this shadow lava to cover an opponent (thus trapping them in the | |
| lava). If trapped in the lava, the lava can be solidified and | |
| trap the opponent until they either burn to death or suffocate | |
| (depending on what they are vulnerable to). Another way to use | |
| this is to release it over an area to create a ground trap, in | |
| which Kiren can breathe this over an area to make the floor to | |
| dangerous for normal opponents to stand on (in which stepping on | |
| the ground means stepping in the shadow lava). The shadow lava | |
| able to do both darkness and lava type damage to opponents who | |
| are affected by it. And as one might guess, Kiren's power over | |
| the Black applies to this spell as well, where this spell can | |
| absorb life energy if the lava makes physical contact with an | |
| opponent. This is a very useful attack spell, in which Kiren can | |
| use this for a few different purposes. This can be used to | |
| attack opponents directly, be used to make an area unable to be | |
| traversed with shadow lava on the ground, or can also be used to | |
| counter certain other elemental techniques like ice techniques. | |
| Typically, the best way to counter this is to avoid where Kiren | |
| is facing, in which moving where Kiren cannot breathe this | |
| spell's effect on an opponent can avoid it completely. Since | |
| Kiren breathes this, the simple tactic is to stay behind Kiren | |
| where Kiren cannot attack without turning his entire body. This | |
| can also be countered with cold enough ice powers, in which cold | |
| enough ice powers like dry ice can actually counter lava | |
| manipulation. | |
| - Tenth Spell: Dioga Shidorareis: Known as the Dark Gravity Bomb | |
| spell, this spell is another attack spell that can be used to | |
| attack enemies. When used, this spell creates immense gravity | |
| that is used for a few different purposes. This spell starts by | |
| creating a giant ball of glowing dark energy that creates | |
| gravitational distortion, in which the area around the gravity | |
| attack becomes extremely heavy. This can be used a few different | |
| ways, but usually this is used to attack enemies in some | |
| fashion. However, the heaviest gravity of this attack is the | |
| area under the gravity ball, in which the gravity is pulled down | |
| by the gravity of the earth (making the area between the gravity | |
| ball and the earth extremely dangerous). The first way this is | |
| used is to use the gravity to affect enemies, in which there are | |
| a few ways Kiren can do this. The first is the best way to use | |
| this, in which the way this is meant to be used is that Kiren is | |
| meant to get above an opponent and then use this spell to fire | |
| this spell down on an opponent. This method takes advantage of | |
| the intense gravity that is pulled down from the gravity ball, | |
| and any enemy or projectile caught in this will usually be | |
| crushed by the gravity. The other method is to fire this | |
| directly at the opponent and try to catch an opponent inside of | |
| it. If an opponent is caught inside of it, the gravity ball will | |
| use intense gravity to try and crush an opponent from all sides, | |
| in which the gravity will affect the opponent who is caught in | |
| this. The last way this can be used is to absorb energy, in | |
| which the gravity ball's gravitational distortion has an | |
| absorption effect on energy used on it. Thanks to this effect, | |
| Kiren can also use this to block projectiles, in which the | |
| energy is drawn into the orb when the projectile hits the orb. | |
| This is a way that Kiren can not only attack opponents, but use | |
| this to stop enemy attacks as well. If one wants to stop this | |
| attack, the best way is to keep as much distance as possible | |
| from the attack itself. Once close, the gravity effects will get | |
| stronger the closer one is to the attack, so opponents should | |
| avoid this at all costs. Kiren also has to be careful when using | |
| this, because even though he isn't affected, his allies can be | |
| affected by this spell as well. | |
| - Eleventh Spell: Ion Shidorei: This spell is known as the "Dark | |
| Gravity Ray" spell, in which this spell creates a large ray of | |
| gravitational energy. When used, this spell releases a wave of | |
| dark energy that affects gravity, which is released from Kiren's | |
| hand. This spell creates a wave of intense gravity, where the | |
| wave coming from Kiren's hand spreads out over an area wherever | |
| Kiren's palm is pointed toward. This wave is fired from Kiren's | |
| hand, and fired outward. The wave is extremely powerful, and | |
| able to affect an area with gravitational energy. When used, | |
| this spell is able to flatten areas with immense gravity, and | |
| can not only affect objects, but can affect opponents and energy | |
| as well. This wave can affect opponents caught in it, in which | |
| the gravity will often force them to the ground with some weaker | |
| opponents being crushed to death. This can also be used to | |
| affect energy projectiles that are used, in which this spell can | |
| also be used to stop projectiles (though this isn't its main | |
| purpose and there are better ways to stop projectiles than this | |
| spell's intense energy cost). This spell starts at a point in | |
| front of Kiren, and then moves outward in a triangular motion. | |
| This spell is strong enough that it can flatten an area, even | |
| affecting metallic objects due to the gravitational force of the | |
| attack. Kiren can also move this attack by moving his hand, | |
| where he can move the attack to affect another area by moving | |
| his hand, although he can't move as fast when he's using this | |
| spell, due to it requiring strength to move the wave. This spell | |
| can be kept active as long as Kiren has the energy to do so, but | |
| this spell, while powerful, takes a lot of energy to maintain | |
| for a long period of time so this can only be used effectively | |
| in short bursts unless Kiren is willing to put more energy out | |
| for this spell. Also, this wave stops at about 75 feet from the | |
| point of origin of the wave, and even when moved, that distance | |
| doesn't change. If an opponent wants to avoid this, then they | |
| simply need to stay behind Kiren, as Kiren cannot move this | |
| easily once its cast. If they are in front of Kiren, moving to | |
| the side is essential to avoiding this attack. However, it is | |
| worth noting that some stronger opponents can overcome the | |
| effects if they aren't as affected by gravitational force, or | |
| can use gravitational or space/time distortion to protect | |
| themselves from the gravitational effects of this spell. | |
| - Twelveth Spell: Shideoshi: This spell is known as the Dark | |
| Barrier spell, in which Kiren uses this spell to create a | |
| defensive barrier around him. When activating this spell, Kiren | |
| holds his hands out to the side, and then creates a barrier of | |
| dark energy around him. This creates a spherical barrier that | |
| can be used by Kiren to defend himself. When used, this barrier | |
| is strong enough to counter most attacks, whether they are | |
| physical, energy-based, or even dimension cutter attacks. The | |
| reason this technique can block almost any attack is because of | |
| how the dark energy works. The dark energy in this spell swirls | |
| around Kiren, and creates a black hole type gravitational | |
| distortion affect that absorbs energy and physical matter from | |
| what comes into contact with the barrier. That is estimated to | |
| be the reason this spell is not only the only defensive spell | |
| that Kiren has in his arsonal of spells, but is also the reason | |
| this is such a high level spell despite its barrier type spell | |
| nature (as many gain defensive spells earlier in their | |
| spellbooks usually). This spell is strong enough that it can | |
| absorb anything that is thrown at it while it is active. This | |
| spell can absorb physical attacks, physical attack waves, and | |
| even energy attacks. Not even light is able to penetrate this | |
| particular spell as it too gets absorbed by the barrier (meaning | |
| that opponents cannot break this spell with a concentrated light | |
| power like most darkness users). This is able to absorb not only | |
| energy though, but absorbs physical matter that comes into | |
| contact with this, including being able to absorb enemies who | |
| try to charge the barrier. If caught in the barrier's black hole | |
| effect, whatever is caught in it is destroyed when the spell | |
| dispels, as the spell crushes and distorts anything inside of it | |
| to the point that it is torn apart and the matter inside is | |
| destroyed with the spell dispels. If one wants to avoid this, | |
| the best method is to not make contact with the barrier, and | |
| just wait out the spell. Because there is almost nothing outside | |
| the barrier that can attack Kiren, it is best not to waste time | |
| and energy trying. This spell costs a decent amount of energy, | |
| so Kiren cannot keep this active for too long, though it isn't | |
| as costly as many would think. And while this spell is active, | |
| both Kiren and the barrier cannot move at all. | |
| - Thirteenth Spell: Gigano Shido Furia: This spell is known as | |
| the "Giant Twin Shadow Ball" spell, where this is currently | |
| Kiren's strongest attack spell and the latest spell Kiren has in | |
| his spellbook. When using this spell, Kiren creates two giant | |
| balls of shadow based lava (one held in each hand). This spell | |
| uses darkness that has been form changed to a more solid form | |
| combined with heat that creates flames to create a shadow lava | |
| that combines the flames and shadows together into this shadow | |
| lava, which is then condensed into two large balls of dark | |
| shadow powered lava. Once created, Kiren holds the two large | |
| balls of shadow lava, and then he can throw them at opponents | |
| when he chooses to. When used, Kiren has the choice on when he | |
| wants to throw these, and can hold on to these as long as he | |
| doesn't cast another spell (in which case this spell will | |
| dispel). When thrown, these orbs explode on impact, creating | |
| explosions of shadow lava that not only damage opponents, but | |
| spread lava over an area that can either be used to trap an area | |
| with shadow lava, or be used to try and affect enemies in an | |
| area with shadow lava. When these orbs explode, the force is | |
| strong enough that many who are caught in it will suffer far | |
| more force than normal explosions, in which the condensed | |
| shadows and heat will create an explosion that can obliterate | |
| many enemies with not only the shadow and flames, but with the | |
| pressure and gravitational distortion of the orbs attacks | |
| (meaning those immune to darkness and/or flames are still | |
| affected by this power). When the shadow lava is spread out over | |
| an area, this shadow lava stays for up to 15 rounds, and can | |
| melt objects that come into contact with the lava (making it | |
| dangerous to touch, and trapping the ground means that users | |
| have to be careful where they step if there's shadow lava on the | |
| ground unless they have immunity to darkness and lava | |
| manipulation). The best way to avoid this spell is to move away | |
| from the explosion (blocking is not recommended), or one might | |
| be able to weaken the effects with strong enough energy defense. | |
| As for the shadow lava that comes from this technique, one can | |
| try to use cold enough ice to freeze the lava, but only cold | |
| enough ice like dry ice is able to freeze this lava enough for | |
| it to no longer be a threat (which is much colder than normal | |
| ice). | |
| The Black/The Rot Avatar Abilities: | |
| - Avatar of the Black: This is perhaps one of the biggest taboos | |
| among anyone who knows about the Parliament powers. Unlike the | |
| other Parliaments, the Black will take anyone who seeks their | |
| power (though they do have a limit on how many people they allow | |
| with this power). Unlike what people think, the Black doesn't | |
| want to destroy the world, but they want to feed on life. | |
| Avatars of the Black become empowered by the force of death, and | |
| become connected to the death realms like the Veil and Shadow | |
| Realm. Users of the Black gain powerful death manipulation, in | |
| which they can use death energy to rot away living things, use | |
| their death energy to create undead, and feed on life energy of | |
| most living things. Users of this power become enemies of all of | |
| the other Parliaments, and feed on any of the Parliaments powers | |
| that they can as a result of this. When they absorb the life | |
| energy of other forces and of other beings, those with the Black | |
| gain power as time goes on, and become more powerful forces. The | |
| Black is a force of its own, and doesn't work with any of the | |
| other forces despite life and death needing to remain balanced. | |
| Users of the Black absorb life energy through touch, and some | |
| advanced users can even control darkness infused with death | |
| energy. Some advanced users are even able to call on dark | |
| spirits to help them, since it is believed that some members of | |
| the Black and some of the minds of the Parliament of Decay are | |
| servants of Xeles. Typically, the Gray and the Bright are the | |
| two best people to fight the Black, as the Black is able to | |
| absorb the powers of the other Parliaments. While they can | |
| absorb the power of the Bright, doing so damages them physically | |
| due to the Bright's energy being able to burn away the Black's | |
| power, so the Bright is usually able to do physical damage to | |
| users of the Black. The Gray also has ways to counter the Black, | |
| though this is a double edged sword since the Black can directly | |
| feed on the Gray. The Black's life absorption can be overwhelmed | |
| though, as they can only handle absorbing so much life. Other | |
| than their life absorption, the Black's death energy can be | |
| countered by anything that counters death, with holy power also | |
| working against most users of the Black. When the Black appears, | |
| all life forces of the other Parliaments will often work | |
| together to fight the Black. Kiren is a user of the Black, and | |
| has been using it for many years, including learning scientific | |
| ways to break down materials that the Black can use to feed on. | |
| - Avatar of the Black Base Power: Connection to the Black/the | |
| Rot: After a user gains the power of the Black/the Rot, the | |
| first thing they do is gain a special connection to the | |
| Parliament of Decay and to the force of the rot. This force is a | |
| force of death that seeks to feed on almost all forms of life. | |
| When used, this force of death comes from deep within the | |
| balance of life and death, hidden in the energy of death. Users | |
| can learn to tap into it with the Black, and this becomes the | |
| basis of all of their powers in the Black. This power allows a | |
| user to absorb life energy and feed it to the Black, and in | |
| turn, the Black makes the user more powerful. This connection | |
| becomes a passive ability that allows the user of the Black to | |
| connect to the Black, and is a very necessary power for them to | |
| have in order to utilize their abilities. This power builds a | |
| basis in the powers of tapping into the Black, and almost all | |
| powers come from first tapping into this. even abilities like | |
| decaying energy or using death energy for necromancy require | |
| connections to this force. Whether one is a servant of Xeles or | |
| trying to keep the balance of life and death, this connection | |
| allows a user to tap into the balance of life and death and they | |
| are able to sense life and death energies through their | |
| connection to the Black. When using this, users can hear the | |
| Parliament of Decay, in which they will often commune with those | |
| that have or desire this connection. This is a power that one | |
| cannot access without connecting to the Black, and must either | |
| make a deal to become an avatar of the Black, or must be | |
| recruited by the Black. However, unlike the other parliament | |
| forces, the Black will often take anyone who wishes to join | |
| their group, and they have no problem calling on people by | |
| overing them power. Since the Black will take anyone they can | |
| get (whether they are seeking to balance life and death or | |
| follow members of the Black that serve Xeles), there isn't much | |
| limit on who can become an avatar of the Black. Those with this | |
| connection will permanently lose any connection to any other | |
| parliament force though, and those that join the Black will be | |
| hunted down by other Parliament forces no matter who they are. | |
| - Avatar of the Black Power: Black Ooze Generation/Manipulation: | |
| This is a power that is the basis of most users of the Black, | |
| which is also known as the "Living Darkness" by other Parliament | |
| forces. This power uses black ooze generated by death energy, | |
| and using a connection to the Black. This ooze is made of | |
| darkness combined with death energy, but instead of being like | |
| the deathly darkness that death wraiths use, this power instead | |
| is more death based than darkness based. This ooze has all the | |
| powers of the Black, in which users can use this ooze to do | |
| things like absorbing life energy, decaying and absorbing solid | |
| matter. This ooze is known as the Living Darkness because it | |
| seems to have its own consciousness connected to the Black, | |
| similar to how Whispering Darkness has its own consciousness | |
| connected to Xeles (which is often why this is favored more by | |
| those loyal to Xeles than other parliament forces). Users of | |
| this are able to call forth and control this ooze as needed, | |
| being able to utilize its abilities as the main use of the | |
| Black's connection. There are a number of ways to use this, but | |
| users use this as their main power and can control this ooze | |
| based on what they want to do. For example, one could release | |
| this ooze on someone through physical touch, or one could | |
| release this ooze along the ground and absorb life energy of the | |
| area around them (such as absorbing life from the plant life | |
| around them). This also has other abilities such as decaying | |
| objects using death energy. This is far stronger than normal | |
| death energy, due to the fact that this power comes directly | |
| from the Black, which is a force of death itself. The major | |
| downside to this power is that the darkness does have its own | |
| conscious, and most of that conscious is dedicated to trying to | |
| satisfy its hunger. This ooze has an endless hunger which it is | |
| always trying to satisfy, whether its by absorbing life or | |
| absorbing physical matter through decaying and consuming | |
| objects. As far as countering this power, the best way is to use | |
| fire or lightning (something that can burn the ooze). Since the | |
| Bright is also a force of "destruction" in that it can burn away | |
| both life and death forces, powers of the Bright are great for | |
| fighting the Black (but only if one knows how to fight forces of | |
| death, as it's slightly more complicated than just setting the | |
| Black ooze on fire). The best way to avoid the ooze is to avoid | |
| physical contact, and as long as one doesn't make contact with | |
| it, they can avoid having the effects of the ooze. | |
| - Avatar of the Black Power: Black Ooze Matter Decay/Absorption: | |
| This is one of the primary abilities of the black ooze that the | |
| Black produces. The black ooze of the Black is able to absorb | |
| physical matter, using death energy to decay and decompose | |
| objects as it absorbs physical matter. Many often see the ooze | |
| as "digesting" physical matter in this regard, where they see it | |
| decaying and decomposing objects as they are absorbed and | |
| compare it to matter being digested. The black ooze is able to | |
| decompose almost any matter, and can absorb the matter once its | |
| fully decomposed. This power uses physical contact, and uses the | |
| death energy of the ooze, in which the connection to the Black | |
| feeds on the matter by decomposing it. This is one way to feed | |
| the hunger of the Black, though it isn't as effective as | |
| absorbing life energy. This process is very effective, not just | |
| on organic matter, but non-organic matter. While it is far more | |
| difficult to decay non-organic matter, many users of the Black | |
| will often find a way to do so by using the black to overpower | |
| matter. Typically, it takes scientific knowledge to break down | |
| some materials, in which some users have had to have strong | |
| scientific knowledge of decomposition and decay in order to | |
| break down certain materials. However, because almost any matter | |
| decays, there is usually a way to do so (if the user knows a way | |
| to). For the most part, this is not only effective on objects, | |
| but on other creatures as well. By grabbing someone or | |
| something, the user can use the black ooze to decompose and | |
| decay the body starting where they are in contact with the ooze. | |
| However, this only works when in physical contact with the ooze, | |
| and requires the user to know how to break down a substance. | |
| While organic beings are easy, non-organic objects are much | |
| harder to break down. For example, glass (especially current | |
| manifactured glass) and plastic are examples of objects that | |
| most don't know how to break down or decompose, so there are | |
| some objects that are not able to be decomposed. Depending on | |
| the time something decays, this can also effect how long it | |
| takes to decompose something. Even with easy to decompose | |
| materials though, this is not an instant process and requires | |
| time depending on the material or creature the ooze is trying to | |
| affect (For example, a person would slowly decompose at the | |
| point of contact with the ooze, having time to get away from it | |
| before taking too much damage). As before, the best way to stop | |
| this is with plasma based energies like fire and lightning that | |
| can destroy the Black's ooze (as long as its not life energy | |
| based). | |
| - Avatar of the Black Power: Life Energy Absorption: This is the | |
| other main ability of the black ooze of the Black, and the main | |
| ability people know the Black for in general. Users of the Black | |
| can absorb life energy, whether it's using the black ooze, or | |
| using a power they have that they connect to the Black. And when | |
| they absorb life energy for the Black, the Black can in turn | |
| make the user more powerful since the Black feeds on the life | |
| energy absorbed and uses the process to grant more power to the | |
| avatar of the Black. Depending on the user, some can focus other | |
| powers and combine them with the Black, such as one user who was | |
| able to combine it with water manipulation to try and drown | |
| people while decomposing them. Whether using the black ooze or | |
| using their own power or physical combat, this only requires | |
| physical contact with something with life energy. Usually, users | |
| of the Black will use the black ooze, as the ooze can move on | |
| its own and absorb life energy farther away than one's own | |
| physical reach. The other popular method is to find a power that | |
| they can combine with the Black in order to allow a long range | |
| contact with the Black. The idea is that once in contact with | |
| something connected to the Black, the Black can absorb energy | |
| from someone. Users of the Black can even use their physical | |
| body to physically contact opponents or living things and absorb | |
| life energy through physical contact. Because of this, some | |
| users may rely on physical combat that can restrain or disable | |
| people so they can grab them and drain their life energy. This | |
| power doesn't take the soul, but does drain the life from the | |
| body, killing the creature being drained if enough life energy | |
| is drained. Because the Black has an endless hunger for life, it | |
| is important to know that the Black can absorb as much life | |
| energy as they want to take, so users are usually not able to | |
| overwhelm the Black by just using a lot of life energy. However, | |
| users that want to overpower the Black are best using something | |
| to destroy the Black, such as fire or lightning, whether it's | |
| the Bright or just normal elemental fire or lightning. By using | |
| destructive elements like fire and lightning, users can usually | |
| destroy conduits of the Black with the right strategies. This | |
| does also require physical contact, and all an opponent has to | |
| do to stop this is break contact with a user of the Black or | |
| whatever the Black is using a as a conduit (like the black ooze | |
| or a power of the user). | |
| - Avatar of the Black Power: Aura of Death: Those that gain the | |
| power of the Black gain something else in addition to the black | |
| ooze of the Black. Users of the Black gain a powerful aura of | |
| death, in which their very being radiates the Black's death | |
| energy. While this is not too different from normal death | |
| energy, users of the Black gain a powerful death aura that can | |
| feed on the life energy around the aura, and users of the Black | |
| can use their aura for different attacks. For the most part, | |
| this is similar to any supernatural aura except that this power | |
| uses death. Unlike creatures like death wraiths and grim reapers | |
| though, users of the Black become more like living | |
| manifestations of the force of death. Depending on how its used, | |
| this is often manifested into two different forms. The first | |
| form of this aura is the default where users of the Black are | |
| incarnations of death and become almost like a balance, bringing | |
| death to areas that require it in order to make way for new | |
| life. In this regard, the feeding of life energy is controlled, | |
| and users learn to control their aura to only release it when | |
| they want to feed on life energy. However, the second is for | |
| those that ally with Xeles (as there are many with the Black who | |
| work for Xeles or Phantom), their aura becomes more like a | |
| connection to the Deep Shadow Realm, and the part of the Black | |
| that goes into the Deep Shadow Realm can empower the user with | |
| other ablities, like some users who are granted abilities by | |
| Xeles if they choose to work for him. For the most part, the | |
| aura option chosen is depedent on the user, and what they want | |
| to align with. Those that are more controlled and about balance | |
| often gravitate more towards the elder Death and some have even | |
| been known to become avatars of death for Death himself to help | |
| his reapers. However, those that use the second option (using | |
| the Deep Shadow Realm) will almost always gravitate towards | |
| Phantom and Xeles, and will become avatars to absorb life energy | |
| that is funneled to the Hell of Souls for dark spirits that feed | |
| on life energy. As one might expect from the use of the Black, | |
| fire and lightning are usually the best things to use, as fire | |
| and lightning utilize a different form of destruction than death | |
| energy does and can counter it. Burning away one's death aura is | |
| often the best way to counter this aura. | |
| - Avatar of the Black Power: Death Energy | |
| Empowerment/Regeneration: While users of the Black absorb life | |
| energy as their main ability, users of the Black are also | |
| empowered by death energy. While most often forget this, users | |
| of the Black gain empowerment by the force of death due to them | |
| being incarnations of the force of death. When absorbing death | |
| energy, users of this power can use death energy around them to | |
| empower themselves. By absorbing death energy around them, they | |
| can gain stronger power from their connection to the Black. The | |
| best aspect about this empowerment though is that users of the | |
| Black can use death energy to heal themselves, in which gaining | |
| death energy allows them to regenerate themselves since users of | |
| the Black become avatars of death. Using death energy, users | |
| gain the ability to regenerate using the energy, or they can | |
| simply just use the energy for empowerment. This works on most | |
| forms of death energy (as long as the power isn't corrupted in | |
| some way in wihch rare cases of life and death users might be | |
| able to corrupt life or death energy). When using this, any user | |
| of the Black can grow stronger with death energy, and the more | |
| death energy is in an area that they absorb, the stronger they | |
| can become from it. While they don't gain as much of a boost in | |
| power as they do with absorbing life energy, they do gain a fair | |
| amount of power. For users of the Black, this is a great means | |
| of powering oneself up in a pinch, and can work when there is | |
| not much life energy around them to absorb. This means that | |
| users of the Black can adapt to either life or death | |
| environments, as they can absorb life, or absorb death power. | |
| However, this doesn't grant too much power, and many users can | |
| still keep up with those that use this power. This power is more | |
| about simply powerup than being a transformation, so it only | |
| grants a slight increase in ability. It is also worth noting | |
| that this can also be countered if a flame user (or someone who | |
| can burn things away) burn away an area to burn away both life | |
| and death in an area. Because flame renews an area, it first | |
| takes away both life and death from an area when used properly. | |
| - Avatar of the Black Power: Rot Poisoning: When one uses the | |
| Black, they are able to force the Black's ooze into people's | |
| bodies (usually through injuries). By using the ooze on someone, | |
| there is a chance this could be absorbed into the body if one | |
| has an open wound or the ooze manages to find a way into the | |
| body. When used, this power allows a user of the Black to poison | |
| opponents with black ooze, where the black ooze usually is made | |
| to run throug their bodies. In small amounts, the ooze is not | |
| fatal, but will absorb small portions of life energy as long as | |
| it is inside the body. The more ooze that is in the body, the | |
| more life energy will be absorbed. When in the body, the ooze | |
| also causes major damage to the body, where the ooze is able to | |
| attack the body from within. Not only does the ooze absorb life | |
| energy, but the death force in the body causes physical rotting | |
| damage inside (usually in the blood vessels). The most dangerous | |
| thing though is if this damage spreads to the heart, which can | |
| rot away the inside of the heart and cause a cardiac tamponade | |
| where the blood can leak out and fill the area around the heart | |
| or cause a myocardial infarction (heart attack) if the rotting | |
| causes a clot in the heart. This can also do something similar | |
| to the brain, in which damage from the blood vessels can extend | |
| into the brain. This mostly depends on how deep the rot | |
| poisoning goes, and only becomes a problem if a user lets the | |
| ooze continue to cause damage. While lesser amounts are far less | |
| detectable, they are rarely ever fatal, and may only cause minor | |
| damage to the body. However, larger amounts are easier to | |
| detect, but cause far more damage much more quickly. If one | |
| wants to remove this poisoning, the best way is to filter out | |
| the poisoned blood, or use some kind of heat to destroy the | |
| poisoned blood (heat can be used no matter who someone is, so | |
| heat is often the easiest thing to access to counter this). Of | |
| course, this also ONLY works if the ooze gets into the body, so | |
| if it doesn't get into the body, this can't even affect others | |
| unless it finds a way into the body. | |
| - Avatar of the Black Power: Regeneration Destruction/Death | |
| Inducement: As a force of death, the Black is able to interrupt | |
| attempts to regenerate, and can induce death if attacking | |
| certain points in the body thanks to this ability. Those that | |
| are exposed and damaged by the Black can have their regeneration | |
| abilities temporarily halted, and with enough exposure, some can | |
| even have their regeneration abilities permanently damaged by | |
| the Black's damage. This can also be caused as a side effect of | |
| Rot poisoning, which enough exposure to the poisoning causes | |
| this effect as well. Users of the Black are able to attack using | |
| the Black's ooze, and when used, the ooze has the ability to | |
| utilize death power to essentially induce death energy onto | |
| someone. This is a very particularly dangerous power, in that | |
| users of the Black can kill most normal beings with enough | |
| exposure to the Black, which only requires them to have their | |
| opponents suffer enough of the ooze. And if this ooze pierces a | |
| kill spot (which is usually the heart or brain, basically a spot | |
| that can kill someone if it is destroyed), this can cause death | |
| in the person, as this will destroy a vital spot before the | |
| person can regenerate. As such, it's imperative for opponents to | |
| avoid contact with the Black as much as possible, and imperative | |
| to avoid the Black attacking vitals. Users of the Black have | |
| been known to permanently damage people's ability to use | |
| supernatural regeneration with this power, to the point that | |
| some permanently lose their regeneration. Of course, this is | |
| only with enough exposure to the ooze (as in enough of the ooze | |
| has caused damage that some of it causes permanent damage). Most | |
| of the time, the regeneration negation is temporary, but becomes | |
| permanent if the opponent doesn't stop avoiding contact with the | |
| Black's ooze. If lost, regeneration can only be regained by | |
| someone who can grant powers, or by using some form of tech | |
| regeneration (like cybernetic regeneration). This also doesn't | |
| affect tech regeneration, though it can be slowed. Since the | |
| Rithm (the tech force of the universe) is a fairly new force to | |
| the Black, the Black hasn't learned to counter everything it can | |
| do yet, which is why tech regeneration isn't nearly as | |
| vulnerable to this power as normal regeneration. | |
| - Avatar of the Black Power: Power Decay: This power is more of | |
| a side effect. When one is affected by the Rot poisoning of the | |
| Black, this is one of the side effects the body undergoes. When | |
| affected, people infected with the Black's ooze will suffer | |
| hiccups where they cannot use their powers, with the Black's | |
| damage to their body basically preventing them from using their | |
| supernatural abilities effectively. Since the Black absorbs life | |
| force, and the Black causes rotting damage in the body, the side | |
| effect is more an effect of the combination of the two. This | |
| causes powers to slowly lose the ability to be used, in which | |
| those afflicted with Rot poisoning will eventually lose the | |
| ability to use their powers completely. This damage starts out | |
| in small amounts, but if not treated, the Black's ooze will | |
| cause permanent damage to the body. Those afflicted with this | |
| can eventually lose all of their supernatural abilities if | |
| enough damage is done to the body. The only way to avoid this is | |
| to treat the Rot poisoning, which will also cure this as long as | |
| the Rot poisoning hasn't done extreme damage. If permanent | |
| damage is done, the only way to fix the damage is to find | |
| someone who can restore supernatural abilities, or use some form | |
| of artificial abilities (such as some may replace certain | |
| abilities with cybernetic upgrades). This only affects those | |
| with Rot poisoning (which means that the opponent has to have | |
| been exposed to the Black's ooze and some of it got into their | |
| body). The effect is small at first, with it being nearly | |
| undetectable and most attributing it to temporary lack of focus, | |
| but as time goes on, most who are afflicted with this will | |
| figure out that it is a problem. This also is a major reason | |
| people figure out they have Rot poisoning, once it starts | |
| affecting their powers and their regeneration. It is rare for | |
| this to actually end someone's powers through permanent damage, | |
| and the only way it does happen is if someone suffers Rot damage | |
| long enough without treating it. It often takes weeks to start | |
| doing permanent damage, and by then most have figured out what | |
| it is and how to treat it. | |
| - Avatar of the Black Power: Energy Decay/Absorption: As a means | |
| to combine life absorption with matter absorption, the Black | |
| users developed this as a means to absorb other forms of energy. | |
| By using the Black's ability to absorb matter by breaking it | |
| down, the Black users developed this ability to break down | |
| energy and allow the Black to devour energy of almost all types. | |
| While this isn't as effective as absorbing life energy, it is | |
| very useful for attacking energy, and breaking down almost any | |
| energy. This can be used not just on energy in the world around | |
| a user, but users can also use this to break down and devour | |
| supernatural energy used against them. For example, aura defense | |
| users have found that the Black can break down and devour their | |
| aura off their bodies. This is another very dangerous ability, | |
| as users basically have to counter most energy types. While some | |
| stronger energies can overpower this and still attack a user of | |
| the Black, most users will find that energy doesn't really do | |
| too well against enemies. The Black users have learned to use | |
| this as a means to combat other enemies who use supernatural | |
| energies. There are only a few energies that the Black often has | |
| trouble with, such as trying to absorb plasma (as things like | |
| fire and lightning usually destroy the Black, so the Black has | |
| to absorb the energy before it can destroy it). Opponents who | |
| want to counter this power are best avoiding physical contact, | |
| and using weapons or powers that utilize flames and/or lightning | |
| (or other forms of strong plasma that can destroy the Black's | |
| ooze). It is also possible for those with potent enough | |
| supernatural energy to overpower the Black, and may actually | |
| still be able to use their energy even with the Black trying to | |
| devour it. For example, one aura defense user had aura so potent | |
| that he killed a Black user before the Black ooze had eaten | |
| through his aura defense. However, for those without energy that | |
| potent, fire or lightning is still best (it doesn't have to be | |
| supernatural, so technology created fire and lightning can be | |
| used against the Black just as effectively). | |
| - Avatar of the Black Power: Dark Necromancy: Users of the Black | |
| can use their black ooze for another purpose, in which they are | |
| able to use this to revive enemies using necromancy, thanks to | |
| the death force the Black represents. When used, this allows a | |
| user of the Black can use death energy based necromancy to bring | |
| back dead bodies. Depending on the user, some may have unique | |
| abilities to use unique necromancy skills, such as some users of | |
| the Black might have necromancy magic that is combined with this | |
| to revive bodies with black ooze. When used, a body can be | |
| brought back and made to fight for a user, in which the Black | |
| uses its energy to control the body. When brought back, the | |
| bodies have the same abilities they used in life, with some even | |
| gaining unique abilities when exposed to the Black, such as one | |
| revived darkness user that gained the Black's life absorption | |
| when combined with his darkness. This is a fairly simple | |
| necromancy, and does create undead creatures for the user to | |
| command. There is no limit to how many can be created, and some | |
| have even created undead armies. Since these undead are usually | |
| not too strong, they are mostly used as canon fodder or as a | |
| distraction. For opponents, the best way to counter necromancy | |
| is usually with holy power, or using some form of life energy | |
| (assuming the Black can't absorb it) to counter the undead's | |
| death power. The only dangerous thing are undead when they | |
| possess holy or light powers, as the undead become unable to be | |
| killed by holy or light powers (whatever power they have) and | |
| have to be killed some other way. Usually, fire is a great way | |
| to kill undead, as burning away their bodies can destroy them. | |
| Some have even had some success using healing magic or life | |
| magic to destroy zombies as it works like purification. | |
| - The Black/The Rot Avatar Advanced Scientific Ability: | |
| Pollution Manipulation: This ability is a power that Kiren got | |
| through scientific analysis, where he learned to utilize a form | |
| of decay that is not usually thought about. When using this, | |
| Kiren is able to summon and utilize pollution energy, from smog | |
| to even oil that he can use to fight enemies. Kiren learned to | |
| utilize this using his power over the Black, and managed to | |
| learn to utilize his power to control pollution in many forms. | |
| When used, his pollution manipulation can be used similar to his | |
| earth manipulation, where he can create and manipulate different | |
| kinds of pollution using things like oil and smog. By using | |
| this, Kiren can utilize his power over the Black with this to | |
| not only try to hurt enemies, but his pollution manipulation can | |
| also drain life energy and decay objects the pollution comes | |
| into contact with. Kiren can affect objects not normally | |
| affected by normal death energy decay using the Black, such as | |
| undead or other substances not usually able to be broken down. | |
| By using pollution, Kiren is also able to trap gases, such as | |
| being able to trap explosive gases so that he can use his flame | |
| manipulation to ignite them in a blast of polluted fire. Kiren | |
| can also use this to decay objects far more easily, as the | |
| enhanced pollution by the Black can increase its ability to | |
| decay objects. This includes being able to even cause damage to | |
| spiritual beings, in which Kiren can use this to cause rotting | |
| damage to spirits (though this doesn't destroy spirits, just | |
| damages them). Overall, this power is Kiren's unique scientific | |
| ability he developed using the Black, and is a power that he | |
| uses in combination with his powers over the Black. If one wants | |
| to avoid this, the best way to counter this is to use some | |
| method of purifying the pollution, such as some that can purify | |
| polluted elementals. The other method is to simply avoid this | |
| pollution skill, by avoiding physical contact with the | |
| pollution. This can be countered depending on what is used to | |
| counter it, as long as one isn't using an energy that can be | |
| absorbed by the Black. | |
| - Unique Avatar of the Black Power Advanced Scientific Ability: | |
| Rate of Decay: This is a unique alchemic ability that Kiren also | |
| gained through scientific experimentation. When using this, | |
| Kiren is able to use his power to apply his death energy in | |
| unique ways, where his specialty is finding a way to decompose | |
| and rot things that normally wouldn't rot. By applying his death | |
| energy and his power of the Black, Kiren has found a way to | |
| utilize this on almost any substance or ability, and can decay | |
| almost anything by using this. When using this, Kiren applies | |
| his death energy and control over the Black, and applies his | |
| death energy to find atomic stressors that will break down and | |
| decompose objects that normally wouldn't decompose. For example, | |
| Kiren can decompose spirits, where he can rot them away by | |
| focusing his death energy to destroy the spirit energy generated | |
| by the spirit, causing the spirit to lose its substance (Without | |
| using spirit destruction). Kiren can use this on a number of | |
| other objects, such as Kiren can use this on things like | |
| adamantium or vibranium, by finding the right atomic stressors | |
| that can affect the object. Typically, this is just a matter of | |
| Kiren experimenting and finding different ways to apply his | |
| death energy on objects, in which he needs only find the right | |
| method to put stress on the object or material he wants to | |
| affect, and then use his death energy to cause the bonds of the | |
| cells to break apart. As one might imagine, this is a very | |
| dangerous skill, and makes Kiren a very dangerous user of the | |
| Black since this power can decay objects that normally wouldn't | |
| be considered vulnerable to rot or decay. Kiren can even use | |
| this on deathly beings who absorb death energy, in which he can | |
| apply his death energy to even beings of death (meaning that | |
| even people immune to death energy can still be affected by | |
| this). In order to avoid this, usually the best way is to avoid | |
| Kiren's death energy, in which not making contact with it will | |
| usually keep Kiren from being able to affect an opponent or | |
| object. This is usually done through physical touch, in which | |
| Kiren has to touch something and then apply his death energy. | |
| - Unique Avatar of the Black Power: Black Flames of Rot: This | |
| power is Kiren's unique ability using his black flames, in which | |
| Kiren is able to combine his flames with the power of the Black. | |
| When using this power, Kiren utilizes it just like his normal | |
| Darkfire black flames, where he combines his own power to his | |
| flames. But instead of his own negative spirit energy, he | |
| combines the power of the Black with his elemental power of | |
| fire. When used, this flame burns just like Kiren's dark flames, | |
| except that this allows Kiren to use his flames for another | |
| purpose as well in that Kiren can use his black flames with this | |
| power to absorb life energy and absorb physical matter using the | |
| Black's power. In combining this power with the Black, these | |
| flames change in how they work, in which the flames absorb | |
| physical matter and life energy as fuel to continue burning. And | |
| when burning, these flames decay and decompose while burning, | |
| leaving a burnt and decomposed object or opponent if they are | |
| affected by this flame. These flames consume through physical | |
| contact, unless Kiren opts to not let the flames consume, such | |
| as if an ally is in danger of being consumed by the flames. | |
| Kiren can utilize these flames just like normal flames, in which | |
| he can create explosive attacks, generate fire balls and slashes | |
| of fire, and can be used to melt objects. These flames are | |
| countered mostly by strong enough light (as it takes strong | |
| concentrated light to not be affected), and can be countered by | |
| strong enough ice tecniques as ice can still put out these | |
| flames as long as it has no life energy of its own. Avoiding the | |
| absorption of life effect is not as hard as people think, as the | |
| flames only consume what is in contact with the flames. This | |
| means that, like normal flames, avoiding contact with the flames | |
| means one can avoid damage from the flames. For this type of | |
| power, it is also worth noting that powers that counter the | |
| Black like certain purification powers also work to counter | |
| this. However, it is worth noting that no powers that use life | |
| energy can usually counter these flames without the life energy | |
| being absorbed. | |
| - Unique Avatar of the Black Power: Black Absorption of Fire: | |
| This power is a power that is unique to Kiren, in which Kiren | |
| can counter flames. By utilizing his Darkfire elemental | |
| absorption, Kiren is able to use this power in conjunction with | |
| his power with the Black, and can use this to absorb flames | |
| using the Black. This power is unique to Kiren, and Kiren is one | |
| of the few users of the Black who can absorb fire. When used, | |
| this lets Kiren absorb flames using the Black, and can allow | |
| Kiren to overcome one of the Black's most major counters (which | |
| is usually plasma manipulation in general, but fire is one of | |
| the biggest things to use to counter the Black since fire is | |
| used to burn away decayed objects to make way for new life). | |
| Since Kiren can use this to counter fire users, this makes Kiren | |
| unable to be burned by the Black, which allows Kiren to not only | |
| absorb flames, but can absorb almost any flame (including | |
| special energies that take the form and properties of flames). | |
| When using this, Kiren absorbs the flames using the Black, | |
| instead of using his Darkfire powers to absorb the flames so | |
| Kiren himself cannot be affected by the flames that are absorbed | |
| (as the Black absorbs the flames directly and Kiren himself | |
| doesn't absorb the flames at all. By using this power, Kiren is | |
| able to use the Black to absorb any flames, and allows Kiren to | |
| overcome one of the biggest weaknesses of avatars of the Black. | |
| However, when using this, Kiren can only use this on flames, and | |
| cannot use this on other elemental abilities even if they use | |
| flames in some way unless the base power uses fire (like he | |
| cannot use this on heat lightning, but he could use this on | |
| lightning flames). Another thing to note about this power is | |
| that this doesn't allow Kiren to just absorb any plasma power, | |
| as Kiren can still be hurt by lightning and some other plasma | |
| energies that are used to counter the Black. This also doesn't | |
| counter certain purification abilities also countering his | |
| powers using the Black. For the most part, opponents can adapt | |
| to this, and may even be able to find ways to counter this power | |
| with something like spirit purification flames if they are | |
| creative enough. | |
| Advanced Elemental Abilities: | |
| - Dark Flame Melting Point: Kiren is skilled at using his dark | |
| 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 dark flames, or using his dark flame touch to | |
| manipulate the heat in the object. He can do this through | |
| physical touch, using his touch to burn an object with dark | |
| flames until it literally melts, or he can use constant dark | |
| 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. Kaidon | |
| usually does this by using his dark flame aura, in which he uses | |
| this to heat up an area until objects start to melt thanks to | |
| his demonic aura that works alongside his dark 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 dark | |
| flames, as many energies can be used to protect from heat. | |
| - Dark Flame Air Burning: This is a technique that Kaidon | |
| developed to fight wind users specifically, which he also taught | |
| to Kiren. 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 dark flames that | |
| consume the air around them in order to remove the gases from | |
| the air to power Kaidon's dark flames. This technique is very | |
| useful against wind users, or anyone that uses gas, as Kaidon | |
| developed this to work against most forms of air. This is a | |
| highly advanced flame technique that Kaidon uses which is very | |
| useful, not just because it reduces the air in an area, but | |
| because Kaidon can use the air to fuel his dark flames, as air | |
| usually has a lot of oxygen and hydrogen in it that fuel fire. | |
| Depending on the gas, some amplify Kiren'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 Kiren'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 Kaidon | |
| 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 Kiren has to be careful when he uses. | |
| - Dark 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 Dark 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 able to be | |
| dodged, 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. | |
| - Earth Manipulation Elemental Conversion: One of the first uses | |
| for earth users has to do with converting earthly elements, | |
| which many earth users can learn to do. This power is very | |
| similar to alchemy in nature, in which those with earth | |
| manipulation can learn to change elements similar to alchemists. | |
| However, this typically is hard to do, since converting elements | |
| is not something someone can do easily. This is a basic earth | |
| elemental ability, but just uses eart to use abilities that | |
| would be similar to alchemy to the normal eye. With this, they | |
| can change the form of things around them, from creating weapons | |
| out of objects, changing the form of elementals (AKA absorbing | |
| fire into rock to create lava) or using it to change something | |
| into something else like changing elements around (IE combining | |
| elements to create metal alloys). For the most part, this power | |
| focuses on it's ability to change elements, in which many people | |
| familiar with alchemy know that this art can change the forms of | |
| things around them. This simply requires a knowledge of the | |
| natural world, specifically a knowledge of elements and how to | |
| convert them. Usually, this isn't as flexible as alchemy though, | |
| and can only convert earthly materials, such as metal, crystals, | |
| and other solid materials. This ability also cannot manipulate | |
| living matter, since this is based in earth manipulation rather | |
| than alchemy, and since those with Hades' power are based in | |
| death, they cannot manipulate things like plants or living | |
| things with this manipulation. | |
| - Dark/Death-Based Metal andCrystal Summoning/Manipulation: This | |
| part of earth manipulation lets a child of Hades earth user | |
| control dark or death energy-infused crystals and dark or death | |
| energy-infused metals depending on the types of earth | |
| manipulation they have. This is usually among the first of a | |
| dark earth user's main abilities, in that they usually use metal | |
| and crystal before using most other types of earth. The main | |
| thing they can do with this is create armors, weapons and | |
| shields out of any metal or crystal they want, granted they know | |
| how the structure and chemical make-up of the crystal or metal | |
| they want to generate. This includes them being able to use | |
| diamond, which they can do as part of their crystal | |
| manipulation. Among strong metals they can use are things like | |
| titanium, steel, and adamantium. A user can also use special | |
| supernatural metals, like escamite, varanium, and stilled | |
| silver, assuming they have some to control, or know how to | |
| create it. Users can also use different kinds of crystals for | |
| the same effect, allowing them to attack with these crystals in | |
| much the same way as they would attack with metal. These are | |
| among the toughest earth manipulations in an earth user's | |
| arsenal, aside from tougher elements that usually have to be | |
| specifically trained with to use. Of course all of a Hades' | |
| child earth abilities also have a dark element, with their earth | |
| being a dark element, while death energy infused earth also has | |
| a death energy based element to it. | |
| - Dark/Death-based Weapons Creation: Using earth manipulation, a | |
| child of Hades is able to create and control dark or death-based | |
| earth weapons out of any material they can summon, usually | |
| depending on their skill set. This lets them use their | |
| manipulation to create dark or death-based weapons out of | |
| whatever earth manipulation they can use. For the most part, | |
| many do this out of their metal and crystal manipulation, which | |
| let them create weapons out of just about any metal or crystal | |
| they have available. This also allows them to summon metals they | |
| can use to create special metals, like varanium or stilled | |
| silver to attack their opponents. They are able to create any | |
| weapon they want, from knives, swords, or even guns if they know | |
| how guns work. Because of this, users rarely need to carry | |
| special weapons, and can just create weapons out of dark | |
| elements. As a result, all of their weapons have darkor death | |
| based power, and do extra dark or death-based damage in addition | |
| to any type of special damage they normally do. For example, a | |
| user could create a special iron sword to use against spirits, | |
| or they could create a varanium sword to kill a regenerating | |
| supernatural. This depends on what materials a user wants to | |
| use, or summon to create weapons out of (assuming they have | |
| access to the material they want to use). They can also make | |
| armors and shields the same way, and using the same methods. Any | |
| elemental used with dark power is generated using the power of | |
| dark energy, which can also be countered with holy | |
| power/elementals that can counter dark earth manipulation. | |
| - Dark/Death-Based Sand/Quicksand | |
| Creation/Summoning/Manipulation: This power covers a Hades | |
| child's ability to manipulate sand as part of their earth | |
| manipulation. For the most part, the user can create sand easily | |
| by grinding the earth underneath them, or summon/control nearby | |
| sand. They are able to use sand for a variety of things, such as | |
| using it as a shield, to absorb physical attacks, or to create | |
| solid constructs out of to attack opponents. Creative users are | |
| able to do a lot with sand, including being able to create and | |
| manipulate the ground until it becomes quicksand, which can | |
| quickly pull someone in, depending on how deep the quicksand | |
| goes. One of the greatest abilities with sand is that some can | |
| trap people in waves of sand, and then crush people in the sand | |
| using a special sand technique that solidifies the sand into a | |
| rock hard sand that can crush people in the wave. This is based | |
| on a sand technique often called "Sand Coffin", which attempts | |
| to engulf then crush opponents. The waves can also be | |
| customized, such as creating a coffin with spikes in it, or | |
| creating tendrils of sand to grab and then crush the opponent's | |
| body like a snake. This power can be very dangerous, as anyone | |
| who's fought tough sand users can attest, due to the sand's | |
| manipulatable nature. The sand manipulation also has a dark or | |
| death-based power depending on the power the Hades' child has. | |
| Luckily, sand manipulation does have a weakness, and that is | |
| water, which turns it into mud. While some can still manipulate | |
| mud, it's not usually as effective for attacking, but can be | |
| useful for defense if one uses it's liquid like structure to | |
| absorb impacts. | |
| - Dark/Death-Based Wood/Petrified Wood Creation: While Hades | |
| children cannot control plants due to plants being alive, since | |
| Hades is a god of death, they are able to create and manipulate | |
| wood, even if it's not alive. And like all of their other | |
| elements, a Hades' child can also add their dark or death-based | |
| energy to their earth manipulation depending on their skills. | |
| This lets them use the power of wood to create attacks out of | |
| wood. For the most part, the most useful thing about wood is | |
| it's ability to counter lightning attacks, since wood is one of | |
| the best insulators available. Among their wood manipulation | |
| they are also able to create petrified wood, which is a much | |
| stronger wood on par with metal manipulation. The petrified wood | |
| is best used with a death-based earth manipulation, since the | |
| rotting/decay can more easily create this by decomposing the | |
| wood's lignin and cellulose cells decay. By generating this | |
| wood, this wood can be very useful in fights, and, as stated, is | |
| most useful against lightning type opponents. However, this | |
| isn't the most useful earth manipulation, since most people only | |
| have a few uses for this. However, creative enough users can | |
| find other uses or this as well. This is usually best countered | |
| with fire manipulation, which can burn and melt the wood. | |
| - Dark/Death-Based Carbon and Graphene Summoning/Manipulation: | |
| Among a Hades' child other earth manipulations also involve | |
| carbon manipulation. Many who know a lot about earth powers know | |
| that carbon is a very tough material depending on how the atoms | |
| are arranged, with some structures producing a carbon that's | |
| almost as hard as metal. The hardest material in an earth user's | |
| arsenal of earth manipulations though is a special carbon | |
| manipulation called graphene. Graphene is a one atom thick sheet | |
| of carbon that is the known strongest material on earth (that is | |
| generated on earth). Graphene is far stronger than normal steel, | |
| theorized that it would take an elephant balancing on a pencil | |
| to break a sheet of it as thing as plastic wrap. This is perhaps | |
| the strongest of an earth user's manipulations, where they can | |
| use this to create very strong armors and weapons, though the | |
| thin carbon is difficult to wield, so often, it usually works | |
| better as the cores of weapons and armors, underneath the main | |
| metals. This particular power can also be used to compress | |
| carbon into diamonds, though many rarely do this since most have | |
| manipulations just as strong without needing to create diamonds. | |
| For the most part, graphene manipulation is strong, but fairly | |
| useless on it's own and very hard to make since graphene is only | |
| one atom thick, though carbon manipulation is still something to | |
| watch out for, especially since one can do things like turn | |
| pencils into sharpened throwing weapons and turn other carbon | |
| into strong weapons. This also gets a dark or death | |
| energy-enhanced power boost depending on the dark or death | |
| element used in the earth manipulation depending on the user. | |
| - Dark/Death-Based Glass/Mirror Summoning/Manipulation: Earth | |
| manipulators are also able to create or summon glass, which they | |
| can use to fight opponents. They are able to use their dark or | |
| death-based power to generate strong glass, including | |
| bullet-proof glass and tempered glass (often known as safety | |
| glass). Users are able to use this glass to create spears to | |
| attack opponents, and create sharpened weapons out of this | |
| glass. Some are also able to use the glass to create a special | |
| mirror manipulation using light. By doing so, they can create | |
| projections using reflected light in order to misdirect | |
| opponents, and can use this glass manipulation to redirect and | |
| concentrate light or laser type attacks using the glass, which | |
| is one of the big weaknesses of light manipulation. As a result, | |
| this gives an earth user a very powerful glass manipulation they | |
| can use to fight their enemies. This is quite useful, and | |
| through dark or death-based earth manipulation, they can also | |
| manipulate a dark or death-based element into their glass | |
| manipulation, such as using the dark energy to create a | |
| sharpened heated glass that is more easily able to pierce | |
| objects as a result, or use death energy to rot something on | |
| contact with the glass. Unlike most earth users, more advanced | |
| earth users know how to use strengthened forms of glass, among | |
| which include glass that can stop bullets or heavily resist | |
| attacks. As a result, this ends up being useful, especially if | |
| they can use their mirror manipulation to trick opponents using | |
| illusions. However, this can be a double edged sword, as light | |
| can be focused through glass like a lens (usually) to create | |
| stronger attacks to damage the user, so this usually requires | |
| careful use to avoid it being used against them. | |
| - Dark/Death-Based Concrete/Stone Manipulation: Yet another | |
| ability an earth manipulator can use is that they can use their | |
| dark or death-based earth manipulation to manipulate stone, dirt | |
| and concrete. This is more along the lines of what most people | |
| think when they think of earth manipulation, with most earth | |
| manipulators being able to do this very basic technique. For | |
| Hades' children, they are no different, and can use this earth | |
| manipulation just like other earth users. They are able to use | |
| stone, dirt, or even concrete depending on what they want to do. | |
| Usually, stone and concrete are the main simple earth | |
| manipulations many stick to, due to them being simple but | |
| effective. As a result, many use them to attack opponents or | |
| create defensive walls around themselves with these earth | |
| manipulations. Since current society has a lot of concentrate in | |
| things like roads and buildings, this lets most users manipulate | |
| this and use an abundance of this earth manipulation in battle. | |
| By doing this, they can also manipulate things like buildings, | |
| by bringing down a building with their power if they're near a | |
| building, or even pull it off it's foundation and hurl it at | |
| someone (Though this often requires very strong earth users). | |
| For the most part, things like small houses and smaller | |
| buildings aren't too hard to manipulate, but most can't always | |
| manipulate larger structures like skyscrapers, so most usually | |
| can't bring down heavier buildings without concentration. The | |
| larger the structure, the more concentration required to do so, | |
| and some may not be able to bring down buildings too big. | |
| - Dark/Death Based Oil/Holy Oil Summoning/Manipulation: This is | |
| usually among the last of a Hades' child earth types they | |
| typically use in battle, in which they are able to create and | |
| generate oil using earth. In doing so, they can create special | |
| oil they can use that is flammable, or create other oils that | |
| they can use to their advantage. Usually, the two biggest uses | |
| for this are combustable oil, and special holy oil. The first is | |
| normal oil, which a Hades' child can often use in combination | |
| with their fire manipulations to create explosive oil attacks, | |
| usually as a way to combine earth and fire manipulation. While | |
| Hades' children use dark or death-based elements, they can also | |
| manipulate oil into holy oil, which can be used against angels | |
| and demons, allowing users to use this to their advantage. | |
| Usually, they can create traps out of burning holy oil, and even | |
| though they make it out of dark or death-based elements, they | |
| are able to manipulate the oil into holy oil, even though the | |
| power that controls the oil is dark. Once on fire, the burning | |
| holy oil can be used to cast out angels, or do extreme holy | |
| damage to demons. This oil could also be used to drown someone | |
| if the user creates enough of it to drown someone in it and can | |
| engulf them, though it usually ends with most users setting the | |
| oil on fire and burning someone alive in the mass of oil, which | |
| is usually the best way to use oil. For the most part, oil is | |
| countered best with water manipulation to wash the oil away. | |
| - Dark/Death-Based Lava, Ash, and Molten Metal Manipulation: By | |
| combining a Hades' child's earth and fire abilities, they are | |
| also able to use combined elementals to fight opponents. This | |
| power is a combination of dark or death-based flames and dark or | |
| death-based earth manipulation to create a dark or death-based | |
| magma manipulation, as well as manipulate the ash of the magma, | |
| or even use with metal to create molten metal. The lava | |
| manipulation is usable like one would expect, being a liquidlike | |
| mix of molten rock and liquidlike flames that are designed to do | |
| mixed elemental damage and dark or death energy-based damage. | |
| The ash is also usuable to attack with, and users can use it to | |
| poison people if opponents inhale the ash, as the dark ash can | |
| not only prove to make them unable to breathe properly, but the | |
| dark or death-based energy of the dark 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. | |
| 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. 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 holy or life powers also working | |
| fairly well with a strong enough defense. | |
| - Dark/Death-Based Earth/Lava Golem Creation: Using earth | |
| manipulation, some earth users are able to generate golems using | |
| their earth manipulations. Usually, this is a very versatile | |
| power, allowing them to create special elemental golems out of | |
| just about any material available. This can be used with dark or | |
| death-based elements for most Hades' children, with both having | |
| their own merits in battle. For the most part, depending on the | |
| material used, the golem can have special weaknesses and | |
| strengths, like metal golems having much higher defense, but | |
| being vulnerable to lightning. Depending on the user, some can | |
| even combine this with molten metal and lava manipulation to | |
| create special combined elemental golems that can attack | |
| opponents. Depending on the elementals available, some can even | |
| fire elementals at opponents, such as sand golems being able to | |
| absorb impacts and fire sand at opponents. Usually, golems are | |
| designed so that each material that makes a golem is different, | |
| and usually all have their own advantages and disadvantages. | |
| Some are even able to shapeshift as needed, making them a good | |
| power to use on opponents when one needs an extra ally. However, | |
| each golem has some sort of weakness, such as lava golems being | |
| weak to ice, or sand golems being weak to water. Usually, every | |
| golem has a core where elemental power is concentrated, and if | |
| that core is destroyed, the golem falls apart. It is also | |
| possible to destroy a golem by destroying the user's casting | |
| control, usually by attacking them and forcing them to be unable | |
| to concentrate on controlling the golem. | |
| Werepyre Race Abilities: | |
| - Werepyre Vampire Dark Nature: Werewolves and vampires are | |
| creatures of the night by nature, and have dark natures by | |
| default. Werepyres share a mix of the werewolf's enhanced | |
| strength during the night when the moon is out, and the | |
| vampire's own ability to be at their strongest during the night. | |
| Due to this, this mixes a werewolf and vampire's natures to | |
| create a unique dark nature that mixes the two. Not only does a | |
| werepyre gain a werewolf's connection to the moon, but they also | |
| gain the vampire's connection to the dark. This often grants | |
| werepyre highly enhanced affinities for the dark arts, as well | |
| as for dark magic. Because of this, werepyres are able to learn | |
| both combat ability and magic (usually in the form of dark | |
| magic) due to their combined nature. And depending on the | |
| werewolf and vampire, they may also gain special abilities from | |
| their dark natures, such as a Lasombra born werepyre will be | |
| able to manipulate darkness and have an affinity for any | |
| abilities that let them manipulate darkness. Because of this | |
| nature, most werepyres have affinity for dark powers, and not as | |
| much affinity for neutral or holy abilities (usually they have | |
| no affinity for holy abilities). As such, this affinity does | |
| make them weaker to holy abilities, and those with holy | |
| abilities will be more easily able to kill a werepyre. | |
| - Werepyre Shapeshifting/Trait Suppression: Just like other | |
| races, werepyres have the ability to shapeshift their bodies. | |
| Usually, they do this to take human form temporarily so they can | |
| hide among humans, but most use this to suppress certain | |
| bothersome traits. Typically, most werepyres will restrain their | |
| wings and their tail, and to a smaller extent, shorten their | |
| claws a little. In doing so, this grants a werepyre much more | |
| mobility, and allows them to save their suppressed traits for | |
| when they need them, such as only summoning their wings when | |
| they need to use them to fly. However, some werepyres learn to | |
| take advantage of this, even using a vampire's transformation | |
| abilities to change into other creatures. Some werepyres might | |
| take the form of a bat, or even take a rat form to avoid | |
| suspicion and get into human cities more easily. There are a | |
| number of things that can be done with this, and with both the | |
| werewolf and vampire power, werepyres have a lot of variety in | |
| what they can do compared to each race separately. This | |
| shapeshifting is usually limited though, and does require a | |
| werepyre's energy to use. As such, even going into a human form | |
| is usually only temporary unless the werepyre opts for a | |
| permanent human form through some means, which some will just to | |
| not stand out. Most werepyres can learn special transformation | |
| abilities, like changing into certain beasts, but this usually | |
| depends on the werepyre's heritage and what they are capable of | |
| learning to do with this power. | |
| - Werepyre Nightly and Moonlight Empowerment: Unlike vampires | |
| who gain enhancement during the night, and werewolves who gain | |
| enhancements depending on the moonlight, werepyres gain both | |
| enhancements. While werewolves would be stronger during the more | |
| bright phases of the moon, and vampires would be more powerful | |
| on the darker phases of the moon, werepyres are at the same | |
| strength every night, and are usually far more enhanced than | |
| werewolves or vampires due to having both enhancements. | |
| Werepyres gain passive enhancements and supernatural | |
| enhancements from how much moonlight is present, with the full | |
| moon representing a full power-up to their abilities. However, | |
| unlike werewolves, werepyres are also just as strong during the | |
| lesser phases of the moon, including being as powerful during a | |
| new moon with no moonlight due to the vampire's night time | |
| empowerment. Because of how these two powers work in | |
| combination, a werepyre is at their strongest enhancement every | |
| night, and operate every night even stronger than vampires or | |
| werewolves would be at their strongest due to the werepyres | |
| gaining power from both moonlight and lack thereof. This makes | |
| werepyres far more dangerous than normal werewolves or vampires, | |
| due to them always having an edge no matter how strong werewolf | |
| or vampire opponents would normally get. Just like both | |
| power-ups, this is a passive enhancement, but also increases | |
| their werewolf and vampire abilities considerably when these | |
| empowerments are used. The only thing that takes away these | |
| empowerments is being out during the day, or opponents that use | |
| sunlight to prevent this power from being used at all. Though | |
| typically, killing a werepyre is usually best done during | |
| daylight. While many werepyres have resistance to the usual | |
| vampire's weakness to light, werepyres still lose this power-up | |
| during the day. | |
| - Red Moon Enhanced Moonlight Power: When in the red or blue | |
| moon, the nature connection and lunar empowerment abilities give | |
| the werepyre special enhanced modes just like werewolves, where | |
| they are able to draw the unique moonlight into their power. | |
| When in the red moon, the werepyre gains a corrupted mode where | |
| their abilities all become more powerful and they gain a massive | |
| power-up from the red moon. Most werepyres gain more power with | |
| the red moon than they do with the blue moon, but this comes | |
| with a price. Typically, when in the red moon, most werepyres | |
| become much more ferocious and they seek to kill their enemies | |
| as brutally as they can. While most werepyres learn to control | |
| this with time and training, werepyres still have to be careful | |
| on these nights, and many werepyres who do lose control often | |
| hide from the moon light when this night comes around due to the | |
| dangers of who they might hurt, as most werepyres often try to | |
| avoid killing unnecessarily so they can avoid supernatural | |
| hunters. This also makes all of their abilities corrupted power | |
| equivalents during these nights, where all of their supernatural | |
| abilities and werepyre abilities become corrupted and are able | |
| to hurt almost any creature due to the corruptive energies they | |
| generate in the presence of a red moon. Only the most ferocious | |
| of werepyres typically carry red moon energy outside of red moon | |
| nights, and many try to avoid the power altogether due to what | |
| they become. However, those that do try to utilize this outside | |
| of nights of the red moon must be careful, or else they could | |
| eventually lose their sense of self and become feral werepyres, | |
| as the unnatural red moon light can eventually overwhelm the | |
| rational mind and eventually destroy a werepyre's ability to | |
| think rationally just as easily as it can a werewolves. Of | |
| course, a counter to this ability is sun light manipulation, due | |
| to sun light being able to counter lunar light manipulation, and | |
| some sun light manipulators are able to completely negate the | |
| power-up of the red moon if they use it on a werepyre enough, | |
| though keeping them from regaining the amp requires usually | |
| getting them out of the moon light. | |
| - Blue Moon Enhanced Moonlight Power: Just as the werewolves | |
| gain abilities during the red moon, they also gain special | |
| abilities during the blue moon. During the blue moon, the | |
| werewolf gains a purity with their nature connection that | |
| surpasses their normal connection, and gains highly enhanced | |
| ability to connect to nature during this time. During this, the | |
| purity of their connection lets them use their supernatural | |
| abilities at a highly reduced cost, and can amp their special | |
| abilities considerably. To an extent, depending on the werewolf, | |
| some can even gain unique abilities only usable during this | |
| time, such as some with magic being able to use special spirit | |
| magic that purifies corruption and gives the werewolf a pure | |
| neutral nature. This lets them more easily influence the world | |
| around them, for better or worse depending on the werewolf, and | |
| allows them to use enhanced power at reduced cost. While in this | |
| mode, the purity of their power is also able to damage almost | |
| anything due to the neutral pure nature of their connection with | |
| the world. When in this mode, werewolves also gain a calm focus, | |
| and lose much of their natural ferocity in favor of | |
| concentration and purity of mind (For better or worse). However, | |
| while it is possible to store the energy of a blue moon up for | |
| later use, it is hard to use when not in a blue moon, and | |
| werewolves cannot usually handle too much of this energy outside | |
| of nights of the blue moon. Due to how unnatural stored blue | |
| moon energy is, it can overwhelm a werewolf's natural | |
| connection, and temporarily damage a werewolf's nature to the | |
| point that they could lose part of their werewolf connections to | |
| nature and the moon. Typically, sun light manipulation (if it | |
| can be created in the presence of this moon light) can counter | |
| this power, and do more damage to werewolves who use this since | |
| sunlight typically counters lunar light manipulation. | |
| - Werepyre Werewolf Spiritual Tuning: Similar to werewolves who | |
| connect with nature and vampires who use spirits, werepyres with | |
| this specific nature connection have a special connection to the | |
| spirits that make up the earth and the elements of the earth, | |
| and are far more tuned to the spiritual realm than most | |
| creatures would be. These spirits are normally invisible and not | |
| able to be interacted with by most people, even most who think | |
| they know all the spirits often find they don't know how the | |
| spirit realm dictates the very world's elements. This may seem | |
| simple, but this lets werepyres connect to the world much more | |
| than most who connect to nature, as they aren't just connected | |
| to nature, but are able to also interact with those spirits for | |
| another way to interact with nature. Depending on the skills of | |
| the werepyre, some werepyres have specific ways to use this, and | |
| some can even develop their own ways to use this to their | |
| advantage depending on their affinities. Unlike werewolves who | |
| usually seek balance with nature, werepyres seek to bend nature | |
| to their will using their dark power, possible as a result of | |
| their vampire desire to control. Werepyres are also able to | |
| perceive the world's flow of life and death as a result of this | |
| power. For the most part, this just lets werepyres have a closer | |
| connection with the world around them, not really being too | |
| useful until one learns to use certain spirit based magic or | |
| spirit arts. For werepyres with this ability, they focus more on | |
| usually finding ways to absorb nature's power, rather than try | |
| to preserve nature like most werecreatures which could lead to | |
| some werepyres who learn dark arts, or even use dark spirits to | |
| their advantage as a result. | |
| - Werepyre Connection to the Dark: Just as werewolves have a | |
| connection to nature, vampires have a connection to the dark | |
| that werepyres are able to take advantage of thanks to the | |
| vampire side. In this connection, a werepyre gains a powerful | |
| connection to the dark. It isn't just clans like the Lasombra | |
| that gain this connection, but the Lasombra are the ones that | |
| take the best advantage of this connection. For werepyres, they | |
| are able to use this connection to sense the world through the | |
| darkness, and even gain a special connection to the shadow realm | |
| if they have a strong enough sense of darkness. This sense | |
| allows them to not only sense the world around them, but sense | |
| how they can make the darkness stronger, and help a werepyre | |
| draw on it in order to gain new dark abilities. Because | |
| werepyres often learn to twist vampire and werewolf powers into | |
| something that benefits them, werepyres were able to do this | |
| with the connection to the dark as well, and learned to use this | |
| for a few different purposes. The first is that they are able to | |
| sense everything around them through the shadows, having a | |
| connection to see how much power darkness has over the world, | |
| similar to how werewolves see spirits and their influence on the | |
| world. By strengthening the darkness, werepyres twist and | |
| strengthen their own dark natures, enough that they are able to | |
| use this to make their own dark abilities stronger just as they | |
| use their nature connection to twist the dark to their | |
| advantage, with some stronger werepyres even being able to | |
| control dark spirits. | |
| - Werepyre Nature Connection: Just as vampires have their | |
| connection to the darkness, the werewolves would have their | |
| connection to nature. However, unlike werewolves, werepyres use | |
| this nature connection to bend it to their will. They are | |
| connected to the world in the same way that the werewolves are, | |
| and are able to sense the flow of nature around them. This has a | |
| few different uses, with werepyres being able to do things like | |
| sensing people who disrupt nature even if it's something as | |
| simple as stepping on the grass nearby, or they are able to | |
| sense all the plants and animals around them and interact with | |
| them. As mentioned, werepyres tend to favor this connection not | |
| for trying to maintain nature like werewolves would, but | |
| werepyres are more interested in twisting nature to their own | |
| devices. This is the basis of a werepyre's abilities alongside | |
| their darkness connection, and allows them to use this to | |
| effectively connect with nature. When the connection is strong | |
| enough, werepyres are even able to sense spirits and their | |
| influence on nature, with werepyres often seeking to enslave | |
| spirits to do their bidding. This helps werepyres greatly, and | |
| allows them to use certain special abilities that are unique to | |
| werepyres. Some werepyres even develop special abilities using | |
| vampire and werewolf combinations of this power depending on | |
| what the affinities for the werepyre would be. Of course, since | |
| werepyres twist nature to their will rather than focus on | |
| maintaining it, they tend to make themselves enemies of most | |
| werewolf tribes pretty easily, and hunters tend to have more | |
| trouble with werepyres that can use this. | |
| - Werepyre Dark Hypnosis: Many are familiar with some vampire's | |
| who have the ability to hypnotize their human victims. For | |
| werepyres, they are also able to do this, in which they can use | |
| different kinds of arts to put people under a hypnosis. The most | |
| common is using their werewolf connections to nature to connect | |
| to animals, in which they can hypnotize animals to fight for | |
| them. However, some also use this on humans to get them to do | |
| what they want, specifically if they want to manipulate a human | |
| into doing something for them. This art is usually done through | |
| eye contact, in which werepyres, similar to vampires, will | |
| usually use some sort of visual hypnosis to put their victims | |
| under this power. This power is a fairly basic vampire power, | |
| but can be far more dangerous when used by werepyres, in which | |
| they can use this for different abilities as well. Werepyres | |
| typically don't focus on this unless they have to, as this power | |
| is usually just used to lure their prey to them, and werepyres | |
| usually just overpower most of their prey. Those with strong | |
| wills are able to resist this power, and those with immunity to | |
| hypnosis abilities would, of course, be immune to this. This | |
| power usually only works with simple commands, depending on the | |
| hypnosis art (as some vampires have special ways to use this), | |
| and typically, stronger commands will result in tougher | |
| resistance. Usually, the best way to use this is to make simple | |
| commands that are easy to follow, as some more complicated ones | |
| will meet heavy resistance. For example, even a werepyre (who | |
| are stronger than vampires) cannot make someone kill themselves | |
| with this usually, due to the command being a command that will | |
| be heavily resisted against in the subconscious, while a command | |
| like making someone give the werepyre an object in their | |
| possession is usually easier to obey. Typically, the more risk | |
| to the victim, the stronger their minds will be able to fight | |
| against the hypnosis. It is also worth noting that this | |
| typically only lasts a certain amount of time depending on the | |
| hypnosis, as some special arts will use this longer than others. | |
| - Werepyre Group Connection/Empowerment: Just like werewolves, | |
| werepyres are able to gain empowerment if they are able to be | |
| part of a tribe or pack, which is partly why werewolves often | |
| travel in packs as they gain power through their connection to | |
| each other. For werepyres, they are often solitary, but they | |
| have learned to modify this ability thanks to their vampire dark | |
| natures that let them twist their natures to their advantage. In | |
| the case of werepyres, they are able to gain power when they are | |
| parts of a group or if they are working alongside other | |
| werepyres. This allows a werepyre to gain both physical and | |
| supernatural amplification when they are part of a group, | |
| whether they're a true member or not. Many werepyres will often | |
| try to fit into other groups to take advantage of this, partly | |
| to find people to fight alongside, or find groups to take | |
| advantage of. This usually depends on the group, but some groups | |
| might grant special effects, like if a werepyre groups with a | |
| Lasombra clan, they might gain enhanced darkness abilities, or | |
| working alongside certain werewolf tribes might grant them the | |
| benefits of the tribe (such as some might have a stronger | |
| connection to spirits and the tribe empowerment might allow the | |
| werepyre to use that connection). Some werepyres will even try | |
| to blend into human supernatural groups to try and gain certain | |
| benefits. Typically, the enhancements one gains depend on the | |
| group, and only get stronger if the werepyre is able to forge | |
| bonds with the group. The stronger the bonds, the stronger their | |
| empowerment gets. This means that while they can use this to | |
| join a group and gain a small enhancement, it is usually better | |
| for the werepyre to find a group that they can work their way | |
| into and forge bonds in the group, so that they can gain greater | |
| connection empowerment. This works on any group, though the | |
| effects are different for each group, and while they do have | |
| strengthening, they may weaken other aspects, such as being part | |
| of a vampire clan might make the werepyre more vulnerable to | |
| vampire weaknesses of the clan. | |
| - Werepyre Earth and Plant/Animal Manipulation: Just as | |
| werepyres are able to sense the flow of nature, so too are | |
| werepyres able to manipulate that connection with their dark | |
| natures. This ability uses the werepyre's dark natures to twist | |
| nature around them, usually to their advantage. The main use of | |
| this is that werepyres are able to make the earth attack | |
| opponents, such as having a spike of rocks come up out of the | |
| ground to spear an opponent, or manipulating nature to create a | |
| mud or quicksand pit in order to trap opponents. On top of | |
| manipulating the earth around them to a degree, werepyres are | |
| also able to use their connection and dark natures to make | |
| plants and animals attack opponents, using this power to use any | |
| means the nature around them has to attack opponents. This could | |
| be having plants trying to trap opponents, or having animals try | |
| to kill opponents that wouldn't normally be violent. This | |
| usually depends on the werepyre and what they want to do, as | |
| some werepyres have better abilities to control nature than | |
| others. Typically, werepyres aren't able to manipulate the earth | |
| as well as earth manipulators do, and usually cannot manipulate | |
| plants as easily as some plant manipulators, but werepyres are | |
| still very dangerous when one fights them in their own element. | |
| This is usually best countered by luring the werepyre out of | |
| forests and nature areas, as fighting them in places like cities | |
| or other areas without much nature for them to manipulate will | |
| usually keep them from being able to use this power too much. | |
| - Werepyre Spirit/Dark Spirit Enslavement: Unlike werewolves who | |
| often work alongside spirits or vampires who work alongside | |
| darker spirits, werepyres focus more on bending spirits to their | |
| will rather than trying to live alongside the spirits. Because | |
| of the natures of werepyres, usually spirits and dark spirits | |
| both avoid dealing with werepyres, so werepyres had to come up | |
| with a way to use the spirits to their advantage or else they | |
| would lose their advantage over some vampires and werewolves. | |
| This power is designed to allow werepyres to enslave spirits and | |
| dark spirits alike, usually depending on the spirits that the | |
| werepyre wants to use, and depending on how powerful they are. | |
| Once enslaved, the spirits are manipulated by the werepyre, and | |
| are forced to serve the werepyre as long as the werepyre is able | |
| to maintain their hold on the spirits they enslave. Typically, | |
| spirits and dark spirits can be used to do different things, but | |
| many werepyres use them to give themselves advantages, such as | |
| using spirit arts to fight opponents, or calling on spirits in | |
| fights to fight opponents. Spirits can be useful for many things | |
| besides battle though, as werepyres can also tie spirits to | |
| objects or other things, or even seal away spirits that bother | |
| them. Typically, this enslavement only works on spirits or dark | |
| spirits that are at the same level or weaker than the werepyre | |
| in power, as some stronger spirits are typically able to resist | |
| this or may even be immune to this power if they are powerful | |
| enough. The spirits enslaved are also more vulnerable to spirit | |
| killing weapons, or certain spirit purification abilities. | |
| - Werepyre Life Force/Soul Manipulation/Absorption (Optional): | |
| Because werepyres feed on the lives of others just like vampires | |
| and werewolves, werepyres have developed arts to drain the life | |
| force and souls of victims. Typically, life force manipulation | |
| allows a werepyre to absorb or manipulate life force they've | |
| absorbed through feeding, which is usually done through certain | |
| werepyre arts or through feeding (usually through a bite). | |
| Depending on the werepyre, they can take life force or soul | |
| energy, or some more powerful ones might take both. This came as | |
| a way for werepyres to get more out of their food, since they | |
| try not to waste anything that can be devoured. When absorbed, | |
| soul energy can be used for soul arts or soul powers, be used to | |
| make familiars out of the soul or soul power can be used to | |
| simply revitalize the werepyre. Life force can be absorbed and | |
| used to replenish the life of the werepyre, usually keeping them | |
| young and giving them a supply of life force to use for | |
| different things. Among this, they are also able to absorb and | |
| give their life energy to others, usually doing it to empower | |
| people close to them, or this life force can be used to heal and | |
| replenish allies of the werepyre. Of course, this energy can | |
| only be absorbed during feeding, unless the werepyre has | |
| specific energy absorption arts to allow it to be done through | |
| touch, and this is usually just to make use of feeding so that | |
| werepyres don't have to feed as often since they absorb more | |
| from their victims than werewolves or vampires do. Depending on | |
| the werepyre and their abilities through their werewolf or | |
| vampire powers, most werepyres can do take this energy in some | |
| form, with some having more advanced arts if their vampire or | |
| werewolf heritage have specific arts to use that they can learn. | |
| - Werepyre Nature's Sleep: This is an extension of a werepyre's | |
| connection to nature and a vampire's ability to gain power from | |
| sleeping in darker places. When a werepyre sleeps out in nature, | |
| they are able to recover from exhaustion and injuries far more | |
| easily, and are able to go into sleeps that can save their lives | |
| if they are near death. This is somewhat similar to a | |
| regenerative sleep that a dragon can go into, except the | |
| werepyre uses their vampire sleep recovery and their werewolf | |
| connection to nature in order to initiate this power. This | |
| allows werepyres to sleep anywhere in nature, whether it's in a | |
| tree, a werewolf tribe land, or even in a cave. When the | |
| werepyre sleeps, their injuries are able to heal through | |
| enhanced regeneration, and their exhaustion can be removed | |
| fairly quickly. Most werepyres only have to sleep about 4 hours | |
| a day due to their advanced regeneration and recovery, but this | |
| is more for the times when a werepyre is hurt from battle or | |
| near death, and the werepyre can sleep until they've fully | |
| recovered. Most werepyres will find caves to hide out in, or | |
| secluded homes in the forest where they won't be bothered. | |
| Typically, the werepyre must go into sleep in order to do this, | |
| and while they don't sleep as deeply as dragons would, werepyres | |
| do sleep deeply enough that they can be vulnerable during this | |
| sleep. Most werepyres can be woken up from this fairly easily, | |
| so they usually don't have to risk dying in their sleep if | |
| someone comes across them, but this does slow down their | |
| recovery a bit if they aren't able to sleep for long periods of | |
| time to recover. | |
| - Werepyre Bite: Cursed Bite: This is the ability that allows a | |
| werepyre to bite someone with their vampire-like fangs. When | |
| they bite someone, they can choose whether not to leave this | |
| cursed bite mark behind. Usually, werepyres will bite with their | |
| fangs when they want to drink blood, but they can also bite to | |
| put a curse on someone. If they are able to be changed into a | |
| supernatural, this curse will change someone into a werepyre as | |
| a result. This combines the vampire's ability to turn someone | |
| into their servant with the werewolf's mark that marks someone | |
| as belonging to the werewolf. By combining these, the werepyre | |
| is able to create servants out of this method, and bond to them | |
| at the same time. As a result, the person turned will be bonded | |
| as the servant, and the werepyre will become the master. Unlike | |
| vampire servants who can go crazy without the bond between the | |
| master and servant, werepyre bonds can only be broken if the | |
| werepyre that cast it is killed. And like vampires, the werepyre | |
| master will always be connected and know what the werepyre | |
| servant is thinking or doing at any given time due to their | |
| connection they have The person can be cured of this cursed | |
| bite, however, this can only be cured if a special formula is | |
| administered before the new werepyre eats flesh or drinks blood, | |
| as once they do, their curse will often corrupt them at this | |
| point and it will make the change permanent. If the werepyre | |
| that casts this is killed, the person affected will be free from | |
| being a servant, but they may be permanently changed if the | |
| person has devoured flesh or drank blood while being a werepyre. | |
| While some people immune to mind manipulation can avoid the | |
| personality change to a degree, they can be affected by the next | |
| part of the werepyre cursed bite ability. | |
| - Werepyre Cursed Bite: Control Servant Curse: Just like | |
| vampires who make servants out of those they convert to their | |
| kind, werepyres are able to control their servants curse. | |
| Werepyres are able to use this curse as a connection to their | |
| servants, in which the werepyre can act depending on what they | |
| want to do. For example, when their servants need punishment, | |
| werepyres are able to torture their servants through this curse | |
| if they desire to, as the curse can be used to cause pain to the | |
| servants. And depending on what the werepyre wants to do, the | |
| werepyre is also able to do positive things for their servants | |
| as well, such as giving them new power through the connection, | |
| or the werepyre can use the curse to give the servant healing | |
| through transferring life force. Many werepyres can use this to | |
| control their servants, and the variations of what can be done | |
| usually depend on what the werepyre wants to do. Usually, this | |
| control is used to control the servant, and force them to do | |
| what the werepyre wants, though some werepyres also use it to | |
| build special bonds with servants if they are people precious to | |
| them. While this lets a werepyre exercise control over a | |
| servant, this cannot be used to kill a servant, no matter how | |
| much pain they are put in, as the pain is only administered | |
| through the curse and doesn't actually hurt someone physically. | |
| It is also worth noting that this doesn't actually mind control | |
| servants, but rather is used more for reinforcement of their | |
| servants. And as one might guess, this only works on those that | |
| the werepyre makes their servants, as this power is only used | |
| through those converted by the werepyre. Since werepyres also | |
| tend to be very secretive and hunted down for the danger they | |
| present to vampire, werewolf and human-kind, they typically | |
| prefer servants willing to do their bidding, rather than trying | |
| to force people into submission like most think. This curse can | |
| also be removed entirely if the werepyre desires, as the | |
| werepyre can take back the curse and remove the power the | |
| servant has if the servant proves to be too troublesome. | |
| - Werepyre Acid Bite: Werepyres have a mix of vampire and | |
| werewolf physiology, but also have a unique aspect to their | |
| physiology. Their saliva/spit is acidic, which helps them digest | |
| what they eat. When a werepyre eats someone or something, they | |
| typically don't leave anything behind, and this power helps them | |
| quickly digest both blood and flesh. Many werepyres will even | |
| eat the bones of their victims, with this acid even helping | |
| digest bones when devoured. This is designed to help werepyres | |
| so they don't have to eat for so long, as werepyres typically | |
| eat more than vampires and werewolves due to needing both blood | |
| and flesh to survive. Most werepyres can even use this in | |
| battles, in which they can use their saliva when biting someone | |
| to do their acid bite. While werepyre teeth are still as strong | |
| as a werewolf's teeth and their fangs are as sharp as a | |
| vampire's, the werepyre can still devour someone pretty easily | |
| even without this bite. This bite is more a tool to help with | |
| digestion, rather than being used in battle, and the acidic | |
| effect of the saliva isn't quite as powerful as some more | |
| powerful acids. Typically, this is only done through bites, and | |
| while this can be dangerous to people bit by a werepyre, usually | |
| it's not life threatening unless the werepyre bites into a vital | |
| point. This acidic saliva is strong, but usually only works when | |
| the saliva comes into contact with, so avoiding getting bit is | |
| usually the best way to avoid the effects of this bite. | |
| - Werepyre Superior Claws: Werepyres have claws similar to | |
| werewolves, but because of their vampire side, werepyre claws | |
| are longer and more powerful thanks to vampires being able to | |
| have longer nails that are used similarly to claws (most | |
| vampires have this in some form). Because of this, werepyres see | |
| themselves as having superior claws, which can slice through | |
| more than a werewolf's claws can, due to the werepyre having | |
| longer claws. These claws are strong enough to usually be able | |
| to tear through metal objects, and werepyres are able to slash | |
| opponents with these claws. This is part of a werepyre's | |
| physiology, one that is often used to tear apart their victims | |
| more easily, but also something they can use in battle to more | |
| easily pierce through opponents. Some stronger werepyres have | |
| the enhanced strength to spear through armor and shields with | |
| their claws, making their claws far more dangerous than | |
| werewolves and vampires. This applies not only to the claws on | |
| their hands, but also the claws on their feet as well. Werepyres | |
| also are able to regrow their claws if their claws are severed | |
| or even removed, due to their ability to regenerate. These claws | |
| are naturally sharper than werewolf or vampire claws, and are | |
| typically quite dangerous. Usually, werepyres have to be careful | |
| with their claws, and usually have to maintain them by trimming | |
| them, or else the claws will continue to grow. Typically, it's | |
| usually best to dodge a werepyre's claws, rather than try to | |
| block it, due to a werepyre's stronger claws and (usually) | |
| stronger physique they put into their claw slashes even without | |
| using werepyre skills. | |
| - Werepyre Claws of the Beast: This is a power that allows a | |
| werepyre to use their vampire side to empower their claws, and | |
| allows a werepyre to use their vampire power to be used to allow | |
| the werepyre to create new techniques. For example, the most | |
| common way werepyres take advantage of this is by fusing | |
| darkness energy into their claws, so that their claw slash waves | |
| release waves of powerful darkness that is controlled by the | |
| werepyre. This can be used a variety of ways, depending on the | |
| werepyre and how creative they get with this power. Some are | |
| able to use this to fire claw slash waves of darkness, or some | |
| might even use this to spear people from a distance by using | |
| their darkness in their claws like a claw extension to try and | |
| extend their reach. This power can use a variety of vampire | |
| abilities, with some werepyres even having other unique | |
| abilities, such as some having shapeshifting abilities, or | |
| others having certain strength increase abilities. This power | |
| can amplify the cutting power of a werepyre's claws, and is used | |
| to allow a werepyre to cut through stronger armors and defensive | |
| abilities, with some werepyres being strong enough to use their | |
| darkness to pierce through energy defenses or barriers. Of | |
| course, as one might expect, using holy power can counter this | |
| to a degree if one can account for the increased power of the | |
| slash, but the best way to avoid this is to dodge the claw slash | |
| rather than trying to block it. | |
| - Werepyre Invigorating Slash: By using their ability to absorb | |
| life energy, a werepyre is also able to absorb life energy | |
| through using their claw slashes, in which their claws are able | |
| to absorb life energy as easily as their fangs/bite is able to. | |
| When slashing enemies, a werepyre is able to absorb a small | |
| portion of life energy if the claws make contact with someone, | |
| depending on how deeply the opponent is cut by the claws. This | |
| power is designed to help when a werepyre takes down someone who | |
| is their prey, as absorbing their life energy is part of the | |
| feeding process that the werepyre takes advantage of so they can | |
| get more from their victims. This is specifically dangerous with | |
| certain other powers, such as if the werepyre has Bolshevik | |
| vampire powers that can set up feeding connections by touch. | |
| This power can even be used with other werewolf and vampire | |
| powers that absorb life energy, depending on what the werepyre's | |
| capabilities are, or how they apply their abilities to absorb | |
| life energy. When absorbing life energy, this can be used to | |
| replenish the werepyre's power if used properly in battle, and | |
| werepyres are able to use this to weaken opponents in battle. | |
| However, unlike one might expect, this is actually a conscious | |
| ability, as it requires concentration to use this power. This | |
| means that it is not particularly useful if the werepyre is too | |
| injured to concentrate, and isn't useful unless the werepyre | |
| wants to take the life energy of someone they slash. The best | |
| way to avoid this is to not let oneself get slashed by this | |
| attack, and given the werepyre's strength and claw slash power, | |
| it's usually best to dodge this attack rather than try to use | |
| defenses the werepyre might be able to pierce through. This also | |
| cannot be combined with other werepyre abilities like the Claws | |
| of the Beast, due to this requiring concentration to use and | |
| other claw slash powers usually also requiring concentration. | |
| - Werepyre Vampire Discipline Learning: Depending on werepyre, | |
| and their training, werepyres are able to learn the vampire | |
| disciplines of any vampire clan that they have an affinity for. | |
| Every vampire clan has their own set of abilities and | |
| disciplines, which werepyres can learn if they are trained, or | |
| they have a strong enough affinity that they can learn these | |
| skills. For example, a werepyre born of the Lasombra clan would | |
| be strong in shadows, or certain other clan born werepyres might | |
| be stronger in other abilities. There are a variety of vampire | |
| disciplines, from physical combat, to transformation abilities, | |
| to even alchemic abilities. This depends on the werepyre, and | |
| what training they can obtain. Most werepyres usually learn | |
| vampire disciplines in order to find ways to enhance their power | |
| further, in which many will combine these with werewolf gifts to | |
| create special werepyre abilities. All of these often work | |
| similar to how they are used by vampires, and aside from certain | |
| modified disciplines, most still have the same strengths and | |
| weaknesses. What disciplines a werepyre can learn is dependent | |
| on their vampire heritage and their training, and unless they | |
| have an affinity for the discipline, they may not be able to | |
| learn it. For example, physical combat based disciplines usually | |
| work well for werepyres, but those without certain magic | |
| affinities that are required for alchemy won't be able to learn | |
| any thaumaturgy skills. And since vampires typically see | |
| werepyres as freaks and reject them from their society, most | |
| werepyres will have difficulty finding teachers who are willing | |
| to teach them, especially with werepyre's who twist natures to | |
| their advantage like many do in order to twist vampire and | |
| werewolf powers for themselves. | |
| - Werepyre Werewolf Skill Learning: Werepyres are able to learn | |
| werewolf gifts, which are skills used by werewolves in a manner | |
| similar to how vampires use their disciplines. Each tribe has | |
| their own set of skills, many of which are taught by spirits. | |
| Typically, learning gifts can be a bit easier for werepyres, | |
| since werepyres have the ability to twist and enslave spirits, | |
| whereas vampire disciplines usually have to be learned by | |
| vampires of a certain clan. Werepyres are able to learn any | |
| werewolf gift or power that they have an affinity for, and can | |
| learn these skills as long as they are able to find a way to | |
| learn them. Since many of these gifts are taught by spirits, a | |
| werepyre usually only needs to find a spirit they can either | |
| convince to teach them, or twist/enslave to teach them. Just | |
| like disciplines, werewolf gifts are usually determined by | |
| affinities and tribe. Just like how werepyres use disciplines, | |
| werepyres also use werewolf gifts just like werewolves would use | |
| them, and can use them just as effectively as any werewolf. | |
| Depending on what tribe the werepyre is born from, they may be | |
| able to learn certain abilities, and many werepyres usually | |
| learn these to combine with vampire disciplines to create their | |
| own werepyre skills. As one might expect, any werewolf gift or | |
| skills used have the same strengths and weaknesses (unless they | |
| are modified by the werepyre), and can be fought against the | |
| same way. And as one might expect, one still needs to have an | |
| affinity to learn a skill. For example, a physical combat based | |
| werepyre (which is common), will be able to use physical combat | |
| gifts, but ones that require affinities they don't have might | |
| not be able to be learned (such as magic based gifts cannot be | |
| used unless the werepyre has an affinity for the magic used in | |
| the power). | |
| Werepyre Battle Skills: | |
| - Werepyre Passive Skill: Deadly Predator Spirit: Werepyres, | |
| similar to werewolves, have their own way of utilizing their | |
| fighting styles. Where werewolves have their lunar spirit | |
| fighting abilities, or vampires that use things like clan | |
| abilities, werepyres developed their own power that uses their | |
| twisted darkness and nature abilities. This lets a werepyre | |
| focus their dark natures, and mix it with their combat in order | |
| to use certain supernatural and combat based werepyre skills | |
| that are powered by their dark nature and their will to fight. | |
| This is the most basic aspect of the werepyre's base combat, and | |
| powers most of the werepyre battle skills. This takes a | |
| werepyre's dark nature and uses it in combat for different | |
| effects. There are typically two major skill types, passive | |
| skills and combat skills. Passive skills are usually just | |
| passive upgrades to a werepyre that grant specific effects, | |
| while battle skills are conscious attack skills that the | |
| werepyre can use in a fight. Many of these skills combine | |
| vampire and werewolf abilities, or some may be created by | |
| werepyres specifically to combat opponents. Typically, there are | |
| a number of skills werepyres can learn, but most also develop | |
| their own specific skills, as there are those that opt for | |
| combining their own abilities uniquely. Since each werepyre is | |
| usually born of different heritages and has different potential, | |
| it is hard to categorize what werepyres have affinities for what | |
| skills, since different werepyres will have different abilities. | |
| Most of these abilities are combat or supernatural power based, | |
| using a werepyre's combat ability, and can be countered by other | |
| combat abilities or supernatural abilities depending on the | |
| skills. | |
| - Werepyre Base Skill: Werepyre Cursed Dark Arts Darkness | |
| Manipulation: This is the second part of learning werepyre | |
| skills, in which a werepyre has to learn to manipulate the dark | |
| nature they are born with. Some are able to do this better than | |
| others, but most werepyres are born with dark natures that let | |
| them draw out this dark nature, in the form of using their | |
| werepyre energy to mix their darkness power from their vampire | |
| side with their cursed nature of their werewolf side to create a | |
| unique energy which they call cursed darkness. This is somewhat | |
| similar to corrupted darkness, except that the werepyres use | |
| this naturally, rather than having to create it. When using | |
| this, they can use this like any normal darkness abilities, with | |
| the exception that this darkness can be used to even fight other | |
| darkness users similar to corrupted darkness thanks to the | |
| cursed nature of this energy. This is the base power of their | |
| combat skills alongside their deadly predator spirit. This | |
| darkness powers most of their battle skills, while their deadly | |
| predator spirit usually powers more of the passive abilities. As | |
| a werepyre gets more experienced, they may learn to do more | |
| advanced darkness abilities, and may even make their battle | |
| skills more powerful if this skill becomes stronger since it's | |
| the base power of most of the battle skills. Typically, the way | |
| to counter this is holy energy, though the best is probably holy | |
| light which counters both the cursed nature and the darkness | |
| power. However, normal light can be used if it is concentrated | |
| enough to overpower the darkness, assuming the werepyre doesn't | |
| have any other enhanced darkness abilities. Kiren's cursed | |
| darkness, while he doesn't have any unique werepyre skills of | |
| his own, is enhanced with dark arts, and gives all of his | |
| darkness skills a dark arts enhancement that makes his skills | |
| stronger than normal werepyre cursed darkness skills. | |
| - Werepyre Passive Skill: Arcane Terror: This is a passive skill | |
| that is generated by werepyres. Most werepyres learn this as | |
| part of their basic training where they are able to enhance | |
| their natures to terrifying levels. Similar to vampires who use | |
| disciplines that weaponize their very presence, werepyres also | |
| use this as a passive way to intimidate others using a fearless | |
| nature. Those not immune to fear manipulation will find | |
| themselves filled with fear when faced with the werepyre, as | |
| this is a passive skill that is always in effect. Depending on | |
| the presence of the werepyre, most use this in some fashion to | |
| strike fear into their opponents, usually as a tactic to scare | |
| off hunters and other opponents who might be a threat to them. | |
| This skill also gets stronger when the werepyre becomes angry or | |
| hateful, in which their negative emotions can fuel this and make | |
| this power stronger to generate more fear in others. Typically, | |
| this skill means that it takes someone with strong willpower to | |
| not be overcome with fear. Some werepyres who use this can | |
| weaponize it in a way to attack the mind, but usually only | |
| advanced werepyres will use it in this way. Those that are | |
| immune to fear manipulation or the effects of emotional | |
| influence would be able to resist this though, as will people | |
| with strong wills that can overcome their fear. This skill also | |
| only works as long as the werepyre is fearless, and if they | |
| become afraid, then this skill will stop working completely as | |
| long as the werepyre is afraid. | |
| - Werepyre Passive Skill: Unstoppable Will: Similar to how some | |
| vampires and werewolves have certain training to avoid certain | |
| emotional changes (like the Darkfire Disciplined Mind), | |
| werepyres have their own special training where they passively | |
| focus their willpower into their darkness power. This grants | |
| them a passive skill that strengthens their willpower | |
| considerably, and can instantly free them from certain negative | |
| status effects. Using this, werepyres are able to break out of | |
| certain negative conditions like fear manipulation, psychic | |
| paralysis and stun abilities, and other body manipulation | |
| abilities. By using their immense willpower, their dark natures | |
| break them out of most psychic holds or manipulations that try | |
| to attack the mind or body, which is usually overpowered by the | |
| werepyre's own will. This power is a passive skill that is | |
| designed to be similar to skills like Disciplined Mind, and | |
| designed to help the werepyre focus their minds in battle. As | |
| one might imagine, this is a necessary skill to have in battle, | |
| so that werepyres can keep focused when they are in battle. | |
| Typically, this power uses a werepyre's willpower with their | |
| dark natures, so this skill only amplifies the mind as much as | |
| the willpower and dark nature of the werepyre will allow. While | |
| some have stronger willpower or dark natures than others, the | |
| combination usually determines how strong this will be. If a | |
| psychic power can overpower the werepyre's willpower, then it is | |
| possible to overpower this skill and affect a werepyre on a | |
| psychic level. | |
| - Werepyre Passive Skill: Shadows of the Dawn: While most | |
| werewolves and vampires wouldn't be able to fight effectively | |
| during the day, werepyres have developed a skill that lets them | |
| fight during the day just as effectively as they do at night. By | |
| using the shadows of an area they are in, they are able to | |
| utilize amplification during the day, which amplifies them as | |
| much as the night would. By absorbing the shadows, the werepyre | |
| isn't affected by daylight, and can get around just as easily in | |
| the day. For most werepyres, they will find light unpleasant | |
| (Unless they are a type of werepyre that is not restricted by | |
| night, aka if they have daywalker power in them), but they will | |
| not be hindered by the light as long as they have shadows around | |
| them. Typically, the darker the place they find, the more | |
| amplification they will find, though they can fight effectively | |
| enough even with little shadow. While they may not gain | |
| amplification during the day from the night or the moon, they | |
| can use this skill to at least fight at their normal level even | |
| if they would normally be hindered during the day. Of course, | |
| while this skill does allow a werepyre to fight during the day, | |
| that doesn't mean they don't still have vulnerability to holy or | |
| light based abilities due to their strong darkness nature. And | |
| if an opponent takes away their shadows during the day, they | |
| will lose their darkness amplification they gain from this | |
| ability and might be weakened depending on the werepyre. | |
| - Werepyre Passive Skill: Terror of the Night: Werepyres who | |
| train their combat usually train both vampire disciplines and | |
| werewolf gifts, in which they combine the two. In combat, this | |
| usually results in them combining combat abilities of werewolves | |
| and vampires. For example, werewolves will use certain vampire | |
| abilities like celerity training or potence training that | |
| enhances physical combat, and also use certain werewolf gift | |
| training like lightning reflexes and pain resistance. Every | |
| werepyre has different balances of abilities depending on what | |
| they can do, but most werepyres use this skill to combine | |
| werewolf and vampire combat abilities in order to combine the | |
| best of both races combat skills. This makes werepyres extremely | |
| dangerous in physical combat, especially ones that focus on | |
| physical combat, since this skill allows them to utilize two | |
| different races combat abilities in ways that surpass the | |
| original powers of clans and prides. Werepyres, depending on | |
| their training and affinities, can combine their combat training | |
| in a number of ways, with some even combining certain other | |
| combat techniques with their werewolf and vampire powers (such | |
| as martial arts styles and weapon styles). Typically, this makes | |
| each werepyre different, and amplifies their combat abilities | |
| depending on their abilities. Because of the number of | |
| combination options werepyres have, all werepyres have unique | |
| combat abilities. However, while this is an impressive ability, | |
| most werepyres are limited by what physical affinities they | |
| have. For example, a werepyre that is more bulky may have more | |
| strength and defense, but may not gain as much speed, or a | |
| werepyre that is smaller in stature might be faster, but lack | |
| the physical strength. This also depends on the training of the | |
| werepyre and what skills they can learn that boost their | |
| physical combat, as the physical combat makes this power what it | |
| is. | |
| - Werepyre Combat Skill: Dark Howl: This skill is based on | |
| certain werewolf howls that utilize a werewolf's power. Among | |
| known gifts of werewolves are the Lupus gift of shattering howl, | |
| or the Get of Fenris gift scream of Gaia. Depending on the howl | |
| used, a werepyre is able to use their dark nature to combine | |
| with this howl to create a powerful sound wave which is designed | |
| to inspire fear into others. This emits a powerful shockwave | |
| which can knock opponents off their feet and disorient them | |
| using physical force. In addition, most werepyres can also | |
| paralyze opponents when they use this, using the dark nature | |
| stun an opponent if they are caught in the soundwave of the | |
| howl. Depending on the powers used, this can be further | |
| enhanced, such as werewolf gifts that empower one's howl, or | |
| vampire disciplines that amplify a vampire's voice somehow. This | |
| power can be useful, as the wave is strong enough to shatter | |
| stone when the sound wave hits, making it a good combat tactic, | |
| even if the opponent isn't affected by the paralysis or the fear | |
| manipulation. As such, this skill can have many uses, and some | |
| werepyres can even emit frequencies that might knock people out | |
| if they are able tune their howl to certain frequencies. This | |
| power is a pretty basic skill, and it mostly uses the voice of | |
| the werepyre to utilize it as a weapon. Because of how this | |
| power works, the sound waves become the major weapon, and if an | |
| opponent knows this, they can usually find ways to counter it, | |
| such as using water to dull the sound waves, or using something | |
| to block the sound waves completely. This also requires the | |
| werepyre's voice, so a good punch to the throat could interrupt | |
| this ability completely if an opponent catches the werepyre | |
| getting ready to use this skill, or using some sort of power to | |
| prevent the werepyre from howling. | |
| - Werepyre Combat Skill: Dark Rage Impact: This skill is a | |
| combat power that lets a werepyre enter a temporary beserker | |
| state. This state uses anger and negative emotions to strengthen | |
| the werepyre's dark nature, amplifying their darkness and | |
| physical abilities temporarily. When in affect, the anger and | |
| hatred of the werepyre makes the darkness power strong enough to | |
| overpower many other stronger forms of darkness and light, and | |
| allows a werepyre to use their darkness in far stronger capacity | |
| than they normally would be able to. In addition, a werepyre | |
| also gains highly enhanced combat abilities in this state, | |
| including making them move faster and increasing their strength | |
| immensely. By combining certain abilities like the werewolf gift | |
| desperate strength and the lunar werewolf fighting spirit | |
| ability rage impact and the vampire celerity and presence | |
| abilities, the werepyre is able to use this to dangerous effect, | |
| amplifying their abilities beyond vampire and werewolf | |
| amplifications of similar abilities. While this is a strong | |
| technique though, this is only a temporary increase in power, | |
| and a werepyre that uses this may lose control of their emotions | |
| depending on how strong their control of their anger is. Because | |
| this uses anger and hatred to power this skill, stronger uses of | |
| this skill result in far less control, but grant far more power | |
| in amplification. Meanwhile, weaker uses of this mean not as | |
| much amplification, but the werepyre will be able to keep | |
| themselves in control of themselves. This power also only works | |
| for a small amount of time (up to 2 combat rounds), as this | |
| power is only meant to temporarily increase one's power. Any | |
| werepyre that uses this for more than 2 rounds will take | |
| physical damage as their amplification will damage the | |
| werepyre's body as they try to continue to fight using this | |
| amplification. | |
| - Werepyre Combat Skill: Life of Gaia: Werewolves are familiar | |
| with how nature connection to the world works, and the | |
| connection to the earth, while vampires are familiar with how to | |
| steal life energy (at least many are in some form). By combining | |
| these two aspects, a werepyre is able to absorb and manipulate | |
| the life energy of the world around them, whether they use it to | |
| attack, or they even absorb it to make themselves more powerful. | |
| Because werepyres twist the world to their advantage, this power | |
| is no different, in which werepyres usually use this in order to | |
| twist the world's energies to their own benefit. Most werewolves | |
| would normally use a power like this to redistribute life energy | |
| more evenly among creatures of the world to balance life, but | |
| werepyres often will use this more for themselves rather than | |
| the world around them. Most werepyres use this to absorb it to | |
| heal themselves, or they may use it to attack opponents with if | |
| they are vulnerable to it. This is similar to certain sage | |
| abilities of some other races (IE absorbing energy from the | |
| environment), and this power is more or less like absorbing life | |
| from the world's energy. Some werepyres can even use this to | |
| heal others, or some more advanced werepyres might even be able | |
| to manipulate certain creatures without conscious thinking minds | |
| (like plants and animals) more easily due to their ability to | |
| twist life energy to their advantages. Just like any life energy | |
| though, a werepyre must be careful with this, as they cannot | |
| absorb too much life energy or they might disrupt their own | |
| balance of life and death energy, and they must also make sure | |
| they don't overwhelm themselves with this energy as too much | |
| energy will physically damage them. Typically, only a certain | |
| amount of life energy can be absorbed from certain areas, as the | |
| plants and animals will often die when this is used (unless the | |
| werepyre is simply redistributing it to heal plants or animals, | |
| or using it to heal someone), and once gone this energy cannot | |
| be absorbed any longer unless the werepyre moves to a different | |
| area that has life energy. This also requires the werepyre to | |
| know how to read the life force of the planet, which may require | |
| special training. | |
| - Werepyre Combat Skill: Poison Claw: By utilizing a werewolf | |
| gift called spur claw that allows a werewolf to learn how to | |
| poison their claws, werepyres replicated this ability and | |
| created a werepyre ability that allows them to secret poison | |
| from their claws. When used, this poison is administered through | |
| claw slashes when the claw makes contact with an opponent, and | |
| the poison is spread into the body when the claw pierces the | |
| skin. Normal claw slashes become poisonous to opponents, and | |
| depending on the werepyre, they are able to generate poison | |
| depending on how they use this. The most common poison generated | |
| is a neurotoxin which paralyzes opponents when administered into | |
| bodies. If the poison spreads through the body, the opponent | |
| will have reduced ability to move, and if enough poison is | |
| administered, the neurotoxin could even paralyze the heart, | |
| which could kill the opponent if they are vulnerable to death if | |
| their heart stops. Most werewolves will use their training to | |
| create new poisons every so often, as every poison user knows to | |
| account for the body's ability to eventually create immunities | |
| to a poison. Among other poisons used by werepyres include | |
| certain acidic poisons that do more damage in the wound, or | |
| hallucinogenic poisons that cause hallucinations and impaired | |
| judgement. This skill does require physical contact with the | |
| werepyre's claw though, and cannot be administered to an | |
| opponent through a claw slash wave (as the claw itself has to | |
| make contact and pierce the skin to work). Because of this, | |
| dodging the claws is the best way to avoid this attack, or | |
| people with resistances or immunity to poisons might have a | |
| reduced effect when it comes to being poisoned by this. | |
| - Werepyre Combat Skill: Shadow Lurk: This ability allows a | |
| werepyre to use the shadows to hide. When used, this skill lets | |
| a werepyre stand in the shadows, and even without melding into | |
| the shadows, the werepyre is able to use their darkness to blend | |
| into the shadow. Usually, this works best if the werepyre | |
| suppresses their presence so that their presence cannot be | |
| sensed. When used, werepyres can hide from most creatures, even | |
| hiding from other werewolves and vampires depending on what they | |
| want to do. Typically, more advanced werepyres can eventually | |
| even learn to travel through shadows through shadow melding, | |
| depending on their affinity for melding into darkness (usually | |
| best used through shadow lord werewolf tribes or Lasombra | |
| vampire clans). Werepyres originally developed this to hide from | |
| supernatural hunters, and to hide from other dark creatures that | |
| might try to hunt them down. Of course, many werepyres these | |
| days consider it cowardice to hide from their opponents, so they | |
| mostly learn this as a way to learn how to use shadow lurk to | |
| travel through shadows or to meld into shadows, so that they | |
| have a better way to use this, and a way to get around. However, | |
| just like other creatures, werepyres have to be careful where | |
| they shadow meld, because the shadow realm can be a dangerous | |
| place if they use shadows to travel, especially if they | |
| accidentally travel to the wrong part of the shadow realm (like | |
| Xeles's domain). When used, this isn't really a combat skill, as | |
| a werepyre mostly use this to get around or to just hide if they | |
| need to, so there's no damage done with this skill. Usually, the | |
| only way to sense a werepyre who is using this is by sensing | |
| their presence some other way, such as hearing or smell that | |
| might detect traces the darkness cannot cover up, since this | |
| only covers up a werepyre to the sense of sight and the other | |
| presence senses. While this is useful, it is also noteworthy | |
| that maintaining this stealth for long periods of time can be | |
| draining as it requires energy to maintain this stealth due to | |
| it requiring the werepyre's darkness. | |
| - Werepyre Combat Skill: Dark Shield: When a werepyre is in | |
| danger of attack, they are able to create a barrier of darkness | |
| around themselves. This helps them defend against attacks, in | |
| which they use this as a defensive move to prevent themselves | |
| from taking damage from attacks. When used, a werepyre uses the | |
| cursed darkness from their bodies to create a barrier, in which | |
| the darkness locks the werepyre in place, allowing them to use | |
| the darkness to defend against attacks when in effect. When | |
| used, the darkness uses intense power to protect the werepyre, | |
| and can defend most normal attacks and plenty of projectile | |
| attacks. When used, this locks the werepyre in place, making the | |
| defense stronger than most other barrier skills by using the | |
| emission of darkness from the werepyre's body to strengthen | |
| their defense. Because of how this skill works, they cannot move | |
| while this barrier is in effect, and this requires darkness | |
| energy to keep the barrier going. This barrier is very difficult | |
| to break, but certain strong enough piercing abilities can break | |
| through this shield ability, as difficult as it might seem. | |
| Usually, besides aura breaker abilities/weapons, concentrated | |
| light and piercing lightning abilities are usually the best ways | |
| to break through this, if the opponent can gather the power | |
| needed to break the werepyre. And because this requires the | |
| werepyre's own darkness, this barrier technique is only as | |
| strong as the werepyre's own darkness, as this skill is powered | |
| by the darkness emitted from the body. Certain strong enough | |
| holy abilities can also more easily break this power as well | |
| depending on the holy skills used. | |
| - Werepyre Combat Skill: Dark Beast Crash: This technique uses | |
| the darkness emitted from the werepyre, usually when the | |
| werepyre is in movement. When moving, the werepyre is able to | |
| use their darkness emitted from their body to enhance their | |
| physical and supernatural power when in motion, and is designed | |
| to be used during a dash or jump attack to amplify the | |
| werewolf's impact power. This was based on werewolves who jump | |
| around and use this to try and hit opponents with the force of | |
| their bodies, to which werepyres learned to utilize their dark | |
| natures to do something similar. Werepyres are able to use this | |
| while in motion, whether they are in the air, or using a dash, | |
| they can amplify themselves with this darkness to try and break | |
| through an opponent's defenses. Typically, this is best used | |
| against barriers and energy defenses, where the werepyre will | |
| use this to try and break through the opponent's defenses. This | |
| can also be used to boost movement speed when in motion, where a | |
| werepyre is able to use this in motion to boost their speed as | |
| much as their power (usually as a means to avoid an attack that | |
| they don't have the speed to avoid normally). Typically, | |
| avoiding this attack simply requires dodging the attack, and the | |
| werepyre usually moves in straight line when using this, unless | |
| they use an object to stop and change direction. Usually, trying | |
| to change direction is difficult with this technique, and when | |
| the werepyre comes out of this technique, they may be vulnerable | |
| once their dark amplification is no longer in effect since the | |
| werepyre will not be using the darkness to amplify their | |
| physical movement and abilities. This is another technique that | |
| is also only as strong as the werepyre's own dark nature, so | |
| natures would only be able to overcome defenses similar or | |
| slightly above their level of power. | |
| - Werepyre Combat Skill: Shadow Mist Form: This skill combines | |
| the fog on the moor ghost form of a werewolf (similar to | |
| intangibility) with the mist form that some vampires can take. | |
| Using a werepyre's dark nature, they take the form of a shadow | |
| mist that is intangible when used. This form is another power | |
| designed to avoid attacks, allowing a werepyre to use this to | |
| let attacks pass through them. When in this form, the werepyre | |
| is mostly intangible and immune to attack. Some more advanced | |
| werepyres can even change this form depending on their darkness | |
| control, such as changing the temperature of the mist form they | |
| take (either heating it up to burn anyone who gets caught in the | |
| mist, or freezing anyone caught in the mist by reducing the | |
| temperature), or some werepyres can adjust the acidity of their | |
| dark mist to make it able to corrode anything caught in the mist | |
| form. This power can be very useful, though when in this form, | |
| the werepyre is more vulnerable to wind attacks, which can blow | |
| away the werepyre's mist form. To an extent, lightning powers | |
| can also affect mist powers (though it takes a very high voltage | |
| due to the higher resistance mist and air have to conducting | |
| electricity). Werepyres can also only stay in this form for a | |
| limited time, and have to return to their normal forms. One way | |
| to attack werepyres in this form, besides using certain spirit | |
| defense powers like Haki or Pai Zhua training, is to use silver. | |
| Because of the power this was modified from, the werepyre cannot | |
| maintain their shadow mist form when in the presence of silver, | |
| and the silver will force them back into normal form due to the | |
| power interrupting the werewolf fog on the moor power this was | |
| adapted from. Even the best werepyres are still vulnerable to | |
| silver when in this form (unless they are holy natured, in which | |
| case gold acts in place of silver). This means that silver | |
| bullets and weapons can not only force a werepyre into normal | |
| form, but they can also damage a werepyre if the bullet or | |
| weapon is in the mist when the werepyre reforms. | |
| - Werepyre Combat Skill: Dark Railgun: This skill combines a | |
| werewolf's gifts that increase strength with a vampire's | |
| celerity training to create a powerful bullet technique. By | |
| creating darkness and then flicking the darkness at opponents | |
| with their enhanced strength, the darkness is fired with the | |
| speed of the projectile vampire discipline which speeds up the | |
| vampire's projectile attacks immensely. When used, this creates | |
| a dark bullet that is able to blast through concrete and even | |
| certain metals with the force of an anti-tank rifle, thanks to | |
| combining the strength and speed at which it's launched with the | |
| vampire discipline that increases it's speed. As one might | |
| imagine, this skill blasts the darkness at an opponent with | |
| immense force and speed, making it very damaging if it hits an | |
| opponent. The force of impact is usually enough to blast through | |
| most opponents, armor and all. And when using this, the darkness | |
| used is small enough that werepyres can fire these in quick | |
| succession. Because of how this power works, this is a very | |
| dangerous ability, as the werepyre can use this to usually break | |
| through defenses, and with the projectile enhancement, this | |
| technique is also very hard to dodge as a result. This may seem | |
| like a simple attack, but the sheer power of the attack makes it | |
| a great power for werepyres, as it only requires a small amount | |
| of darkness. Werepyres are also able to do this with smaller | |
| objects as well if they don't want to use their darkness (which | |
| some don't want to waste their dark energy), and may choose to | |
| use objects that they flick at opponents like rocks or small | |
| pieces of metal. Typically, anything the size of a bullet can be | |
| fired at an opponent, with even pebbles being devastating when | |
| hitting opponents. Of course, as one might imagine, blocking is | |
| not ideal when it comes to this technique, and opponents should | |
| dodge rather than block. Depending on the strength put into it, | |
| the speed and strength can be adjusted, but increasing the speed | |
| will decrease the impact force, and increasing the strength will | |
| decrease the speed. Typically, while this does generate immense | |
| physical force, if one can dispel the darkness used in the | |
| bullet before it hits, then this won't do any damage. | |
| - Werepyre Combat Skill: Wolfbat Swarm: When using this | |
| technique, this creates a group of darkness familiars in the | |
| forms of bats that possess wolflike features. Typically, the | |
| wolfbats have sharp claws and strong teeth, and enhanced smell, | |
| sight and hearing. These wolfbats are designed to swarm | |
| opponents and attack them, usually opening them up to other | |
| attacks if the wolfbats are able to distract the opponent. When | |
| the wolfbats bite an opponent, they are able to drain life | |
| energy from the opponent and then give it to the werepyre, or | |
| they can suck out the blood of the person they bite similar to a | |
| vampire's bite. The wolfbats can also use their claws to tear | |
| through defenses using their darkness to try and pierce | |
| defenses. Depending on the power of the werepyre's darkness, | |
| this power can do dangerous damage to opponents, and can weaken | |
| them when used properly. This power uses the werepyre's darkness | |
| to create these, and when used, the werepyre can even share | |
| their senses with the wolfbats due to them controlling the | |
| darkness that makes up the wolfbats. These wolfbats are usually | |
| designed to attack in a group, which is designed to overwhelm an | |
| opponent if the group of wolfbats attacks them. Typically, the | |
| best way to avoid these is to destroy them with light or holy | |
| attack abilities, which can destroy them if the attacks are able | |
| to overpower the darkness of the werepyre. These wolfbats can be | |
| also be destroyed by certain other abilities, such as strong | |
| enough energy, or other elemental abilities like lightning or | |
| flames. The wolfbats are typically not too hard to destroy, | |
| though werepyres with stronger darkness abilities will have | |
| stronger wolfbats using this power. This is similar to any other | |
| familiar power, and these familiars are basically like most | |
| other shadow familiars in nature. | |
| - Werepyre Combat Skill: Horde of the Beast: This is similar to | |
| the wolfbat power, except that this uses the familiar power to | |
| create manifested familiars instead of shadow familiars. When | |
| manifested, the werepyre uses some of their darkness like a | |
| summoning, and they summon wolves that are created from the | |
| werepyre's own power. These wolves are like spawns of the | |
| werepyre, where the werepyre combines the familiar power of a | |
| vampire, and mixes in a wolf nature to create what appears to be | |
| a pack of wolves. As such, these wolves are able to attack as a | |
| group, and are usually called to attack opponents and swarm them | |
| similar to the wolfbat skill. When used, the wolves act | |
| according to the werepyre's will, and can use their enhanced | |
| features to attack opponents. Among their attacks, they also | |
| have certain skills like the dark howl, the poison claw, and the | |
| dark beast crash skills. When used, the wolves are able to use | |
| their own darkness enhanced by what the werepyre gave them upon | |
| creating them. Since most werepyres don't have a pack or clan to | |
| help them in battle, werepyres created this technique to allow | |
| them their own group to help fight beside them. Some more | |
| advanced familiar techniques can even attribute life energy or | |
| souls to these wolves if they have strong enough familiar | |
| techniques, and create unique powers for the wolves. However, | |
| the standard usually just gives them darkness techniques, unless | |
| the werepyre empowers them with something else. Typically, these | |
| wolves are weak to anything that can destroy familiars, and | |
| enough damage will eventually dispel them and return the | |
| familiars to the werepyre. Depending on the werepyre, some | |
| werepyres can use certain familiar arts if they have access to | |
| them, though unless otherwise stated, the werepyre's familiars | |
| can be taken out like any other familiar. If one wants to dispel | |
| the wolves, the best way is to attack the werepyre, since the | |
| familiars cannot stay manifested if the werepyre can't | |
| concentrate on keeping them manifested. | |
| - Werepyre Combat Skill: Fenrir's Wrath: This technique was | |
| inspired by Norse mythology, in which werepyres were inspired by | |
| the myth of how the wolf Fenrir was retrained with special | |
| chains. By practicing with their cursed darkness, eventually | |
| Wolfwing VI managed to create this skill that he taught to other | |
| werepyres long ago. After training in this skill, werepyres were | |
| able to generate chains made of their cursed darkness. When | |
| used, the chains use the cursed darkness to restrain opponents, | |
| and use their darkness to form special runes which can restrain | |
| anything that the chains come into contact with. By using these | |
| chains, werepyres focused on restraining werewolves and | |
| vampires, but eventually found that they were able to restrain | |
| almost any creature, as evidenced when Wolfwing VIII managed to | |
| use this to restrain Beelzebub before Beelzebub used his insects | |
| to attack Wolfwing VIII. This skill is commonly used to restrain | |
| opponents in battle, temporarily weakening them if they are | |
| ensnared by the chains. These chains are very strong, and cannot | |
| usually be broken easily as long as they are manifested. When | |
| used, the werepyre usually has to concentrate to keep an | |
| opponent restrained, though some werepyres can usually set up | |
| another attack if they are able to keep the opponent restrained | |
| while preparing the attack. When used, usually it is difficult | |
| to break out of these chains, though the best way is an aura | |
| breaker power or weapon, or some sort of power negation. | |
| However, the best way to avoid this is to not get caught by the | |
| chains, which are generated from shadows. If one can avoid the | |
| shadows and avoid the chains that come out of the shadows, then | |
| they can avoid this technique altogether. | |
| - Werepyre Combat Skill: Dark Forest Summoning: This attack was | |
| a signature of Wolfwing IX, who developed this technique using | |
| his nature connection and the werepyre plant manipulation. By | |
| using the darkness of the werepyre, the werepyre is able to | |
| spread their darkness over an area like seeds that summon trees | |
| of darkness using their nature connection, and are able to | |
| create these trees almost anywhere (though summoning these trees | |
| in enclosed spaces is not recommended due to possibility of | |
| collapsing structures). When used, this summons a mass of dark | |
| trees which attack opponents when they get close. This is best | |
| used in the forests, where the werepyre can have their dark | |
| trees appear among other trees to disguise which trees are the | |
| werepyre's dark trees. The trees are able to attack opponents | |
| when the opponent is nearby, using their branches to attack up | |
| close, devour them by opening up and eating an opponent, or by | |
| firing their leaves like throwing stars that can slice through | |
| opponents when fired at them. This is usually summoned over an | |
| area, and usually summons enough trees to limit an opponent's | |
| mobility since they have to avoid the trees attacks, and the | |
| werepyre at the same time. However, the trees can be destroyed | |
| with holy or light powers, and a flashbang can actually | |
| completely destroy this technique since the trees are made of | |
| darkness. This also takes a lot of energy to create, so this | |
| isn't something that should be used too often. Aside from a few | |
| more powerful users, most users cannot use this multiple times. | |
| If one does enough damage to the werepyre, they can also dispel | |
| this technique since the werepyre has to use their power to | |
| maintain this ability. | |
| - Werepyre Combat Skill: Return from Hades: This was developed | |
| by Wolfwing III, who managed to develop this skill in his 3 | |
| deaths (it took 3 deaths before hunters realized the secret to | |
| this technique). This skill combined the Fianna gift, sleep of | |
| the hero, with a vampire's ability to go into a healing sleep | |
| (usually by sleeping in a coffin). This skill essentially lets a | |
| werepyre come back from death, in which they use this to go into | |
| a death-like sleep. By using their connection to nature and | |
| darkness, they absorb the power of nature and darkness, and | |
| eventually, the werepyre is able to come back to life as though | |
| they never died. This is the ultimate skill of the werepyre, and | |
| makes it so many werepyres cannot be killed by just killing them | |
| and leaving their bodies behind. If a hunter kills a werepyre | |
| and doesn't properly dispose of the body, then the werepyre | |
| could eventually come back, making werepyres with this skill | |
| very hard to permanently dispose of. Most werepyres never know | |
| if they've perfected this until they actually die, due to the | |
| nature of the condition required to use this technique (actually | |
| dying), so it's not always certain if they are able to be | |
| prepared for this. When a werepyre is killed, those that kill | |
| the werepyre must burn the remains, mixing salt and silver into | |
| the remains in order to make sure the remains are properly not | |
| able to return. If salt is not used, then the body can still be | |
| destroyed with silver and fire, but the werepyre might become a | |
| vengeful spirit as a result. Without silver, the burning of the | |
| remains just means that the werepyre is asleep longer than the | |
| werepyre would be if their body wasn't burned. While this skill | |
| seems intimidating, many werepyres are never properly prepared | |
| for this, and most do die properly, but if one manages to pull | |
| this off properly when killed, then they are able to use this | |
| consistently again and again if their remains are not properly | |
| disposed of. If not used properly, then the werepyre dies as | |
| normal and cannot come back. The secret to this is the | |
| connection to nature and darkness that is achieved before death, | |
| and only with a proper connection to the energies of life and | |
| death can a werepyre use this effectively to absorb nature and | |
| darkness energy after death. | |
| Werewolf Lunar Fighting Spirit Combat Abilities: | |
| - Werecreature Combat: Lunar Fighting Spirit: This is a basic | |
| werecreature combat style taught among some basic werewolves. | |
| Because werewolves not part of a clan didn't have a lot of the | |
| same capabilities, they developed this as a means to fight their | |
| enemies. Combat based werewolves are able to learn this style, | |
| which concentrates their combat ability into special techniques | |
| that utilize their werecreature physiology. Most werecreatures | |
| have different ways of utilizing each ability, but for the most | |
| part, this is a very basic fighting style that typically works | |
| with any kind of werecreature as it's highly customizable | |
| depending on the creature. While werewolves were the main focus | |
| of the original style, other werecreatures have since figured | |
| out how to create their own versions of the style as well. This | |
| style utilizes many different kinds of techniques, and some | |
| clans have found their own gifts or abilities that have been | |
| used to enhance this considerably over the years. This was | |
| designed to fight stronger werecreatures, but also designed to | |
| fight vampires and other supernatural creatures, so the | |
| techniques this uses are specifically tuned to fighting | |
| supernatural rivals. Most fighters usually find ways to use this | |
| to amplify their combat in different ways, with some even using | |
| it to amplify their physical combat styles to amplify their | |
| abilities. Because of how easy it is for werecreatures to adapt | |
| this style, most werecreatures usually learn this if they have | |
| no other clan or tribe to belong to, allowing them to learn to | |
| focus their combat without needing a major clan. This was | |
| designed with the same mindset that humans developed martial | |
| arts, in which this is designed to help weaker opponents fight | |
| stronger opponents. Typically, while a good fighting style, this | |
| is a basic fighting style, and aside from mastering the most | |
| basic combat style, most werecreatures only use this as a basic | |
| stepping stone into other werecreature combat styles, due to it | |
| being so basic and not being designed for complicated combat | |
| styles. | |
| - Werewolf Lunar Combat Enhancement: This part of the lunar | |
| fighting spirit has to do with a werecreature's connection to | |
| their moon empowerment. Werecreatures who gain an empowerment | |
| from the moon are able to use this empowerment in this fighting | |
| style, in which they use their lunar connection to enhance their | |
| abilities during the night in order to combat their enemies. The | |
| amplification comes from their connection to the moon, and the | |
| level of amplification depends on the phase of the moon just | |
| like their normal moonlight empowerment. As such, werecreatures | |
| tune their combat to the phases of the moon, and gain better | |
| combat stat amplification depending on how full the moon is. As | |
| one might guess, the full moon will grant the highest level of | |
| amplification (not counting special phases like blue moons and | |
| red moons), and the new moon grants the lowest level of | |
| amplification. This combat is the basic amplification of this | |
| combat style, in which it was designed to originally counter a | |
| vampire's connection to the night, and enemies who could get | |
| stronger during nighttime. This combat style is basic, but works | |
| well for a basic combat ability, and allows for a werecreature | |
| to see how this style is impacted by the connection to the moon | |
| so that they can more easily incorporate this into other combat | |
| styles. The main danger of this empowerment comes from the red | |
| moon, which can overwhelm certain werecreatures. The other | |
| danger is if an opponent is able to amplify themselves more than | |
| this, as this only empowers a werecreature depending on the | |
| moon, which means that lesser light phases of the moon are the | |
| best times to fight a werecreature, or fighting a werecreature | |
| during the day can remove this amplification completely, as it | |
| only works when the moon is in the sky. | |
| - Werecreature Combat Affinity/Combat Tuning: As werecreatures | |
| learn to tune their combat, they eventually learn an affinity | |
| for combat once they've learned to tune their abilities toward | |
| combat. This doesn't take away their normal supernatural | |
| abilities, but instead just hones their combat and tunes it to | |
| the enemies they fight. In this combat style they learn to tune | |
| to the opponents they face, and learn to easily adapt their | |
| style to fight certain types of opponents. For example, if | |
| fighting a martial artist, a werecreature would adapt and take a | |
| more martial artist style approach, such as blocking and | |
| countering similar to martial artists in order to combat the | |
| style specifically, or they may use their supernatural abilities | |
| to their advantage and use skills to get around a martial | |
| artists skills. This combat tuning can be used a variety of ways | |
| depending on the werecreature, as some may prefer stealth | |
| combat, some may prefer normal combat, or some may even have | |
| special combat styles they adapt. This is designed to allow a | |
| werecreature to fight a large number of creatures, and many | |
| study the strengths and weaknesses of other races in order to | |
| come up with techniques to best certain supernaturals. For | |
| example, there is a technique among werecreatures that allow | |
| them them claw the throat of a human form dragon, which is | |
| designed to interrupt an elemental breath attack, in which | |
| clawing the throat may not kill the dragon, but will stop the | |
| elemental breath attack. This depends mostly on the creature, | |
| and the combat ability of a werecreature, so many werewolves are | |
| typically different in how they use this. It is also worth | |
| noting that certain creatures may be harder to adapt to, | |
| specifically unusual creatures, or artificial ones, and those | |
| that adapt to combat similarly to this kind of tuning will also | |
| be able to adapt to counter this adaption. | |
| - Werecreature Warrior Spirit: This power is a special technique | |
| that uses werecreature fighting spirit and hones the senses of | |
| the werecreature to extreme levels. In the case of a | |
| werecreature's fighting spirit, this is designed to allow a | |
| werecreature to tune to his enemies, and use their fighting | |
| instincts to observe and predict the opponent's movements. With | |
| the proper training, a werecreature can learn to predict the | |
| movements of an opponent, depending on how much of the fighting | |
| style the werecreature is able to observe. By adapting their | |
| combat ability, the werecreature learns to fight the specific | |
| styles of an opponent, and is designed to allow a werecreature | |
| to eventually learn to predict the moves of combat styles. While | |
| this does act almost like a sixth sense, the main purpose of | |
| this training is to open up the mind to observe and counter | |
| opponents more easily, and with enough observation, a advanced | |
| combatant could even learn to predict an opponent's moves before | |
| the opponent knows they are going to use a move themselves. This | |
| kind of technique is very useful for werecreatures who combat | |
| stronger opponents, and allows a werecreature to learn the style | |
| of an opponent and how they attack and defend, usually allowing | |
| the werecreature to find ways to counter a style if the | |
| werecreature can observe it. However, this is not a perfect read | |
| on more experienced opponents, as more experienced opponents may | |
| be able to do the unexpected, and some opponents may be | |
| unreadable due to certain abilities they might have. Those with | |
| this kind of training (like martial artists, swordsman, and | |
| other attack spirit trained skills) can also learn to counter | |
| this, since they also possess similar training to use a training | |
| similar to this. | |
| - Werecreature Combat Spirit Defense: This training is similar | |
| to martial arts, where a user is trained in pure defense. By | |
| training the defense style of the werecreature, a werecreature | |
| learns to concentrate their fighting spirit in order to defend | |
| themselves against certain kinds of opponents. Like martial | |
| artists, this requires a number of training aspects. The first | |
| is being able to concentrate physical force into the | |
| werecreature's defense, in which a werecreature has to learn to | |
| utilize certain blocking and dodging maneuvers in order to | |
| strengthen their base defense and allow them to block or dodge | |
| attacks. The second aspect of this is that a werecreature | |
| focuses on not only training their muscles to withstand stronger | |
| impacts, but also learns how to tense the muscles in response to | |
| an attack, so that the tensed muscles can lessen the impact and | |
| absorb more of the kinetic force. Some advanced users are even | |
| able to stop bladed weapons to a degree, and some can even use | |
| this to stop certain kinds of projectile attacks with enough | |
| training and defense concentration. While somewhat difficult to | |
| master, this is a very useful defensive power that werewolves | |
| can learn. Masters of this style can even strengthen their | |
| muscles to the point that their muscles are almost like steel | |
| when using. However, this technique is not perfect, as certain | |
| attacks can break through defenses, and this also may leave a | |
| werecreature vulnerable as opponents can wait for a werecreature | |
| to untense their muscles before attacking, attacking when the | |
| werecreature is in a more vulnerable state, rather than trying | |
| to break the defense. Breaking through this defense is more | |
| about patience and waiting for the moment to attack, rather than | |
| just trying to break this style, as it's designed to be | |
| defensive and block even some stronger combatants. The strength | |
| of this usually depends on the werecreature, and how skilled a | |
| fighter they are. | |
| - Werecreature Combat Spirit: Form Negation: Just like anyone | |
| else, werecreautres know that attacking carelessly can be | |
| dangerous, especially against supernaturals. This training | |
| technique was developed as part of the attack focus training, in | |
| which werecreatures developed this particular training to attack | |
| someone who is either intangible or in some sort of energy or | |
| elemental form. This uses the combat spirit ability, along with | |
| the combat trained instincts and senses to focus the users | |
| attack to the opponent's real body, rather than the form they | |
| are in. Many might considering this a "supernatural" feat, but | |
| this is purely a combat feat that requires focus and | |
| concentration that werecreatures learn to hone through their | |
| training as they get to an advanced level. For example, someone | |
| in an energy form could be attacked, but instead of attacking | |
| the energy form, the werecreature focuses on attacking the body | |
| of the opponent rather than carelessly attacking the energy | |
| form. When done properly, the attack will hit the person even | |
| though they are in energy form. At first, this often requires | |
| concentration and honing a werecreature's combat senses, but | |
| over time, advanced users will learn to use this subconsciously. | |
| This works on almost any intangible, energy or elemental form | |
| opponents can take, as long as the user concentrates properly. | |
| Since each form is different and each person requires a | |
| different focus, each person has to be attacked different when | |
| used, making this something that has to be tuned to each | |
| opponent individually. Opponents can counter this by displacing | |
| their form, specifically to prevent their actual body from being | |
| hit, essentially dodging this technique. Because this uses | |
| attack force focus, simply dodging the attack in an intangible | |
| form isn't how one avoids this, as they have to know where the | |
| user is focusing their attack, which opponents who know how this | |
| training works can figure out where the user is going to attack. | |
| - Werecreature Combat Spirit: Energy Negation: Just like how | |
| werecreatures learned to fight supernaturals in energy form, | |
| they also learned how to use their attack focus to focus their | |
| attack force to develop their own answer to opponents who use | |
| energy attacks. When using this, werecreatures learn to focus | |
| their attack force to energy itself, where they used their | |
| martial arts honed senses and instincts to learn how to focus | |
| their attack to dispel energy attacks. When used, a user focuses | |
| the force of their attack on the energy itself, and by doing so | |
| they can attack the bonds that hold the energy together using | |
| their attack focus. When used properly, this will dispel the | |
| energy at the point of the attack and dispel the energy of | |
| projectile type attacks or other energy techniques that the | |
| werecreature focuses on. This technique is difficult to master, | |
| but is a very useful technique for any werecreature, as this | |
| gives many werecreatures something they can use to fight tough | |
| supernaturals with strong supernatural abilities. This only | |
| works on energy type attacks and defenses, and doesn't work on | |
| solid objects or living beings, as this is meant for energy | |
| rather than solid objects (solid objects is what the normal | |
| attack focus training is for). While they can use this to negate | |
| energy, they cannot use this to simply kill someone in energy | |
| form, as an energy form (like an elemental form) works | |
| differently (and requires different attack focuses) and must be | |
| attacked using form negation rather than energy negation. The | |
| most this can do to someone in elemental form is negate some of | |
| the energy used to keep their body in it's elemental or energy | |
| form. Opponents who want to counter this can counter this by | |
| changing the position of the energy used, if they know how this | |
| ability works (which those who see similar abilities will know | |
| how it works) so that their attack doesn't hit the point the | |
| attack focus needs to hit. | |
| - Werecreature Skill: Rock Bullet: Since most werecreatures | |
| didn't have a lot of projectile attacks without supernatural | |
| abilities, this technique was developed solely for that reason. | |
| When used, a werecreature grabs a simple rock, and concentrates | |
| the force of their throw to throw the rock with incredible | |
| power. If done properly, a simple pebble can become a deadly | |
| weapon, which can hit almost like a bullet. Some werecreatures | |
| develop special arts around this, with some even using certain | |
| abilities they might have to empower what they throw or throw | |
| more dangerous items depending on the werecreature. This only | |
| requires the werecreature to have the strength and the focus to | |
| throw an object, and doesn't really matter what the object is as | |
| long as the werecreature can throw it with some force. Stronger | |
| werecreatures have been able to throw this hard enough to blast | |
| through some opponents, and some have practiced this enough that | |
| they can even throw these attacks from a larger distance, with | |
| some even trying to hit opponents while hiding from them, as a | |
| means to attack while using stealth. Advanced users can even | |
| focus the throw so that the rock will ricochet off a surface, | |
| using it in places where the object can bounce off surfaces and | |
| attempt to hit the opponent multiple times if the user misses. | |
| Some supernaturals can focus things like magic and other | |
| amplifications into this as well, allowing for customization of | |
| this attack. Typically, this attack is best dodged depending on | |
| the werecreature. Depending on the user, some have better arts | |
| for this than others, and those with projectile amplifications | |
| usually get more out of this than normal werewolves. Typically, | |
| this can be blocked if one can handle the force of impact, and | |
| earth users can also take advatange of this and control the | |
| projectile if they are skilled enough. | |
| - Werecreature Skill: Impact Strike: This is a basic combat | |
| ability, in which a werecreature focuses their power into their | |
| attack. At the point of impact, the werecreature focuses their | |
| power into the point of their impact, and reverberates the force | |
| through the point of impact based on the werecreature's combat | |
| attack. When done successfully, the attack will reverberate when | |
| it hits something, doing more damage to the area around the | |
| attack. This can be used on people or objects, and only requires | |
| the werecreature to focus their point of impact and focus their | |
| attack to vibrate on the moment of impact to create a | |
| reverberation. Depending on the item or person attacked, this | |
| does varying degrees of damage, with stronger uses of this being | |
| able to shatter even concrete if used properly. Depending on the | |
| attack and how the werecreature reverberates this attack, this | |
| determines the attack's damage, as certain reverberations can do | |
| more damage to objects if used properly. As some might now, | |
| there are frequencies of waves that can do damage to objects or | |
| people when used, which is what this technique tries to do. | |
| While this isn't really a supernatural power, it is designed to | |
| do more damage to stronger opponents if the attack hits, and if | |
| used at it's strongest, this might even break an opponent's | |
| guard. Tuning to the right frequency and reverberation of attack | |
| is something that is very difficult though, and even masters of | |
| this may not always get the best result. Things like movement, | |
| attack and defense can influence this, and opponents can even | |
| dodge this entirely to avoid the effects. Typically, this | |
| doesn't disorient others as people might think, but instead just | |
| does more damage when using physical attacks. | |
| - Werecreature Skill: Claw Slash Wave: This is a basic attack | |
| where a werecreature attacks with their claws, except that they | |
| focus their claw slash in order to hit the air so strongly that | |
| it creates a wave of physical force. Instead of just relying on | |
| a claw slash, this was designed to create immense physical force | |
| that can attack opponents. When used, this creates a powerful | |
| wave of compressed physical force that can slash an opponent | |
| even if they aren't in range of the actual claws. When used, | |
| this extends the attack using the wave up to 4 feet in front of | |
| the opponent. Supernatural werecreatures can actually fuse this | |
| power using other air abilities due to how surprisingly | |
| customizable this technique is, in which they can create certain | |
| other attacks with this, such as some who use cold wind can | |
| create a freezing claw slash wave. Once advanced enough, users | |
| can even learn to fire these claw slashes at opponents in a wave | |
| attack, in which they learn to fire the slashing waves upon | |
| creating them to try and hit opponents farther away. Typically, | |
| the waves created by this are invisible unless fused with some | |
| sort of supernatural power, so they are impossible to see. | |
| Typically, opponents who want to dodge this need to react as the | |
| werecreature uses the attack, as usually they won't know a wave | |
| is coming till it's too late, due to this being mostly just a | |
| manipulation of physical force in the air. However, those | |
| familiar with this attack style can usually figure it out fairly | |
| quickly if they know how supernatural fighting styles work as | |
| there are plenty of supernatural fighting styles that use | |
| shockwave style attacks. | |
| - Werecreature Skill: Sonic Howl: This technique turns a | |
| werecreature's howl into a weapon, in which a werecreature will | |
| be able to focus the force of their howl into a powerful wave | |
| that acts as a projectile attack. There are two versions of this | |
| attack. The first is one that simply is focused on blasting | |
| opponents in front of the user, where the user simply fires it | |
| like a concussive wave to do damage to an opponent when the wave | |
| is released. This technique is designed to be released and fired | |
| at opponents as a type of projectile wave attack. The second is | |
| where the user releases a larger wave that is released in a 360 | |
| wave around the user, and blasts away anyone who is close to the | |
| user. This cannot be fired at opponents like the first version, | |
| but instead attacks anyone within a 6 foot radius around the | |
| user. Advanced users who can learn to howl at certain sound | |
| vibrations can even learn to use these waves to disorient people | |
| who hear their howls, allowing an extra layer of attack to this | |
| technique. Typically, this is just a wave attack that is useful | |
| for a number of attack options, but is still quite useful in | |
| battle when used creatively. Some users learn to combine this | |
| with other abilities, such as some who combine this with other | |
| wind manipulation to create certain wind attacks out of the | |
| howling wave. Typically, dodging the projectile attack normally | |
| just requires moving out of the way, as the wave being released | |
| is usually obvious by where the werecreature's face is pointed, | |
| and a werecreature always has to lean forward to use this. The | |
| second version instead focuses on the werecreature using this | |
| upward, and will lean up to release a screeching howl. When this | |
| happens, an opponent can usually avoid the attack by getting | |
| away from the user before the attack is released, as long as the | |
| opponent can get out of the radius of this attack. | |
| - Werecreature Skill: Counter Wave: This is a purely defensive | |
| technique that werecreatures developed to be used against | |
| physically stronger supernaturals. When used, this allows a | |
| werecreature to focus a sideways movement to attack an | |
| opponent's own attack. When used, this requires a werecreature | |
| to focus the physical force from their arms into either a | |
| sideways, upward, or downward motion, and concentrates the force | |
| of the air displaced by the movement to increase the force of | |
| the attack. This attack is purely defensive, designed to attack | |
| an opponent's attack in order to deflect it. For example, if an | |
| opponent is throwing a punch, the proper use of this technique | |
| would be attacking the wrist to deflect the attack in a specific | |
| direction, depending on the best direction the werecreature can | |
| deflect it. Usually the standard move is to deflect an attack to | |
| the side, which is designed to open up an opponent to attack | |
| them. This is designed as a way to not only deflect, but allow | |
| for an attack after the opponent's move has been deflected. | |
| Advanced users of this are able to not only attack with an arm | |
| movement, but some are able to also attack with the elbow or | |
| knee, depending on the combat style of the werecreature, which | |
| can allow for stronger counters if done properly (But this takes | |
| practice and experience to learn how to modify the technique in | |
| this way). Opponents can of course dodge this wave, though this | |
| is usually meant to be used while on the defensive, so opponents | |
| should keep an eye out for this. Typically, this is hard to | |
| avoid if the opponent is caught off guard, but some opponents | |
| might be able to move away and cancel their attack if they see | |
| the werecreature about to deflect their attack, but the opponent | |
| should be careful that they don't leave themselves vulnerable | |
| during this. | |
| - Werecreature Skill: Shield Breaker: This technique was | |
| designed by werecreatures to break through defenses. When an | |
| opponent blocks, this technique is used on the opponent, usually | |
| designed to break through more defensive fighting styles. This | |
| is done simply by attacking an opponent with what appears to be | |
| a normal open palm attack, but instead, the user focuses their | |
| physical force into the attack in order to power through the | |
| block. By focusing all of the attack forward into the defense, a | |
| werecreature with this skill can break many strong defense | |
| techniques. If used properly, the attack will not only hit the | |
| defensive technique, but also allow the user to hit the opponent | |
| if they successfully break through the opponent's defenses. | |
| Advanced users of this can even learn to focus their attacks to | |
| attack their way through energy defenses, with some being able | |
| to use this to power through barriers and energy defenses with | |
| enough force. This was designed specifically for opponents who | |
| main their defense, as werecreatures wanted a way to attack | |
| opponents who had good defense who would normally block all | |
| their techniques and attacks. When used, this is difficult to | |
| master, as it requires martial arts knowledge as well as normal | |
| combat focus, as the creators of this technique created it based | |
| on certain martial arts techniques. As this is designed solely | |
| to break defenses, dodging is usually the best means to avoid | |
| this attack due to it's defense breaking ability. However, there | |
| are certain defensive or counter attacks that can counter this, | |
| such as opponents who use defense techniques that deflect an | |
| opponent's attack to the side, or other counter techniques that | |
| dodge and then attack an opponent. | |
| - Werecreature Skill: Claw Spear: This is a combat technique | |
| that was designed to use a werecreature's claws to attack an | |
| opponent and utilize the piercing force that could be generated | |
| around the werecreature's claws. When using this, a | |
| werecreature's focuses their combat ability around the point of | |
| impact, and does an open hand attack to the opponent. By | |
| focusing the attack force around the hand and at the fingertips, | |
| the attack is designed to allow the claws to spear into the | |
| opponent. This uses the same concept as a stabbing motion, | |
| except that it uses the hand of the werecreature to stab an | |
| opponent. Concentrating the force into the point of impact, | |
| users of this can even pierce through armor with enough force, | |
| as this was designed to attack stronger enemies, including | |
| armored foes. Some advanced users have even been able to use | |
| this to break through opponent's defenses, even spearing through | |
| an opponent's arm when the opponent tries to block the attack. | |
| Depending on the skill and power of the werecreature, this can | |
| be very effective in battle, even though the motion may seem | |
| simple. Many werecreatures will attest that this may be easy to | |
| do on weaker opponents, but harder opponents will provide far | |
| more resistance than one might think, requiring a werecreature | |
| to have to learn to focus a lot of force into this attack. As | |
| one might imagine, this is a thrust attack that is designed to | |
| spear an opponent, so opponents can usually dodge the attack, or | |
| some can deflect the attack away from them using certain defense | |
| techniques. | |
| - Werecreature Skill: Windmill of Slicing Wind: This attack is | |
| designed to attack groups of enemies, with this being designed | |
| to repel opponents. This uses the claw slash wave, but instead | |
| of a normal attack, the werecreature focuses their claw slash | |
| wave by spinning in a circle, allowing a user to create a | |
| whirling circle of force around them generated from the spinning | |
| of their claw slash. Instead of moving vertically, the claw | |
| slash waves move horizontally, and as the user spins, they are | |
| able to generate more physical force using their concentration | |
| of force into their claws. When used properly, this attack uses | |
| a spin that can not only create a circular force, but anyone | |
| close by or who tries to get through this will be repelled by | |
| the physical force of the wave of the spin. Advanced users of | |
| this, or some supernatural power uses can even use this to repel | |
| energy projectiles and other supernatural abilities. Depending | |
| on the werecreature, this is able to be used as long as the | |
| werecreature is able to keep spinning, and the wave is | |
| maintained by the attack wave generated from the spinning done | |
| by the werecreature. Typically, this is good for a quick | |
| defense, though prolonged use of this can create dizziness and | |
| disorientation if maintained too long, as spinning at the speeds | |
| the werecreature has to spin at can be taxing even for most | |
| tougher werecreatures. Opponents who want to avoid this can | |
| attack from move away when the user attacks, if they know the | |
| attack is coming, and opponents that want to attack can do so | |
| from either above or blow where the defense has no force (as the | |
| force is concentrated in a horizontal fashion). | |
| - Werecreature Skill: Vacuum Wave: By focusing the force in | |
| their hand into more of a wave, werecreatures are able to create | |
| force wave attacks by pushing their hands forward with enough | |
| strength to force the air into an wave that is fired at the | |
| opponents. This attack is designed to essentially be an open | |
| palmed attack that pushes the air towards the opponent in a | |
| martial arts style move, which can hit an opponent with | |
| incredible force. Some users of this have used these waves to | |
| shatter concrete (usually at master levels), and users of this | |
| are able to hit opponents from a slight distance. Unlike the | |
| claw slash wave, this attack is designed to push a shockwave of | |
| force at opponents in it's base form. However, this is only the | |
| beginner version of this technique. Advanced users learn how to | |
| do this, but instead of firing it as is, advanced users twist | |
| their hand during the technique, not only still concentrating | |
| more force to bring into the attack by using the rotation to | |
| draw in the air, but the wave fired uses a whirlwind when done | |
| correctly. If done correctly, the user twists their hand when | |
| pushing the air into a wave, and this creates the whirlwind that | |
| is fired at opponents. However, in addition to doing more | |
| damage, this also has another effect, which the masters of the | |
| style originally designed this technique to do. When used | |
| properly, the whirlwind sucks the air into the whirlwind and | |
| creates a vacuum inside the whirlwind. When inside, the air | |
| becomes extremely still, and the air is completely removed. This | |
| not only temporarily leaves no breathable air in the wave, but | |
| also is designed to put out fire and lightning attacks, which | |
| cannot be used in the vacuum attack. Since fire cannot burn | |
| oxygen in a vacuum and lightning needs static, this attack | |
| removes both of those things needed. As such, this was designed | |
| mostly against fire and lightning users, but works against wind | |
| users to interrupt certain wind abilities due to the whirlwind. | |
| As one might guess, this is a dangerous technique, and requires | |
| immense martial arts mastery to even attempt the true form of | |
| this technique. Of course, opponents can block or dodge this, | |
| assuming they can handle the wave. Typically, the air returns to | |
| normal after the wave is gone, which is usually not long enough | |
| to suffocate someone or do any real serious damage. | |
| - Werecreature Skill: Ground Wave: This is a very complicated | |
| attack that releases a wave through the ground. Depending on how | |
| it's used, there are usually two main ways this is used. Both | |
| attacks are executed the same way, where the user punches the | |
| ground with a concentrated attack, and both attacks are released | |
| in a 360 fashion. The first is designed to focus the force more | |
| downward, where the earth is dislodged and launched at opponents | |
| with immense force. Essentially, this version of the attack is | |
| designed to release a wave that breaks apart the earth and | |
| launch the pieces of earth at the opponent. Proper uses of this | |
| essentially turn the earth into small bullet-like projectiles | |
| when launched that can do severe impact damage. The second is | |
| where the user punches the ground and reverberates the shockwave | |
| outward rather than downward, and releases the shockwave to | |
| dislodge the earth under the feet of everyone around them. | |
| Proper use of this version of the technique can be used to knock | |
| the earth out from people's feet within a 10 foot radius, which | |
| can knock most opponents off their feet. Typically, this attack | |
| is a very advanced ability that requires not only heavy | |
| training, but for some it may require specific supernatural | |
| training on certain surfaces (IE concrete might not always be | |
| usable for this if the werecreature isn't strong enough to break | |
| concrete). Opponents that want to avoid this should attempt to | |
| move away from the user. The first version can be avoided by | |
| using cover to hide from the smaller earth projectiles, while | |
| the second one can simply be dodged by moving far enough away to | |
| avoid the wave of the attack. Another method of dodging this is | |
| to move into the air, where certain airborne enemies might be | |
| able to avoid both versions of this attack. | |
| - Werecreature Skill: Rage Impact: Using their anger, | |
| werecreatures can use a werecreature technique to empower | |
| themselves when they reach a high enough anger level by focusing | |
| on their anger and bringing it out into their physical | |
| reactions. Once used, this technique amplifies all of a user's | |
| physical stats temporarily as long as they maintain their anger. | |
| Typically, the biggest increase goes to strength and speed, in | |
| which the werecreatures use their anger to motivate stronger | |
| attacks. When in this form, the werecreature's attack speed and | |
| strength are enhanced, making them even more dangerous, with | |
| some advanced users even generating immense heat from their | |
| bodies. In their rage impact state, they can do severe damage to | |
| most opponents, hitting with the incredible force and usually | |
| brute-forcing their way through attacks in their anger. | |
| Werecreatures with this are also fast enough that they are hard | |
| to keep track of, being able to disappear from view with their | |
| incredible speed. However, this doesn't last long, and must be | |
| used to channel rage in order to activate. Typically, the | |
| average rage reaction is about 8-10 seconds with some being | |
| shorter or longer depending on the werecreature. Since most rage | |
| reactions are not unlimited, most minds cannot handle channeling | |
| the rage needed for this for too long, and only those with | |
| constant rage issues would be able to use this (and even then | |
| constant rage can shorten one's life). This can be just as | |
| dangerous to a user as the opponent due to it's risks. | |
| - Werecreature Skill: Werewolf Crash: This technique lets a | |
| werecreature use their power to charge at opponents in a wave, | |
| allowing them to basically charge an opponent with immense force | |
| to do heavy impact damage to an opponent when it hits in a dash | |
| attack that the werecreature uses on opponents. This technique | |
| requires immense speed and strength focused by the werecreature, | |
| and when used, the werecreature is able to attack with | |
| incredible force. This can be done a variety of ways, such as a | |
| shoulder charge, a dash that turns into a kick or punch, and | |
| even just dashing into an opponent head-on. This attack is a | |
| strong attack type, and some users are able to use this to break | |
| through defenses if they can generate enough force for this | |
| attack. When using this, the werecreature has to be able to | |
| close a gap fast enough to hit an opponent before the opponent | |
| can react, but can't use it too close or the attack won't gain | |
| enough momentum. This technique also locks the user in one | |
| direction, and the user cannot change direction easily, having | |
| to stop and restart the attack if they miss. This technique is a | |
| standard crash attack that is designed to power through some | |
| opponents and defenses, so it can break defenses, although | |
| stronger opponents may not be as affected or may even be able to | |
| stop the user depending on the opponent. Typically, dodging is | |
| the best way to avoid this, and users may be vulnerable once | |
| they stop moving, as they usually have to switch stances after | |
| coming out of this attack. | |
| Werewolf Gifts: | |
| - Rank 1 Gift: Falling Touch: This technique uses the air around | |
| a user to reduce the affects of resistance to the opponent. By | |
| attacking an opponent, the user is able to hit them with far | |
| more force than they put into their attack, and allow a | |
| werecreature to attack using this to do more damage then they | |
| should. Users of this are able to send opponents flying with | |
| very little force, and can allow even small attacks to do a lot | |
| of damage when this skill is in effect. When used, this may not | |
| seem like much, but users of this can use this very effectively. | |
| Users can use this a variety of ways, such as deflecting a | |
| physical attack with ease, or attacking an opponent to send them | |
| flying (usually relying on impact damage if they hit something | |
| while being sent flying). This is a simple gift to learn, but a | |
| user has to be able to effectively account for the varying | |
| forces around them, and the forces of air acting on the person | |
| they want to affect. Opponents are usually best dodging this | |
| attack rather than blocking, due to it being a very dangerous | |
| technique to use in combat. Some stronger and heavier opponents | |
| may not be as effected, such as those with concentrated mass, or | |
| those that have stronger bodies that can absorb far more impact. | |
| - Rank 1 Gift: Razor Claws: This gift allows a werecreature to | |
| sharpen their claws using stone, steel or another hard surface. | |
| By doing this, the werecreature is able to focus their claws | |
| into deadly weapons, and many can use the razor sharpness to | |
| slice through more than just slicing through flesh. Users of | |
| this art sharpen their claws to deadly perfection, and in this | |
| state, the claws are enhanced with this gift to the point that | |
| many werecreatures using this can attack with much more | |
| concentrated force using their sharpened claws, as the | |
| sharpening of the claws condenses the attack and focuses it more | |
| into a smaller area. Users of this gift can slice through | |
| crystal, stone, and some can even slice through metal objects | |
| with this gift. Typically, this is taught by a bear or cat | |
| spirit, who teach the werecreature the right way to sharpen | |
| their claws without reducing their range and shortening their | |
| claws. Users of this can use their claws to counter bladed | |
| weapons and other slicing attacks. Typically, this isn't too | |
| different from normal attacks, and blocking is usually | |
| difficult, but not impossible. Opponents can usually figure out | |
| quickly how strong the claws are, and can avoid them usually | |
| just like normal claw slashes. And just like normal claw | |
| slashes, the claws can only damage on people or objects the user | |
| connects with in attacks, so dodging is usually a good way to | |
| avoid this gift altogether. | |
| - Rank 2 Gift: I Got a Rock: This skill allows a werecreature to | |
| throwing an object or a projectile with far greater accuracy and | |
| ability than most other techniques and attacks. Throwing | |
| something as simple as a rock can become a useful attack, in | |
| which users of this can throw any object they can pick up like a | |
| projectile. Typically, this is best used on smaller projectiles, | |
| in which a user can throw smaller projectiles like bullets at | |
| opponents. By throwing the object with great concentration and | |
| ability, users can throw small objects with enough speed and | |
| power that they can act like bullets, piercing opponents and | |
| doing heavy impact damage if they hit the opponent. This can be | |
| used on other objects, with advanced users being able to throw | |
| boulders and throw things like motorcycles like baseballs. This | |
| is taught by an air spirit. While useful, the speed and power of | |
| the projectile depend on how much damage or what kind of damage | |
| the projectile does. For example, a rock would be able to be | |
| used like a bullet, doing severe impact damage (though the | |
| damage area would be much smaller due to how small the item is) | |
| and moves very fast making it harder to dodge. Larger objects | |
| may hit with more power, but are slower and easier to dodge. The | |
| type of items that the user can use with this depend on the the | |
| user's abilities and their strengths, as some objects that are | |
| too heavy cannot be picked up (like a user couldn't throw a | |
| skyscraper with this). | |
| - Rank 2 Gift: Steel Fur: Using this, a werecreature is able to | |
| wrap their spirit with steel, and with it turn their fur into | |
| hardened metal. This can increase defense, but can also be used | |
| to stab opponents with the fur if the fur is used properly to | |
| attack. The fur increases defense heavily, in which things like | |
| bullets and swords can be blocked using the metal fur. If in a | |
| human form, the werecreature can use the metal to harden their | |
| body hair (Depending on how much they have), so a user can still | |
| use this in human form. Advanced users can combine this with | |
| other supernatural abilities, as some have even been able to | |
| pluck their metal fur out (which is usually painful to do) to | |
| use as weapons (with each hair acting like a needle that a user | |
| can throw at opponents). This is taught by an earth or metal | |
| spirit. Users of this may be granted more defense, but opponents | |
| that can cut through metal can still cut through the user, and | |
| certain abilities might have greater effect on the user in this | |
| form. For example, a metal furred werecreature will be far more | |
| vulnerable to lightning, able to conduct lightning more easily | |
| and takes more damage from lightning skills. Anything that can | |
| counter metal can still counter this, and certain wind abilities | |
| can even slice through this defense more easily with proper | |
| concentration. | |
| - Rank 2 Gift: Storm Winds Slash: This allows a werecreature to | |
| attack opponents from a distance. By utilizing the concentrated | |
| force of an attack, a werecreature can learn to strike an | |
| opponent as far away as 50 yards, and can focus their strikes | |
| and attacks to travel through the air as waves of concussive | |
| force. This is normally an ability that is used with a weapon, | |
| but can also be used with physical combat. This can also be | |
| enhanced by those that can use certain impact-based shockwave | |
| abilities as well. This can be used a few ways, with the two | |
| main ones being transferring the attack force of a weapon, or a | |
| physical combat strike across a certain distance. This is taught | |
| by a metal or a wind spirit. The strength and distance that | |
| these attacks can travel depends on the skill and ability of the | |
| werecreature, as some can use certain combat training to attack | |
| from farther away than others could with just this skill alone. | |
| The users attack force will also start losing physical force | |
| after a certain distance, as the friction and wind resistance | |
| will prevent the force from being traveled beyond a certain | |
| point depending on the attack and the force that's used. | |
| Opponents can also still dodge this, or even block if they are | |
| able to handle the physical force of this attack. | |
| - Rank 3 Gift: Wind Claws: This allows a werecreature to focus | |
| the air around their attacks, in which their claw slashes become | |
| much stronger. By focusing the air like razor sharp blades | |
| around their claws, a werecreature is able to use this to slice | |
| through defenses, and can even slice through armors and shields | |
| when used properly. This skill appears at first to just empower | |
| a werecreature's claws, but is actually an ability that focuses | |
| the air around them to a more deadly effect. Advanced users of | |
| this skill can even use this in combination with claw slash wave | |
| techniques to create powerful claw slash waves, and some | |
| advanced users may even be able to fire these slashing waves at | |
| opponents by combining this with other special wave generation | |
| abilities. Some more advanced users may even be able to use this | |
| in combination with other elemental abilities to create certain | |
| other claw slash attacks This is taught by an air elemental | |
| spirit. Typically, while this allows more easily piercing | |
| defenses, users should know that some stronger materials might | |
| be harder to pierce, and certain things like stronger metals or | |
| certain supernatural items might be able to resist this | |
| technique. Opponents can also take advantage of certain wind | |
| abilities to use certain other abilities to affect the wind, or | |
| use certain abilities to absorb the impact of the claw slash, | |
| such as using water's impact absorption properties. | |
| - Rank 3 Gift: Call Earth Spirit: This allows a werecreature to | |
| call on an earth spirit to attack their enemies. By using some | |
| earth to invoke the earth spirit, the werecreature calls on the | |
| earth spirit to attack anything or anyone that the user wants | |
| the earth spirit to attack. The earth spirit is able to use the | |
| earth around it to attack opponents, or it can attack using it's | |
| spiritual power. This essentially gives the user an ally in | |
| combat, and allows a user to either have the spirit attack for | |
| the user, or can be worked alongside to attack. Depending on the | |
| spirit, some spirits might have different abilities, like some | |
| might take specific elemental forms (for example, might might | |
| turn into a stone rhino, or one might turn into a large concrete | |
| bear) depending on the spirit and what the spirits abilities | |
| are. This gift is taught by an earth elemental spirit. When | |
| used, the earth spirit can be countered like any other earth | |
| power, as they usually use earth abilities to attack opponents. | |
| It is also possible to attack the spirit if one has some sort of | |
| spirit energy, or spiritual attack power that they can use. | |
| Typically, wind is the usual counter to earth, or one can use | |
| things like fire to create lava, or use electricity on certain | |
| types of earth (like metal). | |
| - Rank 3 Gift: Terrain Shift: This is used by those | |
| werecreatures with a strong enough connection to nature that | |
| nature will see the werecreature as an ally, and allows a | |
| werecreature to essentially have the earth move to create paths | |
| for the werecreature to safely travel. This could be as simple | |
| as tunnels to allow a werecreature safe passage to a location, | |
| or footholds appearing on surfaces for werecreatures to climb. | |
| Among other instances of this, foliage could gather behind the | |
| user, helping cover their tracks, or rivers may part and create | |
| dry spots for the werecreature to pass safely. This essentially | |
| allows a werecreature to allow nature itself to help the user. | |
| This gift is taught by a glade child or an earth elemental. When | |
| used, nature doesn't attack an enemy, so this cannot be used to | |
| attack, but it can be used to allow shifts in the earth that | |
| will help the user get to safety. The areas affected are | |
| localized though, so this can also only be used at a certain | |
| distance from the werecreature. This means the werecreature | |
| couldn't do something like create a bridge across a gorge, or | |
| create a tunnel spanning miles instantly. Typically, this can | |
| only be used among those with strong connections to nature, and | |
| to those that nature would see as an ally. As such, those that | |
| aren't allies of nature won't be able to use this. The worst | |
| this does to enemies is cover up the tracks of a user at times, | |
| which can be annoying, but nothing harmful ever comes of this. | |
| - Rank 4 Gift: Black Mamba Strike: This is similar to certain | |
| vampire celerity training called Blink (not to be confused with | |
| the werewolf gift Blink which is something else entirely), in | |
| which this was designed for fighters who cannot seem to get | |
| close enough to their opponents. This gift increases a | |
| werecreature's speed temporarily, like a snake moving to strike | |
| their opponent. When used, a user can move temporarily at | |
| extremely fast speeds, with users being able to cross extreme | |
| distances using this technique in a very short time. This | |
| technique is designed to allow a werecreature to close a gap, | |
| usually so that they can get close enough to attack at close | |
| range. This gift is taught by a snake spirit. Those that use | |
| this are able to move fast, but only in short bursts, as this | |
| was designed to enhance one's speed but only temporarily. | |
| Because the body cannot handle the speeds this skill uses for | |
| long, the user cannot stay in this state for very long. | |
| Opponents can still dodge attacks made, or block attacks when | |
| the user gets close like normal, if they can account for the | |
| increased speeds. This can also be countered with other enhanced | |
| speed skills, like the vampire celerity training of Blink, or | |
| high speed movement options if one can use them. | |
| - Rank 4 Gift: Quicksand: This skill allows a werecreature to | |
| use their training with spirits to turn the ground into a sticky | |
| mud that is able to catch foes. This is meant to trap opponents, | |
| and turns a surface into a trap that can draw an opponent in if | |
| they step into the trap. This creates a ten foot radius area | |
| with a quicksand style bog, and those that walk on it, will sink | |
| into it. Just like quicksand, the user will slowly sink as they | |
| enter it, and can be trapped in it. This is a useful move to use | |
| against opponents who are pursuing the user, as it is typically | |
| a tactic used to trap pursuers. This gift is taught by an earth | |
| elemental spirit. While this can trap an opponent, an opponent | |
| can get out of this the same way they might get out of quicksand | |
| (such as using an object to pull themselves out of the trap), or | |
| they might be able to step out of this if they don't sink fast | |
| enough. Typically, heavier things will sink faster, but there is | |
| enough time for an opponent to get themselves out of this. This | |
| also only lasts for up to three combat rounds, and then the | |
| surface will return to normal, or a user can only use this | |
| within a certain distance. It's also worth noting that the | |
| quicksand is only enough to come up to one's shoulders, so very | |
| rarely does anyone sink and suffocate in this, as most adults | |
| will reach the bottom of this (which is whatever surface is | |
| normally there), and will be able to use it to not sink any | |
| deeper. | |
| - Rank 5 Gift: Wall of Granite: This gift allows a werecreature | |
| to use the earth beneath them while in contact with it to | |
| invoke the earth to create a wall to protect the user. When | |
| used, this summons strong elements from deep in the earth, the | |
| most common being granite which is surprising hard compared to | |
| what most people think. This wall will move with the | |
| werecreature, defending them from attacks while the attack is in | |
| use, and continues protecting the user until the wall is | |
| destroyed or the user dispels the technique. The user needs only | |
| be in contact with the earth to use this, and can keep this wall | |
| in front of them for quite some time. This gift is taught by an | |
| earth elemental spirit. While this does allow a user to use a | |
| strong wall to defend oneself, one can still be attacked, as the | |
| wall only covers the front of the user, and doesn't protect | |
| their back or sides from attack. This is great in a one on one | |
| fight, but not so great when fighting groups. With enough | |
| strength (and depending on the opponent) this earth wall can be | |
| broken, and may not defend against strong enough fire or wind | |
| attacks if the attacks are able to penetrate the wall's defense. | |
| It is also worth noting that the user has to be in contact with | |
| the earth to use this, so if they end up losing physical contact | |
| with the earth, then this technique will dispel. | |
| - Rank 5 Gift: Gaia's Vengeance: This is a high level gift that | |
| lets a werecreature call on the spirits to use the surrounding | |
| area to attack enemies of the land. When used, the terrain is | |
| able to morph and change to attack opponents, and seems like the | |
| earth itself is fighting an opponent. When used, things like | |
| rocks will roll and try to smash the opponent, vines will try to | |
| grab and strangle opponents, and water may even suck enemies | |
| down into the water to drown them. This is a dangerous power in | |
| which the earth is usually called to defend itself, and the | |
| spirits who respond do not hesitate to do whatever they can. | |
| This gift is taught by an avatar of Gaia. While the earth itself | |
| can be used to attack enemies, the attacks are usually dodgable, | |
| or blockable depending on the opponent and their skills in | |
| battle. Typically, attacks will come from the spirits who | |
| manipulate the earth, so those connected to spirits will usually | |
| be able to see what these spirits are doing, but those that | |
| can't can still defend against the attacks, such as using fire | |
| to burn vines, or breaking rocks with enough force (usually | |
| depending on the opponent and how they choose to respond). After | |
| a while, the spirits will eventually stop attacking, especially | |
| if they use up their power and have to leave to recover their | |
| power. This can also only be used against the enemies of nature, | |
| and the spirits have to believe that the enemy they are trying | |
| to beat is an enemy of nature. | |
| Vampire Disciplines: | |
| - Celerity Discipline: Rapid Reflexes: This training enhances a | |
| vampire's reflexes to insane levels, being based on how | |
| swordsman sometimes claim to see things in slow motion when in a | |
| fight, due to their reflexes increasing to the point that they | |
| see everything happening in much slower speed to allow them more | |
| ability to react. Many vampires with this will gain reflexes | |
| that allow them to react far more quickly to situations, with | |
| advanced enough users even being able to see and dodge gunfire | |
| when combined with other speed-based training, or even dodging | |
| point blank speed-based attacks that most would not be able to | |
| dodge. This ability allows a vampire to use this training to see | |
| things in slower motion than most people when they use this | |
| training, and uses their combat senses to enhance their reaction | |
| times. This requires not only training the body, but also | |
| training the mind, due to the mind needing to be able to react | |
| much more quickly in order to use this training effectively. | |
| However, the main problem is that, depending on the vampire, not | |
| all vampires can dodge certain attacks, and some vampires see | |
| the world much slower, but their bodies cannot always keep up | |
| with their eyes, as the body may require special training in | |
| speed or strength to defend against certain attacks, as reflexes | |
| alone cannot defend against certain abilities that might surpass | |
| one's reflexes. | |
| - Celerity Discipline: Lightning Strike: They say that lightning | |
| strikes in 1/1000 of a second, and is faster than sound. That | |
| was more or less the thinking of this combat technique. Vampires | |
| who use utilize this learn to utilize their speed in a way that | |
| allows them to attack an opponent with blinding speed in short | |
| bursts. This combat technique is designed to attack an opponent | |
| before they have the chance to put up their guard or dodge the | |
| attack, in which the vampire attacks with intense speed. Using a | |
| short burst, a vampire can span short distances and attack an | |
| opponent with a physical attack, and usually this will allow a | |
| vampire to attack before an opponent has the chance to defend or | |
| dodge. This combat ability uses short bursts of speed to attack, | |
| and is very useful for speed based vampires, as vampires with | |
| this are able to attack faster than most other vampires. | |
| However, while fast, this training can only be used in short | |
| bursts, due to the strain this puts on the body. Due to how fast | |
| this moves, the strain it puts on the body is immense, and | |
| overusing this can result in physical damage to the body such as | |
| the muscles tearing apart. Some faster users may also still be | |
| able to dodge this, depending on the speed of the opponent. | |
| Usually, faster opponents will be able to dodge or block this, | |
| and if the user doesn't use this properly, then they may lose | |
| any advantage this combat ability can give them, especially if | |
| they figure out how it works. | |
| - Celerity Discipline: Flower of Death: This is a vampire | |
| celerity art combat technique where a vampire transfers their | |
| speed with their celerity training and applies it to their | |
| combat tactics. This gives them a huge boost in hand to hand | |
| combat, letting them move extremely fast in their combat and | |
| making it so they are extremely hard to keep track of in a | |
| fight. In addition to this, users also learn to take advantage | |
| of the extra momentum when they attack at faster speeds, | |
| allowing them to also hit much harder than normal vampires | |
| would. Instead of just using raw power or skill, vampires with | |
| this hone their speed, power, and combat ability in their | |
| celerity training to a deadly level. Combined with an already | |
| fast opponent, this art can be deadly in close combat if the | |
| opponent can't keep up with the user, and is designed to be | |
| combined with the physical combat styles of the vampire that | |
| utilize their speed. Users of this are taught to fight in close | |
| combat at incredible speeds, enhancing their speed, and at | |
| times, their strength as well due to the increased speed. Those | |
| who use this are dangerous in close combat, and when combined | |
| with techniques like Sonido and other martial arts, this | |
| technique can make a deadly fighting style even deadlier. Users | |
| of this can still be outclassed in speed though, as there are | |
| plenty of other speed enhanced trainings out there, like | |
| werewolves who have their own gift that works similarly to | |
| celerity training. | |
| - Celerity Discipline: Zephyr: This is perhaps the strongest of | |
| the celerity training. Users of this art are able to move at | |
| extreme speeds, to the point that many can often defy gravity. | |
| Many users are familiar with how speed can be used effectively, | |
| but this art takes this to an extreme. This is comparable to | |
| comic book uses of extreme speed, which allows a vampire to move | |
| at speeds that would be difficult for most to keep up with. | |
| Users of this are able to do things like run on water, with some | |
| even being able to run up walls and even across ceilings when | |
| used by advanced users. This is a very useful ability that lets | |
| a vampire move fast in battles, and grants them speed that most | |
| can't match. Of course, as one might think, this is usually only | |
| used in short bursts, due to it being difficult to control in | |
| extended uses. For most vampires, moving this fast is great, but | |
| for many, their minds will often have trouble keeping up with | |
| their speed in this form, unless they have special training to | |
| train their minds to handle this kind of speed (which usually | |
| requires more training even after learning this skill). Since | |
| this can only be used in bursts, users are usually vulnerable in | |
| the moment right after they come out of this intense speed, as | |
| they have to switch from their fast speed to their normal speed, | |
| which leaves them able to be attacked. | |
| - Potence Discipline: Imprint: This discipline increases a | |
| vampire's grip strength immensely. Vampires who use this are | |
| able to squeeze objects in their grips so hard that they are | |
| able to crush most objects in their grips. Users of this | |
| discipline are able to leave imprints in metal objects they | |
| grab, which is how this technique got it's name. This training | |
| trains a vampire to use special gripping techniques to grip with | |
| immense strength, using this training to allow vampires to use | |
| this in combat. Users with this can even use this to break | |
| people's bones if they grab a limb, or they can sometimes even | |
| break weapons they grab with this art. This is a very useful | |
| skill that can be used a variety of ways, depending on how | |
| creative the vampire is with their combat. Users with this skill | |
| have even been known to crush people's skulls with this art or | |
| crushing their windpipes with their immense strength, making | |
| this a very deadly art when used by strong users. The gripping | |
| strength increase depends on the user's initial strength, and | |
| the stronger the vampire, the stronger the gripping strength. It | |
| is worth noting that only the gripping strength is enhanced in | |
| this, and not the rest of the body, so certain strength feats | |
| could still break a vampire's arm if they don't manage their | |
| strength properly, and users typically have to be careful of not | |
| crushing things in their hand that they don't want to, as this | |
| strength can be a double edged sword if the vampire doesn't | |
| completely control their strength. | |
| - Potence Discipline: Flick: This technique uses simple motions | |
| in order to do damage that can send opponents flying. This art | |
| allows a vampire to send someone flying with nothing but a | |
| finger flick, and lets them amplify their combat abilities | |
| immensely. This training allows a user to hit with immense | |
| force, and is designed to be combined with other combat styles | |
| to allow a user to fight using this enhanced ability. When used | |
| properly, the strength amplified for the movement is increased | |
| dramatically, and, depending on the movement, this can be used | |
| on attacks to allow them to do more damage. Users sent flying | |
| also take damage if they are knocked into something, as the | |
| impact would do additional damage. Some advanced users have been | |
| able to use this to send opponents flying with the simplest of | |
| movements. As such, this technique is dangerous when used | |
| properly, and advanced users can even combine this with other | |
| advanced combat techniques (like using attack shockwaves). This | |
| enhanced strength applies to the motions done, using momentum to | |
| build the strength used in this attack. As such, avoiding these | |
| motions is usually vital, and opponents can still dodge these | |
| attacks and avoid the user's attacks. If a user knows how this | |
| works, they only need to know how to avoid the motion used. It | |
| is not recommended to block, unless one is strong enough to stay | |
| grounded against immense strength. However, dodging is usually a | |
| reliable way to avoid this technique. | |
| - Potence Discipline: Earthshock: Users of this are able to use | |
| their strength on the ground itself to create shockwaves in the | |
| world around them. Users attack the ground with either a kick or | |
| a punch, and are able to send the shockwaves across the earth. | |
| Users can create shockwaves that effect everyone around them, | |
| and this dislodges the earth around the user. As one might | |
| imagine, this requires immense strength, not just to create the | |
| shockwave, but to dislodge the earth, especially if used in | |
| areas that have stronger foundations like concrete. Advanced | |
| users are able to focus their shockwave to come up from another | |
| point in the ground, with them being able to attack specific | |
| points from the ground using shockwaves rather than releasing | |
| their power all around themselves. As such, this makes a great | |
| way to attack people at mid-range, and allows strong users to | |
| create these shockwaves, which can hurt opponents from a | |
| distance. However, this does require immense strength, and the | |
| strength of the shockwave isn't always determined by strength, | |
| but the combat skill of the user and how good they are at | |
| concentrating their combat power. Opponents can dodge the normal | |
| version of this by simply going into the air, or finding a spot | |
| outside of the shockwave range. Dodging the advanced version of | |
| this only requires a opponent to avoid the area the shockwave is | |
| coming up from the ground, and that can be done fairly easily as | |
| long as the opponent can stay in motion and avoid the wave | |
| depending on the attack speed of the user and their attack wave. | |
| - Potence Discipline: Fist of Caine: This combat discipline | |
| allows a vampire to attack opponents with highly enhanced | |
| strength, and is the highest level of strength that a Potence | |
| discipline user can reach. Users of this are able to do severe | |
| damage to almost anything they attack, from punching their way | |
| through someone's body, or breaking apart metal objects. | |
| Considering that there are many strong attacks in this | |
| discipline that allow a user to crush metal in their hands, or | |
| attack with simple motions to send people flying, this should | |
| show how much stronger this is. Advanced users of this | |
| discipline are even able to use this to create shockwaves from | |
| their physical force, in which they are able to attack opponents | |
| from a distance. This is a very useful skill that allows a | |
| vampire to attack with immense strength when they use this, and | |
| the shockwaves of advanced users can allow users to transfer | |
| their attack force through the air up to a certain distance. As | |
| such, attacks made with this discipline are best dodged rather | |
| than blocked, since users are usually strong enough to send | |
| people flying, or they can usually break through many forms of | |
| defenses. However, as some put it: Great strength means nothing | |
| if you can't hit your opponent (meaning that not getting hit | |
| means that strength doesn't do anything to the opponent). | |
| Typically, those with this are focused in strength, and not | |
| focused too much on strength, and as long as the opponent is | |
| able to account for this strength, they can avoid the dangers of | |
| this. This also cannot be combined with other disciplines and | |
| powers, as this requires specific combat tactics to use this | |
| that don't combine with other disciplines. | |
| - Fortitude Discipline: Enduring Beasts: This discipline allows | |
| a vampire to transfer their fortitude abilities to animals that | |
| are under their control. This can allow animals to gain | |
| abilities of any of the fortitude disciplines that the vampire | |
| has, with many of the disciplines usually being about defense | |
| and resisting mental attacks. As such, this usually results in | |
| vampires empowering animal defenses of those they control. For | |
| example, a vampire could empower an animal with their physical | |
| defense fortitude skill, and could allow their animal companion | |
| to take attacks without taking much damage. Some more advanced | |
| fortitude disciplines could even allow an animal to break | |
| weapons that are used to attack them due to how strong some of | |
| the stronger fortitude abilities are. This can be used not only | |
| on animals though, but advanced users can also use this on | |
| familiar style attacks to enhance the physical strength of any | |
| of their familiar abilities. This can be used on animals and | |
| familiars, though it cannot be used on vampires and other | |
| allies, as this is only meant to be used on other creatures (as | |
| there is a separate discipline for transferring fortitude | |
| abilities to allies). The disciplines gained depend on the user, | |
| and most are usually about resisting physical attacks, or | |
| resisting mind attacks. These are countered like any other | |
| fortitude skill, with stronger attacks being able to break these | |
| defenses, or users could wait till the user is forced to return | |
| to normal defense to attack rather than trying to force their | |
| way through fortitude defenses, as it is easier to wait and | |
| attack when a user lets down their guard. | |
| - Fortitude Discipline: Defy Bane: This reduces the damage done | |
| to a user, in which a user can reduce extreme damage to | |
| superficial damage. Users of this are able to often resist what | |
| would be deadly damage, and can reduce the effects considerably. | |
| This is also useful for resisting certain dangerous damage like | |
| holy or silver effects that might cause damage, and allows the | |
| vampire to take very little damage from the attack. This is used | |
| in response to attacks, where the user uses this to defend | |
| themselves from attacks, and use this to reduce the damage if | |
| they are sure they're going to take damage. This is a useful | |
| skill that reduces damage considerably, but overall, doesn't | |
| remove the damage completely. Depending on the damage, this also | |
| depends on how far the damage is reduced. Typically, lesser | |
| damage means the damage can be reduced to being trivial, but | |
| deadly damage usually is reduced to a manageable level. This | |
| only reduces damage by so much as it cannot remove damage | |
| entirely, and users should know that damage at a certain level | |
| might still kill the user even if the damage is reduced | |
| (Depending on the damage). Usually, this is best used if the | |
| user is gonna take damage, such as not being able to defend an | |
| attack and using this to lessen the damage, or being used to | |
| avoid certain holy effects to a certain degree. This also cannot | |
| completely negate supernatural effects, as the effects are only | |
| reduced. | |
| - Fortitude Discipline: Prowess of Pain: Even when in immense | |
| pain, a vampire can use this to essentially ignore the pain and | |
| continue fighting. When used, this allows a vampire to keep | |
| fighting despite injuries, and allows them to temporarily ignore | |
| their pain so that they don't have to worry about their pain | |
| slowing them down. Users of this can use this to ignore almost | |
| any damage they've taken in the battle, even if it's deadly | |
| damage if they want to keep fighting. This is a very useful | |
| skill for fighters who have taken hits that don't want to stop | |
| fighting, as it helps a user keep themselves from having to | |
| remove themselves from a fight if they take too much damage. | |
| However, this is just dangerous to the user, as users that keep | |
| fighting despite injuries can actually make their injuries worse | |
| if they ignore their pain. Depending on the injuries sustained, | |
| the injuries can be made worse through this art, as the user | |
| might not have the ability to feel the pain of the damage done | |
| until after the battle, and some users could do permanent damage | |
| to their bodies (depending on the strength of their vampire | |
| regeneration). Users also may only be able to use this for a | |
| certain amount of time, as they won't be able to suppress their | |
| pain and the effects of their injuries forever. The damage may | |
| also hinder a user's combat ability, such as severed tendons | |
| could make a certain limb unusable even with this ability | |
| active. | |
| - Fortitude Discipline: Adamantine: This is the highest level of | |
| defense that the fortitude discipline can give. Users of this | |
| level of defense are able to defend against most weapons when | |
| using this art, in which they harden their defense to the point | |
| that opponents could break their bones trying to attack the | |
| user, or opponents with weapons will often break their weapons | |
| trying to break this defense. This defense is extremely strong | |
| and allows advanced users to even reflect damage done to them, | |
| such as using a block in combination with this to knock an | |
| opponent's attack to the side. This is the highest level of | |
| defense the fortitude discipline has, and can defend against | |
| most attacks, including also being able to take projectile | |
| attacks or energy attacks. Even attacks like arrows or bullets | |
| may not pierce some advanced users of this. However, like most | |
| other uses of these kinds of skills, this is only a temporary | |
| skill that takes effect when the user is able to concentrate | |
| their defense. This means that using this requires a certain | |
| level of awareness that the attack is coming, and even when | |
| used, there are certain stronger attacks that can break through | |
| this defense. However, opponents are usually best waiting for | |
| users to let down this defense, as a user may be left vulnerable | |
| when trying to switch from defense to attack after releasing | |
| this defense. Fast enough attacks may even be able to hit a | |
| vampire before they activate this defense, if the opponent is | |
| fast enough. | |
| Combat Abilities: | |
| - Imperfect Darkwolf Instinct Style: This is the fighting style | |
| of the Darkwolf family, which is taught in their clan. This | |
| style focuses and hones the instincts of a fighter, and teaches | |
| them how to react rather than think about how to react like most | |
| have to. This style uses simple combat mastery to train the | |
| body, in which the user literally trains them in basic movements | |
| and techniques until the user learns to do the moves | |
| instinctively. By using this style, the Darkwolf family focuses | |
| on one thing: Honing one's combat potential. This style uses | |
| basic martial arts knowledge, such as grappling opponents, | |
| counter strikes, dodging techniques and many other combat | |
| techniques. This is a very simple style designed to allow the | |
| body to train its instinctual movements, to the level that | |
| advanced users can fight without having to wait for their brains | |
| to process what's going on around them. By training in this | |
| style, users learn to focus on clearing their mind, not thinking | |
| about their techniques or combat tactics, but rather harnessing | |
| their body's natural ability to react to danger to the fullest. | |
| Other advanced users of this style can even dodge and fight in | |
| their sleep, due to how honed the body is. As one might expect, | |
| this combat style is about honing the body rather than just | |
| learning how to defend oneself. As such, the focus isn't just | |
| about fighting, but around teaching the body the necessary | |
| skills it needs such as improving hand-eye coordination or | |
| pushing one's physical states to their highest level so that | |
| they can operate at their peak efficiency. In terms of | |
| weaknesses, this style is very simple (as any more complicated | |
| would make this style unable to work in the manner this style is | |
| meant to work) so attacks can be quite predictable if one | |
| watches how one moves. Some have observed muscle movements and | |
| how the body moves in response to attacks, which can give away | |
| what the body will do. Another thing is that users of this style | |
| rarely ever master it, with only a few masters ever known to | |
| have existed. The reason users cannot usually master this is | |
| their inability to clear their minds, as that is an absolutely | |
| necessary use of this style. Without being able to clear one's | |
| mind completely, users are usually limited in how they can | |
| respond or attack (in that their attacks and dodges aren't as | |
| effective), and most users don't use their full capabilities in | |
| this style without mastery. And as one might guess, this can be | |
| outclassed by certain other styles, specifically if the opponent | |
| is faster or more skilled in their style. Due to the simplicity | |
| of the style, it can often also be very predictable, as | |
| reactions to attacks are pretty basic. This style doesn't have | |
| any real complicated aspects (even though the main aspects are | |
| nearly impossible for most to master), so this style is much | |
| more simple than most styles, requiring repetition more than | |
| learning new combat techniques which does hurt the style in that | |
| the style doesn't always have answers for every kind of attack. | |
| For Kiren, he has not mastered this style, and cannot use it to | |
| the same effect as Sirion in London or his world can/could. Even | |
| with his Darkfire Disciplined mind training, Kiren cannot even | |
| forcibly clear his mind enough to reach a state of being that he | |
| can master this. Kiren has tried combining this with his | |
| Darkfire Kenpo style unsuccessfully thus far. However, Kiren has | |
| learned to switch almost instantly from this style to his | |
| Darkfire Kenpo style, in which he can use this for defense, | |
| while using his Darkfire Kenpo to attack, which allows him | |
| options for both defense and offense. | |
| - Darkwolf Instinct Sub-Style: Instinctual Movement: This is the | |
| first substyle of the Darkwolf combat style. Utilizing basic | |
| training, the body is conditioned through repeated movements to | |
| react to danger on its own through instinct. This style, as | |
| mentioned, hones the body's potential as it is designed to do. | |
| The instinctual movement allows users to use this style not just | |
| in battle, but can use this movement to respond to everyday | |
| situations as well. For example, if someone knocks something off | |
| a counter, someone trained in this style would instinctively | |
| catch it without thinking, or one with this style could avoid | |
| tripping due to the instinctual movement being able to | |
| compensate if the body is off balance. This style has plenty of | |
| uses, and is not designed to be the ultimate fighting style | |
| (even though mastering it makes it a very dangerous style to | |
| have to fight), as the style is more about bringing out the | |
| body's full potential than about fighting. As such, this part of | |
| the style is more about defense than offense, as the body is | |
| usually not taught attack straight away. In battle, the body | |
| often reacts defensively, usually responding to attacks with | |
| defensive dodges and sometimes with counterattacks depending on | |
| how the user uses this style. As mentioned before, this style | |
| requires one to clear their mind and not think about their | |
| movements, as this is a purely instinctual style that requires | |
| the body to react on instinct, rather than wait for the mind to | |
| make decisions about how to react. Due to this, this is perhaps | |
| one of the fastest styles to combat, as users move not only | |
| faster than most styles due to how they react, but also react | |
| faster than almost any other style. Because of it's requirements | |
| to clear the mind though, this portion of the style is hardest | |
| to master, as most people cannot clear their minds nearly enough | |
| to master this power. And when this style is unmastered, this | |
| style only operates partially at it's intended use, as the body | |
| doesn't react as fast or attack as fast when this style is not | |
| mastered. This substyle is not only hard to learn despite it's | |
| simple nature, but this style is almost impossible to master | |
| unless one has enough experience no matter how talented their | |
| natural combat talent is, as even those with special | |
| supernatural combat copying techniques cannot copy this style's | |
| mastered state. However, those that fight this style will find | |
| that this style can be predicted if an opponent understands how | |
| the body moves and responds to stimuli. | |
| - Darkwolf Instinct Sub-Style: Calmed Presence: This sub-style | |
| is based more around clearing the mind, which is designed to | |
| remove distractions to the mind and allow it stronger focus, as | |
| well as better control of their movement and combat style. By | |
| honing one's focus, the idea is that one can more easily clear | |
| their mind and improve their focus. This isn't just for battle, | |
| but designed to be used in everyday life. For example, increased | |
| focus can help with learning, improving completion of tasks, and | |
| even improve memory. In battle, the focus is on the fight, and | |
| usually focusing on clearing the mind so the body can move to | |
| fight on instinct. Training in this sub style is often different | |
| for everyone, though many people often learn this sub style | |
| through meditation as meditation usually helps clear the mind. | |
| However, it isn't just about clearing the mind of thought, but | |
| also, to an extent, clearing the mind of emotions as well. When | |
| used properly, this calms to the body and mind, granting the | |
| body and mind a better focus. As mentioned, the mind gains a | |
| better focus that can help with more than just reflexes and | |
| reactions, while the body gains a better focus and movement | |
| through this presence. The major effect to this though is that | |
| the presence becomes extremely calm and clear, where the | |
| fighter's presence seems to be far more controlled than most | |
| fighters would be. For most beings, their energy radiates from | |
| their body and often is able to be read by others. However, with | |
| this style, the energy coming from the body is calm, and doesn't | |
| change in and out of battle. This has a few advantages, | |
| including helping the body stay in a better state so the body is | |
| harder to wear down and the calmed energy makes reading the | |
| user's movements extremely difficult, as most styles that read | |
| opponent's moves often require reading the "aura" they give off | |
| that often reacts to how they want to react to danger. Of | |
| course, this presence is more about focus and control, so it | |
| isn't really about power or speed. Users can usually more easily | |
| learn this style since it is easier to learn, but since clearing | |
| the mind completely is almost impossible for most, even this | |
| substyle can be hard to master (though learning focus and | |
| control often helps a lot of people in this style to use the | |
| style). | |
| - 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). Kiren is very skilled | |
| at this, and knows how to utilize different variations of this | |
| style quite effectively. He focuses usually on overwhelming his | |
| opponent with speed and combat techniques, staying on the | |
| offensive rather than being put on the defensive. Since his | |
| Darkwolf style is more defensive, he will often use that for | |
| defense, and use this style for pure offense. | |
| - 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. For Kiren, Kiren is very good at this style, and this is | |
| his main go-to style. Kiren even created his own variation of | |
| this style that uses aspects of Ryusoken, also known as the | |
| Dragon Claw style. | |
| - 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 Qrow 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 Substyle: Ranshohan (Burning Fist): This style | |
| is based around using flames in combat, which is one of the | |
| substyles created by Qrow Darkfire when he was building the | |
| Darkfire combat style. Since many Darkfires often start with | |
| flame natures, this style is often taught as one of the first | |
| elemental substyles one can be exposed to. In this substyle of | |
| the Darkfire Kenpo style, this combines elements of Baguazhang | |
| and Piquaquan into the style, in which users learn a balanced | |
| combat style. However, in this style, instead of just normal | |
| physical attacks, users learn to incorporate their fire affinity | |
| into using their flames (usually dark flames or holy flames | |
| depending on the affinity). In this style, open palmed attacks | |
| are used to strike the opponent, often striking them with fiery | |
| fists. Depending on the Darkfires there are different ways to | |
| utilize this style, where some will use a more low stance and | |
| use the arm momentum to shoot fireballs from their open handed | |
| strikes, or some will focus their flames to create explosive | |
| impacts using Piquaquan concepts (such as using the arm like a | |
| whip while the hand is concentrated in powerful flames, and | |
| having the impact of the hand create an explosion of flames on | |
| impact). As one might imagine, this is quite an adaptable style, | |
| which different users can utilize different aspects of this | |
| style. Users can also combine this with certain other substyles | |
| as well, where they can combine the elements of fire with their | |
| substyles to create different combinations. This style is more | |
| of a balanced style, focused on it's strikes and fiery attacks | |
| that do more damage when striking the opponent. For the most | |
| part, as one might expect, this style is weaker to water and ice | |
| attacks, and if an opponent uses water or ice, they can diffuse | |
| the fire out of this combat style. Other than that, this is like | |
| any other combat style, and can be countered by others depending | |
| on the opponent's style, experience and abilities in the style. | |
| This style is usually pretty balanced, so usually specialist | |
| styles that focus on specific aspects like power or speed may | |
| have ways to overcome this style. | |
| - Darkfire Kenpo Substyle: Leijiquan (Lightning Stike): In some | |
| martial arts, some will say "strike like lightning." This | |
| sub-style of Darkfire takes that quite literally, and teaches | |
| those with the lightning affinities (usually in the form of holy | |
| lightning or dark lightning) to utilize their lightning in | |
| combat. This combat style is similar to snake style kung fu, in | |
| which users utilize coiled movements and open palmed strikes to | |
| strike opponents like much like a snake would attack it's prey. | |
| In this style, users concentrate lightning into their attacks | |
| when they strike. For most, most will strike an opponent and | |
| then the lightning generated will blast what the user hits. | |
| However, some concentrate lightning and can use this like a | |
| piercing style, in which their strikes can literally strike | |
| through opponents using concentrated lightning for piercing | |
| attacks. This style uses elements of Piquaquan, but instead of | |
| using the arms and legs like whips to slap surfaces, they use it | |
| to increase striking power, in which some lightning techniques | |
| are designed to pierce opponents. The style also borrows | |
| elements from Chishoken, in that users of this style are trained | |
| specifically for speed in combat. By combining immense speed | |
| with powerful striking techniques, it is easy to see how this | |
| style gets its name. This is perhaps the most deadly form of the | |
| Darkfire Kenpo, as many often use it to pierce opponents rather | |
| than strike them (as a means to kill the opponent). In the | |
| style, the use of piercing attacks is usually forbidden in the | |
| clan, but those more aggressive in their combat style will often | |
| use this for it's raw piercing ability. This style uses immense | |
| speed and powerful strikes, making it a great offensive style. | |
| Depending on the user's training, some can train in this style | |
| to be more fast than strong, or some can focus on strength over | |
| speed (depending on the user's affinities and how they train). | |
| However, one thing that is common is that users of this style | |
| are very good at striking opponents with both power and speed, | |
| using their lightning in their strikes to create a style that is | |
| as close to a lightning strike as a style can get. Of course, as | |
| one might imagine, this style can be countered just like most | |
| styles if one understands the style, and the major danger of | |
| this style is the lightning used. If one wants to counter the | |
| lightning in the style, they only need to use something like | |
| water to short circuit the lightning they form, or one can use | |
| certain energy defenses if they are careful. For the most part, | |
| it is the piercing strikes that one has to worry about most of | |
| the time, so avoiding those attacks is key to countering this | |
| style. This is one of Kaidon's more used substyles, as he is one | |
| of the aggressive ones that will pierce opponents with this | |
| style with no remorse, and will not hesitate to kill his | |
| opponents with his powerful and fast strikes. Being also a | |
| master of Piquaquan and Chrishoken, Kiren can use this style to | |
| deadly effect, and often does just that. | |
| - Darkfire Stepping Method: Kouho 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 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 (as it's similar in nature | |
| and both styles are similar enough to believe that one may have | |
| been copied from the other). This is a supernatural style | |
| training in movement, in which users are able to move at high | |
| speeds, replicating certain vampire celerity movements. This | |
| style of movement uses supernatural movement styles in order to | |
| utilize their speed to the utmost ability. 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. | |
| This is a backbone of the Darkfire combat style alongside Kouho | |
| Haiho, in which both stepping methods are essential for any | |
| Darkfire Kenpo user as the style uses Sonido and Kouho Haiho as | |
| a backbone 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. | |
| Other Combat Abilities: | |
| - Vampire, Werewolf and Human Combat Styles: Depending on who | |
| the werepyre is, the werepyres will have access to combat styles | |
| depending on their training and what they learn, able to learn | |
| martial arts styles and weapon combat styles depending on their | |
| affinities, training and their willingness to learn. While many | |
| werepyres have to learn combat on their own, some can train with | |
| other groups or learn combat from certain other sources. Thanks | |
| to werepyres having natures of both vampires and werewolves, | |
| many werepyres usually have access to a great number of combat | |
| styles, and depending on the werepyre can even mix and match | |
| combat styles. Most werepyres have to keep in mind what works | |
| best with their body's physical abilities. Because many | |
| werepyres are usually in their werepyre forms on a consistent | |
| basis, most werepyres usually do best learning werewolf combat | |
| styles due to them being designed to be used with the werewolf | |
| body style. Of course, this isn't to say that certain martial | |
| arts styles cannot be adapted as well, as there are plenty of | |
| werepyres that have learned different martial arts styles. The | |
| combat style mostly just depends on the werepyre, and what they | |
| prefer to use. Since most werepyres are usually having to fight | |
| for their lives for most of their lives, most werepyres | |
| typically become extremely powerful combatants. Of course, as | |
| one might guess, any combat style a werepyre has still has | |
| weaknesses and other styles that can beat it, as every style has | |
| styles that can beat it, or more experienced fighters might be | |
| able to overpower other styles without needing stronger styles. | |
| Kiren specializes in the Darkfire and Darkwolf combat styles, as | |
| they were the ones he was primarily trained in. | |
| - Weapon and Marksmen Expert: During his time in Hellsing, Kiren | |
| became a master of weapons, in which he has trained in a number | |
| of weapons from guns to swords (though he already is an expert | |
| in the use of swords), to even knowing how to use a staff. When | |
| it comes to guns, Kiren can use just about any kind of weapon, | |
| having learned how to use guns while in Hellsing since he | |
| learned how to use human weapons he hadn't been too exposed to | |
| using before. Kiren is able to adapt quite easily to most kinds | |
| of weapons, where he is able to utilize almost any weapon. | |
| Kiren's adaptability in fighting thanks to his training allows | |
| him to easily adapt to using most weapons even if he's not | |
| experienced with them (Though he can at least use them). Kiren | |
| may prefer his sword or just using physical combat, but guns are | |
| something he will use at times if he just wants to shoot | |
| someone. And while using guns, Kiren is an expert marksmen, able | |
| to fire with extreme accuracy. Thanks to this, Kiren almost | |
| always fires his shots with his guns where he is aiming (Not | |
| meaning he will always hit opponents, but more just his bullets | |
| are shot at the spot they are aimed at). Kiren is an expert | |
| marksmen, in which things like his alchemist training and | |
| battles against vampire ninjas have enhanced his ability to do | |
| things like account for wind pressure and other factors that | |
| might affect aiming a gun. Kiren is an expert marksmen, who can | |
| usually account for most enemies movement in battle when aiming | |
| at his enemies. As such, Kiren is an expert weapon user, and his | |
| marksmanship is not to be underestimated in battle. Kiren also | |
| has certain combat talents that let him do things like ricochet | |
| bullets, thanks to his supernatural senses, as he can ricochet | |
| bullets off some surfaces and plan for bullets to hit opponents | |
| on the ricochet. Thanks to Kiren's supernatural senses and his | |
| skill in using weapons, he's use of guns is not to be | |
| underestimated, even if it's not his first weapon of choice. | |
| - Dark Spirit/Evil Spirit Strengths and Weaknesses Experts: | |
| Because the primary goal of the werewolf alchemists is to | |
| protect humanity, the world and the spirits from the dark | |
| spirits and from evil spirits in general, the alchemists have | |
| become experts in dark spirits and other evil spirit entities. | |
| The biggest one is dark spirits, in which the alchemists have | |
| been fighting dark spirits as one of their primary enemies since | |
| the beginning of their pact with the spirits to protect them. | |
| They are an expert 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 elites who use spirit destruction arts, there aren't | |
| many dark spirits or evil spirits that usually escape the | |
| alchemists, as they seek to protect the world, humanity and the | |
| spirits from these creatures. 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 Kuroshi who | |
| is a mix of multiple dark spirit types to create his own new | |
| dark spirit type). Overall, the alchemists 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 the alchemist's | |
| primary jobs are to protect spirits and humanity, they have to | |
| constantly fight these spirits, even more so than fighting their | |
| enemies like the vampire ninjas. However, there are some dark | |
| spirits that the alchemists 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 alchemists know to avoid these two at | |
| all costs, and know not to deal with them). Kiren doesn't have | |
| the same issues as alchemists, and actually can utilize dark | |
| spirits in combat. Unlike the other alchemists, Kiren isn't as | |
| limited to fight dark spirits. | |
| - Men of Letters Enchantment, Spells and Sigil Knowledge: Thanks | |
| to the time Kiren spent Hellsing training with Danae Levesque | |
| specifically, he has developed a great knowledge of the methods | |
| and spells used by Danae in his universe. After having studied | |
| for years with her in his world, he has 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. In his universe, Danae's knowledge | |
| was quite vast, and there are a lot of options Kiren has since | |
| not only was Danae skilled in voodoo demon abilities, but also | |
| in Integra's Men of Letters training and the Hellsing's occult | |
| knowledge. While Kiren is not the foremost expert, nor is he the | |
| type of person that has memorized everything that his brother | |
| had, he does know a lot of spells and enchantments. There are a | |
| number of spells and ways to use this, in which Kiren has a | |
| variety of options. He 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), he can enchant items to absorb magic | |
| as a defense, or he 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. However, due to | |
| his demonic nature, he also has sigils and things he's modified | |
| to use his demonic nature, such as sigils that can trap or | |
| exorcise angels, or de-power those with holy power. This is | |
| great for supernatural hunting, as these enchantments are made | |
| to be used by humans, so even someone without magic ability can | |
| still use them (Though with magic, Kiren has an advantage most | |
| others don't). However, these all usually have to be applied | |
| ahead of time, and those like traps and exorcisms usually | |
| require special ingredients and items in order to make the spell | |
| or sigil work in addition to Kiren often having to know certain | |
| other languages to make it work (like an angel sigil that might | |
| use Enochian). | |
| - Technology, Cybernetics and Alien Weapons Expert: Due to his | |
| years around Zelpharia in his world, his natural scientist | |
| intelligence (most don't realize that Kiren has the mind of a | |
| scientist and has a high IQ), and the years he and his brother | |
| spent traveling dimensions, Kiren is an expert in tech, and even | |
| in cybernetics just like his brother. After working with | |
| Zelpharia in his world, Kiren has become quite adept at | |
| technology, and understanding cybernetics. Thanks to having to | |
| learn how to hack cybernetic beings and learning alien | |
| technologies due to some enemies Hellsing fought in his world, | |
| Kiren is very skilled at figuring out alien tech. He also has a | |
| knack for wielding alien weapons, as he can adapt and adjust his | |
| combat to use certain kinds of alien weapons he might find. For | |
| example, in a universe ruled by the Inter-dimensional Order, | |
| Kiren learned how to use Wraith tech and was wielding a Wraith | |
| stun weapon, and could use it just as effectively as a pistol or | |
| tranquilizer gun. When it comes to technology, Kiren is not on | |
| the same level as those like Zelpharia, but is a very close | |
| second, and has even had chances to learn a lot about certain | |
| alien technologies and weapons. The two specifically he has been | |
| exposed to are Wraith and Celestian tech and weapons. Everything | |
| Zelpharia has shown him over the years has led to him | |
| understanding a lot about Celestian tech, and all the experience | |
| he has had hacking Wraith tech and using Wraith weapons, has led | |
| to him having a knowledge of Wraith tech. Kiren has had a lot of | |
| opportunities to interact with alien tech to the point that he | |
| can not only operate alien tech, but he is able to hack it | |
| thanks to his knowledge of how alien tech works. He has even | |
| reprogrammed cyborgs and cybernetic enhancements with this, even | |
| rewriting certain programs in his devices. Of course, while he | |
| is an expert in tech, he is nowhere near as good with it as | |
| others, and may not be able to perfectly hack or operate some | |
| tech, such as not being able to operate a Celestian ship since | |
| he's never seen one or had to operate it (But he could figure it | |
| out with enough effort). | |
| - 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 the Winchester brothers, 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. | |
| - 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). | |
| - Presence Suppression/Crowd Blending: Most werepyres learn how | |
| to suppress their presence using their shapeshifting skills, and | |
| learn how to blend into crowds. Some will take human form to | |
| hide among humans, though more advanced werepyres can walk | |
| through crowds wearing just a cloak and mask, and they never | |
| draw any attention from the people around them. Many werepyres | |
| will do this when they need to find people to devour, but also | |
| so that they can hide in plain sight among human populations. | |
| Because most human cities have masses of people that get around | |
| constantly, most werepyres utilize this to make themselves hard | |
| to track, usually making it where their presence is overshadowed | |
| by everyone else. Even werewolves who track werepyres may have | |
| trouble finding werepyres who are good enough at using this | |
| trick, as some use the masses of crowds to disguise their scent | |
| from anyone who is trying to track them. They also keep their | |
| presences suppressed so vampires cannot sense them easily, since | |
| many vampires have a strong third eye that can sense their | |
| presence if they're not careful. Most werepyres can even use | |
| this to hide out in nature, assuming they aren't hiding in | |
| werewolf or vampire territory, where they use this to keep their | |
| presence in the world as suppressed as possible. With Kiren and | |
| his brother, they have been in a number of universes, and know | |
| how to hide their presence quite well. Kiren and his brother are | |
| very skilled at hiding, and if they don't want to be found, most | |
| will have a hard time tracking them down due to their time in | |
| the alchemists, and from their training in Hellsing. They know | |
| what hunters look for, and will usually avoid leaving traces for | |
| people to follow unless they leave a false trail for opponents | |
| to follow. | |
| - Assassination/Interrogation Training: Most wouldn't think | |
| werepyres would be experts in assassination and interrogation, | |
| but one would be surprised how often werepyres interrogate | |
| hunters and other vampires/werewolves that come after them. Many | |
| werepyres could become assassins if they desired, as some have | |
| even had to kill people hunting them. Most werepyres learn how | |
| to kill as silently, and learn how to interrogate people as | |
| needed. Most werepyres have their own ways of handling | |
| situations that require assassination or interrogation, though | |
| most develop some methods of doing so, as some may use weapons | |
| to kill their targets or may use their supernatural abilities to | |
| attack opponents. In addition to learning assassination | |
| techniques, most werepyres will also often learn interrogation | |
| techniques for those situations where they need to learn | |
| something from an enemy. Some werepyres will interrogate others | |
| through pain, though some more skilled werepyres interrogate by | |
| infiltrating a group to get close to their target by gaining | |
| their trust. For werepyres, this depends on the werepyres and | |
| their methods, as every werepyre will often have different | |
| methods for doing the job. The one thing that is common is that | |
| most werepyres have methods to assassinate and interrogate, | |
| which is something many werepyres have no trouble doing since | |
| they are constantly hunted down. Kaidon is not really an | |
| assassin or interrogator, but he does know how to bring the pain | |
| to people he wants information from. Usually, Kiren is a lot | |
| more about going after assassinations than his brother, and will | |
| kill anyone he sees as a threat to him. | |
| - 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: | |
| - Werepyre Bat-like Wings: Depending on the werepyre, some | |
| werepyres may gain specific vampire wings, but the standard | |
| wings of a werepyre are usually bat-like in nature that reflects | |
| the vampire side of their natures. Using these wings, werepyres | |
| are able to fly just like one would expect. Most werepyres who | |
| have these wings are able to use them like most vampires do, and | |
| can usually use their shapeshifting skills to suppress them when | |
| not needed. Some werepyres may have special abilities using | |
| their wings, depending on their heritage and abilities. However, | |
| one thing many basic werepyres have learned to do is focus their | |
| cursed darkness into their wings in order to use them like | |
| shields, due to the wings being fairly easy to regenerate, and | |
| their wings typically being strong enough to counter certain | |
| types of attacks. Some werepyres may or may not be able to keep | |
| their wings suppressed consistently, as some can only suppress | |
| them temporarily using their shapeshifting abilities, while some | |
| may be able to suppress them easily. However, no matter how one | |
| uses them, mostly all werepyres have vampire-like wings in some | |
| way. In battle, if these wings are damaged, then the werepyre | |
| won't be able to fly, and werepyres with special techniques | |
| using their wings usually have to have the energy to use their | |
| attacks (if it's a supernatural power). Kiren's wings are more | |
| or less just normal werepyre wings, and he doesn't have any | |
| special wings or abilities using his wings like some werepyres | |
| might. | |
| - Demonic Werepyre Regeneration: Werepyres, like werewolves and | |
| vampires, have supernatural regeneration that can be used to | |
| heal themselves when they have taken damage. Werepyres have | |
| strong regeneration, and can regenerate from far more than many | |
| vampires and werewolves. Werepyres can usually regenerate | |
| anything as long as their heart or brain isn't destroyed. | |
| Werepyres also regenerate faster than most other vampires and | |
| werewolves, due to werepyres having two natures that grant them | |
| regeneration. Of course, some clans even have special | |
| regeneration techniques, so some werepyres may even gain special | |
| regeneration techniques of they are available to them. This is a | |
| passive skill that heals werepyres, and this power is sustained | |
| by their devouring of flesh and blood of either animals or | |
| humans, depending on what the werepyre wants to eat to sustain | |
| their power. Werepyres can be very hard to kill if one is not | |
| prepared properly, so it is always important for anyone who | |
| hunts werepyres to be prepared. For fighting werepyres, silver | |
| is usually the best thing one can have, since silver can be used | |
| to kill a werepyre just like werewolves. Silver is often | |
| essential when trying to kill a werepyre, and usually certain | |
| holy powers can also help kill werepyres more easily. Certain | |
| things like death scythes and other regeneration negation | |
| weapons/abilities can also be used on werepyres, just like | |
| vampires and werewolves. Unless they have special regeneration | |
| like demonic regeneration, most werepyres are able to be killed | |
| by either beheading, or destroying the heart or brain of the | |
| werepyre. In Kaidon's case, his demonic regeneration combines | |
| with his werepyre regeneration to essentially boost his | |
| regeneration. Kiren is able to use demonic regeneration to | |
| regenerate even his heart or brain unless he is struck with a | |
| demon killing weapon or something like an angel blade. | |
| - Demon Hardskin Defense: Like angels, demons also have | |
| developed a type of defense using their unholy auras, in which | |
| some demons have developed a harder skin using their demonic | |
| auras, and have made their skin much harder to pierce in combat | |
| in response to angelic hardskin defense. Typically this comes | |
| alongside their regeneration, in which demons can focus some of | |
| their regenerative power into this to strengthen their defense. | |
| The question mostly becomes which skill do the demons want more, | |
| as some prefer regeneration, but some prefer not taking the | |
| damage at all. Typically, this defense, at its fullest, can | |
| defend against normal bullets, and some higher level bullets, | |
| with some showing that toughening the body can be just as useful | |
| in a fight as regenerating injuries. The main issue with this is | |
| that, in order to use it, one must sacrifice some regenerative | |
| ability in order to generate the power form this, since this | |
| power has to come from a source. Typically demons have a choice | |
| of either one or the other, or weakening both to get a little of | |
| both skills. This depends on the demon, as some may prefer one | |
| over the other. At full strength, some demons and demon lords | |
| have often been seen as nearly indestructible by weaker | |
| opponents (even though they are just harder to damage). | |
| Typically, higher level demons like demon lords and demon prince | |
| level demons have more power they can put into this, but this | |
| does still require putting in some of their regenerative power. | |
| When at full strength, demons are only able to regenerate basic | |
| injuries and cannot regenerate fatal wounds easily (though they | |
| still can). This can, however, be more easily pierced by demonic | |
| or darkness power, since this power runs on an demon's unholy | |
| presence/aura. Certain weapons can even ignore this defense | |
| entirely, such as angel blades being able to instantly break | |
| this ability, and celestial weapons can more easily break this | |
| skill as well. This mostly has the same effects, rules and | |
| weaknesses as the angelic hardskin defense, as it's basically | |
| the same power used by angels. Kiren's hardskin demonic defense | |
| is not as strong as most demons, only being at a normal demon | |
| level since Kaidon focuses more on regeneration. | |
| - Werepyre Heavy Stander: Because of the werepyre's body | |
| structure, most werepyres are extremely hard to knock back. Due | |
| to their strong and bulky muscles, werepyres are able to take | |
| many attacks without flinching, and most are heavy enough they | |
| are barely knocked back with impact damage. While werepyres | |
| still take damage, they are much harder to knock back, and much | |
| harder to stun through physical damage unless they are taking an | |
| attack that's stronger than they are. Typically, most werepyres | |
| are able to shake off normal damage thanks to their regeneration | |
| and their body structures, and require very strong attacks to | |
| knock them off their guard. Thanks to this, most werepyres are | |
| difficult to stun or disable using physical force, usually only | |
| being vulnerable to other creatures as bulky and powerful as | |
| they typically are (though some that stay in human form may not | |
| have this bulk and therefore won't have this passive ability). | |
| Most werepyres with this take highly reduced damage from | |
| physical attacks, and are much harder to fight than many other | |
| types of opponents. However, while they are harder to damage and | |
| harder to knock back, this means that things that do hurt them | |
| and overcome this do more damage. This also doesn't always help | |
| against certain piercing projectile attacks, as certain | |
| projectiles might pierce a werepyre more easily due to them not | |
| moving back, or certain attacks that break their defense may do | |
| more damage due to knock-back often helping disperse physical | |
| force a bit on impact. | |
| - Alchemist Combat Adaption: Because the alchemists are a tribe | |
| who focus on bettering themselves and getting stronger as | |
| warriors, the alchemists have all learned a natural combat | |
| talent when it comes to training. Almost all alchemists train in | |
| physical combat and supernatural combat in some way, and with | |
| enough training, they can gain an affinity for combat, whether | |
| it's through natural talent or through hard work. Any warrior | |
| can mention how one or the other doesn't always mean one will | |
| have an advantage over the other, as natural talent and hard | |
| work are often best used in combination with each other. For | |
| alchemists, even those without natural talent learn to adapt and | |
| modify their combat style so that they can more easily change up | |
| their styles in combat. While this isn't an instant process, | |
| learning from combat allows an alchemist to practice and learn | |
| how to adapt to certain combat styles and supernatural | |
| abilities. Just as one might expect, this leads most alchemists | |
| to be highly capable and adaptable warriors as a result of this | |
| training and this talent they develop to adapt their combat for | |
| the situations they might find themselves in. Since they are | |
| constantly at war with groups like the vampire ninjas, the | |
| alchemists have even had to learn how to handle fighting in ways | |
| they aren't used to, with some learning how to fight using | |
| stealth in order to more easily kill vampire ninjas, while some | |
| may compensate by outmaneuvering the vampire ninjas even if the | |
| vampire ninjas know they are there. All alchemists have their | |
| own ways of adapting and learning to fight, and as they train, | |
| they show these ways. However, while skilled in combat, no | |
| fighter is ever perfect, and there is always room to grow, so | |
| this never truly hits a cap. Typically this combat depends on | |
| the alchemist and their training, as each will come up with | |
| different ways to use this. For example, younger alchemists will | |
| usually train hard and get stronger, faster and more durable | |
| between battles, but older alchemists that have been fighting | |
| for a long time often hit a cap in how high their physical | |
| abilities can get and instead focus on becoming more efficient | |
| fighters rather than just trying to grow in physical stats. It | |
| is also worth noting that depending on the alchemist, some may | |
| have more talent than others, and some may have more talent for | |
| some aspects of combat, while others have more talent for other | |
| aspects. Even among alchemists, Kiren has far more combat | |
| ability than most, and is very good at adapting in combat. And | |
| thanks to him having both a defense style (his Darkwolf combat | |
| style), and a more offensive style (some of his substyles for | |
| his Darkfire Kenpo), he is able to adapt strategies in combat to | |
| take on most opponents. | |
| - Natural IQ Talent: Most people don't realize just how smart | |
| Kaidon is, due to the fact that he tends to brute force most | |
| dangerous situations. However, Kaidon has a very high IQ, and he | |
| is smart enough that he has come up with a lot of scientific | |
| ideas that most people might not understand. For example, | |
| through studying plasma energy, he found out about plasmoids and | |
| managed to recreate plasmoids using his plasma manipulation. | |
| Another example is how Kaidon has come up with advancements in | |
| werewolf alchemy that he was never able to put into action. | |
| Those that know Kindron in the London universe will know just | |
| how smart the werepyre versions of Kindron can be (since Kaidon | |
| is basically another world version of Kindron in most aspects). | |
| For Kaidon, he is extremely smart, not just in technology, but | |
| in strategy as well. While Kaidon prefers to overpower | |
| opponents, he is very good at being strategic, and can out-think | |
| a lot of smart opponents. His knowledge was enough to even | |
| improve on some of Zelpharia's technology in his world, showing | |
| that his knowledge puts him even above many human scientists and | |
| puts his intelligence at the level beyond even most scientists. | |
| Kaidon is the type who can think ahead of many opponents when | |
| needed, and many will know just how dangerous this knowledge can | |
| be. Kaidon's knowledge of technology, math and science is very | |
| extensive, and he has learned a lot over the years in the time | |
| he was with the alchemists, and then the time he spent traveling | |
| the multiverse. This has also led to the most dangerous aspect | |
| about Kaidon, in which he doesn't take on threats he is smart | |
| enough to know he can't win. Usually, if faced against opponents | |
| he cannot defeat, he will find another way to win against them, | |
| such as how he poisoned his uncle Sirion in his world in order | |
| to not have to fight him since Kaidon wasn't sure he'd win a | |
| real fight. Kaidon may seem like a brute force type, but he is | |
| only like that with opponents he knows he can defeat in combat, | |
| and won't risk it against stronger opponents, so only stronger | |
| opponents will usually see this intelligence in action (if they | |
| see it at all since Kaidon may work behind the scenes to try and | |
| take out an opponent). | |
| - Natural IQ Talent Aspect: Math, Science and Technology Expert: | |
| This is an aspect of Kiren's intelligence that he has, in which | |
| Kiren is an expert in a number of subjects. His three main | |
| subjects he has become an expert in are math, science and | |
| technology, in which Kiren is smart enough to know far more than | |
| the average person, but has studied aspects of math, science and | |
| technology to enhance his knowledge overall. His knowledge of | |
| technology has led him to do things like operate alien | |
| technology, build his own tech (like how he has built computers | |
| from scratch), and he has even upgraded certain tech he's | |
| acquired. Thanks to the time he spent in Hellsing in his world, | |
| and the time he spent among humans, Kiren has a high knowledge | |
| of technology that surpasses that of most people. Kiren's | |
| knowledge of science includes chemistry (To include organic | |
| chemistry), theoretical physics and even biology. Because Kiren | |
| has studied in order to use science to enhance his knowledge of | |
| the world, as well as his knowledge of magic, Kiren has applied | |
| things like chemistry to his alchemy (more specifically his | |
| Black manipulation to create advanced scientific based | |
| abilities). He also uses things like biological knowledge to | |
| learn how to fight more efficiently, or he has also used it to | |
| come up with ways to treat illnesses, including some | |
| supernatural illnesses. As for his theoretical physics | |
| knowledge, it was this knowledge of theoretical physics that let | |
| him figure out how to utilize his Darkfire teleportation to move | |
| across dimensions alongside his brother, something that few | |
| other Darkfires have achieved even with scientific knowledge. In | |
| addition to science though, Kiren has also had to learn math, in | |
| which his knowledge of tech and science would be useless if he | |
| didn't know high level math. Most know of calculus and some | |
| higher level math, but Kiren has even studied levels of math | |
| beyond that in areas like linear algebra, higher algebra, | |
| advanced statistical math, and other higher level math subjects. | |
| Kiren's math knowledge was necessary to understand higher level | |
| science and technology, and Kiren has not hesitated to learn | |
| this kind of subject. | |
| - Alchemist Multi-Linguists/Language Learning: Because | |
| alchemists often have to write code, and some even encrypt their | |
| work using other languages. In addition, many of the alchemists | |
| have been around for a very long time and have had time to | |
| travel the world doing their job protecting humans, so they have | |
| had plenty of time to learn other languages. Some older | |
| alchemists 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 alchemists | |
| 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 alchemists | |
| have been around for a long time, most werecreatures 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, alchemists always have multiple | |
| languages, whether it's for learning about supernaturals, hiding | |
| their alchemic knowledge, or just learning it to be able to | |
| communicate with other people who speak other languages. | |
| Regardless of the initial reason, most alchemists 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. In Kiren's case, he | |
| knows a variety of languages, from English, to French and | |
| Spanish, Russian, Enochian, Hebrew, and even dead languages like | |
| biblical Hebrew and Latin thanks to his knowledge from the | |
| alchemists library and his time with Hellsing. | |
| - Immunity to Spirit Purification/Resistance to Spirit | |
| Destruction: Kiren's alliance with the Black, as well as his | |
| empowerment by Phantom should leave him with a spirit | |
| purification and spirit destruction weakness, but Kiren doesn't | |
| have that particular weakness. Because of Kiren's training as an | |
| alchemist, Kiren is completely immune to spirit purification | |
| powers. Thanks to his power using the power he gained from | |
| Phantom, Kiren learned to resist and become immune to spirit | |
| purification since he had the power to utilize it. This led | |
| Kiren to not only not be affected by spirit purification, but he | |
| can reverse it and corrupt it to create spirit corruption that | |
| he can use on others. This means that Kiren cannot be affected | |
| by the biggest weakness of those that use dark arts or dark | |
| spirit abilities. As for spirit destruction, Kiren isn't immune | |
| to it like spirit purification, but he can resist spirit | |
| destruction thanks to his elite training with Kain Silverfang in | |
| his universe. Kiren has a strong enough resistance that his | |
| opponents will often suffer the effects of spirit destruction | |
| before he does, due to almost any living being with a soul being | |
| vulnerable to spirit destruction. With Kiren, he has faced many | |
| users of spirit purification and spirit destruction, and knows | |
| how the powers work. While he can't completely account for | |
| spirit destruction and completely become immune to it, his | |
| resistance to it means that this is not an ideal power to use on | |
| Kiren, since his opponents suffer the effects more easily than | |
| he does. However, this only applies to spirit purification and | |
| spirit destruction, and doesn't apply to purifying darkness, | |
| which can still be used to counter Kiren's abilities, as well as | |
| other techniques that can be used to counter Kiren's abilities. | |
| - Demonic Immunity to Demonic Effects: Demons are completely | |
| immune to the demonic effects of their power. Usually, demons | |
| cover a wider variety of abilities, but overall, demons are | |
| typically immune to unholy side effects of demon power, such as | |
| demon energy poisoning, or the demonic effects of corruption to | |
| remove holy afflictions placed on them. While they can still | |
| take damage from demonic attacks, such as concussive force or | |
| slashing waves, extra demonic effects don't really hurt them, | |
| and demonic energy isn't as effective against them. The main | |
| thing to note with this though is that it doesn't grant specific | |
| immunities to certain demon elements depending on what the demon | |
| can do, such as a fire demon could still be hurt by demonic ice, | |
| but not take extra damage from the demon element (only taking | |
| damage from the ice element). Typically, unholy afflicts are | |
| more effective on angels, and sometimes fallen angels, while | |
| holy afflictions are the main method of hurting a demon. While | |
| they are mostly immune to demonic effects, they are not immune | |
| to fallen angel's corrupted powers, and they are not immune to | |
| an angel's holy power (angelic power tends to act as the | |
| opposite of demon power and can still hurt them). However, | |
| unlike angels, demons are more varied, and some demons may take | |
| specific damage from certain other demonic abilities depending | |
| on the ability, such as demons may take damage from mixed holy | |
| and unholy energy (like certain nephalem who can combine the two | |
| into a unique energy), and may take damage from certain demonic | |
| abilities that might be unique (such as a demon who might have a | |
| corrupted demonic energy power being able to hurt other demons). | |
| - Sin/Negative Emotion Empowerment: Almost all demons are able | |
| to gain empowerment off of at least one type of sin or negative | |
| emotion. The general one for most is fear, anger and/or hatred, | |
| which most demons default to as the main emotion they draw from. | |
| And since demons tend to cause fear in others, usually fear is | |
| their first choice. Those that use this are able to gain | |
| empowerment through sin or negative emotion depending on what | |
| their affinities for. Once a demon reaches a high enough level, | |
| they are even able to influence this emotion in others, with the | |
| demon princes being the best example of this where they are | |
| basically incarnations of sin that focus the power of sin to | |
| influence others and absorb specific sins generated by others. | |
| This ability may also come with other benefits, as some special | |
| abilities can be used in combination with this, such as succubus | |
| demons having special abilities to use with their lust | |
| manipulation. Again, the demon princes are a good example of | |
| this, such as Mammon's gold manipulation being an extension of | |
| his greed power, and Belphegor's sloth absorption enhancing his | |
| mind as he sleeps. This depends mostly on the demon and their | |
| abilities, as each demon is different, and depending on the | |
| demon, some have very different uses for this. This is usually a | |
| passive skill, with exception to any supernatural abilities | |
| focused around manipulation of sin and negative emotions. For | |
| Kiren, his sin he is empowered by is lust, probably due to his | |
| womanizer type personality, as Kiren can be empowered by lustful | |
| desires. | |
| - Affinity for the Darkness/Dark Arts Power: Because of the | |
| werepyre's dark natures, werepyres have a nature steeped in | |
| darkness. Typically, darkness is something most werepyres can | |
| specialize in very easily, and some can even learn powerful | |
| darkness abilities, including dark arts and dark magic (if they | |
| have magic ability). Many werepyres can learn a variety of | |
| darkness abilities through their werepyre skills, though many | |
| don't stop at werepyre skills, and some move on to things like | |
| dark arts in order to advance their power further. Most | |
| werepyres learn how best to utilize their dark natures with | |
| experience, and many learn different abilities that will help | |
| them utilize their dark natures to their fullest. Depending on | |
| the werepyre, some have different ways of taking advantage of | |
| this, such as the Lasombra using shadow control vampire | |
| disciplines. Typically, the only werepyres that don't have dark | |
| natures are werepyres that are the spawns of things like holy | |
| vampires/werewolves, or purified vampires/werewolves. As such, | |
| most werepyres are fairly predictable in how they will have dark | |
| natures. However, while they have an affinity for darkness, this | |
| means that they have a major weakness to holy power, just like | |
| vampires and some werewolves do. Most werepyres can utilize this | |
| affinity, but as they gain stronger darkness abilities, their | |
| weakness to holy power goes up alongside their strength in | |
| darkness abilities. For Kiren, he utilizes this affinity for | |
| dark arts far more than his brother does, and dark arts are one | |
| of Kiren's most dangerous abilities and one of his most used | |
| abilities. | |
| - Werewolf Alchemy Magic Affinity/Spirit Purification Affinity: | |
| There are two ways to gain the magic necessary to become an | |
| alchemist in the werewolf alchemist society. The first is to be | |
| born of a werewolf alchemist, or the second is to make a pact | |
| with the spirits that grant the alchemists their magic. Either | |
| way that is chosen though, alchemists become naturally tune and | |
| gain an affinity for magic, in which they may sacrifice certain | |
| affinities for magic affinity to learn this alchemy. Once they | |
| gain this magic, they gain a permanent affinity for magic, and a | |
| special affinity for spirit purification magic that lets the | |
| alchemist use their magic for spirit purification. Every | |
| alchemist is thoroughly trained in how to use their magic, and | |
| learn to utilize their magic to empower the world and protect | |
| the spirits. Every alchemist usually specializes in different | |
| magic, with every alchemist typically having affinities for | |
| certain kinds of alchemy over others, such as some who might use | |
| fire alchemy over normal transmutation, or some that utilize | |
| bio-alchemy over other forms of alchemy. However, this doesn't | |
| always mean that alchemists only gain alchemy, as some can move | |
| on to learn other forms of magic as well that can be used, | |
| usually playing off their spirit purification ability. Because | |
| of their spirit purification and their use of alchemy, most | |
| alchemists learn to use this magic to benefit nature and the | |
| spirits, as long as they don't perform any taboos among the | |
| clans, as certain taboos become a danger. However, while this | |
| affinity is great for learning magic-based alchemy, this also | |
| opens one up to the world of spirits, and this means that the | |
| dark spirits will also start targeting those with this affinity, | |
| since dark spirits usually specifically notice people who notice | |
| them as it is the nature of dark spirits to target those that | |
| target them. For Kiren, he uses his magic for a few purposes, | |
| specifically to utilize dark arts, though he does still have the | |
| alchemist affinity for spirit purification and for normal magic. | |
| - Alchemist Magic Resistance: Because the alchemists have pacts | |
| with the spirits, and they have heavy training in magic, | |
| alchemists focus on things beyond the physical realm. As a | |
| result of their spirit purification magic attacking the | |
| spiritual rather than physical, they take highly reduced damage | |
| from most forms of magic, including having resistance to holy | |
| and dark magics. Thanks to this resistance, magic attacks have | |
| highly reduced effects on them, with them mostly being immune to | |
| things like dark and holy effects of magic due to them training | |
| in a more spiritual sense. While this doesn't mean they are | |
| immune entirely, magic does have highly reduced effects, such as | |
| a piercing attack might not pierce as deeply. Typically, when an | |
| alchemist is hit by a magic attack, some of the magic power is | |
| dispelled by their own spiritual magic ability, making the | |
| attack weaker. As a result, most alchemists are able to fight | |
| other magic users pretty effectively, and most alchemists have | |
| certain advantages against most types of magic users. Among the | |
| only types of magic that do normal damage to them are spiritual | |
| magics (as magic based in the spiritual similar to them can | |
| attack them as easily as magic would normally hurt anyone else), | |
| and certain types of dark spirit dark arts that are specifically | |
| designed to counter the alchemists spirit purification. However, | |
| while this does grant resistance, this does not grant completely | |
| immunity, so alchemists will still take damage from attacks, | |
| even if it's slightly reduced. However, some magics might be | |
| more effective than others, such as alchemists can use their | |
| magics against each other, and certain powers like anti-magic | |
| are still very effective against alchemists. Magic negation is | |
| also a problem for alchemists, since most of their power is | |
| based in magic. In Kiren's case, he has a high resistance to not | |
| only normal magic, but his demonic power and his darkness | |
| affinity also grant him resistances to dark and demonic magic. | |
| The only real magics Kiren has no resistance to are magics that | |
| might use powers he is not familiar with (such as chaos magic). | |
| - Demon Blood Drinking/Demon Blood Enhancement: It is worth | |
| noting that demon blood is demonically charged, in which demons | |
| have extremely strong blood. This is something that can not only | |
| have an effect on increasing a demon's power passively, but can | |
| be strengthened by drinking the blood of other demons. If a | |
| demon is seeking more power, they are able to drink demon blood | |
| of others in order to power themselves up, similar to how | |
| vampires can power up using supernatural blood. In addition to | |
| gaining enhanced abilities through demon blood, demons can also | |
| gain new powers in this way, where demons can gain new abilities | |
| from other demons by drinking enough of their blood. This method | |
| is typically taboo among demons however, as demons don't like it | |
| when other demons turn on their own, but this is a passive | |
| ability that demons can rely on if they so choose. When used, | |
| demon blood is a good amplifier of power, in which demons can | |
| gain temporary boosts, and sometimes permanent boosts to their | |
| power the more they drink. However, the main downside to this is | |
| that demons will eventually get addicted to demon blood after a | |
| while, and lose power if they don't drink demon blood (sort of | |
| like a withdrawal symptom), and some demons have actually become | |
| cannibals. It is worth noting that the increase can continually | |
| increase a demon's power, but as they get stronger, this ability | |
| starts to lose it's effectiveness, similar to how medicines | |
| become less effective over time, and is mostly just for demons | |
| who want to temporarily increase their power and abilities, or | |
| steal a new skill from another demon. Being a werepyre, Kiren | |
| has eaten other demons in order to drink their blood in order to | |
| power himself up just like his brother has. Thanks to this, | |
| Kiren's demonic power is about as strong as it can be, and helps | |
| amplify his other abilities. | |
| - Werepyre Fangs Blood Drain and Flesh Devouring: Similar to how | |
| vampires have fangs that are designed to draw the blood of those | |
| they bite, werepyres also have this feature. While they have | |
| vampire fangs, they also have werewolf teeth designed for | |
| devouring the flesh of victims. Because of this, werepyres are | |
| specifically built to devour both blood and flesh of their | |
| victims. By devouring flesh and blood, a werepyre sustains both | |
| their vampire and werewolf sides, usually using their feeding to | |
| eat their victims. It is rare for werepyres to leave anything | |
| behind when their done, as their acid bite allows them to even | |
| eat the bones of their prey. Due to being part werewolf and | |
| vampire, werepyres have to eat more to sustain themselves, so | |
| they have to learn how to not waste any prey they get. This | |
| means that when werepyres eat their victims, whether they be | |
| animal or human (as they can survive on either one depending on | |
| their preference), werepyres can't afford to waste their food. | |
| Typically, werepyre teeth are very strong, and even their fangs | |
| are usually strong enough to chew through bones when paired with | |
| their acid bite. Without flesh and blood of either animals or | |
| humans, a werepyre cannot sustain themselves and will eventually | |
| starve themselves if they don't eat. Usually if they get hungry | |
| enough, the werepyre will become feral, and lose their sense of | |
| self until they eat, or some werepyres may lose their mind and | |
| devour themselves if they are hungry enough. Depending on the | |
| werepyre, some may have to eat more than others, depending on | |
| what it takes to sustain their power. Usually, humans or animals | |
| are the two major things that sustain a werepyre's power, with | |
| rare exceptions of those that eat vampires or werewolves. | |
| - Werepyre Monster's Stomach: Werepyres are a somewhat unique | |
| creature, due to the fact that they have a unique digestive | |
| system. They are able to eat almost anything, due to their | |
| stomachs being extremely strong and many even being able to eat | |
| monsters with poisoned blood. However, the main thing to note | |
| about werepyres is that werepyres are able to absorb properties | |
| and abilities from supernaturals and monsters they eat, and can | |
| use this to gain new abilities. This is similar to vampire and | |
| werewolf abilities to gain power from eating supernaturals, | |
| except that werepyres specifically use this to get stronger, as | |
| their bodies will change and adapt slightly as they eat monsters | |
| and supernatural creatures in order to allow them to use certain | |
| abilities. When eating a new type of monster or supernatural | |
| creature, the werepyre may gain special physiological changes as | |
| a result. For example, if they were to eat a ghoul (a type of | |
| creature that eats corpses), then their physiology might change | |
| to allow the werepyre to eat corpses as well, or they may gain | |
| special abilities the ghoul had. This is usually dependent on | |
| how the werepyre reacts to the creature's physiology upon | |
| devouring them. Some werepyres may only gain resistances to | |
| certain things, or some might gain new supernatural abilities. | |
| It isn't known what causes this with any consistency, but | |
| werepyres are certain of one thing: This is a very useful way | |
| for a werepyre to gain new abilities and resistances. However, | |
| typically, this usually only happens when a werepyre eats a new | |
| type of creature. While the werepyre can gain powers through | |
| vampire and werewolf power gains, this ability is somewhat | |
| unique in that it makes subtle changes to make the werepyre more | |
| versatile without giving them the race weaknesses (each power | |
| gained still has it's normal weaknesses), and doesn't change the | |
| physiology of a werepyre too much compared to normal power gain | |
| abilities that might change the physiology drastically. | |
| - Werepyre Supernatural Life Span: Thanks in part to their | |
| regeneration, and the fact that no one really knows of any | |
| werepyres that aren't hunted and killed rather than dying of old | |
| age, no one knows the life span of a werepyre. While a werepyre | |
| can still be killed in battle, or killed in a few different | |
| ways, it is unlikely they'd die of old age for a very long time. | |
| Typically, vampires and werewolves have regeneration that breaks | |
| down over time, which results in them not being able to | |
| regenerate as much and their age starting to show. However, this | |
| process usually takes thousands of years, and there are vampires | |
| and werewolves that have lived for tens of thousands of years, | |
| and some that have even been around since the heaven/hell wars. | |
| Because of this, no one is completely certain how long a | |
| werepyre lives for, but if their lives are as long as werewolves | |
| and vampires, a werepyre will not get old unless their | |
| regeneration starts to break down as they get older, which means | |
| that it's possible that werepyres could live for an undefined | |
| amount of time. While this doesn't mean that werepyres cannot be | |
| killed, it does mean that it is very rare for them to die of | |
| natural means, and even if it were possible, a werepyre's | |
| ability to come back from death using the werepyre skill Return | |
| from Hades may even save them (no one knows for sure). Because | |
| werepyres are hunted and killed long before they have a chance | |
| to get old, usually werepyres have to worry more about being | |
| killed by hunters and other enemies that will hunt them down to | |
| kill them than how long they'll live before they die of old age. | |
| - Werepyre Environmental Adaption: Because of a werepyre's body | |
| structure, werepyres are very good at adapting to the | |
| environments they stay in, partially thanks to their connections | |
| to nature and darkness, and their ability to twist those | |
| natures. As such, werepyres are very adaptable to most natural | |
| conditions, and they are able to adapt to these conditions even | |
| among those without elemental abilities. The most common | |
| adaption that werepyres have is their resistance to extreme | |
| temperatures. Werepyres are able to handle the extreme cold of | |
| the Arctic, or they are able to handle the hottest of desert | |
| heat. Usually, werepyres are adaptable enough that they can | |
| shake off freezing water, and they can even shake off lava | |
| without being too affected. This means that most temperature | |
| changes are not going to have much effect. However, this also | |
| applies to werepyres who go to other altitudes, such as higher | |
| altitudes that have less oxygen. Most people would have trouble | |
| adapting to higher elevations, but werepyres are able to adapt | |
| fairly easily even in these situations. Werepyres are able to | |
| adapt to almost any condition nature could throw at them. To | |
| werepyres, they are not usually bothered by these conditions. | |
| For werepyres, many often see extreme cold or heat as just a | |
| slight bother rather than something that might put them in | |
| extreme conditions. However, this only goes so far, and | |
| werepyres don't completely change physiology in order to adapt. | |
| While werepyres can become resistant to temperature changes and | |
| oxygen changes, they cannot change their physiology to do things | |
| like breathing underwater or surviving in the vacuum of space | |
| unless they were to eat certain supernatural creatures who could | |
| and gain their physiology in order to use their abilities. | |
| - Werepyre Reduced Sleep Requirement: Because werepyres have | |
| powerful regeneration, and their connections to darkness and | |
| nature that they gain power from, werepyres sleep far less than | |
| most other creatures. While many creatures would have to sleep | |
| at least 8 hours, werepyres only sleep four hours a night, and | |
| are very light sleepers compared to other beings. Part of this | |
| is because werepyres learn to live with being hunted all the | |
| time, and most develop their sleep to be light so they wake up | |
| at signs of trouble. Unless they are injured or going into | |
| special sleep, werepyres don't need much sleep. Through four | |
| hours, werepyres get enough sleep that they are able to operate | |
| just fine without needing to sleep any more. While some may | |
| still nap during the day just to pass the time, werepyres don't | |
| have to sleep more than four hours, even if some do. Typically, | |
| this mostly applies to those that stay in their werepyre form | |
| constantly, as many human form werepyres often sleep more like | |
| humans than they do like full werepyres. This is a fairly simple | |
| physiology trait, which is standard for werepyres. And when | |
| injured, they have their Nature's Sleep ability that lets them | |
| recover from being injured or near death. | |
| - Magic Item Storage/Magic Satchel Spell: This is a trick among | |
| alchemists, which they learned from other magic users. This | |
| power lets them store things like weapons and items that they | |
| might want to carry, but don't have room for. Typically, the | |
| size of the items they can carry depends on the alchemist and | |
| their magic affinity, but many can create a special storage | |
| space that acts like a small pocket dimension that they can use | |
| to store their items in. Each alchemist is able to do this to | |
| store items, with each alchemist having their own small magic | |
| pocket dimension. Normally, alchemists 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, usually | |
| being most useful for their weapons so that they can keep their | |
| weapons stored when they're not using them. Alchemists are able | |
| to call on anything they've stored, or some can even reach into | |
| this space and grab items they have put into these spaces. 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 time so anything put in | |
| has no progression of time and, within the dimension, no time | |
| passes between the time an item is put in and when the item is | |
| removed. Because of this, this is a great way for alchemists to | |
| store things like herbs, potions and other perishable items. | |
| 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. After Kiren utilized his mathematical knowledge, as | |
| well as his knowledge of theoretical physics, Kiren can store | |
| far more in his alchemists storage spell, with him even being | |
| able to expand or contract the spell at will depending on what | |
| he wants to store. | |
| - Supernatural Weapon Teleport/Connection: There are many forms | |
| of supernatural powers that attach items to oneself, usually | |
| tying weapons to themselves in some form so that they can summon | |
| them when needed and summon their weapons from wherever they | |
| might be. There are a few different ways to do this depending on | |
| the creature and how they use this, such as storing a weapon in | |
| one's soul in which the weapon becomes a part of them | |
| permanently, allowing them to summon and de-summon their weapon | |
| at will, and even control it to a degree. There is also those | |
| that have a special connection with their weapons, where they | |
| simply just develop a connection and then are able to summon | |
| that weapon at any time to them, using that supernatural | |
| connection. Some arts even allow stat boosts for a user and | |
| their weapon when used together, which works even better with | |
| intelligent weapons depending on the creature. Each race | |
| typically has their own ways of doing this, whether it's an | |
| intangible storage, connecting it to their soul to store it in | |
| their soul, or even just making a connection that lets them | |
| summon their weapon from anywhere to them. This has it's uses as | |
| it's usually designed to allow weapons to be used by the user, | |
| and not be able to be taken by enemies (as this specifically | |
| connects it to the user so that only the user can summon and | |
| de-summon it, even if the enemy gets a hold of their weapon). | |
| Some advanced users of this art can even use telekinetic | |
| abilities to control their weapons with this connection, | |
| depending on the creature and the weapon used. Typically, this | |
| connection can only be made with certain weapons, and users of | |
| this cannot simply do this with every weapon they possess, as | |
| the connections made can only handle so many weapons. Typically, | |
| the most weapons known to operate effectively with this is five | |
| weapons, though certain users might have the ability to store | |
| more depending on their abilities and their connections. Kiren | |
| has this thanks to his alchemist and his Darkfire training. | |
| - Werepyre Senses and Enhanced Reflexes: Werepyres, like | |
| vampires and werewolves, have highly enhanced senses. Werepyres | |
| have a werewolf's sense of smell, and they also have vampire and | |
| werewolf enhanced vision, hearing and touch. While werepyre's | |
| ratio of enhanced senses vary from werepyre to werepyre, most | |
| have a mix of werepyre and vampire senses, which give them more | |
| range than most other creatures. In addition, though, werepyres | |
| also have highly enhanced reflexes, in which they can react far | |
| more quickly than most other creatures thanks to their enhanced | |
| senses. Werepyres are able to use this to their advantage, such | |
| as using their senses to hunt down their prey, or using their | |
| reflexes in battle to avoid enemies more easily. However, while | |
| werepyre have impressive senses, the stronger the werepyres | |
| senses, usually the easier it is to overwhelm them. | |
| Specifically, werepyres most vulnerable sense is their sense of | |
| smell, which can be overwhelmed much more easily than any other | |
| sense they have due to them having a werewolf sense of smell. | |
| These senses are fairly basic, and are common among | |
| supernaturals. Every werepyre has a different balance of senses, | |
| and some might have stronger senses than others. | |
| - Werepyre Thermal Sense and Darkvision: Thanks to their unique | |
| natures, werepyres have to extra senses that they can use as | |
| well. The first is a type of thermal sense, in which werepyres | |
| can see something depending on how much heat is generated. This | |
| is not necessarily a standard thermal vision, but more that | |
| werepyres are able to sense and see objects based on the heat | |
| they give off. This helps werepyres see things they might miss, | |
| and can let them see heat in a unique way by combining their | |
| werewolf senses with their vampire supernatural sense. The other | |
| sense is darkvision, which combines a werewolf ability to sense | |
| what happens when little light is present with a vampire's dark | |
| nature to create a darkvision ability that lets werepyres see no | |
| matter how much light is present. Werepyres are able to see in | |
| pure blackness just as easily as they would during the day. Due | |
| to this, werepyres see just as easily with no light. Most | |
| werepyres prefer night enough that they consider light more of a | |
| bother to their vision than a help. It's not certain if these | |
| could be called senses or just variations of their sense of | |
| vision, but either way, this gives werepyres special abilities | |
| that help them out immensely more than many other werewolves or | |
| vampires. This ability is typically not easily overwhelmed, | |
| though flashbangs and other intense light sources can affect a | |
| werepyre more than a normal being depending on the werepyre. | |
| - Werepyre Third Eye/Presence Sense: Werepyres, like vampires, | |
| have a special ability many refer to as a third eye. Using a | |
| werewolf's supernatural senses and a vampire's senses, werepyres | |
| are able to use these senses just as effectively, and are able | |
| to use their third eye like many vampires. In addition to seeing | |
| things beyond the physical, werepyres are able to perceive the | |
| presences of others through this sense, and and able to use this | |
| in combination with their supernatural power of being able to | |
| sense others. Werepyres are able to use their third eye to do a | |
| variety of things, like seeing through things like illusion | |
| powers, or using their werewolf power to sense spirits using | |
| their third eye. When used to sense the presences of others, | |
| werepyres are able to use this to sense not only other people, | |
| but they are able to sense what the person is, as well as how | |
| powerful they are as long as the werepyre can tell what presence | |
| they're sensing. However, this can be deceived by skilled | |
| opponents, sometimes things might not appear correctly if the | |
| user can't sense the opponent's full power or use powers that | |
| fool this sense. There are also skills that hide one's presence | |
| so those with this sense can't sense them, or some opponents can | |
| suppress their presence so they're not fully able to be sensed. | |
| While this isn't always the best judge of someone's abilities, | |
| it can provide a slight insight to help the user as to what they | |
| face or what's around them. | |
| - Supernatural Telepathy: This ability lets a werepyre | |
| communicate telepathically with anyone they can connect to, | |
| similar to werewolves and vampires. Typically this power lets | |
| them reach out with their mind, in which they use it to tune to | |
| a person if they know where they are in order to communicate | |
| with them. This lets them communicate with other people without | |
| having to speak, with them being able to share thoughts directly | |
| with others whom they can connect to. However, the user has to | |
| know where the person is to use this since they have to know | |
| where to send their thoughts. However, this doesn't apply to | |
| those who establish permanent connections, such as connecting to | |
| other family members or allies that can be done through special | |
| connections. This lets them not only communicate with those they | |
| have a permanent connect with, but can also tell them where they | |
| are at any time should they require to find them or need to be | |
| summoned to them (only those with permanent connections). Those | |
| who are set up with permanent connections have to accept the | |
| connection, and even then, they can sever it if they choose to. | |
| This is typically not something that is used in combat, since | |
| it's just for communication. Kiren currently has a special twin | |
| connection with his brother, in which he and Kaidon are able to | |
| sense each other at any time, and can tell when one is in | |
| trouble. They have a way of knowing what the other is thinking | |
| thanks to this special connection, and the two utilize this to | |
| communicate without speaking. Though they are not usually far | |
| from each other, they can use this to tell when the other is in | |
| trouble if they are separated, as they can sense when something | |
| is wrong with each other. | |
| - Demon Blood Communication Network/Demon Telepathy: Similar to | |
| angel radio, demons have their own methods of communication. For | |
| the most part, many demons communicate with each other by | |
| telepathy, similar to the angels who use telepathy to interact | |
| with each other and hear prayers. However, demons are more just | |
| simple telepathy where they use it to communicate with one | |
| another, rather than having a "network" like angels do. Demon | |
| telepathy doesn't work through prayers like one would think, | |
| since demons don't get prayers typically and demons tend to rely | |
| more on summoning and magic spells to communicate rather than | |
| using telepathy, since their telepathy usually has to know where | |
| someone is to use it. However, demons can communicate and summon | |
| each other through a specific blood spell that they use to send | |
| messages to each other, essentially letting them phone each | |
| other through this spell. This spell can also be used to summon | |
| demons using blood, and works usually alongside a chant and a | |
| blood offering, which is often used even by those that aren't | |
| demons who try to summon Lucifer and Satan or other demons | |
| depending on the demon they're trying to communicate with. This | |
| can be set up as a private communication or to groups of demons | |
| depending on what the demon wants to do. Unlike angel radio, | |
| which others have managed to tune to with certain spells, demon | |
| blood communication is essentially a private communication, but | |
| the downside to this is that the demon blood communication | |
| cannot be used except through preparation or spells to focus on | |
| who they want to talk to, meaning this cannot be used in battle | |
| to call for help usually like angel radio can be used to call | |
| for allies. | |
| - 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. Kiren learned this from Sirion, and later during his | |
| official Darkfire training after he found his father. | |
| - 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. | |
| - Werepyre and Combat Trained Enhanced Physical Stats: | |
| Werepyres, as one might guess, have highly enhanced physical | |
| stats, which they not only have from their werepyre heritage, | |
| but through any combat training that they might go through in | |
| order to learn to fight opponents. Because werepyres have to | |
| fight vampires, werewolves and hunters, werepyres have to | |
| develop their combat abilities or risk being killed. Many | |
| werepyres are known for their mix of vampire combat disciplines | |
| and their werewolf gifts, in which many werepyres have highly | |
| powerful physical stats that make them among some of the more | |
| powerful creatures. While human form werepyres are rare, human | |
| form werepyres usually have enhanced strength and speed, being | |
| able to outclass many types of supernaturals when used with | |
| their vampire and werewolf combat abilities. Those that don't | |
| have human form normally are often known for defense and | |
| strength, with most werepyres being large, bulky and very | |
| difficult to overpower or take down. However, the stats are | |
| usually dependent on the werepyre, as every werepyre will have | |
| different combinations of physical stats depending on their | |
| heritage, abilities and training. Because of this, it's hard to | |
| specify exactly how to fight each werepyre, though just like | |
| most fighters, most werepyres still have the same weaknesses as | |
| other fighters, specifically that most fighters that specialize | |
| in one or two stats usually have one stat that suffers. | |
| Werepyres are known for having the best of both werewolves and | |
| vampires, which means that strength, speed, defense, durability, | |
| agility, and even stamina are highly enhanced. As such, | |
| typically werepyres are known for being tough combatants. Thanks | |
| to Kiren's long history of training with those like Sirion, | |
| Wolfwing, and even Qrow, Kiren is a very skilled fighter, and is | |
| a pretty balanced fighter. He does have advantages, such as his | |
| his unusually high stats and his amplification abilities using | |
| certain abilities like dark arts. While Kiren is strong though, | |
| he's not anywhere near the high level his brother is at, though | |
| his skills are more about surprising opponents or catching them | |
| off guard. For the most part, Kiren is a very skilled fighter | |
| than can keep up with a lot of higher level opponents, but he | |
| isn't quite as dangerous in raw physical combat as his brother | |
| is, since he doesn't have certain skills his brother has. | |
| Transformations: | |
| - Darkfire Released Form: Kuroko Kitsune (Black fox spirit): | |
| This form is Kiren's transformed state, using his Darkfire | |
| release power, which is also combined with his voodoo demon | |
| form, alchemic magic enhancement form, and his Become the Beast | |
| werepyre form. This creates an extremely powerful werepyre form | |
| where Kiren can change into this form in battle which maximizes | |
| the power of his dark arts. When in this form, Kiren gains | |
| enhanced dark arts that emit from his body. When in this form, | |
| his dark arts power becomes almost like a black hole, where he | |
| is able to use his darkness to absorb physical matter. When in | |
| this form, Kiren can use his black hole darkness to do things | |
| like absorb energy and physical matter, or he can also use this | |
| to manipulate gravity around him. When manipulating gravity, the | |
| gravity around him is affected for up to 20 feet, and he is able | |
| to increase or decrease gravity to a degree. This can also be | |
| used to create gravity type techniques such as gravity waves | |
| that can attempt to damage opponents with intense gravity, or | |
| using less gravity to cause opponents to stumble or get them off | |
| balance if they don't adjust to the gravity quickly enough. | |
| However, the biggest use of this is the black hole style | |
| darkness that comes off Kiren's shadow aura, as it provides both | |
| defensive and offensive methods of attack. For example, by | |
| holding his hand out, Kendrix can absorb attacks into the | |
| darkness in his hand, or he could use it in combination with a | |
| punch to punch through an object by absorbing the parts in | |
| contact with the darkness into the black hole darkness of his | |
| aura. However, while this may sound like the black hole darkness | |
| is an absolute defense and attack ability, Kiren does have to | |
| use the black hole darkness consciously, and cannot just keep it | |
| active all the time. And the more he uses it, the faster his | |
| energy drains when in this form. However, the gravity effects | |
| are passive and don't require thought, and can still affect | |
| enemies, though changing the gravity effects does require | |
| conscious thought (the normal gravity is increased gravity that | |
| isn't too hard to adapt to, but Kiren increasing it could make | |
| it more difficult). For the most part, the best way to counter | |
| this is to attack Kiren when his darkness black hole power isn't | |
| active, or attack right after he deactivates it as there are a | |
| few moments in between black hole darkness power attacks when he | |
| is vulnerable to attack before he can call back the black hole | |
| darkness. | |
| Personal Weaknesses and Werepyre Weaknesses: | |
| - For the most part, Kiren is not dangerous because of his | |
| overwhelming power like his brother. Kiren lacks the same raw | |
| ability that his brother has in physical stats (even though he | |
| does have some impressive feats of his own). Kiren is easier to | |
| overcome than his brother, and Kiren is the weaker one of the | |
| brothers in terms of just physical and combat stats (in terms of | |
| abilities, he does have some abilities that do give him more | |
| advantage than his brother). However, his lack of physical stats | |
| compared to his brother often means that Kiren is more willing | |
| to resort to dirty tricks in order to stop an opponent. For the | |
| most part, what makes Kiren dangerous is that he keeps himself | |
| composed and strikes when an opponent least expects it. Unlike | |
| Kaidon, Kiren will not hesitate to attack an enemy if he sees | |
| that he needs to catch an opponent off guard. Many often compare | |
| him to a snake in this regard. But for observant opponents, they | |
| can keep an eye on Kiren and be ready for if he attacks. While | |
| Kiren does stay out of Kaidon's fights, he does step in if he | |
| feels he needs to, which is why he has the special substitution | |
| dark art to switch places with his brother if he needs to. For | |
| the most part, trickery is Kiren's more dangerous aspect, and | |
| opponents who can counter Kiren's trickery can counter many of | |
| his skills and techniques. Kiren doesn't have a big ego like his | |
| brother, and knows his physical stats don't compare to his | |
| brother, so he makes up for this in other ways. Kiren also has | |
| other weaknesses such has being weaker to holy powers, or other | |
| powers that counter his dark arts as long as they are not spirit | |
| purification power (which he is immune to). For the most part, | |
| Kiren is easier to defeat than his brother, though one shouldn't | |
| underestimate Kiren as a warrior. If one knows what his | |
| abilities are and how to counter them, then they can counter him | |
| more easily than his brother. Kiren's biggest problems are his | |
| dark arts, his special ability Black Dragon Night, and his | |
| powers over the Black. If one can counter those abilities, they | |
| can counter most of what Kiren can throw at them. | |
| - In terms of being a werepyre, having the powers of a vampire | |
| and werewolf may sound great, this also means that werepyres | |
| have twice as many weaknesses due to having two races powers. | |
| Just as the werepyre power comes with great ability, so too does | |
| it come with weaknesses. The most common one is silver, as both | |
| most vampires and werewolves are vulnerable to silver. Usually, | |
| werepyres are also vulnerable to holy power as well, due to | |
| their dark natures and their usually corrupted natures. Another | |
| power that works well is light abilities. While werepyres aren't | |
| too bothered by light usually, light abilities can still do | |
| damage to them due to their dark natures, with holy light | |
| working especially well on werepyres (usually). Typically, any | |
| power that kills a werewolf or vampire will work on a werepyre, | |
| though silver is usually the best thing to use if one doesn't | |
| have holy power. While killing werepyres is difficult, it is | |
| possible to kill them, usually if one is prepared enough. Most | |
| werepyres have dark natures, and those that don't usually just | |
| have holy natures that change their weaknesses from silver and | |
| holy power to gold and unholy powers. Werepyres are strong | |
| creatures, but they are still just as vulnerable as werewolves | |
| or vampires even if their bodies are stronger. In Kaidon's case, | |
| silver still hurts him, but in order to kill him, one has to | |
| kill him with a demon killing weapon, such as an angel blade or | |
| a specifically tuned weapon. Thanks to his demon regeneration, | |
| Kaidon is able to regenerate from silver, though his | |
| regeneration is still somewhat slow when taking damage from | |
| silver. This means that without a demon killing weapon, Kaidon | |
| cannot be killed, and can regenerate even if his heart and brain | |
| are destroyed (and as long as there is something left of him | |
| even if it's only a few cells of his body). Of course, demon | |
| killing weapons or weapons that interrupt regeneration do still | |
| work on Kiren as long as they work on other demons. Kiren can | |
| regenerate using demon regeneration, so one should keep that in | |
| mind. | |
| - Werepyres typically have the weakness of whatever training | |
| they have. Specifically, if they are trained in a vampire clan | |
| or a werewolf tribe, they will have both the strengths and | |
| weaknesses of the clan or tribe. For example, a werepyre who is | |
| trained in a specific clan will have the same weaknesses as | |
| other clan members, such as the Lasombra who are more vulnerable | |
| to light abilities due to their darkness manipulation. This | |
| depends on the werepyre, and typically this applies to any clan | |
| or tribe they have the powers of. This means that while they are | |
| able to gain more abilities and training, they also gain more | |
| weaknesses to go with those strengths. For example, a Lasombra | |
| and Get of Fenris werepyre would have the weaknesses of both the | |
| Lasombra vampire clan and the Get of Fenris werewolf tribes. | |
| Every clan and tribe weakness cannot be listed due to the long | |
| list, and most werepyres aren't always limited to vampire clans | |
| and werewolf tribes, as some may have heritages in other aspects | |
| as well. For example, a werepyre that has magic will have the | |
| weaknesses of a magic user. This just depends on the werepyre, | |
| and their abilities/training, since each werepyre is unique. | |
| However, some werepyres may lose certain weaknesses depending on | |
| how their powers combine, such as certain vampires immunity to | |
| silver might make a werepyre immune to silver and vulnerable to | |
| something else instead. Typically, this is rare though, and | |
| depends on the combination of powers the werepyre has. In | |
| Kiren's case, he has the Darkfires, Alchemists and demonic | |
| weaknesses as well which does add just as many weaknesses as | |
| abilities, such as his alchemic magic being cancelled out by | |
| magic negation, or him being weak to demonic weaknesses (like | |
| being trapped by demon traps or being more vulnerable to holy | |
| powers). | |
| - No one how werepyres became so hated, whether it was a | |
| werepyre's ability to twist dark nature and nature connections | |
| that drove fear into vampires and werewolves or the werewolf and | |
| vampire's rejection of werepyres that drove them to twist their | |
| natures to survive against both vampires and werewolves. However | |
| regardless of what came first, werepyres are typically rejected | |
| by anyone who knows about them, whether it's a human, vampire or | |
| werewolf. Vampires often hunt werepyres down because of how | |
| werepyres often pose a threat to the vampires superiority in | |
| dark natures, werewolves often hunt werepyres down because of | |
| how werepyres twist their nature connections and use their | |
| ability to absorb the life energy of the world itself when they | |
| desire to, and humans often hunt werepyres because werepyres | |
| typically are threats to humans since werepyres are seen as | |
| human eaters just like vampires and werewolves even if they | |
| don't eat humans. Because of this, there is usually no place for | |
| werepyres in the world, and most have to become solitary in | |
| order to survive. Ones that find places in groups or | |
| organizations are usually quite lucky, but working solo is | |
| usually a very difficult thing to do, especially when being | |
| hunted by groups of vampires, werewolves and even humans. As | |
| such, werepyres are typically very untrusting of people who try | |
| to befriend them, and they usually don't work well with others | |
| despite their group empowerment ability that lets them gain | |
| power from being part of groups. In terms of Kiren and his | |
| brother, they were basically driven out of Hellsing in their | |
| universe, and basically have become hunted interdimensional | |
| criminals at this point that the old Exiles team was never able | |
| to catch. As such, Kiren and his brother are often only loyal to | |
| each other, and to a select few that they've met and considered | |
| allies, since they have met a few people in other universes they | |
| didn't mind so much (though it was usually very rare, and the | |
| number of people they consider allies doesn't even come up to | |
| ten people total). | |
| Alchemist Weaknesses: | |
| - The alchemists, just like the vampire ninjas, are extremely | |
| prideful. Almost all alchemists are prideful to some degree, but | |
| balancing that pride is a double edged sword. This is part of | |
| the reason why the vampire ninjas and alchemists don't get | |
| along, since both races are very prideful and neither is willing | |
| to back down when facing the other. Most alchemists are prideful | |
| in their abilities, though some are more prideful than others. | |
| Proper alchemists are prideful, but know the limits of their | |
| power. However, most alchemists are prideful enough that they | |
| never ask for help, and don't like people getting involved and | |
| telling them how to fight. As such, this causes a lot of | |
| problems, and is a major weakness. Some more prideful alchemists | |
| have even gotten to a point where they think themselves above | |
| the rules, and some more prideful alchemists can never admit | |
| when they do something wrong. As a weapon, pride helps keep the | |
| alchemists confident in their abilities, but should never go | |
| beyond helping them grow as warriors. The point where an | |
| alchemist can no longer acknowledge other warriors as equals is | |
| usually the point where someone like Sirion and Kain will step | |
| in, and try to talk the alchemist down. This is a big problem | |
| among many alchemists, though Sirion and Kain have tried to | |
| control that pride to a degree so it doesn't get out of control | |
| since they are among the top alchemists, but even Sirion and | |
| Kain also have a lot of pride themselves. Because of this, this | |
| is one of the major weaknesses of the alchemists specifically, | |
| and no alchemist is without pride. Most alchemists can be taken | |
| advantage of in this, in that not only will they usually never | |
| back down from a challenge, but most will usually make mistakes | |
| in their more prideful moments (such as letting an opponent go | |
| if they can provide a good enough challenge). Kiren does have | |
| this pride in his abilities, but nowhere near to the same level | |
| as Kaidon does. Kiren is much more subdued, knowing Kaidon is | |
| more skilled than him. In fact, this often leads to Kiren's | |
| biggest strength, and that is that everyone always | |
| underestimates him because they assume he's helpless compared to | |
| Kaidon. | |
| - The vampire ninjas, as the alchemists' main enemies, have many | |
| ways specifically to kill alchemists. Because the vampire ninjas | |
| and alchemists have been at war for so long, both have specific | |
| power used to fight each other. Both sides have been in a | |
| stalemate for a long time, and neither can overcome the other, | |
| but vampire ninjas have a slew of techniques that they can use | |
| to kill alchemists. The main danger is the vampire ninja's | |
| spirit destruction abilities, which utilize a power that can | |
| even destroy an alchemist's soul if used properly when killing | |
| an alchemist. As such, the alchemists have tried to prevent | |
| their souls from being destroyed, but the closest they have come | |
| is using spirit destruction for the Dawnguard to counter this | |
| spirit destruction. Overall, the vampire ninjas, and certain | |
| other groups that might specifically target them can figure out | |
| ways to specifically fight them. The vampire ninjas are not the | |
| only enemies though, as dark spirits have also sought to kill | |
| alchemists and vampire ninjas specifically as their enemies, and | |
| certain werecreature tribes have even sought to destroy the | |
| alchemists since they view the alchemists as outcasts and many | |
| werecreature tribes see the alchemists as overconfident and | |
| prideful to the point that most hate the alchemists for their | |
| pride and confidence in their tribe. While the alchemists are | |
| less prepared for his Darkfire abilities, the vampire ninja | |
| spirit destruction ninjutsu abilities could be used to counter | |
| Kiren's alchemy more easily since the vampire ninjas are better | |
| trained to take on alchemists, and they may even be able to | |
| counter Kiren's spirit destruction and dark arts to a degree | |
| using spirit destruction ninjutsu. And since vampire ninjas are | |
| elemental in nature, vampire ninjas might be better for fighting | |
| Kiren's elemental abilities as well (such as ice or wind ninjas | |
| might be better suited to counter Kaidon's fire abilities, or | |
| wind ninjas can counter his earth abilities depending on how the | |
| powers are used). | |
| - The alchemists are victims of normal magic weaknesses since | |
| their alchemy is specifically magic based (though it's spirit | |
| based magic, it's still magic). As such, using this means that | |
| the alchemists are vulnerable to anything that counters magic. | |
| The first thing are magic resistances and magic immunities, | |
| which are a major danger of magic users. Resistances usually | |
| depend on the creature and what kind of magic they are resistant | |
| to, like the alchemists typically are resistant to normal forms | |
| of magic due to them being more spiritual in nature with their | |
| magic. However, magic immunities are a problem to alchemists, as | |
| an alchemist may have to rely on physical combat if the user is | |
| immune to magic. However, even bigger problems lie in magic | |
| negation and anti-magic. Magic negation is a skill that negates | |
| all magic in an area, and may hinder an alchemist's ability to | |
| use magic. As for anti-magic, anti-magic is specifically | |
| effective against magic users, as it essentially can act like | |
| the opposite of magic itself and is the major opposing force to | |
| magic. It is also worth noting that there are plenty of powers | |
| that can counter magic, such as other energy users that can use | |
| certain defenses to defend against magic. Depending on the | |
| magic, any magic can be countered by something, such as | |
| elemental magic can be countered by counter elements (like fire | |
| magic could be countered with ice powers (not just magic)). Mana | |
| negation will also negate any alchemist magic used, since mana | |
| powers an alchemist's magic. Kiren's magic is much more easily | |
| able to be negated with magic negation than his brother, and | |
| aside from his dark arts, and certain darkness abilities using | |
| his darkness alchemy, Kiren has the same weaknesses most magic | |
| users have in magic resistance and magic negation. | |
| - Breaking the taboos usually results in imprisonment, or some | |
| more extreme cases may result in execution. While this isn't | |
| something the alchemists like to do, it is important to enforce | |
| the taboos. The only taboo that aren't really too enforced are | |
| the money creation taboo (since everyone has had to use it at | |
| some point) and the darkness taboo (because no one can agree on | |
| when it becomes taboo and agree when it's hurting the life | |
| around them). However, there is certain forgiveness for the | |
| taboos if they are not intentionally broken or are broken for | |
| the purpose of the tribe. Usually, the alchemists are very fair | |
| about judging people who break the taboos, as usually they will | |
| allow the user to make a case before Sirion, the clan heads, and | |
| the Dawnguard, but if they determine that the alchemist has been | |
| breaking that taboos without a good reason, they may be | |
| imprisoned. There are certain taboos like soul manipulation that | |
| even might result in exile as well, as some taboo breakers are | |
| exiled from the alchemists if they feel that execution is harsh, | |
| but imprisonment won't teach them anything. Overall, the | |
| alchemists do understand that sometimes exceptions need to be | |
| made, but one must have a good reason for committing a taboo or | |
| else they could face judgement and action from the heads of the | |
| clans. Usually, it is rare to jump straight to execution, as | |
| that's usually saved for extreme cases like an alchemist killing | |
| other alchemists for no reason, or alchemists who purposefully | |
| break taboos over and over without a good reason. Overall, this | |
| is a case by case bases, and those that break taboos even by | |
| accident are usually monitored by the other alchemists to make | |
| sure the alchemist doesn't break the taboos again. Because of | |
| the fact Kaidon and Kiren both broke taboos of the alchemists, | |
| both are usually hunted down. Both Kaidon and Kiren have | |
| committed individual taboos (like Kiren turning to the Black and | |
| Kaidon turning against the Bright), but they have committed some | |
| general rule breaks as well like twisting spirits to their side | |
| (which is a big taboo), turning on family (in which Kaidon and | |
| Kiren poisoned and killed their Uncle Sirion as their biggest | |
| threat in their world), gone against the tribe by misusing their | |
| spirit destruction powers (As Kaidon and Kiren didn't follow the | |
| rules on how Kain Silverfang dictates the elites use their | |
| spirit destruction abilities and still don't), and Kiren and | |
| Kaidon have even eaten moglins in place humans at times because | |
| eating forest moglins or moglins beneficial to their elements | |
| can grant them alchemic magic boosts using their werepyre | |
| monster stomach passive ability. Kaidon and Kiren not only have | |
| to deal with vampire ninjas, but every universe with the | |
| werewolf alchemists will also consider Kaidon and Kiren enemies | |
| since they have both broken almost every taboo there is among | |
| alchemists by this point. | |
| - Alchemy magic is usually close range magic, unless it has to | |
| do with a projectile attack. With the exception of the elite | |
| alchemy, users of alchemy are usually limited to close combat | |
| with their alchemy since most alchemy is done at close range. | |
| The only exceptions to this are projectile attacks (which are | |
| still generated within a certain distance of the alchemist), or | |
| unique alchemies that might be able to be generated a certain | |
| distance away (like a lightning strike spell from above might | |
| not require close range). It is also worth noting that an | |
| alchemy's effectiveness is also only as effective as the user | |
| who utilizes the alchemy. Depending on the knowledge of the | |
| alchemists, they may not be able to utilize alchemy as | |
| effectively as certain others. Typically, each alchemist has | |
| their own talents and affinities, and they usually have to stick | |
| to these affinities as other alchemies will usually not be as | |
| effective. While it is possible to learn as much as one can | |
| about alchemy, they are often limited by their knowledge. For | |
| example, most alchemists may know a little science, but most | |
| don't know as much science as those raised in human society, so | |
| there are certain things they might not know that certain other | |
| alchemists will know, but those who are raised in the alchemist | |
| society may know more about spirits and nature than those raised | |
| in human society and might have more effective spirit | |
| purification and nature connections. This depends on the | |
| alchemist, and what they can learn, as all alchemists have | |
| limits on what they can do and what they can learn. Kiren has a | |
| number of ranged attack options, and has plenty of projectile | |
| attacks. His darkness alchemy and his darkness spells are quite | |
| powerful, and his power of the Black makes him even more | |
| dangerous as a warrior. | |
| - Those alchemists that do become Dawnguard and learn the elite | |
| abilities are closely monitored by clan heads and by Siron and | |
| Kain for proper use of the elite skills. Because of the fact | |
| that elites are often using powers that would normally be taboo | |
| (but are accepted due to the alchemists needing powerful skills | |
| to fight the vampire ninja elite teams that the Dawnguard often | |
| faces in battle), the heads of the clans are constantly watching | |
| them to make sure that they are using their skills effectively. | |
| Sirion and Kain, the two people who usually recommend and | |
| approve people for the Dawnguard, usually rule out anyone they | |
| feel might be opting for the elite skills, as many alchemists | |
| have opted for them in hopes they could figure out a way to make | |
| them no longer taboo. If someone does have ill intent and wants | |
| the elite skills for their own gain, Sirion and Kain will | |
| outright refuse to let them become Dawnguard, as even Kain has | |
| prevented own niece from becoming a Dawnguard because her only | |
| goal is to gain the power of the elites to surpass everyone | |
| else. And those that don't use the elite powers properly are | |
| typically cast out of the Dawnguard, and might even be | |
| imprisoned if they are willingly breaking taboos. As such, using | |
| the elite skills comes with a lot of risk, as the heads of the | |
| clans and both Sirion and Kain will always be watching and call | |
| out any time the powers are not used properly. There is some | |
| forgiveness in this for fighting groups like the vampire ninjas | |
| and dark spirits, however, there are certain situations where | |
| using the powers is not acceptable, though Sirion and Kain | |
| always make these instances clear to the elite when they are | |
| trained. Overall, the elite skills may be great alchemy skills, | |
| but overall, elites cannot use them whenever they desire, and | |
| they usually can only use them in specific circumstances (Like | |
| spirit destruction is only allowed against vampire ninja's to | |
| counter their spirit destruction or against dark spirits that | |
| cannot be beaten with spirit purification). Kaidon and Kiren | |
| basically have no restraint at this point, and it will cause | |
| them to be hunted down by alchemists in any universes the | |
| alchemists exist in. They will not hesitate to misuse the | |
| Dawnguard skills which draws unnecessary attention to them at | |
| times. Since they made enemies out of the Alchemists in their | |
| universe, almost every universe's alchemists figure out pretty | |
| quickly that Kaidon and Kiren are not their allies due to the | |
| fact they have no restraint and willingly break taboos | |
| willingly. However, Kiren and Kaidon DO have to be careful using | |
| their spirit destruction Dawnguard skills around their own | |
| enslaved spirits for fear of destroying them by accident. | |
| - The Parliament powers may not be taboo, the forces that | |
| control them are very strict with how they are used. This is | |
| another instance of the user is limited in what circumstances | |
| they can use this. Users of Parliament powers are expected to | |
| act on behalf of the force they represent, and sometimes the | |
| forces may require a user to go against allies and friends | |
| depending on certain situations if the allies and friends go | |
| against a certain force. For example, the Red has disliked | |
| werecreatures in the past for eating animals despite the fact | |
| that werecreatures can eat humans instead and sometimes had | |
| their werecreature avatars going against fellow allies and | |
| friends among werecreatures. Among the alchemists, this is | |
| usually easily forgivable for one simple reason: The Parliaments | |
| often expect loyalty to their force first over their loyalty to | |
| the alchemists, and the alchemists know that these forces see a | |
| scope of balance beyond what the alchemists themselves can see. | |
| For the most part, the alchemists have settled most of their | |
| disagreements with the Parliaments though, so going against the | |
| alchemists is not really necessary, especially after Sirion | |
| became an emissary of the Gray, a force that connects all life | |
| and now acts as the intermediary between the alchemists and the | |
| Parliaments since the Gray is like a governing body of all the | |
| other Parliament forces. However, the Parliaments are very | |
| strict with avatars of their powers, and the Parliaments will | |
| only allow their powers to be used in certain ways to maintain | |
| balance. Users that break that balance or that utilize their | |
| power for their own gain are not just cast out of the | |
| Parliaments, but they are ordered killed as the Parliaments have | |
| no patience for those that break their rules. As such, becoming | |
| a member of the Parliaments becomes its own risk, since most | |
| avatars never live to die of old age as they eventually break | |
| the rules at least once or twice and then are no longer | |
| acknowledged as avatars. As such, accepting becoming an avatar | |
| is usually a risk unto itself, and most users have to weigh | |
| whether or not they want immense responsibility on them. Kiren | |
| is an avatar of the Black, and no matter what universe he goes | |
| to, all of the Parliament Forces will immediately take action to | |
| take Kiren out (and his brother who is an ex-avatar of the | |
| Bright). As such, Kiren and Kaidon are a huge target, and the | |
| Parliaments will take almost any action to take down the | |
| brothers, including Parliament forces working together and | |
| warning each other of Kaidon and Kiren's appearance if they | |
| appear in their universe. While Kaidon and Kiren are used to | |
| this, this does paint a target on them no matter where they go, | |
| and any Parliament force user can sense Kaidon as a user of the | |
| Bright or sense Kiren as an avatar of the Black and how the | |
| forces will want him gone since Kaidon and Kiren are a threat to | |
| the balance of the forces. | |
| Darkfire Weaknesses: | |
| - As vampires with dark natures, the Darkfires are vulnerable to | |
| a lot of normal vampire weaknesses. The biggest one is that | |
| Darkfires cannot regenerate their heart or their brain under | |
| normal circumstances unless they have special regenerative | |
| abilities (such as those with demonic or angelic power could use | |
| demonic or angelic regeneration to regenerate their hearts and | |
| brains unless killed be a demon killing weapon). By utilizing | |
| regeneration, Darkfires can regenerate a lot of damage, with | |
| some even being able to regenerate their limbs, but their hearts | |
| and brains are usually not able to be affected. The Darkfires | |
| regenerative abilities can be interrupted by holy silver, as | |
| well as vampire killing weapons which are designed to interrupt | |
| their supernatural powers. Since Darkfires are dark in nature, | |
| they take more damage to things designed to fight that dark | |
| nature, including being vulnerable to light abilities (while | |
| they don't take damage being in sunlight, they do still take | |
| damage from light abilities). Another major vampire weakness | |
| that kills Darkfires is cutting off their heads, in which | |
| Darkfires are not able to regenerate if their head is cut off | |
| just like many supernatural creatures. For Darkfires, most have | |
| natural combat talent as well as powerful elemental abilities, | |
| but overall, it is regeneration that is their greatest strength. | |
| If one takes that away, the Darkfires are just as easy to take | |
| out as any other vampire. And while most might not guess right | |
| away, the Darkfires regeneration can be interrupted by holy | |
| abilities and holy weaknesses (holy silver and vampire weapons | |
| specifically can prevent Darkfires from regenerating | |
| temporarily). This also means that regeneration negation | |
| abilities and items also work against the Darkfires pretty well, | |
| such as certain metals like varanium and carbonadium that can | |
| negate regeneration. Regeneration negation usually makes | |
| fighting the Darkfires much easier, since negating their | |
| regeneration takes one of the most dangerous skills out of the | |
| equation in a fight. While the Darkfires have elemental | |
| abilities, their regeneration is their most dangerous ability, | |
| and using regeneration negation can mean that opponents don't | |
| specifically have to go for the heart or brain, as some other | |
| fatal wounds can kill a Darkfire even though the Darkfires would | |
| normally regenerate certain fatal injuries (for example, | |
| regeneration negation might make piercing a Darkfire's lungs a | |
| fatal blow to them that can kill them). | |
| - In terms of other vampire weaknesses, there are also two types | |
| of water that can also be used against the Darkfires, which is | |
| holy water and purified water. Holy water is water with a holy | |
| element added to it (whether by supernatural holy energy or by | |
| special concoctions of the church to create holy water), and | |
| purified water, which is water without any other elements in it | |
| (purified water is just pure H2O, having been purified of all | |
| impurities). Using either water can burn a Darkfire just to | |
| touch, where the water will dissolve their skin when in contact | |
| with it and it can prevent regeneration for a time, making it a | |
| good weapon to use against them. Another major vampire weakness | |
| is that the Darkfires, like some vampires, can also be bound to | |
| a coffin through certain tricks and rituals used by supernatural | |
| hunters, which are designed to keep vampires contained (such as | |
| using certain weapons that knock out a vampire, and using a | |
| binding agent to keep them in hibernation while the coffin is | |
| closed). While Darkfires don't sleep in coffins like some | |
| vampires do, they can still be bound to them like many races of | |
| vampires can (even if it is unnatural for them in terms of | |
| supernatural rules and statues). In terms of coffins, there are | |
| some ways some can even bind a Darkfire to them as servants | |
| using certain occult knowledge. While not a Darkfire, one such | |
| example of this is how the Hellsing family bound the vampire, | |
| Alucard, to serve the Hellsing family. For the most part, Kaidon | |
| is immune to the first few weaknesses, in that he has demonic | |
| regeneration that lets him regenerate his head and brain, and he | |
| can come back from having his head cut off. While silver and | |
| vampire killing weapons do slow his regeneration, they don't | |
| stop it completely, and a demon killing weapon must be used. | |
| Holy water and purified water do still work though, and binding | |
| him to a coffin could theoretically work if they could get Kiren | |
| into a coffin and bind it (though it would be very difficult to | |
| do so since Kiren is very familiar with arts that do this after | |
| his time with Hellsing). | |
| - As vampires, Darkfires have to feed on blood in order to keep | |
| their strength up. There are two major options for feeding. | |
| Darkfires can feed on human blood (which is usually what most | |
| vampires in general do), or they can feed on animal blood. Human | |
| blood is usually better for the Darkfires just like most | |
| vampires, but the major problem is that hunting humans will | |
| usually put Darkfires on the map for supernatural hunters to | |
| come after them if they kill humans. Darkfires usually get | |
| around this by only killing criminals and those that are | |
| sentenced to death by the government, as a means to only go | |
| after those that would only be executed anyway. Since the | |
| Darkfires have special connections to the governments of the | |
| countries they live in, they will usually use this to find | |
| people the government will allow them to feed on, or get | |
| resources from the government such as bags of blood that they | |
| can feed on. The other option is feeding on animal blood, which | |
| is more of a substitute for human blood. Some vampires uniquely | |
| choose this option because feeding on animals makes them less | |
| likely to be targeted by those like supernatural hunters and | |
| rival vampire clans. By feeding on animals, Darkfires can | |
| usually keep a lower profile when not in their home territory. | |
| The only problem with feeding on animals is that animal blood | |
| isn't as satisfying and often requires the Darkfire to | |
| consciously control their hunger as they will be more likely to | |
| go into blood rages if they sense human blood. No matter the | |
| option though, Darkfires have to maintain their power through | |
| some method, with these two being the most common. There are a | |
| few other methods, that are relatively unknown. The first is | |
| through synthetic means, where some have found ways to create | |
| synthetic blood with all the same nutrients as blood, but is | |
| made synthetically to prevent vampires from having to kill | |
| humans. So far, few have tracked down sources of this, but there | |
| are a few that make synthetic blood, usually from animal blood | |
| or from certain mixes of nutrients. The other options is that | |
| some Darkfires can learn to maintain themselves on supernatural | |
| blood, which normally would grant new abilities. Normally, | |
| supernatural blood doesn't sustain power, but grant new power, | |
| but some Darkfires can actually train themselves to maintain | |
| their power on supernatural blood. However, by doing this, a | |
| Darkfire will lose the ability to gain new powers through | |
| drinking supernatural blood. Darkfires have to maintain their | |
| power through blood in some form, and without it, will grow | |
| weaker until they die. And as they use their power, they will | |
| require sustenance faster than if they don't utilize their | |
| abilities (since using abilities requires energy). In Kaidon and | |
| Kiren's case, they both survive on humans, and they are not | |
| afraid of what attention that gains them. | |
| - The Darkfires are almost all unholy creatures, and take far | |
| more damage from holy effects and holy abilities (unless they | |
| are a specific type of hybrid like a holy vampire). Holy | |
| abilities are usually the best thing to have when facing the | |
| Darkfires, and holy abilities can usually be used to more easily | |
| counter the Darkfire's abilities. For example, holy weapons | |
| designed to kill vampires can interrupt a Darkfire's | |
| regeneration (unless they are immune to holy effects for some | |
| reason), or holy powers can do more damage to Darkfires due to | |
| their unholy nature. While those of holy natures may take more | |
| damage from Darkfires, users of holy power will find that the | |
| Darkfires take far more damage from holy energy, in which holy | |
| powers can burn their skin and destroy their bodies if used | |
| effectively against them. This doesn't just apply to holy powers | |
| though, but also applies to holy locations, such as sacred | |
| grounds (except cemeteries) or blessed locations (Like | |
| churches). When in these locations, Darkfires will take holy | |
| damage, with their bodies disintegrating slowly as the Darkfires | |
| remain in these locations (unless Darkfires have unique | |
| abilities or hybrid race aspects to survive holy locations, such | |
| as holy vampires). The only way around this is for the owner or | |
| the priest of said locations to grant the Darkfires permission | |
| to be there, in which granting permission can allow a Darkfire | |
| to enter the location. When it comes to holy effects, most | |
| Darkfires are weak to the effects of holy power (exceptions must | |
| be stated). There are many ways to utilize this, such as hiding | |
| from Darkfires on sacred or blessed grounds, or using holy power | |
| to more easily damage Darkfires. Holy powers are among the best | |
| powers to have against the Darkfires, whether assassin Darkfires | |
| or samurai Darkfires, since all Darkfires except a select few | |
| are vulnerable to holy effects. This includes holy weapons and | |
| holy items also doing more damage against Darkfires as well. The | |
| only way around this is if Darkfires have special skillsets or | |
| race aspects that make them immune (like Father Hei who has holy | |
| vampire power and is empowered by holy effects). In the case of | |
| Kaidon and Kiren, they are both highly vulnerable to holy | |
| effects, so holy power is a great thing to have against them. | |
| - Because Darkfires are true daywalker vampires, most nighttime | |
| based vampires will hunt them down in order to take their blood | |
| and gain their abilities. Darkfires are one of the few known | |
| true daywalker vampires who are able to be out in the day and | |
| not take damage. The Darkfires are often hunted down for this, | |
| and their blood is like a rare resource for vampires seeking the | |
| ability to not have to live in the night. Because vampires are | |
| often known to be weak to the light, true daywalker vampires are | |
| much harder to find and take down because they are able to blend | |
| in to normal life so much more easily. Vampires will seek the | |
| blood of those like Darkfires, so that they can drink their | |
| blood and gain their ability to survive in the daylight. This | |
| makes the Darkfires a target among many vampire clans that know | |
| about their abilities as daywalkers, and vampires will seek to | |
| take their blood in order to steal their daywalker abilities. Of | |
| course, that isn't the only reason to take the Darkfire's blood, | |
| as some vampires will also take the Darkfire's blood in order to | |
| gain their elemental abilities, since the Darkfires are among | |
| the strongest elemental users among the vampire clans. This | |
| means that the Darkfires are usually targets of many vampire | |
| clans, and might even be targeted by ally clans, such as how | |
| they used to be targeted by the Hazeldine clan despite the two | |
| clans living in peace (this isn't a problem anymore, but used to | |
| be and led to a few conflicts between the Darkfires and | |
| Hazeldines). Because of this, many Darkfires have a hard time | |
| trusting other vampires, and will often seek to only work with | |
| other family members, as well as working with the Hazeldines | |
| after the Hazeldines stopped trying to take the Darkfire's power | |
| (since they developed their own ways to go out in the day time). | |
| Of course, this is not even taking into account other aspects of | |
| why the other vampire clans go after the Darkfires, and this is | |
| not the only reason why the Darkfires are usually targeted. In | |
| the case of Kaidon and Kiren, they are werepyres, so it's | |
| unlikely they'd be targeted by vampires for their daywalker | |
| abilities, but they would be more targeted to be killed rather | |
| than have their blood stolen since vampires and werewolves will | |
| rarely drink or devour werepyres for fear of turning into | |
| something that will be hunted by werewolves and vampires alike. | |
| - The Darkfires are somewhat unique in that the clan has two | |
| separate codes the clan lives by in order to make sure they | |
| don't misuse their power against the humans they live alongside | |
| that serve them (in Japan, the humans unknowningly serve the | |
| Hazeldines and Darkfires who rule the country's government, and | |
| even in London, Black Sun territory is ruled by the Darkfires | |
| and Hazeldines as well). The first is that of the samurai based | |
| Darkfires, mostly ones who survived the Meiji revolution (which | |
| was one of the previous Hazeldine vs Darkfire wars). The samurai | |
| based Darkfires live by Bushido, the swordsman code of conduct | |
| which they live by in order to prevent themselves from | |
| committing certain atrocities that some swordsman would commit. | |
| For example, the Darkfires who live by the samurai code believe | |
| in not killing unless absolutely necessary, as well as using | |
| their power only to protect others and not oppress. Because of | |
| this, most samurai Darkfires live fairly humble lives, and are | |
| careful to only use their skills how their codes dictate. The | |
| second is the assassin Darkfire code, in which the assassin | |
| Darkfires live by their own code. While the assassin Darkfires | |
| live in the dark and kill threats, they live by a specific code | |
| dictating who they can kill and who they protect, in which the | |
| assassin Darkfires will usually only kill those that they feel | |
| deserve to die (such as criminals and those that are a threat to | |
| the humans who serve them). If they ever do go against their | |
| codes, they will be imprisoned by the family and sometimes | |
| hunted down and executed if they misuse their powers. Because | |
| the Darkfires are very strict with being fair rulers over | |
| humanity, the Darkfires are quite strict with how their powers | |
| should be used. This even includes the Hazeldines, in which the | |
| Darkfires and Hazeldines have agreements on how they should | |
| operate, and the two clans even work together to make sure the | |
| other clan follows the rules the clans set forth. Darkfires that | |
| break the codes they live could be exiled from the clan or worse | |
| depending on how bad they become, despite the Darkfires never | |
| wanting to hurt their own family (but sometimes feel that it is | |
| necessary in certain cases to prevent Darkfires from becoming | |
| corrupt from their own power). Because of these codes, it is | |
| often easier for Darkfires to fall into states where they will | |
| misuse their powers, and this makes the family very cautious as | |
| the family walks a fine line as it is between good and evil. For | |
| Kaidon and Kiren, one can probably guess that they don't follow | |
| the codes the Darkfires do, and for this the Darkfires of any | |
| universe they go to will hunt them down if they find them, and | |
| both Kaidon and Kiren will both be treated as enemies of the | |
| Darkfire family. | |
| - While they are much more unified than most other clans due to | |
| them having rules and codes almost all the clan agrees with, the | |
| Darkfires are often hated by other vampire clans for their | |
| middle of the road views that don't side with any one side when | |
| it comes to major vampire issues. The Darkfires are much more | |
| open-minded than most clans, and they have considered issues in | |
| different views than the Sabbat and Camarilla have. In the | |
| Sabbat and Camarilla, both sects hate the Darkfires for their | |
| middle of the road views on living with humanity. The Darkfires | |
| agree with the Sabbat that vampires should rule over humans, but | |
| seek to do so in secret so that humans won't know they are being | |
| ruled over and are less likely to rise up against vampires. The | |
| Darkfires also don't believe in becoming tyrannical rulers like | |
| many Sabbat members do, as the Darkfires live by a much more | |
| humble code of conduct than most Sabbat sects would. Due to | |
| this, the Sabbat sees the Darkfires as weak and not willing to | |
| commit to ruling, as well criticizing the Darkfires for wanting | |
| to stay hidden in the shadows. For the Camarilla, the Darkfires | |
| agree with the Sabbat that humans and vampires cannot live | |
| together, but agree that vampires should rule over humans. This | |
| leads to the Camarilla thinking the Darkfires are just wannabe | |
| rulers that want to take over humanity like the Sabbat, even if | |
| the Darkfires are not as extreme. While some Camarilla | |
| understand the Darkfire's views, most also view the Darkfires as | |
| kills all the same, as the Camarilla criticize the Darkfires for | |
| some being assassins and some being samurai who kill their | |
| enemies and are not hesitant in killing anyone they perceive as | |
| a threat. There are almost no clans that identify with the | |
| Darkfires, save the Hazeldine clan. The Hazeldines are among the | |
| only clan that agree with the Darkfires since the Hazeldines | |
| believe the same thing, and after the two clans made peace, the | |
| two clans became allies. As such, when Darkfires are promoted in | |
| the other sects or when they appear, both the Camarilla and the | |
| Sabbat will reject them. One such example is when Hei Darkfire | |
| and Alice Rynn took control of the Sabbat in London, and many of | |
| the Sabbat members left to form the Sabbat Traditionalists | |
| because they didn't like the Darkfires being in charge and felt | |
| the Darkfires muddied their views. This has led to the Darkfires | |
| being considered one of the more disregarded clans in the world, | |
| and most clans refuse to follow the Darkfires, which has led to | |
| them often having to recruit other supernaturals to their cause | |
| to build organizations, which leads to even more hatred from | |
| vampire clans. | |
| - Almost any vampire has to worry about supernatural hunters at | |
| some point, and the Darkfires are no different. Even though the | |
| Darkfires usually avoid trying to draw supernatural hunters | |
| attention by avoiding killing innocent humans, the Darkfires are | |
| still vampires that supernatural hunters will hunt down. Even | |
| though the Darkfires are usually much more peaceful towards | |
| others than other vampire clans, that doesn't mean that | |
| supernatural hunters will just ignore them. Supernatural hunters | |
| familiar with vampire clans may know of the Darkfires if they | |
| know enough about the vampire clans of the world (specifically | |
| if they know the vampire clans of Japan), and supernatural | |
| hunters that have operated in Japan definitely know the | |
| Darkfires as one of the two main vampire families that control | |
| the government of Japan. Supernatural hunters who know the | |
| Darkfires know how dangerous the Darkfires are, and can usually | |
| prepare if they know they will be facing a Darkfire vampire. | |
| While Darkfires are skilled fighters and known for having high | |
| levels of combat talent, supernatural hunters who are prepared | |
| enough can counter all the Darkfires can do. For example, most | |
| supernatural hunters will have some form of supernatural hunter | |
| weapon, such as a holy weapon or some weapon they can use to | |
| kill creatures like vampires and werewolves. And as for a | |
| Darkfire's elemental abilities, most supernatural hunters are | |
| prepared for elemental abilities in some fashion, since | |
| elemental manipulation is among the most common supernatural | |
| abilities among supernatural creatures. There are a number of | |
| supernatural hunter clans in Japan that have tangled with the | |
| Darkfires and Hazeldines before, so there is no shortage of | |
| supernatural hunters that know the Darkfires for supernatural | |
| hunters to ask about the Darkfires if they don't know about the | |
| clan and what they can do. | |
| - For the Darkfires, the Darkfires have a major rival in the | |
| Hazeldine clan. While other vampire clans will often attack | |
| them, no clan has competed with them as much as the Hazeldines | |
| have. Wars in Japan's history had been used by the Darkfires and | |
| Hazeldines to fight each other, with the past of the two clans | |
| often competing for who would rule Japan. Over the years, the | |
| Hazeldines have trained specifically to fight the Darkfires, | |
| just as the Darkfires have trained to fight them. Besides | |
| supernatural hunters, the Hazeldines are the biggest rivals to | |
| the Darkfires. Luckily, the Hazeldines and Darkfires have become | |
| allies thanks to Alice Hazeldine and Hei Darkfire negotiating | |
| peace between the two clans. Thanks to this, the Hazeldines and | |
| Darkfires don't kill each other on sight like in wars past. | |
| However, the Hazeldines and Darkfires do sometimes still | |
| disagree on certain things, and there are plenty of Hazeldines | |
| out there that don't follow the rules of the clan (some have | |
| been known to attack the Darkfires even though there is relative | |
| peace). While rules in place forbid conflict between the two | |
| clans, individual conflicts still arise from time to time which | |
| can result in fights between members of both clans. However, the | |
| most common fights for a Darkfire will involve Hazeldines | |
| looking for training rivals. The Hazeldines and Darkfires now | |
| have a system where they are friendly rivals, and almost all | |
| Hazeldines will look for a Darkfire that matches their skills to | |
| battle as a rival. For example, Qrow Darkfire and Dovelthain | |
| Hazeldine were considered rivals (before Dovelthain died), and | |
| most Hazeldines will find a Darkfire to train against as a | |
| rival. Normally, this training rivalry isn't deadly, and is more | |
| to train so that both the Darkfire and Hazeldine can train and | |
| grow as fighters. Overall, the Hazeldines are the ones that know | |
| the Darkfires best, and the Hazeldines train specifically to | |
| counter the Darkfires. Whether it's friendly rivalry, war | |
| between the clans, or rogue Darkfires or Hazeldines, the | |
| Hazeldines are usually the biggest counters to the Darkfires. | |
| - For the Darkfires elemental powers, each elemental power has | |
| ways to counter it depending on the element used. For the most | |
| part, most elements can be used to counter others depending on | |
| one's knowledge and how they use them. Since elemental abilities | |
| are quite common, there are many ways out there to counter | |
| elemental powers. For example, there are creative ways people | |
| have to counter elements, such as some wind users who counter | |
| water manipulation by separating water into its base elements of | |
| hydrogen and oxygen. For the most part, countering elements | |
| simply requires one to know enough about the element they want | |
| to counter. Almost every element can be used to counter another | |
| one, even unlikely ones can counter each other like fire and | |
| lightning being used to counter each other. However, it's not | |
| just elementals that can be used to counter each other, but | |
| energy users can also counter elemental manipulations. While | |
| Darkfires elementals could have special properties (such as | |
| certain lightnings being able to use other energies as | |
| conductors like dark lightning being able to use shadows as | |
| conductors), all elementals are still countered like normal | |
| elements as long as one accounts for any special effects of the | |
| elemental. In general, there are common counters such as earth | |
| and wind countering each other, water countering lightning and | |
| fire, and fire countering ice and earth. In terms of energy | |
| manipulation, using energy can be used to counter, such as aura | |
| defense could be used to block a wind slash wave. For the most | |
| part, the elemental powers are only as good as the user's | |
| knowledge, and the same can be said for countering the elemental | |
| powers as an opponent can find ways to counter an elemental if | |
| they are skilled enough. For the most part, this just depends on | |
| how creative the user and the opponent get with their abilities, | |
| as the Darkfires aren't the only ones that get creative with | |
| their abilities. | |
| - Because controlling their powers and controlling their | |
| instincts takes so much mental focus, Darkfires must train | |
| heavily in controlling their mind. Darkfires must learn to be | |
| able to use disciplined mind training in order to control their | |
| minds through focus, as it is absolutely necessary for them to | |
| control themselves or it could affect their abilities. Trauma is | |
| one of the biggest dangers for a Darkfire, as trauma or forms of | |
| mental incapacity could affect their elemental abilities. The | |
| most known one is mental trauma affecting their regeneration | |
| abilities. Some Darkfires, if they suffer a trauma, will | |
| associate that trauma with injuries caused during the trauma and | |
| the injuries might not regenerate if that trauma takes a mental | |
| toll on the Darkfire. When this happens, trauma based injuries | |
| won't regenerate until the Darkfire has overcome the trauma | |
| completely. However, this isn't the only way to affect a | |
| Darkfire's power. Among other examples, if a Darkfire is | |
| suffering emotionally, their powers might run out of control, or | |
| might not work at all depending on the Darkfire and the trauma | |
| they are suffering. This can lead to major problems, as | |
| Darkfires who are suffering traumas won't be able to use their | |
| powers effectively, and at some point may lose access to certain | |
| powers completely if they don't overcome that trauma. While | |
| Darkfires can overcome trauma with time depending on their | |
| mentality, trauma is one of the biggest ways to mess up a | |
| Darkfire's power. This has even led to some Darkfires becoming | |
| corrupted by trauma, in which their powers may change as a | |
| result of it, such as in the Apocalypse timeline where Hei's | |
| powers became pure demonic (where he lost access to his positive | |
| elemental abilities and his elements became purely demonic) and | |
| then his elementals became soulless variations after Hei was | |
| revived as a Dark Lord. Trauma almost never has good effects on | |
| the Darkfires, and has led to some even losing their ability to | |
| manipulate elements. Because of this, it is always essential for | |
| Darkfires to continuously train their mental states, and train | |
| their disciplined mind to try and avoid this. Trauma is not | |
| something Darkfires can suppress even with their disciplined | |
| mind training, so it is important for Darkfires to not let | |
| trauma affect them in the first place or it can be a problem no | |
| matter how strong the Darkfire. | |
| Demonic Weaknesses: | |
| - Not many know this, but a human turned demon can be killed by | |
| burning their bones with salt and fire, essentially the same way | |
| as getting rid of a vengeful spirit. This is something that not | |
| many people know, and only smarter demon hunters have figured | |
| out. By burning their bones, it sends them back to the afterlife | |
| permanently (Usually sending them to wherever the demon will go | |
| after death), and works on killing the demon connected to the | |
| bones. Every human form demon created is connected to one set of | |
| bones that belonged to their human form or some item with their | |
| DNA on it. Once the bones/items are burned, the human form demon | |
| will burst into flames and disappear, not able to return to | |
| earth ever again. Any human form demon knows how dangerous this | |
| is after finding out about this from a demon who saw it happen, | |
| and knows that their old human names and graves are the biggest | |
| weakness they have due to being a great way to kill them without | |
| having to get close to the demon directly. If the person knows | |
| where the bones are to a human form demon, they can use that to | |
| their advantage. Due to that, a human turned demon usually has | |
| to hide their bones and whatever ties them to their existence. | |
| One such example is Crowley, who almost was destroyed by the | |
| Winchesters after they found his original bones. This makes a | |
| human-turned demon's real name one of their most closely guarded | |
| secrets that they have, and makes them able to be killed without | |
| having to use normal demon weaknesses. Since Kiren is still | |
| living, Kiren actually doesn't have this weakness. If he were to | |
| die and become a demon, then this would apply to him (but it | |
| doesn't at the moment since he's still a living mortal being | |
| unlike most demons). | |
| - Just as holy opponents take more damage from demonic energy, | |
| so too do all demons take increased damage from holy abilities | |
| (unless they have specific holy abilities such as angel | |
| abilities). For the most part, demons are able to be killed | |
| depending on their demonic regeneration, with demon killer | |
| weapons being able to bypass their regeneration and halt their | |
| demonic regeneration for a short time. The two main things are | |
| demon killer knives, which are made with special runes (though | |
| demon killer knives don't permanently kill demon princes and | |
| hell knights), and angel blades, which are designed to kill | |
| demons (These also may not kill hell knights or demon princes on | |
| their own). Other demon killing weapons exist, with many having | |
| their own methods for killing demons. Other things like death | |
| scythes, varanium weapons, or other weapons designed for killing | |
| a variety of creatures often also work if they are also tuned to | |
| killing demons. Though weapons like death scythes or varanium | |
| weapons don't have to be tuned since they work on most | |
| supernatural creatures. Typically, holy weapons are the most | |
| effect items to use on demons since demons typically take more | |
| damage from holy abilities. This applies to Kaidon as well, in | |
| which he is able to be more easily countered with holy power. | |
| While Kiren has ways to counter holy power, so too can holy | |
| power be used to counter a good majority of what Kiren has the | |
| ability to do. The only trouble one might have using holy power | |
| is blocking his dark arts (as some may be difficult for holy | |
| energy alone to counter). | |
| - Burning holy oil, holy water and salt works against demons as | |
| well, doing extra damage. Burning holy oil does extra damage to | |
| them just as it does to angels, though it doesn't have the same | |
| casting effect it does on angels when they are engulfed in it. | |
| Instead, the burning holy oil just does heavy holy damage to | |
| their bodies, even if they are fire users due to the immense | |
| holy power of holy oil that can even stop angels in their | |
| tracks. Some weaker demons can even be completely incinerated by | |
| burning holy oil if they are not careful. Holy water also works, | |
| with it being something that can stop or slow a demon pretty | |
| effectively. Holy water does extra damage, and weapons coated in | |
| holy water can stun a demon if they are hit with it. Salt also | |
| works, being a way to counter demons as a spirit. Usually, salt | |
| works the same way as holy water, where weapons coated in it or | |
| salt itself can do extra damage to a demon, or even stun it. | |
| Blessed salt works even better and does more damage if one has | |
| it, but normal pure salt will work as well. Some demons can even | |
| be trapped in a salt ring if it makes a ring around them. Holy | |
| water works fairly well against Kaidon due to him also being a | |
| werepyre and a Darkfire (who are weak to holy water as well). | |
| Holy oil also works against Kiren since Kiren's demonic power | |
| does also give him demonic weaknesses. For the most part, the | |
| only danger is if one uses holy oil fire, because holy oil fire | |
| can be manipulated by Kiren due to the fact he has both earth | |
| and fire abilities, and can control oil through his power in the | |
| Black to manipulate pollution. | |
| - Demon wards, and demon traps are specific abilities designed | |
| to counter demons. Demonic wards are able to keep demons out of | |
| an area until they find a way to break the wards, often allowing | |
| time to prepare a counter attack. Wards can also be used to cast | |
| out demons, such as paper wards that can send a demon somewhere | |
| random. There are also demon traps, which need only be drawn on | |
| the ground in order to trap a demon once they step into the | |
| circle. As long as the demon doesn't break out of, such as Hell | |
| Knights being able to shake the ground to break the ground, the | |
| spell circle will hold until the demon finds a way to get rid of | |
| the trap circle. These trap circles have to maintain their shape | |
| and form though, as the circle won't be effective once it is | |
| broken. In addition to this there are other wards and traps that | |
| can be used depending on the lore or origin, as many have | |
| contended with demons over the years and developed their own | |
| methods. This is a problem that Kiren has, in which demon wards | |
| and traps do work on him just as easily as other demons. While | |
| Kiren can overcome wards and traps eventually (where he will | |
| either overcome them with raw demon energy or use his alchemy to | |
| break wards and traps), he can still be trapped or restricted by | |
| them, even temporarily. | |
| - Another way to counter demons are Enochian chants and exorcism | |
| spells. There are a number of Enochian chants and spells that | |
| can send a demon back to hell for a time, usually for up to a | |
| week before they are able to return. These chants are all based | |
| on the spoken words, which exorcise the demon, being able to | |
| cast them out of an area. These exorcisms work fairly well, with | |
| the only real downside being that the demon is easily able to | |
| return to the living world after a time usually up to a week. | |
| Usually this is best used for those that defy the rulers of hell | |
| to send them back to the rulers of hell, usually for punishment. | |
| These exorcisms also work better when accompanied by salt or | |
| holy water, which weaken the demon's resistance to the chant. | |
| However, some spoken exorcisms are quite lengthy, and if the | |
| demon realizes what's going on, the demon needs only keep | |
| someone from talking to prevent the chant since this doesn't | |
| interrupt their powers. Typically demons who possess people are | |
| more vulnerable to exorcisms than those that shapeshift. While | |
| Kiren doesn't possess people using demonic power, he can be cast | |
| out of an area if one uses a full incantation of an demonic | |
| exorcism. If they do it, Kiren will be cast out of an area | |
| temporarily. Kiren is skilled enough to escape hell if he gets | |
| transferred there, as long as he avoids Lucifer or the other | |
| demon princes that might be a problem to him. | |
| Personality: Kiren is nowhere near as confident and proud as his | |
| brother, though Kiren still manages to be confident in his own | |
| abilities. Kiren is more of a subdued person, who will not | |
| usually step out of line unless he has to. Kiren is a calm and | |
| level-headed person, scarily so at times if people see the side | |
| of him that is willing to kill anyone in his way by any means | |
| necessary. Unlike his brother, Kiren is pretty easy going, and | |
| rarely takes anything too seriously. Since Kiren has a lot of | |
| confidence in his brother's abilities and in many of his own | |
| abilities, he won't hesitate to enjoy himself. He also is | |
| someone who says what's on his mind, and is usually kind of | |
| blunt to people. Kiren doesn't hesitate to admit he's a very | |
| evil person who does whatever he wants. Kiren is also a huge | |
| womanizer, and will hit on any woman he thinks is worth the | |
| time. Kiren enjoys chasing women, and will often try to seduce | |
| women in any universe he goes to. For the most part, Kiren isn't | |
| as into fighting as his brother is, and prefers his own | |
| activities. For Kiren, he enjoys fast food, drinking and women. | |
| In this regard, this is what he likes to do, and tends to be a | |
| pretty easy-going person. Kiren is easier to befriend than his | |
| brother at times, as his brother often only thinks about | |
| fighting enemies, but Kiren tries to enjoy himself more. Kiren | |
| is also a very sarcastic person, and lives by two simple rules. | |
| The first is: Try to kill him or his brother, and he'll kill you | |
| back. The second is: Enjoy life. Kiren will often suggest random | |
| things to have fun, like in one universe when he and Kaidon | |
| became pirate lords to try out the life of a pirate after they | |
| killed a version of Raven Sparrow and fought a war against Maria | |
| Blackbeard for fun. He also hates those he sees as hypocrits, | |
| and will torture anyone he sees as a hypocrit. For example, he | |
| often hates fighting Iscariot, because he sees them as hypocrits | |
| that go against what they believe to justify killing their | |
| enemies. When he fights or sees someone he considers a hypocrit, | |
| he will not hesitate to torture them whether it's in a fight or | |
| not. | |
| In battle, Kiren is much more strategic than raw power, due to | |
| the fact he knows he doesn't compare to his brother. As such, | |
| Kiren is the type that is more about taking advantage of enemy | |
| weaknesses than just outright overpowering an enemy. Because of | |
| this, he doesn't play around in his fights as much as Kaidon | |
| does. The only times that Kiren plays around is when he is | |
| torturing opponents, though he doesn't get into this mood unless | |
| they are people he considers hypocrits. Kiren is the type of | |
| person that often gets underestimated due to his more humble | |
| nature, as he is nowhere near as prideful as his brother. When | |
| the two are side by side, people pay far less attention to | |
| Kiren, and focus on Kaidon, a fact that Kiren takes advantage | |
| of, and will strike opponents if he thinks he can catch them off | |
| guard. Kiren is also the type of person that will win a fight by | |
| any means necessary. Kiren will first try to adapt and overcome | |
| an opponent the normal way, through adapting in combat and | |
| finding new ways to counter opponents. However, if that doesn't | |
| work, then he will not hesitate to do what he has to do in order | |
| to win. Unlike Kaidon, Kiren is not afraid of doing dishonorable | |
| things to win, and will take any advantage he can get. He has | |
| even had times where he has substituted himself with his brother | |
| in order to kill an opponent that he wasn't sure his brother | |
| could kill, such as one time he switched with his brother in a | |
| fight against Lucifer Morningstar in order to stab Lucifer in | |
| the chest to kill him since Kiren didn't have a method of | |
| killing Lucifer by normal means (while Kiren could use his | |
| knives to kill beings like Lucifer). Kiren is often compared to | |
| a snake in combat, in which he will often wait and strike when | |
| his opponent's guard is down. | |
| Bio: Kaidon and Kiren Darkfire are alternate versions of the | |
| London universe Kindron Darkfire, born as twin brothers. Kaidon | |
| and Kiren were born to Kina Darkwolf and Qrow Darkfire, being | |
| twins who were born instead of Kindron in their world. In this | |
| universe, the Darkfire vs Darkwolf war happened much like it did | |
| in the London universe, resulting in the death of Kina Darkwolf | |
| as well as much of the Darkwolf clan being wiped out. However, | |
| the major difference is that Kaidon and Kiren were saved by the | |
| alchemists, in which Sirion Darkwolf and Kain Silverfang managed | |
| to save Kaidon and Kiren from being killed by Kirnan (Kina's | |
| ex-husband). This resulted in a different beginning for Kaidon | |
| and Kiren during the incident, compared to universes like the | |
| London universe where Kindron would be saved by a supernatural | |
| hunter who would raise him. Instead, Kaidon and Kiren were | |
| raised by the alchemists, in which Sirion took them in and | |
| raised Kaidon and Kiren after the war with the Darkfires ended. | |
| This led to a very different life for Kiren and Kaidon, as they | |
| would grow up being trained by Sirion and Kain who would take it | |
| upon themselves to train the two of them. Even from a young age, | |
| Kaidon and Kiren held a lot of promise as alchemists, and were | |
| far smarter than most alchemists due to their enhanced | |
| intelligence and their creative minds on how to better utilize | |
| their skills. Kaidon and Kiren would seem to have a natural | |
| talent for not only combat, but for their supernatural power | |
| thanks to being born with not only the alchemists natural | |
| talents but with Qrow's natural combat talents. | |
| While Kaidon and Kiren weren't too well liked by most of the | |
| alchemists for being werepyres, they would come to accept Kaidon | |
| and Kiren as members of the alchemist tribe and try to teach | |
| them how to properly use their talents since Kaidon and Kiren | |
| were family. However, from a young age, Kiren and Kaidon felt | |
| that the alchemists never truly accepted them, and felt like | |
| they were going to be betrayed at any time. This led to Kaidon | |
| and Kiren secretly planning for the day the alchemists would | |
| betray them, and the two started plotting in secret. Even though | |
| the alchemists appeared to have accepted them, Kaidon and Kiren | |
| could tell the alchemists didn't trust them, and this led to the | |
| two brothers making plans for if the alchemists were to turn on | |
| them, as the two never told the alchemists that a group of | |
| alchemists had tried to kill them during the Darkfire/Darkwolf | |
| conflict, and the two had killed the group in self defense | |
| (which happened before Kirnan found them and was taken down by | |
| Sirion and Kain). Kaidon and Kiren played along with the | |
| alchemists traditions, never letting the alchemists know that | |
| Kaidon and Kiren were actually conspiring and were prepared for | |
| the alchemists to betray them, even deceiving Kain Silverfang | |
| and Sirion Darkwolf into believing that Kaidon and Kiren weren't | |
| planning anything. The two brothers were training and gathering | |
| information on how best to take on the alchemists, and prepared | |
| for the day they were going to turn on the alchemists (which in | |
| their view was going to be when they turned on the two | |
| brothers). The only two that seemed to truly accept Kaidon and | |
| Kiren without caring what they were appeared to be Sirion and | |
| Kain, though Kaidon and Kiren were suspicious of them as well | |
| since all the other alchemists were so cautious around them. | |
| Kaidon and Kiren would advance quickly, and both would even | |
| surpass their half-sister, Kierra Darkwolf. Kaidon and Kiren | |
| would even come to be trained as elite alchemists under Kain | |
| Silverfang, as Kaidon and Kiren would become members of the | |
| Dawnguard, as Kain still hadn't caught on to Kaidon and Kiren | |
| having secret plans to turn against the alchemists eventually, | |
| so they joined the Dawnguard to learn the skills of the | |
| Dawnguard so they could beat them in battle when the day came | |
| that Kaidon and Kiren turned on the alchemists. As they grew, | |
| they fought enemies of the alchemists, even taking on the | |
| vampire ninjas. Kaidon and Kiren would eventually go on to | |
| become supernatural hunters, fighting new enemies and living | |
| among humans as they would travel Europe in order to train | |
| themselves in combat. This would lead to Kaidon and Kiren | |
| gaining even more battle experience and even them learning about | |
| other tribes and vampire clans, including finding out about the | |
| Darkfires and the abilities the Darkfires had thanks to hearing | |
| about the Darkfires during their travels. Kaidon and Kiren would | |
| fight for years protecting humans, and living among the | |
| alchemists, even though no one would really accept them upon | |
| finding out they were werepyres. Kaidon would even become an | |
| avatar of the Bright, being granted powerful plasma manipulation | |
| as part of his training in the Bright, while Kiren would learn | |
| the dark arts in order to learn his own method of using his | |
| darkness and magic abilities (Which he kept secret from the | |
| other alchemists). Kaidon and Kiren would continue their | |
| training and supernatural hunting as they traveled through | |
| Europe. | |
| Eventually, Kaidon and Kiren would meet Wolfwing XII, who had | |
| taken their supernatural hunter friend, Erimus Shephard to turn | |
| him into a werepyre. Unlike the London version of Kindron who | |
| never beat Wolfwing XII, Kaidon and Kiren would eventually find | |
| Erimus and Wolfwing XII before Erimus would beat him. With Kiren | |
| and Kaidon helping fight Wolfwing XII, Erimus would kill | |
| Wolfwing XII and become the new Wolfwing just as he did in the | |
| London universe after developing his final technique | |
| "Conjuration of Decimation." This led to Erimus, Kaidon and | |
| Kiren training together after Wolfwing XII was killed by the | |
| group, with Erimus training Kaidon and Kiren to become the new | |
| Wolfwing. During this training, Kaidon and Kiren would become | |
| stronger, and start to learn the werepyre skills that were | |
| passed down among Wolfwings and other werepyres, finally being | |
| able to learn the werepyre skills and maximize their werepyre | |
| natures. Kaidon was the one who benefited most, as Kaidon even | |
| learned some of Erimus's unique skills he had developed, like | |
| the dark chaos drive skill, or Kaidon learning Erimus's training | |
| to control his body's state to utilize certain skills requiring | |
| things like rage. Before long, Kaidon had surpassed Erimus and | |
| developed a few of his own werepyre skills, and defeated Erimus | |
| in combat. After Kaidon killed Erimus, Kaidon would become | |
| Wolfwing XIV, much to the horror of the alchemists who were not | |
| fond of what the title meant, and the skills that Kaidon and | |
| Kiren had learned from Wolfwing. | |
| While Kaidon and Kiren were still living by the alchemists | |
| rules, their training with Wolfwing had made the alchemists even | |
| more cautious around them, who had started to watch Kaidon and | |
| Kiren much more closely since the two had learned werepyre | |
| skills that the alchemists were concerned would be used against | |
| the spirits and would break the rules of the clan. Kaidon and | |
| Kiren could see that the alchemists were no longer as accepting | |
| of them as they had been before, and noticed the alchemists were | |
| much more actively showing disdain towards the two. This led to | |
| Kaidon and Kiren having to avoid the alchemists, as they were | |
| trying to avoid being watched by the alchemists. It was at this | |
| point that Sirion and Kain became suspicious of Kaidon and | |
| Kiren, as they quickly realized that Kaidon and Kiren seemed to | |
| have something to hide. In addition, Kaidon and Kiren had | |
| started to bend the rules of the clan, using the rules to their | |
| own ends as they had started to actively go against the rules of | |
| the clan. However, it was one of the battles against the vampire | |
| ninjas that pushed things too far and gave Sirion and Kain | |
| reason to finally act, as during the fight, Kiren was nearly | |
| killed by Kyle Mue during a conflict with the vampire ninjas | |
| while Kindron was fighting Kazu Shinke. During Kiren's fight | |
| with Kyle Mue, Kiren would tap into the Black, using it as a | |
| last resort to fight Kyle as Kyle was about to kill him. Once | |
| using the Black, Kiren gained new power once he had accepted the | |
| power of the Black, and as an avatar of the Black, Kiren was | |
| able to overcome Kyle Mue's power. And using his spirit | |
| enslavement, Kiren was able to trap some of Kyle's dark spirits | |
| and enslave them himself before killing Kyle in combat. Of | |
| course, this would be one of the bigger taboos among the | |
| alchemists, as the Black was seen as a purely destructive force | |
| and using that power was a big rule break. | |
| Once back with the alchemists though, Kiren's use of the Black | |
| had not gone unnoticed as Kiren was immediately put into the | |
| Alchemist underground prison for his crime of tapping into the | |
| Black. As Kaidon would plead with Sirion and Kain to make them | |
| understand Kiren had only acted in self defense, Kaidon would | |
| soon find that Sirion and Kain were not willing to let Kiren off | |
| lightly for what he had done. It was at this point that Kaidon | |
| had come to a conclusion about Sirion (wrongly): It was obvious | |
| to Kaidon that Sirion had been looking for reasons to jail Kiren | |
| and/or Kaidon for a long time, and was planning against them | |
| just as the other alchemists were. Kaidon's confrontation with | |
| Sirion had led Kaidon to believe that Sirion had only put Kiren | |
| in jail because Sirion was against him and his brother and was | |
| going to use that opportunity to separate them. While Sirion | |
| tried to convince Kaidon that Kaidon had become short-sided and | |
| was not seeing the full picture (as Sirion was just following | |
| the rules of the tribe), Kaidon would not listen to Sirion, | |
| sticking to his belief that Sirion had been conspiring against | |
| Kaidon and Kiren since they were born. Kaidon, not willing to | |
| let his brother be put into prison for defending himself, came | |
| up with his own plan after pretending to agree with Sirion and | |
| deceiving him into believing Kaidon had seen things his way. | |
| Kaidon then took the opportunity to poison Sirion when Sirion | |
| wasn't expecting it (as Kaidon wasn't really willing to fight | |
| Sirion in a serious fight). Once Sirion had been poisoned and | |
| was barely alive due to the potency of the poison Kaidon used, | |
| Kaidon killed Sirion so Sirion couldn't use his spells against | |
| Kaidon, and then freed Kiren from the alchemist prison. Before | |
| they could leave however, Kain Silverfang would appear alongside | |
| Kierra Darkwolf, and the two went up against Kaidon and Kiren to | |
| attempt to capture them after finding out about the death of | |
| Sirion. However, it wouldn't take long for Kaidon to kill Kain | |
| Silverfang (as Kaidon had studied Kain and knew how to get | |
| around all of his skills), and Kiren soon was able to kill | |
| Kierra Darkwolf in combat since Kierra was not as skilled a | |
| combatant as the brothers (as the brothers had surpassed her in | |
| combat and alchemy ability long ago). | |
| This would lead to a major battle among the alchemists, where | |
| Kaidon and Kiren would surprise attack the alchemists with the | |
| help of dark spirits, whom Kiren had allied with as Kiren made a | |
| deal with Phantom in order to gain new power so that the | |
| alchemists would not be able to trap him again. It didn't take | |
| long before Kaidon and Kiren had wiped out most of the | |
| alchemists since the alchemists didn't have Kain Silverfang or | |
| Sirion to defend them, and most of the higher level members were | |
| killed by Kiren or Kaidon. The war would end with most of the | |
| alchemists dead, and Kaidon and Kiren would leave the alchemists | |
| to travel again, now free from the alchemists rules as the two | |
| would no longer have to answer to the alchemists. Loyal only to | |
| each other, the two would fight for years against other threats, | |
| taking down enemies and fighting anyone that came against them. | |
| Kaidon and Kiren would hunt down supernaturals, continuing their | |
| job as supernatural hunters. Kaidon and Kiren would even hunt | |
| down and kill Safiria as revenge for what she had done to their | |
| family. Kaidon and Kiren would fight a number of people, and | |
| tried to build their own group by rebuilding the Order of the | |
| Dragon into a supernatural hunting group using members they | |
| found willing to join them, including Kaidon's own apprentice, | |
| Nightbane Shiraki. However, those that know the London story of | |
| Nightbane won't be surprised to find that Nightbane tried to | |
| betray Kaidon and Kiren after becoming a dracopyre, and tried to | |
| cast Kaidon and Kiren out of the organization. However, | |
| Nightbane and his group's attempt did not go well, as Kaidon and | |
| Kiren would slaughter the entirety of the group for turning | |
| against them, even killing Nightbane during the battle (unlike | |
| the London universe where Kindron would be beaten by Nightbane). | |
| After finding out that the Scarlet Sisters were behind Nightbane | |
| attacking him, Kaidon and Kiren would go after them to kill them | |
| for their actions of turning the group against them. This would | |
| lead them to London, where they would meet Hellsing after the | |
| Scarlet Sisters started working with Servius Lucretius and the | |
| Sabbat. Soon, Kaidon and Kiren would befriend Hellsing, and join | |
| the group as supernatural hunters. During this time, Kaidon | |
| would befriend Integra Hellsing, while Kiren would befriend and | |
| train with Danae Levesque in order to learn voodoo magic as a | |
| means to utilize his dark arts (as Danae was trying to help him | |
| learn a way to utilize his power without Kiren becoming a dark | |
| spirit or hosting dark spirit power since Kiren had made a deal | |
| with Phantom in the past and was using dark arts). Of course, | |
| with Hellsing's help, the Scarlet Sisters, as well as Servius, | |
| would all be killed in battle, and the Sabbat would be taken | |
| over by Hei Darkfire and Alice Rynn. However, during the battle | |
| with the Scarlet Sisters, Integra Hellsing would be killed by | |
| Servius before Servius had been killed by Kaidon. After the | |
| death of Integra, the organization would be left to Kaidon, who | |
| had become Integra's second in command during the years he and | |
| Kiren had been with Hellsing (since Kaidon had run his own group | |
| before and helped Integra run Hellsing as well as plan | |
| missions). This would lead to Kaidon becoming the new leader of | |
| Hellsing, which the other members of Hellsing refused to accept | |
| as many people in Hellsing only put up with Kaidon and Kiren | |
| because Kaidon and Integra were friends. However, what no one | |
| realized was that Kaidon had not let Integra's soul go to the | |
| afterlife, and had actually turned her soul into a holy armor | |
| familiar because he didn't want to let one of his best friends | |
| leave him (thus enslaving Integra's soul into his familiar armor | |
| he named, Integra the Bold). | |
| However, Hellsing's hatred of Kaidon and Kiren would end up | |
| being justified, as Kaidon would prove to be a very brutal | |
| leader, using the members of Hellsing like chess pieces. While | |
| Kaidon's strategies would beat their enemies much more easily | |
| than previous battles, Kaidon's sacrifice of Hellsing's people | |
| to achieve that goal would lead the group to secretly turning | |
| against the two brothers, as they no longer trusted Kaidon to | |
| run the organization after how he had sent many Hellsing members | |
| to their deaths in order to take out their enemies. Kaidon and | |
| Kiren soon began to realize Hellsing was plotting against them, | |
| and tried to talk to the Hellsing members. It was at this point | |
| that the Hellsing members started to openly go against against | |
| Kaidon, as Kaidon had admitted to sending Hellsing members to | |
| their death as "necessary sacrifices" in order to take out their | |
| enemies. This led to the group no longer listening to Kaidon. | |
| However, since no one would listen to Kaidon, Kaidon decided to | |
| take drastic action. Kaidon would end up killing Alucard and | |
| Raven for leading the plan to remove Kaidon and Kiren from | |
| Hellsing, as a means to force the group into submission as | |
| Alucard and Raven were also their most powerful members besides | |
| Kaidon and Kiren. This would lead to most of the lower members | |
| of Hellsing serving Kaidon in fear of being killed if they did | |
| try to go against him again, while some of the members went to | |
| the Sabbat for help. Edgardo Del Salvador, who had been helping | |
| advice Hei and Alice on how to run the Sabbat, chose to help | |
| take out Kaidon and Kiren, knowing how dangerous werepyres were | |
| and how bad it was that they were in charge of Hellsing. This | |
| led to Kaidon and Kiren taking on the Sabbat using Hellsing in | |
| order to take out those that were conspiring against them. Using | |
| Hellsing, Kaidon and Kiren would take out the Sabbat, ending | |
| with Kaidon and Kiren killing Hei and Alice as a result of the | |
| battle, and even Hellsing killed Edgardo Del Salvador. | |
| However, after the war, not much was left of Hellsing, and both | |
| Kiren and Kaidon were forced to leave Hellsing behind as they | |
| couldn't rebuild the group with most of its members dead. Soon, | |
| Kaidon and Kiren would be hunted down by Qrow Darkfire and Cain | |
| himself, as Kaidon and Kiren had become known to the Darkfires | |
| that they were alive (as Qrow had thought them dead previously). | |
| Thanks to Qrow, the Darkfires and Hazeldines started hunting | |
| down Kaidon and Kiren, after finding out from Qrow that Kaidon | |
| and Kiren had killed the alchemists and gotten most of Hellsing | |
| killed. Kaidon and Kiren would fight off the Darkfires and | |
| Hazeldines, as well as a few other clans and tribes that would | |
| come after them over the next few years. Kaidon and Kiren would | |
| even take on lists of supernatural hunters who would come after | |
| them. No matter where they went, Kaidon and Kiren were hunted by | |
| some kind of group, whether it was human, werewolf, vampire or | |
| even other supernaturals who saw Kaidon and Kiren as monsters | |
| among monsters due to their werepyre heritage. And because | |
| Kaidon had been rejected by the Bright (becoming an ex-avatar | |
| after Kaidon had stopped following the rules), Kaidon would be | |
| hunted down by avatars of the Parliament forces just as Kiren | |
| was (since Kiren was an avatar of the Black and all Parliament | |
| forces would seek to eliminate avatars of the Black). Kaidon and | |
| Kiren would kill anyone that came after them, with Kaidon and | |
| Kiren even working together and killing Qrow Darkfire in battle, | |
| which led to Kaidon and Kiren being listed as serial killers | |
| among the governments of the world as among some of the most | |
| dangerous killers in history. Kaidon and Kiren, realizing that | |
| nowhere in their world was safe for them as they had to be | |
| constantly on the run, used their scientific knowledge to use | |
| their elemental teleportation to teleport to another world, | |
| hoping that another world would be more accepting of them. | |
| After moving to another universe that didn't know who they were, | |
| Kaidon and Kiren would enjoy some peaceful time in another | |
| London as they tried to stay secret and not get too involved | |
| with other groups. They would even try to keep their parliament | |
| powers secret from the Parliament forces to avoid drawing their | |
| attention, as they wouldn't use those powers even in fights so | |
| that the Parliament forces wouldn't find out about them. | |
| However, due to Kaidon and Kiren being inter-dimensional | |
| travelers, they would catch the attention of the old Exiles ream | |
| (Jon Talbain and Johnny Cage's team before the current Exiles | |
| group) as they traveled. After a few members were sent to take | |
| Kaidon and Kiren back home, Kaidon and Kiren killed the Exiles | |
| members who came after them as they refused to go home. After | |
| that, supernatural hunters were alerted to Kaidon and Kiren's | |
| presence in their universe, and soon groups like Hellsing and | |
| the Sabbat went after Kaidon and Kiren. This led to Kaidon and | |
| Kiren once again hopping dimensions after defending themselves | |
| against Hellsing and the Sabbat members. However, as they would | |
| hop dimensions, they would find the Exiles eventually coming | |
| after them again, with Kaidon and Kiren eventually getting | |
| noticed by supernatural hunters again. Kaidon and Kiren would | |
| soon continue hopping dimensions, trying to outrun the Exiles, | |
| and avoid supernatural hunters in the worlds they would go to. | |
| However, it wasn't just supernatural hunters, but avatars of the | |
| Parliament forces who would hunt down Kaidon as an ex-Bright | |
| avatar (since he broke the rules of the Bright), and Kiren as a | |
| member of the Black (and someone who made a deal with Phantom to | |
| gain dark arts abilities) whenever they would appear in their | |
| world as even the Parliament forces had started to catch on to | |
| Kaidon and Kiren hopping worlds. It was through traveling | |
| dimensions that Kaidon and Kiren came to realize that they would | |
| likely not be able to go anywhere without the Parliament forces | |
| at least wanting to kill them, as well as supernatural hunters | |
| and other creatures would hunt them no matter what universe they | |
| were in. | |
| As Kaidon and Kiren would come to trust almost no one, they | |
| would become known as a pair of inter-dimensional serial | |
| killers, wanted by the Exiles as Kaidon and Kiren would continue | |
| moving from dimension to dimension trying to find a place they | |
| could call home. Kaidon and Kiren would try a few different | |
| things in different universes in terms of lifestyles, like in | |
| one universe where they would become crime lords and take over a | |
| universe's version of Nightshade before getting bored and | |
| leaving that universe. The two even tried to join one universe's | |
| version of the Order of the Dragon, but were betrayed by the | |
| leader (who was not Nightbane or Kindron) and the leader was | |
| then killed by Kaidon and Kiren. Kaidon and Kiren would even go | |
| to a few planets controlled by the Order of the Dragon, but the | |
| group wouldn't even let them join as they felt Kaidon and Kiren | |
| were too dangerous to let them into the group since Kaidon and | |
| Kiren would only be loyal to each other, and not to the Order. | |
| There were even a few worlds where the Order tried to torch | |
| Kaidon and Kiren using space bombardments by Wraith Hive ships, | |
| in which the Wraith would soon come to recognize Kaidon and | |
| Kiren as enemies, which led them to avoid Order controlled | |
| worlds. No matter where they would go though, they would be | |
| hunted by just about everything. Some worlds would even have | |
| Wolfwings hunting down Kaidon and Kiren, to which Kaidon would | |
| defeat multiple Wolfwings. Kaidon and Kiren would also have to | |
| avoid most universes Darkfires and werewolf alchemists, as | |
| Kaidon and Kiren would be hunted by them once they were found | |
| due to Kaidon and Kiren not following the rules of the clans. | |
| Kaidon and Kiren would travel dimensions until they would find | |
| their way to the London universe by accident, being teleported | |
| to London on their way to another universe. As a result, Kaidon | |
| and Kiren would be stuck in the London universe until they could | |
| find a way to bypass the dimensional distortion, resulting in | |
| them having to avoid any threat that could kill them. | |
| Normal Theme: Voices ( | |
| https://www.youtube.com/watch?v=WBMeSpI6TII | |
| ) | |
| Battle Theme: Told You So ( | |
| https://www.youtube.com/watch?v=ZGOKeoJYYDY | |
| ) | |
| Kaidon and Kiren Theme: Tear Away ( | |
| https://youtu.be/_2hURcrRPpQ<br | |
| />) | |
| ***************************************************** |