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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
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"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
/>)
*****************************************************
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