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#Post#: 12615--------------------------------------------------
London RP Profile: Kaidon Darkfire (Alternate Dimension Version)
By: Zorbak the Ebil Moglin Date: January 16, 2022, 7:50 pm
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"The world has done nothing but try to kill me and my brother,
and screw us over... And after a long time and a lot of
patience, we got tired of it. So now we only listen to
ourselves, and we stop trying to make friends with jerks that
will betray us." - Alternate "Wolfwing" Kaidon Darkfire
"If you hit us, we hit back twice as hard. If you take something
from us, we take everything from you. And if you anger us...
Chuckles a bit. Then you better start running while you can..."
"If you're not with us... Then stay out of our way. Or die. I
don't care which."
"No one cares who you are? My brother and I can relate to
that... He says with a chuckle. It wasn't till I became a wanted
serial killer than anyone cared. God, Lucifer, none of them
wanted me. But when I did become a serial killer alongside my
brother, they sent everyone after us. Iscariot, Hellsing, the
White Council, even the Sabbat sent people after us. We never
really fit anywhere."
"Did you know that anyone can create fire from almost nothing?
As long as they have a way to vibrate molecules enough to create
heat and the right gases, they can create a flame. And
manipulating certain types of molecules and gases can produce
more explosive flames. He smiles and creates a black flame
around his hand, using little energy. Science is fun." - Kaidon
to an enemy showing off his science knowledge during a fight.
"Strength is all anyone in this world will ever understand. They
will only follow a leader if that leader can make them submit.
And by doing so, those people will never be strong because their
leader will have to beat them down so they don't one day take
over, so only the leader can grow stronger without risking being
taken out as a threat to the leader. It's an imperfect world,
and only strong individuals who stand alone will ever truly
stand out. If you're strong enough alone, you can influence
others to be stronger, without having to undermine them. That is
the only way any of us can be truly strong. We must be strong on
our own and not rely on anyone. Because groups only form
together because they're weak on their own and whoever leads has
to keep the others weak in order to prevent them from being
overtaken."
"You don't remember, do you? You were almost killed when you
were young... But it wasn't Safiria who almost killed you... It
was the alchemists. They tried to murder you because you were
the abomination of the clan, born to your mother who 'disgraced'
their order. It was only your dark flames that saved you that
day. You burned them all to cinders... And it felt so good to
kill those jack*sses who tried to murder you. Maybe that's why
you don't want to remember, because you're too scared of
enjoying the fact you murdered them..." - Alternate Kaidon to
another werepyre version of Kindron, who he sees as another
version of himself
"Those people who deceive others on what they believe and try to
hide their true intentions, those are the people I can't stand
the most. My brother and I don't pretend to be nice. We're evil
people who do what we want, when we want. We're about as nasty
as they come. And when these 'good' people come to try and stop
us, but are actually just as evil as us, it REALLY bugs me. I
just have to kill people who pretend to be good when they're
not. It's just a matter of principle for me."
"I never cared about justice, and I don't recall ever calling
myself a hero... I have only ever fought for our own survival as
a group, and that requires sacrifices. If you want to survive,
then get stronger so you don't die. Integra would have told you
the same thing." - Kaidon when he was the head of Hellsing and
everyone started to see his darker personality
"Defeat only makes people stronger so don't let it get you
down... Chuckles a bit. Of course, I've never lost, so I don't
know how true that is." - Alternate Kaidon Darkfire to his
brother after his brother lost a fight.
"You lost... Get used to it. Against me, defeat isn't a question
of 'if', but 'how long will you last?' I killed people across
time and space that were supposed to be unbeatable in battle. I
beat my uncle Sirion and I beat multiple Wolfwings. But now that
you've got me curious... What DID you expect to happen? Were you
expecting to actually win?"
When an opponent found out about Kaidon's
annihilation/deconstruction alchemy.
Kaidon grabs a projectile attack and then uses his alchemy when
he grabs it to disassemble it and it fades away as it's
deconstructed.
Enemy: Wait. So his alchemy can disassemble things just by
touch? That means we can't even touch him if he uses his
alchemy?!
Kaidon: Yep. He jokingly holds his arms out. Come on. Give me a
hug! He says jokingly.
Enemy: Yeah... F*ck that! He says angrily as he runs away.
During a fight when Kaidon took a hostage to mess with the
enemy.
Kaidon: You consider yourself a hero right? So surrender or this
girl dies. He says with a smile.
Enemy: I don't negotiate with monsters like you. I'll kill you
both if it stops you here. He says as he takes out his sword and
gets ready to attack.
Kaidon: I believe you. He says simply with a smile as he snaps
the girls neck, since she wasn't going to be useful to him as a
hostage. Which means I don't need this anymore. He says as he
drops the hostage, who falls to the ground dead.
The enemy looks at him, horrified at Kaidon killing an innocent
with no remorse at all. Enemy: You're... pure evil!
Kaidon: Well... You're not wrong. He says jokingly.
During a fight, Kaidon was fighting an opponent, toying with
them as he countered everything they could do.
Ally: Your brother seems to enjoy playing with his food...
Kiren: Yeah. It's a bad habit of his. He says jokingly.
Kaidon: I can afford to when I know I can beat them. He says
with a smile as he kicks his opponent when he tries to get up,
knocking him into a nearby building.
"Those two are dangerous. Werepyres are hunted down for a
reason, and those two are powerful enough that they can pretty
much do whatever they want. Just the one calling himself the new
Wolfwing is a dangerous threat himself. You let him train his
abilities, AND you put him in charge of one of the few
organizations that might have been able to stop him and his
brother?! I don't know that we CAN stop them now, but we have to
try before they take the initiative and start hunting down
threats to them." - Edgardo Del Salvador in Kaidon's universe to
Hellsing when they asked for his help to remove Kaidon from
Hellsing
"He's clearly the dangerous of the two. Kiren is cold and
calculated, and in ways that is more dangerous. But if Kiren is
subtle storm that creeps in, Kaidon is like an overwhelming
tornado. Kaidon is strong, and I haven't met anyone who can beat
him in a normal fight without a lot of help." - Someone about
Kaidon.
Name: Kaidon "Wolfwing" Darkfire (Alternate Dimension Version)
Current Title: Wolfwing XIV
Age: Unknown
Species and Abilities:
- Primary Race: Werepyre (Trained in Werepyre abilities by
Wolfwing XIII/Erimus Shephard)
- Secondary Race: - Wolf Demon (From him fusing a Hell's Gate
piece to himself)
- Elite Level Werewolf Alchemist (Through his mother's werewolf
side)
- Darkfire Elemental Vampire (Through his father's vampire side)
- Ex-Avatar of the Bright/Parliament of Flames (From his
alchemist and Darkfire training) (was replaced as an avatar
after he started twisting the spirits of the Bright to his own
manipulation, but still has the powers.)
Gender: Male
Hunter Group/Team: None
Family:
- Father: Qrow Darkfire (Alternate Dimension Version) (Dead)
- Mother: Kina Darkwolf-Darkfire (Alternate Dimension Version)
(Dead)
- Twin Brother: Kiren "Phantom Beast" 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:
- Demon Darkfire Blade: This blade was Kaidon's original
Darkfire blade, but enhanced by demonic power after he had it
reforged with a piece of Hell's Gate. This empowered the weapon
immensely, with Kaidon being able to focus high level demonic
power into the Darkfire blade. This weapon not only can channel
dark flames, but enhance those dark flames with demon aura, a
much higher level demonic energy. This makes Kaidon's black
flames from his sword much stronger as a result, and enhances
his dark flames with demonic power that can counter higher level
demons and angels. Just like his normal dark flames, these
flames can be used to do things like shoot fireballs, fire
slashing waves at opponents, or use the dark flames to simply
enhance the weapon's cutting power. This weapon can use demonic
energy from it's hell's gate piece in order to use Kaidon's
demon abilities, which is a major plus in battle as well,
especially if Kaidon focuses his exorcism abilities through his
sword, which he can use incantations to infuse his dark flames
with certain exorcism and trap incantations to make them able to
fight angels or demons. Typically, this sword is designed to
focus his Darkfire and demonic abilities, so it doesn't use his
alchemy skills. Another aspect of this blade is its own will
that it's developed over time, which no one knows how this
happened or how this weapon became so obsessed with death.
Kaidon utilizes this will to his advantage, letting the blade's
lust for death fuel his demonic power, and allowing Kaidon and
the blade to become a deadly combination in battle. The demon
energy can also negate angelic power, as well as holy dragon
power and holy magic thanks to the Hell's Gate piece fused into
the blade. Those struck by the sword or it's demon energy cannot
use holy, magic, or angelic powers for 2 rounds, due to the
Hell's Gate piece that is the center of this sword.
- Shinso: This was a weapon Kaidon took for himself from a dead
supernatural hunter that tried to kill them after he and his
brother started murdering people. Kaidon took this weapon, and
used it for himself after the original wielder died, despite him
having trouble holding it. This weapon is a blessed holy weapon,
with it having two main abilities in battle. It's first ability
is its power to use holy lightning, which is generated by the
sword as one of it's main holy powers. It's other power is its
power to extend through it's command "Shoot to kill". This power
extends the blade like a spear, and extends it extremely far,
and extremely fast. Shinso's extension power is known for it
speed over it's power (though it's piercing power is still
impressive), as it is able to spear and retract in the blink of
an eye, due to it being designed to be used on faster
supernaturals. This weapon is very dangerous to Kaidon though,
as simply holding it requires special gloves so he doesn't burn
his hands with holy energy as the weapon often tries to fight
back when he wields it, due to Kaidon being a creature of
darkness, and the sword being a holy sword. Because of this,
this is a weapon Kaidon only uses when he's up against another
demonic entity, or someone who his Darkfire abilities and
demonic abilities can't hurt. This weapon is as dangerous to
Kaidon as his opponent, so if an opponent got a hold of it and
made it theirs, they could technically kill him with this sword
if they could break Kaidon's connection to it. This weapon can
actually resist being connected to Kaidon, so if an opponent got
a hold of it, the weapon might be able to resist Kaidon calling
it back if the opponent was someone the weapon would trust to be
wielded by, if Shinso believed the person could kill Kaidon and
his brother. Shinso has it's own will, and while it can't talk,
it does try to act according to its own will, which often means
it resists Kaidon as much as it can in protest to being used by
him.
- The Peacemaker (Modified Desert Eagle 50): This gun is a
modified Desert Eagle that was made for Kaidon when he was in
Hellsing. Those that know the Desert Eagle know just how
powerful this gun is, with it using .50 caliber rounds. This the
largest center-fire cartridge of any magazine-fed, self-loading
pistol. In Kaidon's case, his bullets are not only powerful
shots that can pierce through most bulletproof body armors (and
can blast holes through most creatures), but Kaidon's bullets
are usually made of special bullets he's made. Putting runes on
the pistol, Kaidon has made this gun so that it can negate
regeneration due to the runes put into the barrel of the gun.
Those that are shot by this will be unable to regenerate the
damage until the bullet is either removed from them or the
effect wears off as the runes lose power over the course of an
hour. The bullets are also enhanced, in which Kaidon has made
special bullets he uses. In the tips, he has certain bullets
from his time at Hellsing that have mercury filled silver tips,
designed to kill supernaturals. However, his main use is how he
utilizes special essence formulas that he's made, where he has
learned to create essence formulas from both Hell's Gate pieces
and Heaven's Gate pieces by combining it with a mana formula to
use the mana to draw energy from the pieces. Once put into the
tips of the bullets, Kaidon usually has access to both types of
bullets, where he can use both types of bullets. While he cannot
combine them without explosive results, he can use either type
depending on what he wants to do. When hit, opponents will find
the bullets act like Heaven's Gate or Hell's Gate pieces.
Heaven's gate pieces can negate any demonic, most dragons
(except holy dragons), and some unholy creatures, while Hell's
Gate pieces negate angelic power, holy power, and magic not
demonic or dark in nature. This gun is not Kaidon's first choice
of weapon, but it is one he will use to take out opponents, or
shoot limbs in order to disable people. Kaidon is even skilled
enough to ricochet his shots off surfaces for special
trick-shots since he is an expert marksmen.
Enslaved Spirit Companions:
- Fire Spirit Salamander: Voxl: This is Kaidon's first enslaved
spirit that he keeps connected to him and under his control,
named Voxl. This spirit is a lava spirit, which has been
empowered by Kaidon's spirit purification. This spirit takes the
form of a salamander, the supernatural creature that once
existed alongside dragons. However, instead of appearing as a
giant monster, the creature is roughly the size of a lion. This
salamander specializes in heating up the earth to the point
where it is able to manipulate it and turn it into magma with
it's heat it generates from its spirit power. Voxl is
intelligent enough to understand people, but cannot speak, so it
only communicates non-verbally, or through its connection to
Kaidon. This spirit is mostly a battle spirit, in which the
spirit gains power from Kaidon's magic and elemental power. Voxl
also has spiritual regeneration, in which Voxl can regenerate
from spirit destruction (as long as Voxl isn't completely
destroyed with spirit destruction) after regaining its energy by
using salamander regeneration. In addition to its abilities,
Voxl can also do things like breathe fire, use its fire scales
as defense against ice attacks, and can even do things like
cling to walls and surfaces to crawl. Voxl also has claws that
can be used to attack enemies, in which Voxl can slash enemies
with its claws. The claws are much stronger than most would
think, with the claws being strong enough to compete with most
other supernaturals. Voxl has strong defense, due to the
salamander spirit scales that form its body when its in
manifested form. When not manifested, Voxl is usually hiding
away in Kaidon's mind, and can manifest as long as it has energy
to do so. Of course, Voxl has the same limits and general
abilities as most spirits, such as manifesting themselves with
spirit energy, and being able to use spirit based power. This
also means that Voxl has the same weaknesses, as Voxl can be
hurt more easily by other spiritual energies, and can be
destroyed if he's hit with enough spirit destruction power to
destroy him completely. Voxl doesn't have spirit purification,
but can be empowered by it.
(
https://images.squarespace-cdn.com/content/v1/529e6f58e4b0f61963b40f53/15169661…
/>)
- Fire Spirit: Dribbles: Dribbles is another fire type spirit,
but unlike Voxl who is a magma spirit, Dribbles is a blaze
spirit, born from the magma of the earth. Dribbles is not known
for his overwhelming power, but more for his purification
abilities and his power to bypass flame immunity. Dribbles is a
type of spirit that absorbs flame and magma, and converts it
into a gentle warm heat that is becomes life energy. This makes
Dribbles a spirit of life as much as a spirit of fire or magma.
Normally, blaze spirits reside in areas with strong geothermal
activity and convert the heat into life energy which is used by
the fire moglins. Dribbles is not only able to generate life
energy based flames, but his flames are also able to bypass fire
immunity, making him a very useful fire user to use against
other fire users. Dribbles can also gain power from Kaidon's
spirit purification, as well as Kaidon's elemental power (Such
as Kaidon can use his black flames or his demonic flames to
empower Dribble's fire abilities). Dribbles is very useful in
certain situations, and most don't realize just how powerful he
can be against the right opponents. Like Voxl, Dribbles usually
stays in Kaidon's mind when not being summoned, though due to
Dribble's unique nature, Kaidon usually keeps Dribbles in
reserve and doesn't summon him to fight first. Usually, Kaidon
will summon Dribbles against opponents who would be unlikely to
attack something small and cute, since many good-hearted people
wouldn't openly attack something small and cute. Dribbles is
also good at reading the Bright and tuning to the life force of
the world, in which he is able to read an area by using the
Bright and using the life force connection of the world, making
him good for scouting out an area as well. Like Voxl, Dribbles
has the same basic abilities as any spirit, in which Dribbles
can manifest himself using spirit energy and can use his spirit
based powers in battle. However, he also has the same weaknesses
as normal spirits, in which Dribbles takes more damage from
spiritual attacks and can be destroyed with spirit destruction.
Dribbles, as a spirit of life, can also be more easily damaged
by death or darkness powers (though Dribbles has some resistance
to darkness due to Kaidon's connection to him that grants him
some darkness power).
(
https://cdn.dribbble.com/users/4576896/screenshots/14704579/fire_spirit_dribble…
/>)
- Lightning Spirit Lion: Darkfang: This spirit is one of
Kaidon's most powerful spirits, which is a powerful lion spirit.
While this spirit looks like a dark spirit at first glance, this
lion spirit is actually a powerful normal spirit. This spirit
possesses the power of lightning, which the spirit can use in
battle. This spirit isn't just a spirit that uses lightning
however, but instead, this spirit is actually a powerful nature
spirit. Darkfang is a great spirit of the animals of the world,
and has a commanding authority among many animal types. Darkfang
has a powerful command of animals, able to do things like
calling animals to his aid, or even take control of animals. Due
to how strong Darkfang's influence is, even some supernatural
creatures of nature like werecreatures also fall influence to
Darkfang's command of nature. In addition, Darkfang also has the
ability to absorb nature energy by using its connection to the
world itself to harness it's life force. Originally, Darkfang
was a spirit that would maintain nature and regulate the life
force of the world, but was forced to use his skills to absorb
energy rather than regulate it since it is enslaved by Kaidon.
Darkfang even got its lightning abilities when Kaidon forced his
plasma connection to the Bright on Darkfang, mutating him into a
psuedo-lightning spirit as well as a nature spirit. Darkfang's
nature energy has a few purposes, which includes being able to
use nature energy to store for Kaidon to use, as well as being
able to use nature energy to boost Kaidon's alchemic abilities.
With Darkfang's forced connection to the bright, Darkfang can
also be used to utilize the bright (though Darkfang usually only
utilizes lightning, and can't seem to utilize all the aspects
Kaidon uses. As one might expect, Darkfang is a nature spirit,
which is empowered when Kaidon uses his alchemic spirit
purification on Darkfang. However, Darkfang is a spirit, and can
still be fought as such, with things like spirit power doing
more damage, or spirit destruction being able to destroy
Darkfang. As for his nature power, Darkfang's nature and
lightning powers can be countered by anything that counters
those abilities (like one can kill animals just like normal if
they are controlled by Darkfang, or countering his lightning
works just like countering normal lightning abilities).
Darkfang, however, usually relies more on his large size and
lion abilities to take down opponents, since Darkfang takes the
form of a lion.
(
https://diamondpaintingkits.com/wp-content/uploads/2018/04/Full-Diamonds-5D-DIY…
/>)
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 vacuum 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 potential 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 sets of knowledge 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.
Kaidon's elements are dark flames and holy lightning.
- 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. Kaidon doesn't have any ability
to use this power, since he doesn't have any unique combined
elements.
- Darkfire Unique Variations and Abilities (usually most
prevalent in hybrids): Depending on the Darkfire, some Darkfires
have unique spirit power that can be used. Depending on the
Darkfire, the Darkfire can learn to add certain affects from
their spirit to their elementals. For example, angelic or
demonic Darkfires might have special spirit effects, depending
on their natures. Angelic Darkfires might have pure holy
positive spirit that will grant a light based spirit power-up,
or a demonic Darkfire might gain a demonic stronger spirit
power-up due to demons having much more potent spirit energy.
This depends on the spirit that the Darkfire possesses, and a
Darkfire may have some unique powers or none depending on what
other abilities they possess. This is most present in hybrids in
the Darkfire clan, usually Darkfires that are born of
supernaturals (such as a chi user Darkfire who used chi
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). Kaidon's elementals combine his dark flames with
demonic power to become dark demonic flames, though his holy
lightning stays as a normal Darkfire elemental.
- 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). Kaidon is able to
use this to do things like create dark lava by absorbing earth
into his black flames, or he can use his lightning to conduct
his lightning through positive energies.
- Advanced Darkfire Training: Elemental Condensing: When using
elemental power, sometimes normal elementals just don't pack
enough of a punch. For this problem, the Darkfires learned an
art of condensing matter into smaller space by smashing the
molecules together to condense energy into a smaller form. This
technique is a battle technique that the Darkfires utilize in
their attack and defense, where they utilize this to create more
condensed elementals. Typically, this requires not only a
mastery of elemental power, but also requires a mastery of
changing the form of energy as well as changing the form of
matter. However, when used properly, this can create much
stronger elemental abilities, where the Darkfires can condense
their elementals to strengthen their attacks. In addition to the
elementals themselves being stronger, the effects of the
elementals also become much stronger, as the condensing of the
elemental also has effects on what the elementals can do. For
example, a condensed explosive dark flame attack will explode
with far more force than normal, due to the explosion being
concentrated by the condensing of the dark flames. Any elemental
can be used, and the effects depend on the elemental used.
Darkfires can even control how much the elemental is condensed,
allowing more or less condensing to control how much power is
put into their attacks. This is an advanced art, and Darkfires
do have to be skilled with more than just elemental energy to
use this effectively. It is also worth noting that the Darkfires
who use this also have to expend more energy and concentration
in order to use this, as using this will often require
concentration to utilize this effectively. The more energy they
condense, the stronger the attack they create at the cost of
more condensing also costing more elemental power in order to
use. And if a Darkfire doesn't do this correctly, their
elemental condensing could literally explode in their face, as
not doing this correctly could cause an explosive reaction. As
one might imagine, dodging these elements are still the same,
but blocking is more or less what is different, as this is
designed to be used against stronger opponents. One can still
block this if they are strong enough, but with the condensed
energy and amplified effects, the attacks are much harder to
block.
Darkfire Abilities:
- Darkfire Elemental Training: Dark Demonic Flames: This is
Kaidon's first Darkfire elemental that Kaidon can use. This uses
fire manipulation, fused with Kaidon's negative dark demonic
spirit to create black darkness flames. These flames are the
standard version of the dark flames that most Darkfires use, and
is the same power. This is one of the main elements used in
Kaidon's Darkfire training, in which one of his two main
elementals is this flame. Thanks to this, Kaidon is able to
generate and manipulate these flames using his Darkfire power.
However, Kaidon can also manipulate the fire without his
Darkfire power, such as using his flames to do things like
create fireballs, create explosive attacks, or melt objects with
the flames. These flames burn much hotter than normal flames,
and are able to consume any flame that is a lower temperature
(most normal flame types other than ones that use hotter
temperatures like other Darkfire dark flames, and Hellfire).
These dark flames also have some demonic energy because of
Kaidon's demonic empowerment, and do demonic damage to enemies.
These flames are able to burn away most holy presences, and can
counter certain holy energy abilities when used. When consuming
other flames, the flames are absorbed and converted to dark
flames, so Kaidon doesn't actually control other forms of flames
his flames consume until they are converted into dark flames. Of
course, even as dark flames, flames are still countered best by
ice or strong enough water manipulation, or using any other
counters to fire. It is also possible to more easily block this
with holy abilities as well, given the flame's dark and demonic
nature.
- Darkfire Elemental Training: Holy Lightning: This is Kaidon's
second elemental ability using his Darkfire training. Kaidon's
elemental ability of lightning uses a combination of lightning
and positive spirit energy to create a holy lightning
combination. Unlike his dark flames, this lightning is positive
natured, being the only positive nature ability that Kaidon is
able to use. This lightning is his other main elemental, and is
used just like normal lightning abilities. Using his lightning,
Kaidon is able to do things like generate lightning blasts,
electrocute people with streams of electricity, and create
magnetic based attacks. Using this lightning, Kaidon can also
use other positive energy as a conductor, and this can do
positive energy damage to unholy natures or entities when using
it on others. This means Kaidon has ways of utilizing this
against both holy users and unholy users, with both being
different ways of using his holy power in his lightning. And
just like one might expect from a Darkfire, Kaidon can also use
his lightning to absorb other lightning and convert it to holy
lightning as well, using it to absorb the lightning or using it
so he doesn't have to use up his own power. Kaidon has powerful
techniques with his lightning, including using it to destroy
cells in the body through electrolysis to tear cells apart.
Because of this, his lightning has become a lot more dangerous
than many other lightning users due to Kaidon's abilities to be
able to destroy people's bodies with electricity. As one might
expect though, this does still have the same weaknesses as
normal lightning, with things like water being able to short out
Kaidon's lightning temporarily, and certain insulators not
conducting electricity very well. Certain demonic and unholy
powers can counter this as well, though it is not recommended to
use holy energy to block this lightning, due to it's ability to
use holy energy as a conductor.
- Second Release Dark Flames: "Dakunaga" the Dark Flame Naga:
Kaidon, similar to those like Kindron Blackfire, created a
second release elemental, which was a technique he developed
himself to allow a more powerful darkness flame. By using the
concepts of the Darkfire release forms on his dark flames,
Kaidon creates this power to release his flames as a much more
powerful dark flame. When used, the flames gain their own will,
and take the form of a dark flame naga spirit, which creates a
large manifestation that Kaidon can use to battle opponents.
This is a highly advanced variation of the Darkfire elemental
familiar, and is more like a spirit familiar in many aspects.
When in battle, the dark flame naga is able to not only attack
opponents, but has a powerful constriction ability to wrap
around opponents and crush them to death while burning them with
dark flames, or the dark flame naga can also bite opponents and
inject dark flames into the body as a poison, burning the body
as the dark flames move through the body. This power is a fairly
basic ability, and needs only to have Kaidon use an incantation
to release his dark flames. For Kaidon, his dark flame naga is
released with the command: Render them to ash, Dakunaga. When
used, this second release is extremely powerful, and stronger
than his normal dark flames. When used, this dark flame naga is
able to devour even hellfire and other darkness flames and
convert them into dark flames. This dark flame naga is best
countered with powerful ice abilities, or using certain holy
powers resistant to flames.
- Darkfire Elemental 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).
- 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 Dark Flame 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 Flame 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.
- Darkfire Dark Flame 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. Darkfires can use this to go anywhere they
want, granted they know where they're going, 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. And once chosen,
Darkfires cannot change what elemental power they use for their
teleportation without special training.
- 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 Elemental Vampire Semblance: Nightmare Trail:
Kaidon's unique semblance for his Darkfire powers is a power
called Nightmare Trail. When used, Kaidon is able to increase
his speed and strength to incredible levels for short bursts.
Combined with his Darkfire, werewolf alchemist and Shingetsu
style training, Kaidon becomes a very dangerous opponent when
using this, as his celerity and fortitude training, combined
with his Shingetsu martial arts becomes perhaps one of the
toughest powers Kaidon has. When used, Kaidon disappears in a
burst of black flames, leaving a trail of black flames from his
movement. Not only can the black flames burn opponents who try
to follow his trail, but the flames explode before they
disappear, making Kaidon able to use this to attack as well as
defend himself. This attack lets him move fast enough that he
appears invisible to most opponents, even outclassing some of
the fastest and strongest supernaturals when combining this with
his other training. Usually, Kaidon will use this in a fight to
move at high speeds, but will also use this as an evasion tactic
to try and move to the side so the enemy's attack goes into his
flames. This ability is quite dangerous, and allows Kaidon to
essentially amplify himself even further. However, this is only
usable in short bursts, for two main reasons. The first is that
moving at the speed he moves makes it hard for him to breathe,
as moving at high speeds makes it harder to take in air which
means that Kaidon has to stop every now and then to take a
breath or he could pass out from lack of oxygen (He doesn't have
air or wind manipulation so he cannot recycle his air like wind
users can in his lungs). The other reason is that this burns
through his elemental energy, and he has to be careful about how
he uses it because using it for too long exponentially increases
the amount of energy he uses when using this skill. Of course,
due to the speed of this, usually only those with their own
speed skills can even hope to keep up with this skill due to
it's intense speed.
- 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: The Black Wolf: This is Kaidon's unique
elemental form he is able to take thanks to his Darkfire
training. This is a dark flame wolf that is powered by Kaidon's
dark flames. Kaidon uses this form since it's main advantage is
that his normal body isn't manifested and isn't affected by
anything he does in this form. Usually, he uses this form in
battle as a battle form to attack opponents as an essence of
dark flames. In this form, he is made up of dark flames, which
can attack as a solid or flame-like form. Usually, Kaidon can
manipulate this form so it only burns people when he wants to,
depending on what he wants to. In this form, he gains highly
enhanced wolf senses, where his most enhanced senses are his
hearing, sight and smell. He has the sense of smell of a wolf,
being able to tell what anything is around him by smell alone.
This form can not only release Kaidon's dark flames, but he can
also use his lightning while in this form. Normally he can
reform this form as many times as needed as long as he has the
magic to do so, and this form is not able to be destroyed unless
Kaidon is forced out of it, or he's attacked with a counter
element (which does damage to him). The best way to force Kaidon
out of this form is with a counter element, or making him use up
enough energy that he decides he shouldn't waste more on keeping
the form. The best counter element is water or ice, though
certain other counter elements can also do damage to him
directly. And sometimes, Kaidon's wolf-like instincts take over,
such as being territorial or protective of those close to him.
He usually keeps these in check, but sometimes has to
concentrate to suppress certain instincts.
- 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 absorbing mana from the air to replenish
their magic power (if they are magic based), 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. For
Kaidon, he just eats food that he can burn up and use to fuel
his form. Kaidon can eat almost anything, and once it reaches
his stomach, the food eaten is burned up as fuel for his dark
flame form. He can also replenish his power for this form by
staying near flames and drawing off the power of the flames.
- 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 rebond 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 rebond 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 Demon/Holy Armor Familiars:
- 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
de-summoned 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 de-summon). 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 spell circle,
destroying the spell circle before the familiar is summoned
could also interrupt the summon. Of course, all familiars still
have their weaknesses, and even if summoned, opponents can still
overcome familiars if they know what the familiar can do and can
avoid the familiars attacks. Darkfires can summon multiple
copies of one 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. Kaidon just has basic
Pursuers and Paladins as his familiars, since he never felt the
need to absorb souls or convert them into familiars.
- 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.
- Unique Holy Armor Familiar: Integra the Bold: This familiar
came when the Integra in Kaidon's universe was killed. Being one
of his few friends he truly cared about, Kaidon took Integra's
soul and bonded it to an armor familiar to create a familiar out
of her soul because he didn't want one of his few true friends
to leave him. No one in Hellsing ever found out about Kaidon
creating a familiar out of Integra, but this familiar was used
in other universes. This familiar contains the mana user skills
that Integra possessed, and the supernatural hunter skills she
also possessed. This includes her supernatural hunter mana,
which allowed her to tune her mana to different races. This is
especially true in her holy armor sword, Velda, which focuses
mana that can tune itself to other enemies (which is a sort of
holy armor version of her original sword). When used, this
familiar has the power of mana, but also has the power of spirit
energy (with the soul being able to call on its human spirit
energy) as Kaidon's universe Integra was also a spirit user
after training with a human spirit user in another supernatural
hunter family. This means that Integra can also attack with
spirit user abilities, and can also counter spiritual opponents.
This version of Integra's sword may not seem powerful, but this
sword is strong enough that it was able to cut through Leviathan
in one universe when Kaidon fought a pirate version of
Leviathan. This familiar can also draw sigils and other
supernatural hunter traps, even creating them using mana or
spirit energy, making this a hard familiar to predict. This
familiar does act according to Kaidon's will, and can be used to
fight depending on how Kaidon wants the familiar to fight. For
the most part, Integra's abilities as a mana and spirit user are
very useful, where Kaidon has had this familiar defeat some
higher level opponents. This familiar is one of the only unique
familiars using demon or holy armors that Kaidon has created,
and this was the only one that he actually cares about. Of
course, this armor is a holy armor, so using demonic power or
other unholy power does counter this more easily.
Demonic Abilities:
- Human-Turned Demon Power (Human souls turned demon only): When
a human soul is tortured enough in hell, partially due to the
corruption of the soul by the demonic environment, the soul will
eventually lose it's humanity and be turned into a demon. When
this happens, a new demon is born, one that has the memories of
their human life and is reborn as a demon. The person often
becomes a twisted version of who they used to be, and usually
are loyal to hell by the point they are turned into demons. This
became a great way for hell to increase their demon count, since
they have plenty of tortured souls. A human turned demon has
much more ability to learn certain supernatural abilities than
humans, and some supernaturals can even be turned demon for a
more powerful demon. Human turned demons are usually just as
strong as normal demons and usually have the whole power-set of
demons. Another advantage is that any unique abilities the human
had while human also usually convert over to demonic power once
they become a demon, allowing humans with special abilities to
be turned into more powerful demons. What kind of demon they
turn into might vary though depending on their affinities and
person, as some might turn into different demons, which might
depend on who they are, or sometimes what circle of hell they
are tortured in. For example, a demon frozen in the 9th circle
could end up becoming an ice demon, or a soul burned alive could
be turned into a fire demon, but there are rare cases where
someone skilled in ice power could turn into an ice demon as
well. This depends on the situation, and some might even just
turn into basic demons. There's so many different kinds of
demons that this is hard to classify each and every demon, just
as there are many different kinds of humans. Of course, the few
similarities they usually share is that they are all loyal to
hell, and have pure unholy power compared to things like angels
with certain exceptions. It is very rare for a demon to have
holy power, or any kind of angel power, and even rarer for a
human turned demon to develop any kind of angel or holy power.
Most human form demons often take the form of soldiers of hell,
fighting for hell in whatever the rulers of hell order them to
do, though some do end up in positions of power as demon
generals or rulers, such as the human-turned demon Crowley who
rose to the King of the Crossroads. Kaidon isn't aligned with
any version of hell, but used a Hell's Gate piece to empower
himself with demonic power and gain demonic abilities.
- Power of the Wolf Demon: After gaining demonic power from his
Hell's Gate that was fused into his soul, Kaidon gained the
powers of a demon once he learned to utilize the demonic power
of the Hell's Gate piece. Upon developing his demonic power,
Kaidon gained the powers of a wolf demon, which granted him
enhanced wolf-like abilities. This granted Kaidon enhanced
werewolf power thanks to this wolf demon power, and allows
Kaidon to use this wolf demon power to enhance his werewolf side
abilities. This gives him special demonically enhanced claws,
enhance biting ability, enhanced wolf agility and speed, and
gave him the powers of a demon. When used, Kaidon is able to
transform himself, using the abilities of a wolf demon, often
becoming more wolf-like in appearance (like his teeth growing
into fangs and his claws becoming sharper and
demonically-charged with energy). Kaidon gains other demonic
abilities as well, such as hellfire, demonic regeneration,
unholy darkness and even some extra abilities that Kaidon gained
from other universe demon princes by utilizing their blood to
empower himself. This wolf demon power makes his werewolf side
much more dangerous, but also is used to enhance his werepyre
skills since his werepyre skills can also become demonically
charged with power when using his cursed darkness. Combined with
his other abilities, this grants Kaidon far more power, and
works very well with his werepyre abilities without unbalancing
them since his vampire side's dark nature is also empowered by
his unholy darkness nature. By gaining this, Kaidon has gained
the powers of a demon, making him much harder to kill than a
normal werepyre, and enhanced his combat abilities immensely.
However, this does come with new weaknesses, as demonic traps,
holy powers and demonic weaknesses all now can be used against
Kaidon (though Kaidon knows how to break a lot of demon traps
and holy traps using his alchemy). Overall, the best weapon that
can kill Kaidon is an angel blade, which can kill him if it
strikes his heart (he is not a strong enough demon to resist
angel blades like demon princes, as he is still technically more
werepyre than demon).
- Hell's Gate Demonic Spirit: After fusing a hell's gate piece
to Kaidon's soul, this gave him enhanced demonic abilities and
converted his nature to a purely demonic nature. Being the
opposite of holy conversion, like holy vampires, Kaidon gained a
purely dark and demonic spiritual nature, where he no longer has
any holy or positive power in his soul. The only thing close to
holy power is the godly lightning that Kaidon gained from an
alternate Mammon that is a demonic power and spirit purification
that Kaidon gained from his alchemy training. This corrupted
Kaidon's spirit to make him a pure demonic spirit, and amplifies
his abilities as they all converted to demonic abilities. This
was specifically done by Kaidon to gain more power, as the
demonic power he gained was designed to amplify his werepyre
abilities. This affects all of Kaidon's abilities, and all of
his magic that isn't neutral like his alchemy magic is converted
to demonic power as a result. While his alchemy magic is still
neutral in nature, the demonic power of his soul now amplifies
any ability that uses darkness or negative power, including his
cursed darkness werepyre power, and his Darkfire abilities that
utilize his dark nature. Another major change is that Kaidon now
has a spirit not quite like that of his normal werepyre self,
but has a new nature that is more demonic in nature (even more
so when he gained his demonic power). While he has a werepyre's
cursed darkness, his demonic spirit using hell's gate energy has
become far more potent, like that of a demonic spirit, but also
making his spirit energy demonic cursed darkness (combining his
natures all together in a mix of power). The only downside to
this power is that Kaidon now reacts dangerously to heaven's
Gate pieces, which can literally cause explosions of energy if
Kaidon comes into contact with one, and now Kaidon cannot wield
holy items or weapons due to his conversion of his nature
(including his sword Shinso which was not his originally but he
stole), so now he has had to make sure to avoid holy items, as
he can take purification damage if he tries to wield holy power
items. Because of Kaidon's enhanced demonic power, and his
hell's gate ability to weaken holy power and angelic power,
usually neutral power is the best way to combat him. However,
other demons can also be amplified by this nature, since
Kaidon's hell's gate spirit amplifies the demonic so demonic
enemies can also more easily fight him.
- Hell's Gate Demonic Amplification: When using his demonic
power, Kaidon is able to amplify others using his hell's gate
spirit. By using his spirit power, Kaidon is able to amplify
anyone with demonic or dragon (except holy dragon types)
abilities, and can boost the use of certain abilities when
others are in the presence of his power. Usually, Kaidon does
this through his wolf demon power, where his demonic spirit
power is infused into his demon power. Typically, demonic power,
dragon (again, except holy dragons)power, and dark magic are the
main things that can Kaidon can amplify just by being in the
presence of people with those abilities, and can even amplify
demonic spirits that are in or out of Kaidon's body. However,
Kaidon's best use of this comes from using spirit energy on
others, where he is able to give them a full temporary hell's
gate amplification, which strengthens all demonic or unholy
abilities, but mostly amplifies demonic power and dragon power
most. Thanks to this, Kaidon is able to boost his allies, though
usually it's him and his brother (who has voodoo demon power)
that are usually the ones that gain the biggest boosts to their
power since they designed their amplification to play off their
strengths. Neutral powered allies can also be empowered by this,
but they don't receive as much of a boost without demonic or
dragon power to amplify. However, this only works on certain
types of natures, and doesn't work on angelic or holy allies due
to the next effect of Kaidon's hell's gate piece's spirit energy
he uses. This can be a hindrance as well though, as demonic or
dragon enemies would also be amplified in Kaidon's presence,
even if Kaidon doesn't want them to be, so demonic, dragon or
dark magic opponents may be able to take advantage of this
amplification.
- Hell's Gate Holy Weakening: This is the other effect of
Kaidon's hell's gate piece. This effect weakens angelic power,
holy dragon, holy magic and holy power users to a degree, and by
using his spirit power, Kaidon can use this to more easily
defeat holy or angelic opponents. Hell's gate pieces are
designed to negate the power of angels and holy magic users, who
are the main enemies that are never supposed to be allowed to
pass through a hell's gate. Kaidon is able to weaken angels and
holy opponents who are vulnerable to hell's gate pieces (though
this doesn't work great on anyone that can overpower hell's gate
pieces like some archangels), and works on not just angels, but
holy dragons and holy magic. When used as an energy, this energy
can negate the power of holy magic and angelic power
specifically when used on them for a short time, in which the
angel or holy power affected won't be able to use any of it's
special abilities that are holy or angelic in nature for a short
time after they are affected. This also destroys any holy spirit
or angelic presence trying to possess Kaidon, in which Kaidon
tried to make sure the wrong presences didn't try to get into
his mind or spirit to try and purify his demonic power. This
makes it so Kaidon cannot be possessed, or the holy spirit or
angelic presence will destroy itself trying as they are
corrupted with demonic energy. This negation only lasts for a
short time (up to 2 combat rounds), and once the effect
dissipates, the holy power/magic user, holy dragon, or angelic
power user will be able to use their power again. This power can
affect angels, holy power/magic users and holy dragons as long
as the power hits them, and the weakening effect can be used as
long as they are in Kaidon's presence. However, just like the
amplification, Kaidon has no control over this, and weakens any
holy presence even if they were by chance an ally. And as one
might guess, avoiding the negation of the energy used is as
simple as just not letting the energy hit them or touch them. It
is possible to overpower this negation by strong enough will,
but one usually has to be near archangel level to do so, as this
is much more potent than normal energy due to the demonic nature
of this power (since demonic spirit is much more potent than
normal spirit energy).
- Demonic Power Conversion: Because of the hell's gate piece in
Kaidon's soul, Kaidon cannot ever gain any kind of holy power.
Because of this, any powers that Kaidon gains will automatically
be converted into demonic power. This specifically applies to
any holy magic or angelic power Kaidon might gain from blood, as
Kaidon can still drink the blood of holy power users and angels
if he truly wants to, and utilize his power gain. However, any
powers that he does gain from holy power users or angels are
automatically converted into demonic power rather than granting
him holy power, because Kaidon has no positive power in his
spirit. For example, a holy light power would likely become
unholy darkness, or the closest thing Kaidon could gain would be
demonic light (which he does have, but not through holy light
conversion). This power changes any holy or angelic ability
automatically, and Kaidon himself has no control over this.
However, while this does grant Kaidon more demonic power to
utilize to amplify his demonic power, he can only utilize
demonic abilities, and if he gains a power that only utilizes
holy or angelic power and cannot be converted, then the power
cannot be used by Kaidon since he has no holy spirit power and
has pure demonic spirit. The powers gained also gain the
weaknesses equivalent of the original power, even if the power
converts. For example, holy light converting to unholy darkness
would still be vulnerable to holy power or light power, as well
as anything that counters unholy darkness as part of it's normal
weaknesses. For the most part, most abilities that would be
gained by this power conversion would probably still be able to
be countered by their holy counterparts (Like trying to gain
holy light would gain unholy darkness, but would still have a
weakness to holy light). This power is not under Kaidon's
control, and he cannot change how this power works under any
circumstance.
- Demonic/Demon Aura Manipulation: Most demons are familiar with
demonic energy, with demonic energy being the basic unholy
energy that fuels almost every kind of demonic power generated
by demonic entities. Demonic energy is fairly basic for most
demons, being an unholy energy that can be used to attack
opponents or be used with certain powers in order to create new
variations of abilities. This energy is pretty basic, and the
opposite of normal angelic/holy energy. Unlike angelic holy
energy though, typically demonic energy is more about power than
anything, whereas angelic power is about purification. While the
two still counter each other just the same, most know how
demonic energies are all about raw power. And at the top of the
more powerful energies demons can wield, higher level demons can
use demon aura, a higher level demon power where demons fuse
demonic energy with their unholy aura to create a powerful
demonic energy, originally designed to counter archangels and
the angels that use celestial force to fight higher end demons.
Both energies are unholy and demonic in nature, being able to be
used similarly to attack opponents or combine with other
techniques. There is also an amplification effect demonic energy
can be used to amp those of unholy nature, which is easier to
use when using demonic aura, as it is a more natural amplifier
to demons than normal demon energy. As many know, normal demonic
energy doesn't do as much damage as demon aura, but costs less
power to use while demon aura does more damage but costs more
power. And these energies can of course be countered by their
holy counterparts. This also doesn't cover things like demonic
spirit energy which is more powerful than most other types of
spirit energy, or many other demonic powers and energies that
exist among more unique kinds of demons. Just like there being
many kinds of holy energy, there are many kinds of unholy energy
as well. Of course, just the same, demonic energies are
countered by their holy energy counterparts, with there being a
holy counterpart for almost any kind of demonic energy/power.
- Darkness/Unholy Darkness Manipulation: Just as angels
typically use light and fallen angels use corrupted
light/darkness, demons use darkness to fight, being unholy
creatures that can fight using darkness. Thanks to this, many
demons are able to manipulate darkness to attack opponents, and
can even fuse normal demonic energy to their darkness to create
an unholy darkness depending on the demon's abilities. Most
demons can not use demonic darkness, which fuses demon aura with
darkness energy, because the two energies are hard to fuse
together without exploding in one's face. However, those who are
trained and experienced enough, or train with those like
Belphegor who use demonic darkness may eventually learn to use
it with enough practice and training. Demons who use this are
able to use shadows to attack others, and use certain techniques
like shadow traveling if they become experienced enough in
learning how to manipulate darkness and how it connects to the
shadow realm but since demons have their own method of
teleportation, they typically don't need to use shadow travel.
Using shadows is actually a bit harder than one might think,
since shadows can be used in multiple ways. One could solidify
shadows to spear others, create a liquid-like shadow to drown
someone in shadows, or even create a shadow mist to darken an
area. There are many variations of darkness abilities, as shown
by fallen angels, and this might not just include normal
darkness, but there might be those who are able to power magic
on darkness (such as dark magic), and those that can power
special arts on darkness, like the dark arts. Unlike light with
is more glass-like nature, shadows are more of a liquid type
control unless solidified. These darkness manipulations of
course are countered by typical light abilities, and can be
countered like any other darkness manipulation. Unholy darkness
can also be countered by holy power. Just as there are multiple
types of light, there are also just as many types of darkness if
not more.
- Hellfire Manipulation: Most demons usually start out with at
least one demonically-infused element, with most demons starting
out with hellfire as their initial power. This mostly depends on
the type of demon, as some demons may start with some other
demonic element, but this is often the default elemental power
most demons start out with. Hellfire is generated in hell, but
is able to be created by demons who have this power, using
demonic energy to generate heat until they create fire from
their demonic power, generating a powerful crimson flame that
burns hotter than normal flames. Some can even summon hellfire
from hell itself, in which summoned hellfire can be used much
more easily since it doesn't have to be created. This is usable
just like normal flame manipulation, such as burning others,
creating fireball attacks, creating constructs of flames, or
even creating explosive attacks. This fire is an advanced fire
manipulation, and does a combination of fire and demonic energy
damage when used. More advanced users can use hellfire for
other, more advanced purposes, such as creating lava type
attacks or molten object attacks, but this not only requires
advanced control training, but also requires being able to
change the fire's form into more of a liquid type flame,
something only advanced fire manipulations can do. Typically,
most demons only start with this before awakening their own
unique demonic type powers, and some can even lose this if they
have certain abilities, such as the demon Leviathan who is a
water type demon and lost his ability to generate hellfire in
favor of generating demonic water manipulation. This is
countered just like normal flames, though one has to keep track
of the fact that the flames burn much hotter than normal flames,
so one needs higher level ice manipulation, or a powerful holy
energy manipulation that can counter the demonic element.
- Demonic Presence: Almost all demons have some sort of demonic
presence, which many have learned to weaponize. When a demon is
present, most have some way that it shows when they are around.
This is different depending on the demon and their abilities.
Those with stronger auras may have enhanced aura or some may
have more subtle presences. Usually, anytime a demon is present,
most will notice the smell of sulfur, or sulfur might be left
behind by demons, as a product of their power that comes from
hell and of their demonic energy. All demons have some sort of
presence that they give off and many generate this sulfur. This
is unique to most demons, though most usually either have a
strong unholy aura, or they have a strong presence that can be
felt. Most demons are able to suppress this presence so others
can't sense them usually, but the demons do still leave behind
sulfur, which is something that tends to happen passively. This
is mostly just an effect of a demon's presence in an area, an
effect that actually tends to make them easier to track.
However, there is an advantage to this, as some demons have
learned to weaponize this presence. Some use this in combination
with other demonic abilities, generating sulfur for their own
purposes, usually those with a more scientific understanding of
how sulfur interacts with other elements. This eventually became
a weapon that many normal demons without presence powers can
use, where they can do fight others using their presence's
sulfur, such as using molten sulfur as an explosive substance,
or a water demon using sulfur to create sulfuric acid
manipulation. Though some demons like Lucifer or Asmodeus may
light up an area with their presence, or some demons have unique
effects like areas growing strong with energy or storms
appearing overhead for more powerful demons with weather
manipulation abilities. However, even demons with unique
presences have learned to weaponize their presence somehow. This
usually just depends on the demon and their affinities, as well
as how their power interacts with their presence.
- Demon Telekinesis/Shockwaves: 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.
- Demon Possession: Just like angels and fallen angels, demons
have two main choices when possessing people. Their first option
is often the most used option available, in which they possess
others. Unlike angels who require permission from a host before
possessing them, demons simply possess their hosts forcefully,
usually overpowering their consciousness and suppressing the
host. This is beneficial for demons, and the longer they keep
someone under their control, the easier they learn to control
their host. While they can do voluntary possessions if a vessel
is willing, it is usually rare for someone to offer themselves
up to a demon, so it often becomes necessary to forcefully
possess someone. Unlike angels who require permission, this is
useful for demons because they will often try to find strong
hosts they can forcibly control and use their power to fight
their enemies. However, there are a few downsides to this
method, just as angelic possession has it's downsides. The first
is that stronger minds might be harder to suppress and control,
which can cause the demon 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 weaken the demon. The second is that supernatural
hunters tattoo a certain mark on them that acts like an
anti-possession ward, and anyone with this ward cannot be
possessed by a demon (even though they can be possessed by
angels since angel possession is voluntary). Because of this,
demonic possession has it's own downsides, but usually most
demons use normal humans or weaker supernaturals anyway, since
they don't want to possess people with minds strong enough to
fight their possession. This possession is more often used when
one wants to possess someone with unique abilities, ones that
the demon wants to use themselves.
- Demonic Shapeshift: Similar to angels who shapeshift, demons
are able to do this as well. Normally many demons take a
smoke-like form when in their normal state due to being
corrupted spiritual beings normally, but demons have learned how
to shapeshift their smoke and shapeshift into other beings.
Thanks to this, this provides them a way to manifest themselves
in the real world without needing a possession. This is usually
made even more effective by more unique demons who might use
this to grant themselves unique traits, such as a bird-type
demon manifesting bird wings to fly, or a wolf demon having
claws. This mostly depends on the demon, with some even
weaponizing their normal smoke-like form (if they have the form
to use), where they can change the smoke of their being that
makes up their body into weapons and battle with a type of
demonic smoke body manipulation not that different from the
Darkfire elemental form power. This depends entirely on the
demon and how creative they can get with this power, since it
just requires them knowing what form and presence they want to
take. However, just like angels, their mass stays the same no
matter what form they turn into, so turning into a larger form
won't make them a larger being, and turning into something like
a dragon might actually make them weaker because they'd be
easier to cut through thanks to having less mass. Usually, any
demon can still be hurt no matter what form they are in, and
weapons that can attack spirits (Such as soul reaper zanpakutos
and death wraith soul swords) can still hurt them even if they
are in their smoke-like form.
- 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.
- 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).
- Demonic Ally Amplification: Demons are able to amplify those
that ally with them, in which they are able to strengthen their
allies in other beings (typically empowering each other). The
most common use of this is when an demon empowers another demon,
and the demon becomes much harder to damage, and does more
damage to opponents. Some demons have been able to also grant
specific other defenses to others, such as some demons granting
defense against certain abilities, like using this power to help
protect them from flames or lightning powers to a degree. This
usually depends on the demon and their abilities, as every demon
typically has some unique way to amplify someone, whether it's
granting them temporary immunity to flames, granting them
regenerative abilities, or even some who can make someone's skin
hard enough to resist bullets. This amplification works on
demons as well as other supernaturals, and typically works best
when they are allied alongside others who are working with them
amping the demon as well. This was originally designed for
guardian angels who developed this power in order to help
protect the people they would guard from harm, but was adapted
by demons into a way for them to use this to empower their
allies. Demonic enhancement is far more powerful than angelic
enhancement, but over time, if overused, can damage a being due
to the immense spiritual power of demons. Because of this,
demons have to be careful, and only use this when absolutely
necessary. Unlike angels who use this on humans, demons mostly
use this on each other, though sometimes they have human
followers they might empower if they are working with followers.
- 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.
- 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.
- Demonic Mind Manipulation: Unlike angels who mostly just knock
someone unconscious, demons have the ability to manipulate minds
of people, usually planting suggestions or orders into their
minds. Similar to the sleeping touch power of angels, this is
done with demons through physical touch, in which the demon
touches the forehead and then implants any orders or
manipulation using this power. Unlike angels who typically do
this to avoid fighting, demons use this in order to manipulate
humans and other beings they want to use, with most of them
being able to use this on anyone who is able to be manipulated.
While this doesn't work well against those that can resist or
are immune to mind manipulation, this is often a good way for
demons to use people to get information, since they can plant
orders and manipulate them to do something for them so that they
don't have to do it themselves. They are also able to manipulate
memories, just like angels are able to with their sleeping
touch. This works much the same way, where demons simply have to
figure out what they want to remove or change. However, if a
demon tries to remove a memory, they have to be careful, because
if they don't replace the memory, then a blank spot will appear
in the victim's mind and could cause the victim's mind to fill
the blank spot with unconscious memories (sometimes of the demon
manipulating their mind). This power is only usable on normal
humans and weaker supernaturals, and is only really used for
demons who want to use people to get information, so they can
manipulate someone into getting them information from somewhere
they cannot go, such as a place that is warded against demons,
or a place they don't want to be tracked to. For the most part,
this is used different from an angel's sleeping touch, but has
the same weaknesses as their sleeping touch power.
- Demonic 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.
- Demonic 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 deceive 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.
- Destroy Heaven's/Hell's Gate Pieces/God Fragments (High Level
Demons Only): Very rarely, higher level demons or archangels at
around demon princes or archangel levels can destroy pieces of
heaven and hell gates which are not able to be destroyed by
normal demons and angels, which would normally be used to weaken
most angels or demons using opposing forces (IE using a Heaven's
gate piece to weaken a demon). While the demon/angel can still
gain enhancements from their force, such as demons getting amped
power form Hell's Gate pieces, or angels getting amped power
from Heaven's Gate pieces, demons and angels with this power can
choose to destroy the pieces instead if they pose a threat.
Another power that higher level angels and demons have is that
they can often destroy god fragments once their power grows high
enough by overcoming the fragment with their own power.
Destroying any of these doesn't kill those who have these pieces
or fragments fused to their souls, but instead just makes them
lose whatever benefit the fragment and pieces give them. This
technique requires immense power to use, and only the highest
level angels and demons can ever hope to be able to do this.
However, while being able to destroy a god fragment may sound
impressive, it's really not as impressive as it sounds since god
fragments are very small bits of God's power as it mostly just
means that one is around demon prince power.
Hell Summoning and Extra Demon Abilities (Through Demon Blood
Empowerment):
- 1st Circle Darkness of Despair: This summons the power of
darkness from the 1st circle of hell, where those who are
somewhat virtuous non-believers and pagan's go. The darkness
here is an unholy darkness, which dwells in a cave that souls
wander for eternity desperate to find God. This darkness is a
powerful dark energy mixed with unholy energy, and became the
basis for the unholy darkness power demons use, including being
the inspiration for Belphegor's demonic shadow technique. The
user can use this to create a mist to encase an area in
darkness, or use it to attack opponents. When those come into
contact with this darkness, it infects an opponent, and
increases their fear and despair emotions artificially in a
matter similar to a fear toxin, or it can be used to attack
people using darkness like other darkness techniques. However,
it does have to be done through infecting an opponent with this
attack, and can be purified with holy power. However, if they
are infected, then even the most advanced people with
disciplined mind or other mind resistant powers will have
trouble resisting this power as it is an infection and not a
mind alteration. Some strong willed opponents can still fight
this to a degree though. This darkness can still be countered
with light or holy energy, since it is still darkness.
- 6th Circle Hell's Pit Fire: This lets the user summon and use
powerful hellfire in a fight to battle opponents which comes
from where those who commit heresy are trapped in flaming pits
to burn for eternity. This hellfire burns much hotter than
normal flames, and works in a manner similar to typical
hellfire. This flame is much more powerful though, as it's
summoned directly from hell itself and generated by powerful
demonic energies. This does more demonic burning damage than
typical hellfire, with the demonic energy of hellfire being far
stronger than it normally would be. Of course, as one might
expect, users of this can still use it the same way as hellfire,
being able to do things like creating fireballs, using explosive
attack, and using the flames to melt objects. These flames are
used almost the exact same, except that the demonic energy also
burns people using demonic damage in addition to the flames.
This works great against holy fire, and can counter ice powers
pretty effectively. Of course, as one might expect, this is
countered by anything that counters fire, such as water/ice and
wind abilities.
- 7th Circle Boiling Blood: This lets the user summon unholy
blood from the lake of boiling blood in the 7th circle where
violent souls are sent. The user can manipulate the blood in a
manner similar to normal blood manipulators, letting them either
splash it on people or form shapes or objects out of it. This
power usually works best for those with blood manipulation or
blood devouring, in which they are able to use this to devour
blood or use this to use blood-based techniques using this
blood. When used, this blood is highly corrosive, thanks to the
blood boiling and the demonic energy infused into the blood. The
demonic energy also does damage, burning the skin alongside the
heat generated from the boiling blood. For the most part, most
people with special abilities using blood find this the most
useful, since they rarely have to use their own blood in fights.
Depending on the techniques, this can be a very deadly effect,
as is shown by certain blood manipulators who use some very
dangerous techniques that can be amped with this blood. Of
course, this blood is best countered with water or ice powers
best, or using earth powers to contain the blood where it can't
be used.
- Satan's Demonic Magic: Just as Sariel is known for creating
most forms of holy magic, Satan was responsible for creating
most forms of demonic magic. As such, Satan has levels of demon
magic that allows him to use many forms of demon magic, such as
demonic attack magic, demonic defense magic, and even demonic
elemental magic. Satan's main use of elemental magic is usually
hellfire and the ice of the 9th circle of hell where he was
imprisoned for a while after his fall, and is able to use
demonic fire and ice magic, which most people don't realize he
has ice magic. He doesn't use it often, but he does have ice
magic he can use even if he's not big on summoning ice directly
from hell. Satan's attack magic is mostly as it sounds, which
uses demonic energy to form different magic attacks. Most
demonic attack magic uses demon energy infused mana, with some
of Satan's more advanced magic running on demon aura and being
more powerful. This also applies with his defensive magic, which
the simple spells mostly run on demon energy infused mana, while
more advanced defensive spells use demon aura infused mana.
These magics usually follow the rule that more high level magics
are stronger, but require more power to use, but lower level
demonic magic uses less power, but costs less power to use as a
whole. This magic is Satan's specialty, and he has an
understanding of it more than any other demon since he created
most of it, and can even copy certain demonic magic abilities
since he knows how most demon magic abilities work and can learn
new demonic magic arts by watching users use them. Kaidon gained
this from drinking the blood of a version of King Satan before
Kaidon and Kiren killed him.
- Satan's Demonic Necromancy: One of Satan's demonic magic arts
includes necromancy, where he is able to bring back bodies as
servants in the form of zombies. He is able to use this demonic
necromancy to create new servants, usually charging them with
demonic power and granting them new life as demonic undead. In
this, it works similar to dark arts necromancy, where the
creatures brought back have a dark affinity, but instead of a
dark affinity, those brought back by Satan are infused with a
demonic affinity. Satan is able to call bodies from the ground,
or even summon corpses to bring back from other parts of the
world in order to create new demonic zombies to help him in
battle, which makes this a dangerous art, especially since he
can continuously do this as long as he's not interrupted, and
can summon armies of undead if he is allowed the time to do so.
Those who had holy affinities in life can also be made to use
both holy and demonic power, in which their demonic affinity
doesn't overwrite their holy affinity. Due to this, summoning
holy warriors can mix their powers with demonic power to make
them able to fight demonic and holy opponents alike. Most of the
time, those who want to fight against these creatures will need
powerful holy weapons that can kill demons, such as angel blades
or powerful enough holy abilities/weapons capable of killing
demons, as this power essentially lets Satan bring dead people
back as demon zombies.
- 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 Alchemy 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 skillsets 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. 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 Art Sealing Arts: This is a special art that is used to
seal entities away. This was based on the death wraith ability
to trap spirits and souls, and allows an alchemist to seal away
dangerous objects or entities. Using this, there are two
different arts one can use. The first is a dimensional seal that
is designed to trap dangerous objects and contain their
influence within a limited space, and keep everyone else out of
the sealed area. This seal is very strong, and can only be
broken by extremely powerful magic users, or the original magic
user releasing the seal. The second seal is using an object to
seal an entity, in which a magic circle is used to draw in a
specific target and then seal them in whatever object is being
used as a catalyst. By using this, ordinary objects like bottles
and jars can be used to seal an entity away in it through this
magic. Once sealed away, the person sealed away cannot break out
of this seal without outside help (with a few exceptions), and
this is usually used to seal away entities too strong to fight
under normal circumstances. Typically, alchemists use this to
seal away powerful dark spirits that they can't destroy, usually
handing them off to death wraiths to cast back into the shadow
realm. Using the first art, dimensional seals are only broken by
overpowering the magic that makes the seal, and requires a user
to attack it from the outside. Dimensional seals are more useful
for sealing objects, as entities are usually strong enough that
they can sometimes overpower this. For the second seal option,
breaking the seal from inside is usually impossible, though some
who can break seals might be able to damage the object used to
seal them away with enough power, and if the object is
destroyed, then the seal will be released and release the person
being sealed away. This isn't a taboo power, but somewhat
difficult to learn among alchemists, but this was developed for
higher level opponents, so only the elites are taught this, as
they are usually the only ones skilled enough to be able to
learn this. This was an art Kaidon learned himself to counter
any opponents more dangerous than himself, so that he could be
prepared against anyone stronger than him if the time came.
- 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 Blood of Life Magic: Normally, blood manipulation is a
major taboo among alchemists, as alchemists see it as
manipulating life itself since blood is often seen as a source
of life. As such, only elite alchemists are taught this art, and
are able to use this blood manipulation. By tapping into the
life energy in blood and manipulating it, alchemists are able to
manipulate blood as needed. Typically, blood manipulation is
used in battle to do things like blast people with blood
attacks, create objects out of the minerals of blood, or even
poison people with blood. This art uses blood in order to
strengthen the alchemist's magic, in which they are able to
absorb the life of this blood to boost their power, making this
a power that can make an alchemist more powerful. As such, this
is another reason this taboo is power, as many alchemists become
addicted to this power. However, by using spirit purification
magic in conjunction with this art, alchemists are able to use
blood manipulation to fight their opponents. Some more advanced
blood manipulators can use other aspects of blood, such as
boiling blood to create a burning blood, charging blood with
electricity to create electrically charged blood or freezing
blood to create frozen blood. If one wants to fight this blood
manipulation, it is usually countered like normal blood
manipulation (with certain blood techniques having their own
strengths and weaknesses). Usually, the best thing to use
against normal blood manipulation is water manipulation which
can wash away blood, or using earth manipulation to soak up the
blood. This art is often considered a major taboo, and the
werewolf alchemists usually carefully monitor the use of this
skill to make sure alchemists don't fall prey to the addiction
of the life energy power this blood holds. Kaidon uses this as
one of his elite arts, and after the deaths of most of the
alchemists, he started absorbing the life energy of blood
through his werepyre blood requirement, and using this to
strengthen his own power.
- Blood Rune Soul Bond Magic: This magic is a forbidden art
normally, where alchemists are able to use special blood runes
to attack souls to objects, usually armors, in order to give the
soul something to anchor to. This art is usually forbidden among
alchemists, due to it being a power that they feel messes with
the balance of life. When used, this allows an alchemist to put
a soul into an object, bound by a special spell that uses the
blood of the alchemist. When bound, the soul becomes bound to an
object as it's body, which is useful for a few different things.
For certain alchemists, they are able to use this on armors and
other artificially created bodies to put souls into in order to
save their lives so they don't go to the afterlife, usually for
allies. The other is putting a soul into an object that the soul
cannot move around in, which is saved as a punishment for
criminals against the alchemist order as punishment or to keep a
dangerous person from having a chance to go to the afterlife.
Those connected to an item, armor or other object are not bound
by needing food, sleep or most things mortals need, as they have
no physical bodies they need to sustain and only need to sustain
their spirit energy. This power is considered a major taboo when
used, so only rare circumstances usually allow for this to be
used, and eventually souls bonded with this will lose their bond
to the object due to the object not being the original body.
Unique Alchemy Abilities and Spellbook abilities:
- Unique Alchemy Art: Annihilation Alchemy: This art is Kaidon's
own unique kind of alchemy. Because Kaidon's spells are mostly
about destruction, Kaidon developed this as basic destruction
type alchemy. This deconstruction alchemy is a taboo art among
alchemists, as many alchemists feel that destroying matter
without reassembling it is disrespectful to the world that
generates the matter that they are restructuring, or some see it
as just using alchemy in a disrespectful way that just destroys
objects. Usually, alchemy is based in three steps. The first is
learning what an object is made of, the second is
deconstruction, and the third is reconstruction. This art is
specifically designed to stop at the second step, as it just
deconstructs without reconstructing the matter. This can be used
on anything that Kaidon can touch with his alchemy, and instead
of creating something with alchemy, this just destroys it. This
is a very dangerous art, as one might imagine, due to it being
able to be used on just about anything. Of course, Kaidon does
have to figure out what the object is made of, even if it's on
an instinctual level in order to deconstruct it with this
alchemy. Unlike his spells that tear apart cells, this requires
knowing what something is made of before it can be used to
deconstruct something, as this still requires the first step to
be done before it moves to the second step. As such, opponents
can throw this off by changing what Kaidon is targeting, such as
changing a metal into other metals so Kaidon can't figure out
what it's made of, or constantly switching objects that are
targeted, such as replacing a sword with a piece of wood as the
alchemy is initiated. This also requires physical touch with his
alchemy, as his elite alkahestry cannot use this at a distance
due to this not being true alchemy. It is worth noting that even
though werewolf alchemy uses spirit purification or spirit
destruction, this is not the same as using spirit energy, and
Kaidon is able to deconstruct alchemy attacks.
- Deconstructive Alchemy: Organic Being Deconstruction: This is
one of Kaidon's uses for his destructive alchemy that he uses as
a weapon to destroy organic matter. When using this, Kaidon
grabs an opponent and then uses his alchemy to deconstruct what
he grabs, using his alchemy as a weapon to destroy objects.
Typically, this alchemy only has two steps instead of the usual
three, where the steps are just knowing what the object or
person is made of, and then deconstructing it (reconstruction
isn't used). This particular variation of alchemy is tied solely
to bodily destruction, in which Kaidon can disassemble parts of
the body through physical touch. When using this, Kaidon needs
only grab an opponent, and the part of the body that he grabs
can be deconstructed. When used, Kaidon needs only be in contact
with the body, and can use his alchemy to deconstruct bodies
within his grasp. However, it is worth noting that only the
areas that he grabs are deconstructed, and the area directly
around that. Kaidon's alchemy doesn't deconstruct an entire
being, but just parts of the body (IE grabbing an arm means he'd
only deconstruct the part of the arm he grabs and the area
directly around where he grabbed, and the damage wouldn't be
throughout the whole body). However, this can still be deadly,
such as if Kaidon grabs a vital or grabs an opponent's chest or
head, as he can often cause fatal damage by deconstructing
people's vitals, or even kill them if he deconstructs their
chest or head. This alchemy is a very dangerous art, and can be
used if Kaidon is in physical contact. As such, the best way to
avoid this is to not get grabbed. However, it is also worth
noting that if someone can change what their body is made of,
they can lessen the effects of this, or things like cyborgs may
not be as affected if their body is made of something Kaidon
doesn't know of (like looking human but are made of metal, not
flesh, which will mean the alchemy won't work properly), as
Kaidon has to know what his opponents are made of before he can
use this on someone. Someone can also use reconstructive alchemy
to neutralize this as well, such as countering Kaidon's
deconstructive touch by just using reconstruction to counter the
deconstruction before it takes a full hold and deconstructs the
body, allowing the two alchemy's to neutralize each other.
- Deconstructive Alchemy: Object Deconstruction: This is another
part of Kaidon's destructive alchemy, that focuses on objects
instead of opponents. When using this, Kaidon grabs an item, and
then uses his deconstructive alchemy to destroy an object that
he grabs. Unlike his body deconstruction, this is meant to be
used on physical objects, which allows Kaidon to deconstruct
objects. Just like his bodily deconstruction alchemy, Kaidon
needs only know what the object is made of, and then he can
deconstruct it when he grabs it. This can be used on almost any
physical, non-organic objects, where Kaidon is able to grab any
object. He is able to instinctively figure out what objects are
made of, usually figure it out upon grabbing an object, though
sometimes he has to consciously think about what the object is
made of. Typically, Kaidon can use this on any non-organic
object, including normal items, to swords, armors, and shields.
This is useful to deconstruct objects, and can be used much like
his bodily deconstruction alchemy. While this only works on
non-organic objects, it is very useful in battle, allowing
Kaidon to destroy objects in battle like weapons, armor,
shields, and even destroying things like demonic and holy
armors. Similar to his normal deconstructive alchemy, this works
only on physical objects, and this cannot be used to destroy
organic objects (as that falls under his organic being
deconstruction). And just like his organic deconstruction,
Kaidon has to know what the object is made of, and that means
that opponents can more easily fool this alchemy by simply
changing what the item is made of before the alchemy executes,
as the alchemy will fail if the object is made of something
other than what Kaidon thinks it is. This can also be countered
with specific reconstruction powers, which can counter his
destruction. The object is also not fully destroyed as, like his
organic destruction, this only deconstructs objects around the
specific area that Kaidon grabs. Of course, the best way to
avoid this is to simply not get grabbed by Kaidon, as this
requires physical contact.
- Deconstructive Alchemy: Energy and Projectile Deconstruction:
This is another part of Kaidon's destructive alchemy, that
focuses on energy and projectiles. When using this, Kaidon grabs
an energy projectile or construct, and then uses his
deconstructive alchemy to destroy the energy that he grabs.
Unlike his body or object deconstruction, this is meant to be
used on energy (not physical matter), which allows Kaidon to
deconstruct energy. Just like his bodily deconstruction alchemy,
Kaidon needs only know what the energy is made of (specially
knowing what kind of energy it is, and then he can deconstruct
it when he grabs it. This can be used on almost any non-physical
matter that is in an energy, where Kaidon is able to use it as
long as he is able to grab the energy. He is able to
instinctively figure out what energy projectiles and constructs
are made of, usually figure it out upon grabbing an energy
projectile or construct, though sometimes he has to consciously
think about what the object is made of. This is useful to
deconstruct most types of energy, and can be used much like his
bodily deconstruction alchemy. While this only works on
non-material matter, it is very useful in battle, allowing
Kaidon to destroy most energy attacks if he knows what the
energy is made of (such as deconstructing mana in a mana
attack). Unlike his other alchemies, this only works
non-material matter, and this cannot be used to destroy any kind
of physical objects (as that falls under his organic being or
object deconstruction). And just like his other alchemy, Kaidon
has to know what the energy is made of, and that means that
opponents can use energy if they can keep Kaidon from figuring
out what the energy is that they are using. This can also be
countered with specific reconstruction powers, which can counter
his destruction. Unlike his other alchemy, this destroys energy
attacks and constructs completely, not just destroying a piece
of them as the energy works slightly differently. Of course, the
best way to avoid this is to simply not get grabbed by Kaidon,
as this requires physical contact, or hitting Kaidon with the
energy before he has a chance to use his alchemy.
- Unique Spellbook: The Annihilation Book: This is Kaidon's
spellbook, which is a spellbook based in alchemic deconstruction
and destruction techniques that are specifically designed to
disassemble matter at a molecular level. This spellbook turns
this alchemic deconstruction into a weapon, with the book being
powered by what is called "annihilation energy." By using
alchemic magic energy, the spells of this book tear apart matter
at a molecular level, in which the energy used by this book can
disassemble almost any matter the energy comes into contact
with. Kaidon's spellbook is considered perhaps one of the most
dangerous spellbooks among werewolf alchemists, second only to
Sirion's own annihilation book known as the Black Book of
Destruction, or the Black Hole Book. This energy doesn't need to
know what the object is made of, and only needs to be able to
tear apart the molecules that hold cells together. This doesn't
necessarily destroy matter like it sounds, but it does
disassemble it. Because of how it operates, blocking this energy
is next to impossible due to it being able to pass through and
disassemble anything it comes into contact with. For example, if
one of Kaidon's attacks is fired at an opponent, the energy will
pass through the opponent, destroying any matter the energy
comes into contact with. So if the energy passes through the
opponent's chest, the energy will disassemble the cells it comes
into contact with, leaving a hole where the energy passes
through. Another major danger of this energy is that it is
completely transparent, which makes it invisible to the naked
eye, which makes it even more dangerous since people cannot see
the energy that is released (except for certain spells that are
translucent). One of this energy's weaknesses that no one
currently knows is spirit energy, because this can only
disassemble physical matter and energy, but cannot affect
spiritual matter, which makes spirit energy one of the few ways
to actually block these spells (though spirit power like using
spirits or dark spirits are still affected thanks to the spirit
purification power of werewolf alchemy). This means that spirit
energy users are among the only known ones that can legitimately
block this book's spells, though one can still dodge them. It is
also worth noting that this energy can even hurt Kaidon if
somehow it is reflected back at him, which Kaidon doesn't yet
realize is a possibility (as opponents could do something like
open a portal and send the attack back at Kaidon through the use
of a portal, but no one has tried it yet on him). It's also
possible that one could overpower his annihilation energy with a
more powerful energy, assuming it is more concentrated and
stronger than Kaidon's spiritual power (though this is
difficult). This is another aspect that can overpower him that
Kaidon himself doesn't know is possible since no one has ever
overpowered his annihilation energy. It is also worth noting
that this only destroys the matter the energy comes into contact
with, and doesn't destroy entire objects unless the object is
completely inside an annihilation attack. For example, a normal
blast of annihilation energy like Kaidon's first spell would
only destroy part of a large object, like if the blast passes
through a wall, it will only make a hole in the wall where the
blast hits, and won't destroy the whole wall. This means that
most of Kaidon's spells can be dodged, and as long as they don't
make contact with the energy, they can avoid being destroyed by
it if they don't have a means to beat the annihilation energy.
- 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.
Spellbook Spells:
- First Spell: Supurifo: This spell is a simple spell that fires
a clear blast of annihilation energy at a target. This attack is
fired from Kaidon's hand, simply fired at opponents as a very
basic attack. This can destroy almost anything it hits,
deconstructing objects at a molecular level, including
elementals, energy, and solid objects as it passes through
objects. This spell may seem simple, but because of the
annihilation energy, it's important to not touch the energy
because of how it can deconstruct almost anything. Using the
annihilation energy, this is a simple attack that can be very
devastating, as most people cannot block this, or don't know how
to block this. This power can disassemble any kind of physical
matter, and most types of energy aside from spirit energy, which
means that almost no object is safe from this energy. This means
that this attack is usually able to move through almost anything
without losing any momentum, and the attack just passes through
anything it hits. This spell is fired like a cannonball, but
instead of physical force on impact, the attack just passes
through everything, disassembling matter as it travels through
objects. As such, this spell may be the most basic attack, but
dodging it is usually the only way to avoid this, unless one can
use some kind of spiritual power due to the annihilation energy
mostly only working on the physical realm's matter and doesn't
work on the spiritual, or using condensed more powerful energy
to overpower the annihilation energy (which is very difficult to
do). Dodging this only requires an opponent to know which way
Kaidon is firing it, which is always obvious by where he points
his hand, as the attack is fired from his hand like a normal
energy blast. If an opponent notices him put his hand up and say
the spell, they can usually figure out they need to dodge if
they know how Kaidon uses his spells.
- Second Spell: Radisu: This spell creates a sphere which
weakens anything that is in the sphere. This large sphere covers
a large radius, covering an area. This spell doesn't do physical
damage, but instead, temporarily destroys all the kinetic energy
in an area, and causes almost anyone inside other than Kaidon
himself to fall to the ground, being paralyzed. This doesn't
deconstruct objects or people, but instead just creates a large
clear sphere, which releases the weakening effect on everyone
who is inside the sphere. While active, the spell works on
keeping opponents from being able to do anything, and even
causes projectiles to fall to the ground if fired at Kaidon,
causing things like bullets, thrown objects, or even fired
energy projectiles to just fall to the ground when uses. Most
mistake this for gravity power, though this power is just a
weakening power that destroys all kinetic energy. Users are
unable to move when in this power, but the danger is that Kaidon
himself also cannot move when in this sphere, as he is always at
the very center, and he cannot move when using this spell. While
he can keep it active for a long period of time, he cannot move
or even attack due to him not being able to use any other
powers, and cannot move to attack an opponent. This could seem
like a useless spell since Kaidon himself can't move when using
it, but is great for temporarily stopping opponents in their
tracks, and works great for preventing projectiles from hitting
Kaidon since the projectiles just fall straight down when this
spell is active once all the kinetic energy is completely
destroyed. The best way to avoid this is to be outside the
sphere, or just wait till Kaidon's spell is done and attack him
afterward.
- Third Spell: Supuruk: This spell creates annihilation energy
around Kaidon's hands, creating an invisible claw around his
hand that allows him to slash opponents using this spell. When
used, the annihilation energy deconstructs what it comes into
contact with, and is used like a typical werecreature claw
slash, except that the attack serves as a means to allow Kaidon
to slash an opponent and more easily break through defenses.
This allows Kaidon's claw slash to break through almost
anything, and makes him able to attack almost anything. In
addition to objects, this also works on energy, and can
deconstruct almost anything that Kaidon's slash attacks come
into contact with, aside from spirit energy. This spell stays
active for as long as Kaidon needs it to, and is a great spell
for physical combat since it essentially lets Kaidon use his
physical combat's punches and claw slash attacks to destroy
objects that he touches. However, the energy only destroys what
it touches, and doesn't destroy an entire being on contact.
While this can negate energy, it cannot destroy an objects other
than what Kaidon slashes (for example, if Kaidon slashes an
enemy, the attack would slice through an opponent like a normal
slash attack and would only be different in that the
annihilation energy would cut through any armor. This also only
works at close range, as Kaidon has no long range attacks with
this spell, so using it means that Kaidon usually has to be up
close to make the most of the attacks. Unlike what some might
expect, this doesn't combine with claw slash waves, and cannot
fire waves of annihilation energy (unless Kaidon uses a later
spell to do so).
- Fourth Spell: Ria Uruku: This spell is a physical enhancement
spell that enhances Kaidon's movement strength and speed
immensely. This spell works as a physical enhancement, where the
spell is absorbed into Kaidon's body, and destroys resistance to
Kaidon's movement by destroying the things like physical
resistance and friction. Because he has no air resistance and
doesn't have to worry about friction, Kaidon is able to move
extremely fast which lets him use this to move at faster speeds.
This also works on destroying resistance forces in his body,
allowing him to utilize his full physical ability. Because of
how this spell works, Kaidon is able to move at very fast
speeds, and is able to hit with immense strength. This spell can
even be combined with Kaidon's vampire discipline training and
his werewolf gift training abilities that enhance his speed and
strength to move even faster with this, though he cannot use his
nightmare trail semblance power while this spell is active
because the power of the nightmare trail is negated by this
spell. For the most part, this spell doesn't do any annihilation
damage to enemies, and only works on things like air resistance
and friction. This means that the annihilation energy isn't used
on enemies, and it's only purpose in this spell is to enhance
Kaidon's physical abilities. This works like any physical
enhancement spell, where Kaidon's stats all increase due to
this, but Kaidon cannot use any other spells when this active
due to the spell's nature. While Kaidon's physical stats all
increase immensely by using this, this does also eventually
cause physical damage as this destroys the body's attempts at
regulating his strength and physical abilities. Because of this,
his body can literally tear itself apart without any resistance
to his body. This spell also doesn't hurt objects or people, so
even if opponents use their body (like using a hand to block
Kaidon's punch) to block Kaidon's attacks, the annihilation
energy won't hurt them.
- Fifth Spell: Rajia Supurifo: This spell fires a beam of pure
annihilation energy at opponents, designed to pierce opponents.
This beam is small and condensed annihilation energy that can
pierce through enemies. When used, the beam is fired with
immense speed, being perhaps one of Kaidon's fastest spells.
When fired, the beam travels straight, piercing anything in its
path until it dispels. This means that this beam can pierce
through energy defenses, armors and shields, and even pierce
people abilities like concentrated mass. However, when Kaidon
fires this, he is able to fire in a constant beam, moving the
beam around. Normally, when Kaidon uses this, he will fire it
and then move his hand like a sword slash in order to slice
through opponents with the beam as it moves to use the beam like
an extended sword. This beam is strong enough to pierce almost
anything, just like one might expect, and can destroy any matter
the beam comes into contact with. While the beam fired is
invisible, one can track where it is being fired at by where
Kaidon points his finger, as the beam comes from his index
finger. This beam does also, like many of his spells, require
hitting an opponent to do any damage, and only what the beam
hits will be destroyed or deconstructed. This technique is also
able to be dodged if an opponent knows where the beam is going
to be fired (which they can figure out by watching Kaidon's
hands), but is not really able to be blocked unless one has
something that can block his annihilation energy (either spirit
energy or being able to overpower his energy). While extremely
fast (perhaps the fastest of Kaidon's spells), this also doesn't
do too much damage even if it hits a vital since the beam is
small unless the beam is moved while it's fired. This beam can
be continuously fired, but requires more energy to keep firing
this beam. The size of the beam also cannot be changed from it's
size, as the beam's size is set and cannot be modified in any
way with this spell.
- Sixth Spell: Kuea Supurifo: This spell creates a large
rectangular shield of annihilation energy in front of Kaidon
that protects Kaidon from attacks. This spell creates a large
invisible annihilation energy wall in front of Kaidon, and
anything that hits the wall is deconstructed. Not only is this
able to negate energy, but this can also destroy physical matter
that tries to break through the wall. It is worth noting that
the wall doesn't allow physical matter to pass through easily,
so most opponents aren't deconstructed on contact and just
bounce off unless they specifically try to pierce through the
wall. As one might expect, this wall is designed to be used
defensively, and can block almost anything. It does negate
almost any kind of energy, but physical objects are usually just
blocked by it. As one might expect, this wall is difficult to
break, but opponents can move around it as it is only in front
of Kaidon and stays in place when it is summoned. This wall can
be broken, but this requires spirit energy or an energy stronger
than Kaidon's annihilation energy. Typically, the easiest way to
avoid this is to just go around it, or wait till Kaidon dispels
the shield, which usually happens after a few rounds. While
Kaidon can keep this spell active for as long as he wants, it
does require energy to keep active.
- Seventh Spell: Amu Du Supurifo: This spell is used after
Supuruk spell is activated, and allows Kaidon to slashing waves
of annihilation energy at opponents. This spell allows Kaidon to
create a claw slash wave that is fired at opponents using
annihilation energy. When used, this is fired from the claws of
his Supuruk spell. This wave can slash through objects, using
the annihilation energy to pierce through almost anything. When
fired, the annihilation energy wave works like a claw slash wave
that is fired at enemies (as it's essentially the same kind of
attack), but instead of the normal claw slash wave, this wave is
an invisible slashing wave that is able to pass through almost
anything it touches (as the claw slash wave is annihilation
energy). Because of this, the wave is able to pierce through
energy defenses, armors and shields, and even pass through
people with abilities like concentrated mass. This is a pure
offensive spell, designed to be used on opponents at medium to
long range, as this is fired from Kaidon's claw slash attack.
Where Kaidon's Supuruk spell couldn't reach before, this spell
allows Kaidon to attack people at a distance by using this spell
while Supuruk is active. However, as one might guess, this spell
is only able to be activated while Supuruk is active, and cannot
be used in combination with any other spell. The wave can still
be dodged like normal, though blocking it isn't recommended
unless one is sure they can overpower the annihilation energy,
or block it with spirit energy. Overall, this attack is larger
than the raija supurifo spell, so one should be prepared. The
attack is slower than raija radisu, but is still a very fast
attack and still invisible like most of Kaidon's spells. The
best way to know where Kaidon is attacking is by avoiding where
his hand is pointed, as opponents can usually figure out quickly
he is firing a magic spell when he holds his hand out. This beam
works much like any other beam of energy like ceros or ki beams,
but instead is just clear annihilation energy that can destroy
anything it comes into contact with. Typically, this can be
deadly if it hits someone's vitals, as it can take out most of
someone's midsection if fired at their chest.
- Eighth Spell: Sorudo Supurifo: This spell creates a sword from
Kaidon's annihilation energy that forms as an extension from
Kaidon's hand. When used, this allows him to create this sword
of annihilation energy to attack his enemies, usually up close
as it works as a close combat weapon. When used, Kaidon can even
change the size of the blade, making the blade longer or shorter
if he desires to. Because of the annihilation energy is
invisible, it is difficult for opponents to tell just how long
the blade is, and if Kaidon extends the blade, it is difficult
to tell when the blade changes sizes. The only real hint is the
blade displaces the air when it moves similar to how a physical
object would, so one can tell by the air displacement if the
blade is near them. This blade is also dangerous in that Kaidon
can fire invisible waves of annihilation energy at an opponent
by using sword slashes to fire waves of annihilation energy.
When used, this energy is highly condensed annihilation energy
that can cut through energy, armor and shields, and even
concentrated mass opponents. This sword acts like an extension
of Kaidon's hand, and is used as an attack spell to attack
enemies at close range, although his sword slash wave is able to
attack people at medium to long range as well. This spell works
somewhat similarly to the raija supurifo spell combined with the
amu du supurifo spell, but instead of claws this creates a sword
on one hand. This spell can be active, and can cut through
stronger energies if a stronger energy were to break his
annihilation spells (though Kaidon himself doesn't know this
since he has not encountered stronger energies yet that he knows
of).
- Ninth Spell: Giru Ranzu Radisu: This spell creates a large
lance made of annihilation energy that Kaidon can grab and wield
in battle. This lance is designed to cut through objects, and is
the only spell that can't hurt Kaidon (as this spell is designed
to allow him to wield it like a weapon), and can be used in
battle as an offensive spell. This spell can be used like a
close combat weapon, in which the lance can cut through objects
at will. This spell can also be thrown at opponents as well,
making it something that can be made to explode on impact and
destroy objects nearby when the lance hits something solid. If
Kaidon doesn't make the lance explode, he can also call it back
to him, and continue to use it in battle of he chooses to. Like
his other annihilation spells, this spell is another invisible
spell that cannot be seen normally. Usually, this spell is
designed to be thrown at an opponent and then explode, which is
the main use for this spell. For dodging this spell, it is
usually best to avoid where Kaidon swings it while holding it,
as it is not visible to the eyes. This spell can be dodged if
one knows what the attack is and how it's being used. When it is
made to explode, Kaidon can make the attack explode when the
lance is thrown, and creates a small explosion covering a 10
foot radius. Just like any of his spells, this can disassemble
anything in contact with it whether it's slashed by the lance or
caught in the explosion, so avoiding both is essential to
beating this spell. This spell can be kept active as long as
Kaidon needs it to be, but keeping it active for long periods of
time can drain his energy, since this is meant to be thrown
quickly after forming the spear. This can also hurt Kaidon's
allies if they are too close, so Kaidon cannot use it without
knowing where everyone is nearby.
- Tenth Spell: Dioga Supurifo: This spell fires a much larger
version of the Rajia Supurifo spell, which creates a larger beam
from Kaidon's hand to fire at an opponent. When fired, the beam
is large enough that it is fired from Kaidon's hand instead of
his index finger, and is large enough to kill someone if it hits
a vital, as it could destroy someone's body. While not large
enough to completely destroy someone, the blast is large enough
that it can leave a large hole in someone that can completely
destroy vitals, and can be used similar to the rajia supurifo
spell. If used properly, this blast is designed to be fired like
a ki beam or a hollowfied cero attack, in which the energy is
designed to blast through opponents. This is a spell designed to
kill opponents, and is an offensive spell. This spell is fired
from Kaidon's hand, and the beam is fired wherever Kaidon points
his hand. This means that as long as the beam is firing, he can
also move his hand to move where the beam is firing at if the
beam is firing, allowing him to aim the spell as it's firing. By
using more energy, Kaidon can keep this spell going for longer,
and anything that the energy touches is disassembled by Kaidon's
energy. This spell far more dangerous than the raija supurifo
spell, but it costs more energy to use, and costs more energy
the longer it is active. Opponents can dodge this attack just
like all of Kaidon's other spells, and can also block this with
spirit energy or a stronger energy if they know they can block
it. The best way to avoid this is to avoid where Kaidon points
his hand when he says the spell, as most opponents usually
figure out that his spells are invisible and one has to watch
his hands in order to know when a spell is coming.
- Eleventh Spell: Ba Supurifo: This spell creates a spherical
barrier around Kaidon, made of annihilation energy. However,
instead of destroying kinetic momentum like the Radisu spell,
this spell creates a barrier which destroys anything that tries
to make its way through Kaidon's defense. The barrier is made of
annihilation energy, which means it can destroy any energy
trying to make its way through Kaidon's defenses. However, this
does work similarly to the Kuea Supurifo spell, where the spell
doesn't destroy physical matter but reflect it. Similar to Kuea
Supurifo, physical matter isn't destroyed unless it manages to
force its way into the sphere, in which case the sphere can
destroy the physical matter, but unless enough force is put onto
the sphere, physical objects will bounce off the sphere. This
sphere is designed to be a defensive spell, and creates a 360
degree defensive sphere that protects Kaidon from almost any
attack that comes toward him. Kaidon can keep this active as
long as he needs to at the cost of energy to keep the barrier
going. While this is stronger than his Kuea Supurifo spell, this
does also take more energy to use since the sphere is stronger
too. This is another spell that doesn't hurt Kaidon but affects
anything within the sphere. While this doesn't extend
underground, it can destroy anything that tries to come up from
underground into the sphere's influence. When used, this spell
starts at Kaidon, and then goes outward, so opponents won't have
to worry about being trapped in a sphere with Kaidon, as the
sphere will form around him and then push everything out that
isn't Kaidon. Usually, avoiding this is best done by waiting for
Kaidon to dispel the spell, since he cannot keep this spell
going without losing energy to keep it going. It is not usually
recommended to try and break through this spell with physical
force, as opponents who try may find themselves destroyed if
they get into the sphere. However, it might be possible to break
the sphere with spirit energy or a stronger energy than Kaidon's
annihilation energy, something Kaidon himself doesn't know yet.
- Twelveth Spell: Teo Supurifo: This spell is a much larger and
stronger version of the Supurifo spell. When used, this spell
fires a large blast of annihilation energy, which is aimed
toward opponents. This is fired from Kaidon's hand just like the
Supurifo spell, and fired at opponents. The major difference
(besides this attack being a larger size) is that this spell
explodes on impact, creating an explosion of annihilation energy
around where the blast hits. Because of how this spell is
designed, the spell will explode on the first thing it hits, and
then create an outward explosion to try and destroy anything in
the explosion. The blast, as well as the explosion, is invisible
to the eye just like most of Kaidon's spells, making it even
more dangerous. The blast doesn't do any physical damage, but
the explosion does disassemble any objects caught in the
explosion. This spell is designed to do all its damage when the
blast fired explodes, so the blast itself doesn't do anything.
The best way to use this is to use it nearby an enemy, and try
to catch them in the explosion, so an opponent doesn't have to
be hit by it, but only has to be hit by the explosion. Like with
many of his spells, this spell is usually obvious by where
Kaidon points his hand, as opponents can tell where Kaidon is
firing an attack by where his hand is pointed since the attack
is fired from Kaidon's hand. The best way to avoid this is to
get away from where the blast will hit and explosion that comes
when the blast hits an object. While Kaidon cannot be hurt by
this spell, but this can also hurt Kaidon's allies if they are
too close to the spell's explosion.
- Thirteenth Spell: Ba Ranzuradisu: This spell is a very
powerful attack spell that creates a number of spears made of
annihilation energy. These spears are designed to be able to
pierce through almost anything, and usually designed to
overwhelm an opponent or group depending on what is being
targeted. With this spell though, the difficulty of avoiding it
is not with the spears piercing deconstruction ability, but is
the spear's movement. Unlike other spells, this spell has the
spears move in very erratic paths, twisting and turning to
confuse opponents. This spell completely takes advantage of the
fact this energy is invisible, and is designed to try and
confuse opponents who cannot tell where the attacks are coming
from (opponents without the ability to sense the magic that
makes up the annihilation energy). Because of this, this can be
a very dangerous technique, as opponents need to keep track of
multiple spears in order to dodge them since the spears move in
such erratic patterns. Since the spell moves in such erratic
patters, it is very difficult to predict the spears, especially
when they cannot be seen. While skilled opponents can keep track
of the spears with certain abilities like the ability to sense
magic energy, many opponents will find this a difficult spell to
avoid as the movements are mostly random with the only real
accurate predicting one can do is where the spears are
specifically designed to go, which Kaidon pinpoints where the
spears final destination will be. Typically, this spell can be
targeted to a certain area, but that area can be changed as long
as Kaidon knows where he wants to aim the spell. However,
opponents can dodge this attack if they know the attack is
coming, and if they dodge, these spears will not chase an
opponent (which means if they hit something, that will be it for
that spear as it will dispel after piercing through something).
The spears can take out groups of enemies, as Kaidon usually
aims for the hearts and brains of the opponents, though he can
be a bit sadistic and use the spears to sever limbs if he can
accurately hit opponents with this spell.
- Fourteenth Spell: Fei Ganzu Birerugo: This spell is somewhat
similar to the last spell, except that instead of spears, this
creates snake-like dragon projectiles made of annihilation
energy. Once spawned, the dragons will target whoever Kaidon
wants the dragons to target, and the dragons will attempt to
devour the person or object that Kaidon wants to target. Unlike
the last spell though, these are controlled similarly to
Kaidon's elemental familiars, and are able to be used to try and
track opponents if the opponents avoid the attacks the first
time. It is also worth noting that these dragons can stay
manifested longer as well, and can disassemble more matter than
Kaidon's spear attack as well since these can stay as long as
Kaidon has the magic energy to replenish the dragon's energy
after they disassemble objects. And as one might expect, these
dragons are pretty much invisible to the naked eye just like
most of Kaidon's spells, making them very hard to predict
without some sort of ability to sense the magic energy Kaidon is
using in the spell. These dragons will continue to target
whatever opponent that Kaidon wants them to target, with Kaidon
controlling these dragons directly. Because he controls these
dragons directly, attacking Kaidon is actually easier than one
might think, as the safest place one can be when this spell is
in effect is close enough to Kaidon that the dragons can't risk
attacking Kaidon, because even Kaidon can be hurt by the
annihilation energy. By staying close to Kaidon, the dragons
will not be able to move as close safely, and the user can find
some safety. This spell can also be interrupted if one
interrupts Kaidon's concentration enough, as he does have to
focus on where he wants the dragons to attack in order to keep
this spell going, so attacking him is often a good way to divide
his attention.
- Fifteenth Spell: Shin Kuria Seunosu: This is currently
Kaidon's most powerful spell. Unlike previous spells, this spell
is actually visible when it is created, as it is not made of
annihilation energy. This spell is more of a large familiar,
which appears to be a large phoenix-like bird based on its
appearance, which Kaidon calls the Phoenix of Destruction. Once
summoned, this familiar stays and attacks for up to 7 combat
rounds, though this can be extended if Kaidon puts more energy
into the spell (which can take a heavy toll due to this being a
high level spell). When summoned, this bird is able to not only
attack, but this bird can generate attacks of annihilation
energy. This bird can attack using physical attacks, like using
its talons or beak to strike an opponent, but this spell is
designed to fire other annihilation energy spells, with it being
able to fire both the last two spells from its wings. Depending
on what the familiar does, it can use any of Kaidon's previous
spells, usually having different ways of using them, such as
firing the first spell from its mouth at opponents, or creating
claws around its talons to attack opponents with claws of
annihilation energy. This attack is Kaidon's most powerful
spell, and probably one of his only spells that can actually be
seen by the naked eye (even though the attacks it generates
using annihilation energy are still invisible like Kaidon's
other spells). It is also worth noting that while this spell is
active, Kaidon cannot use any spells himself, and the bird is
the only one that can use spells while this is in effect. While
Kaidon can still use his deconstruction alchemy normally, he
cannot use any unique spells while this is in effect. The spells
are still mostly dodged the same way when they are used, but are
just coming from the bird instead of from Kaidon himself. The
bird can be destroyed with enough strength and attacks, and the
bird is also vulnerable to counters to magic, as well as being
able to be more easily damaged by spirit energy due to the
annihilation energy's uniquely being able to be countered by
spirit energy.
Parliament of Flames Abilities:
- Parliament of Flames: The Bright: The Parliament of Flames is
the mind behind the force of life known as the Bright, a life
force that connects all plasma energy on earth. Those empowered
by the Bright gain a powerful connection to the life force of
plasma and certain other energies generated from plasma, and can
even communicate with fire spirits. The Bright is known for its
connection to plant-life, and avatars of the Bright become a
force that uses the Bright to renew lands and destroy when
necessary. The Bright is a little bit different than other
Parliaments as it specifically is about renewing by destruction
rather than communicating with present life. Those that use the
Bright don't just gain the ability to communicate with plasma
energy though, as they also gain the ability to control plasma,
whether it's plasma, or energies like fire, lightning and even
certain reactive nuclear energies. Avatars of the Bright are
able to call on the forces of plasma energy in many forms, and
also specialize in burning away areas affected by the Black/the
Rot. Those that use this power mostly are able to use this
energy, and can utilize plasma energy in a variety of forms.
Avatars of the Bright are monitored by the Parliament of Flames,
who maintain the balance of life through destroying unnecessary
life or death to make room for stronger life to grow and keeping
people from misusing the power of plasma energies to destroy
unnecessarily. Typically, users of the Bright are powerful
plasma manipulators, and their strengths and weaknesses
typically reflect this. Typically, the best way to fight plasma
users is with other kinds of energy not based in plasma, or
counter the specific energy they use (such as countering fire
and lightning with water). Certain other elements like wind can
be even be used to diffuse plasma energy if one knows enough
about plasma. Certain other parliaments like the Black
specifically target the Bright, as the Bright has developed ways
to fight the Black, though some other forces many not like the
Bright, such as the White, who does sometimes compete with the
Bright. However, since the Bright is more about destroying what
isn't necessary, they do make a lot of enemies in other
Parliaments since the Parliament of Flames have to renew the
world sometimes and sacrifice certain life. After Kaidon left
the alchemists, he became a rogue avatar, hunted down by the
rest of the Parliament forces alongside his brother who gained
the power of the Black. Kaidon is a skilled user of the Bright,
to the point that most flame and lightning powers have no real
effect on him, due to his advanced plasma abilities, and his
lightning and fire abilities he has. In addition to controlling
plasma, Kaidon is also able to negate plasma (for the most part)
thanks to his special connection to the Bright. His ability does
give him plasma manipulation as a default power, but since he
already knows how to to do this with his Darkfire abilities,
this more just amplifies what he can already do, but his ability
to control plasma with this power does grant him some other
abilities as well that he doesn't normally have.
- The Bright Basic Power: Plasma Energy Connection: Because the
force of the Bright is given through the force that runs through
plasma energy (like flames, lightning and other powers that
utilize plasma), the Bright's main base power is the connection
to plasma energy. This connection grants the Bright user the
ability to utilize the power of the Bright to connect to any
plasma energy in the world, by using a special connection to the
life force of plasma. This not only grants a special
communication between plasma energy and the user, but also
grants the user the ability to sense plasma in almost any form,
and can even tell when plasma is going to be created or summoned
thanks to this connection that lets them sense this. Most users
are able to sense this on a near unconscious level, and can
commune with the life force of the Bright as a result. This is
the main power of the Bright, and avatars are designed to keep
the balance of the power of plasma. Because one of the Bright's
main purposes is to destroy old or decayed life to make room for
new life, the Bright is usually a power that is used by its
avatars to mostly do things like combat the Black (who they have
special abilities to counter). Depending on the Bright user,
some may have more ability than others, and usually this
requires a great knowledge and understanding of how plasma works
as a state of matter, as well as how to generate and control it,
something that even most fire and lightning users don't learn
easily. This power is the base of the Bright's power, and all
users must learn this before they can utilize the Bright's power
as an avatar. If one doesn't know how to use the power of plasma
effectively, they will not be able to use this power very well
or at all in some circumstances. Plasma manipulation can also be
countered by other forces, such as other energies. For the most
part, enemies with knowledge of plasma can figure out ways
around this power, as plasma has a number of ways it can be
countered (such as conversion of matter might be able to turn
plasma into normal gas or something harmless). Due to Kaidon's
alchemic training, and his Darkfire abilities being lightning
and fire, Kaidon has learned a lot about plasma, through both
experimentation and through using his alchemy to change the
forms of plasma into many different variations over the years.
- The Bright Unique Alchemy: Dragon Lightning Snap Alchemy: This
alchemy is a special alchemy art that was used by his mother,
Kira Darkwolf, who had a powerful lightning alchemy that Kaidon
created a variation of using his own alchemy and power over the
Bright. Kaidon became an avatar of the Bright, Kaidon developed
special ways to use this alchemy, so that he could use his
mother's alchemy abilities. This alchemy uses Kaidon's alchemic
power to change the air around him, in combination with his
gloves which are able to generate static electricity when rubbed
together using a special cotton cloth that is designed
specifically to easily generate static electricity and his
gloves are infused with magic runes infused into his alchemy
circles sewn into the glove. When used, the static electricity
generated by the glove grows as it reacts with the air that
Kaidon changes using alchemy, and then creates a stream of
electricity along the air molecules that Kaidon has created
static in to generate more static when hitting his electrical
static from his gloves. Usually, Kaidon will simple snap his
fingers or clap his hands together, and then it appears to
generate a powerful lightning bolt of lightning from his snap.
When used, this lightning is very strong, and works like a
stream of lightning on opponents. This works just like his holy
lightning power, except that Kaidon generates it using very
little of his own energy with exception of the runes in his
glove and the alchemy used to change the air around him to
conduct his electricity generated by his gloves (This can even
be used with his holy lightning Darkfire element as well for
enhanced ability though it uses some of his elemental power to
do so). This can direct the lightning in almost any way Kaidon
wants, as long as he can generate static electricity, making it
where Kaidon is able to use the air to make his electrical
currents as accurate as possible and determine where his bolts
strike. The major weakness of this power though is if the gloves
get wet, or for some reason he cannot generate static on the
initial spark, it will cause the lightning to not be generated
as the spark is necessary for the entire alchemy. Another way to
interrupt this power is to disrupt the air current changed by
Kaidon's alchemy (which can be as simple as creating a gust of
wind with a physical attack or manipulating the air to cut off
the flow of air from Kaidon's alchemy), which will defuse the
power and make it inaccurate if it is does work, which many
times it will not (though the times it does will literally
explode, so one should be careful of the fact that the attack
could still explode without Kaidon being able to control it).
This can also still be dodged like other lightning abilities,
though the one thing that is of note is that this is a very fast
alchemy, as it strikes much faster than most can react. While
not as fast as his mother's lightning alchemy, Kaidon's
lightning alchemy is extremely fast.
- The Bright Unique Alchemy: Sub-Style: Electrical Molecular
Deconstruction: This is a unique aspect of Kaidon's lightning
alchemy that he can use with his lightning abilities. Using this
power, he is able to change the charge of molecules, and
literally force the molecules to tear apart their bonds. This
essentially allows Kaidon to disassemble matter using his
electrical power, in which his lightning is able to effectively
return matter to it's individual molecules using his lightning.
This essentially becomes a deconstruction technique, where
Kaidon is able to use his lightning like destruction alchemy,
which is normally a forbidden art among alchemists. This
technique is a more perfected version of his mother's attempt to
use this aspect, which he finished himself thanks to his
scientific knowledge. This is able to disassemble almost any
kind of matter, allowing Kaidon to destroy almost any substance
that is made of molecules (including stronger materials like
vibranium or adamantium though it takes far more effort), as
this affects molecules themselves rather than knowing what the
object is made of. As such, this is a very dangerous technique
that is designed to destroy almost any object affected by this
alchemy. However, this requires a constant stream of electricity
to use, and the effect must be maintained in order to completely
destroy matter. Insulators like wood and rubber also have high
resistance to this, as it takes far longer to destroy insulators
compared to conductors. Since this requires a constant stream of
electricity, the amount of destruction this can do depends on
how long the lightning is affecting someone, and usually, this
is best done through physical touch where Kaidon can run
electricity through someone. However, if an opponent can get
away from the lightning, they can usually avoid this before it
does too much damage, as this requires a lot of effort to
completely destroy something. Unlike true deconstruction
alchemy, this is able to be used without knowing what the object
is, but takes far longer to deconstruct as it uses the lightning
on the molecules and once done, the energy is used up and
requires more lightning to move on to the other molecules (which
is why this requires a constant stream of lightning). If an
opponent is grabbed and gets away within a combat round, the
worst that happens is that they might lose part of the part of
the body grabbed (such as grabbing one's wrist and using this
could deconstruct the wrist where Kaidon grabs the opponent),
though constant contact for a long period of time means more can
be destroyed if Kaidon can maintain the lightning.
- The Bright Unique Alchemy: Black Dragon Fire Alchemy: This
alchemy is a variation of Kaidon's lightning alchemy, except
that he uses it to create explosions of flames instead of
lightning. This alchemy works in much the same way, where Kaidon
is able to use his gloves unique design with alchemy symbols and
runes, alongside his alchemy to change the air around him.
Unlike the lightning alchemy though, Kaidon changes the air not
to generate static, but instead to be explosive using the
moisture in the air. By manipulating the oxygen and hydrogen
using alchemy, he is able to concentrate hydrogen into an area,
and then uses darkness like a stream of static to create a spark
that generates his Darkfire black flames. This more or less
appears the same way as his lightning alchemy, with the
exception that he creates black flame fireballs and explosions
instead of streams of lightning or holy lightning. Like his
lightning alchemy, this uses very little energy from Kaidon
himself, allowing him to not only use this flame for attacking,
but can absorb the flames generated to gain power back using his
Darkfire training to reabsorb his element. This can create
explosions based on how Kaidon moves the air around, allowing
him to create explosions wherever he wants at the snap of his
fingers. This art was based on the dragon snap technique, but
also modified to use Kaidon's own variation of his mother's
lightning alchemy. Of course, just like his lightning alchemy,
the weaknesses are very similar to his lightning alchemy. The
first is that one can interrupt his ability to use his gloves to
generate a spark using electricity if they prevent his glove
from being able to generate the spark in which the easiest way
to do this is to use water to wet the glove so it can't generate
electricity or a spark. The other way is to disrupt the air flow
that is changed by Kaidon's alchemy, thus removing Kaidon's
accuracy if the attack works, and preventing the attack if the
attack doesn't explode.
- The Bright Unique Alchemy Sub-type: Melting Point: This is a
substyle of Kaidon's dark flame alchemy, where Kaidon uses his
flames to melt objects. By manipulating the temperature of his
flames, he can find the melting points of most materials by
using the flames he generates which are much hotter than normal
flames. Because everything has a melting point, Kaidon can use
this on almost anything, and developed this as another type of
destructive alchemy that disassembles matter by melting it
rather than destroying it. Kaidon needs only to use his flames
at the right temperature and apply the heat to the object he's
trying to melt, which can melt with enough exposure to
temperatures beyond its melting point, and using his flames to
raise the temperature of an area to a level that will melt an
object. Typically, this works best through physical touch, where
Kaidon applies his burning touch to objects and melts it with
extreme heat. Typically, this power is designed purely for
destroying object through melting them, This doesn't destroy
matter, but instead just melts it. Opponents can avoid this with
ice abilities, or using abilities that counter high temperatures
(as some people can use certain energies in place of ice or
temperature reducing abilities). Typically, this follows the
same rules as his lightning destruction, as this requires a
constant use of power and requires using this for a certain
amount of time to affect more matter. Typically, the area the
flames are applied are affected the most, with the effect
spreading among the object the longer the flames are applied. If
an opponent can react fast enough and avoid the flames, they can
avoid the effects of this alchemy. Depending on how well the
opponent reacts and gets away determines how much damage one is
done if they are caught in this alchemy. Of course, avoiding the
attacks entirely means one won't be affected by this (as an
object or person has to be in contact with the power to be
affected). Those immune to flames and heat also won't be
affected by this alchemy power, as this power uses flames and
heat to utilize it's melting point destruction.
- The Bright Ability: Concentrated Heat-based Plasma: Thanks to
Kaidon's power over plasma with the Bright, Kaidon is able to
generate this concentrated plasma that is a simplified fire
manipulation as one of his base plasma powers. Plasma is more
like an energy than an elemental, and is used as such. By
generating heat based plasma, Kaidon is able to use a much more
basic heat control to use plasma to attack opponents. This power
is somewhat unique in that it uses basic plasma rather than
flames, allowing it to be used similar to flames, and depending
on the plasma used, some plasmas can have different effects like
some of them being ionically charged to do lightning damage, and
Kaidon is able to use his knowledge of physics and chemistry to
essentially create many different forms of plasma, with this as
a sort of base plasma manipulation. Depending on the plasma
used, plasma energy is able to bypass fire immunity because it
is not a fire type power, but an energy power, making it very
useful to gain an edge on other fire, lightning and certain
other users of different powers that run on plasma. This plasma
can be used like normal energy, but typically doesn't have any
explosive properties with certain exceptions depending on the
plasma used, as explosions tend to convert the plasma into basic
fire types. This plasma type manipulation is countered best by
other energies rather than by countering it with elements,
though certain elements can negate plasma, with the biggest one
being wind manipulation which can cancel out plasma entirely if
the person knows enough scientifically to do it, or those who
have other powers that can negate energy can also negate this
power. This plasma can also be countered by solid matter to a
degree, where plasma can sometimes be converted based on how the
plasma interacts with certain materials, such as some earth
manipulation being able to turn plasma into lava manipulation.
There are creative enough opponents that can figure out ways
around it, and some may even have other ways to counter plasma
manipulation.
- The Bright Ability: Ionized Plasma Manipulation: This is
another basic plasma manipulation that Kaidon has, in which he
gets away from heat-based plasma and uses a type of powerful
plasma using his plasma power to generate ionized plasma that
possesses similar abilities to lightning and electrical
energies. By doing this, Kaidon is able to generate ionized
plasma, which is a type of plasma that can be used to replicate
aspects of a lightning user's power, such as magnetism
manipulation and certain other concentrated plasma attacks such
as piercing attacks, but in a slightly more basic plasma energy
form. This plasma is, like his last power, a basic energy type
power, that uses the same functions as a lightning user
(mostly), but simply uses normal plasma to allow this plasma to
be used to do damage to lightning users and utilize the same
kinds of abilities. This is great for using this against
opponents immune to things like lightning, as plasma is a more
basic energy that bypasses immunities to fire and lightning,
even though it uses the same abilities. Kaidon is very
knowledgeable in how to manipulate plasma thanks to his alchemy
training, his connection to the Bright, and a lot of
experimentation with his abilities. However, just like the
normal plasma manipulation, one can counter this with other
types of energy, or one can use things like ice and wind to
negate either Kaidon's control of the plasma, or use wind to
negate the plasma itself (usually ice is a bit tricky since
Kaidon can control plasma that can counter ice manipulation or
use plasma that drains heat to supercool an area). This just
requires a creative approach, and many elemental users can get
around this power, but mostly Kaidon uses it because it is
useful against those immune to flames and lightning or those he
wants to use the Bright against.
-The Bright Ability: Plasma-based Magnetic Manipulation: Thanks
to being able to generate and control lightning using plasma,
users of the Bright are able to control magnetism, being able to
take control of things that are magnetic or use magnetic
manipulation to influence objects. This lets them control things
that are magnetic, letting them do things like stop bullets, or
change a metal weapon's striking direction by using this power
once they are able to control magnetic energy using plasma
manipulation. This can also be used for basic influence of
movement, such as slowly pulling someone toward them, or pushing
someone away from them depending on the skill of the user. This
becomes easier the more conductive elements are on someone, with
armor and metal weapons being very easy to push or pull away.
Though tougher opponents can resist this power, and if one can't
counter it, then scrambling their own magnetic frequency with a
slight electrical charge or shock can temporarily scramble their
magnetic frequency. However, while many things have magnetic
charges, insulators can't be manipulated, and something people
don't know is that molten metal cannot be manipulated as molten
metal loses it's magnetic charge in molten form. Water/ice can
also be deionized, making magnetic manipulation impossible.
Opponents can also resist the influence of this, with stronger
opponents being able to more easily resist this. Of course, all
one has to do to avoid this is scramble the magnetic frequency
the user is trying to manipulate, which can be much easier than
it sounds by using special tech, or just simply using lightning
that generates random magnetic signatures on oneself. Typically,
some tech users have developed certain gadgets that can do this
easily.
- The Bright Advanced Scientific Ability: Plasmoid Manipulation:
This power is a highly advanced plasma ability that requires
heavy scientific knowledge. Plasmoids are coherent structures of
plasma and magnetic fields, which resemble a sphere of plasma.
Plasmoids are usually dense in plasma power, and essentially
create magnetic bubbles that are normally naturally created in
space in vaccuum environments where they expand until they
eventually dissipate. However, some more scientific plasma users
have learned to weaponize these plasmoids. They are maintained
by pressure placed on them that keeps them from expanding, and
can generate heat as they are essentially almost like little
stars in a way. These are designed to use pressure to keep them
from dissipating, and instead uses pressure to build up force
inside the plasmoid. Advanced plasma users with heavy scientific
knowledge can utilize this power by creating the right
conditions to create a plasmoid, and putting pressure on it to
keep it from expanding. When done correctly, the result are what
appear to be small balls of plasma that can be heat-based or
electrical based depending on what the user wants. Usually, this
can be used in a few different ways. The first is to throw it
and have it explode on impact with a burst of intense plasma
(with heat based and electricity based plasmoids having
different effects). When it hits something, the plasmoid will be
made to explode due to the pressure built up in it, and the
energy will be released to damage an opponent, causing burning,
electricity or freezing (which can be done by freezing plasma)
damage depending on how one uses it. This can also be used to
create a plasmoid that can generate it's own energy, like a
smaller version of a star. The second is to use it like a blast
in the hand, and attack someone with the sphere by shoving it
into them and then letting it burst around the opponent (Similar
in nature to techniques like the Rasengan). Depending on how
it's used, plasmoids can be very useful in battle, but are very
hard to manipulate due to them requiring pressure to keep from
expanding, and pressure building up inside to create the proper
effect.
- The Bright Advanced Scientific Ability: Ionized Atmosphere:
This is another plasma based scientific ability using ionized
energy. Those that use plasma or lightning can charge the air
around them to create a highly ionized atmosphere around them,
which can affect those around the user. People can be affected
by heavy ionization in the atmosphere, with it having negative
effects if used properly. Those that breath in heavy ionized gas
can damage their lungs if they breathe in high enough doses as
highly ionized air can create dangerous levels of ozone to
humans. Another affect is that the magnetic fields can more
easily draw in electrical energy, in which electrical energy can
more easily be focused to opponents when they are fighting in an
ionized atmosphere, in which those fighting in this atmosphere
will be more likely to draw electrical energies (whether it's
beneficial or not). By utilizing ionized air, one can create a
power that can allow electricity to flow far more easily through
the air, and generate more electricity. Ionization can also be
used to enhance certain metal weapons by utilizing this method,
in which certain metals are enhanced by heavy ionization
depending on the metals. However, the main use of this is for
those scientific users that developed this as a way to short out
technology around them, specifically robots and things
vulnerable to electricity. This can short out robots, computers
and other forms of technology, and can even have negative
effects on certain types of cybernetics. Similar to how
microwaves affect machines, this can also affect machines to the
point that one doesn't even need an EMP to short out a machine.
However, it is worth noting that this atmosphere can affect the
user as well as the opponents, so one has to be careful using
this against opponents as they can be affected by it as well
(depending on the user and what they are vulnerable to).
- The Bright Advanced Scientific Ability: Freezing Plasma
Manipulation: This is another ability advanced plasma users can
utilize, in which they can utilize a plasma that absorbs heat
from an area, in which the plasma can cause an area to freeze
due to absorbing all the heat. This plasma absorbs things like
flames and allows a user to manipulate the freezing of an area.
This can be used to create artificial ice attacks depending on
how it's used, as the plasma can be used to create ice that one
can attack with, or one can use the plasma in an attack to
remove the heat from someone, which can cause the part of the
body damaged to freeze. This can be used a variety of ways, from
creating ice attacks, to freezing objects, and being able to
affect the states of matter through using ice manipulation (Such
as using cold temperatures to reduce the elasticity of objects).
Depending on how it's used, this is a powerful ability, and can
even absorb the heat of flames or lightning when used properly
to leave only cold behind. This power is not really used to
create ice, but instead the plasma absorbs all the heat from an
area to lower the temperatures enough that things freeze.
Depending on how Kaidon uses this power, the plasma can freeze
extremely quickly or more slowly. This plasma replicates most of
the ice abilities that an ice user would use, except that Kaidon
can create it using plasma so that Kaidon can use something akin
to ice manipulation. While this is plasma, the ice is controlled
by the plasma and can be countered by anything that counters
plasma or ice (though countering the plasma is usually better).
Because the ice and cold is created using plasma, it is
important to note that the plasma being countered is the best
way to stop this power, but one can fight the ice powers as long
as one isn't using a flame-based power that Kaidon's heat
absorbing plasma can absorb.
- The Bright Advanced Scientific Ability: EM Spectrum/Light
Manipulation: This particular skill is a more difficult to use
skill, in which a user of plasma is able to utilize the ability
to control plasma energy to take control of the EM spectrum. By
taking control of the EM spectrum using electromagnetic control
and controlling the plasma energy, one can actually take control
of light by using the EM spectrum since visible light comes from
the EM spectrum. By utilizing this skill, a plasma user can use
this to control light, allowing them to utilize light to attack
opponents. Using light, it becomes possible to create heat based
light (using a form of EM radiation in infrared light), ultra
violet light and even controlling x-rays and gamma rays. This
can allow a user to manipulate light in a variety of ways, from
creating beams of light, constructs of light, and even
manipulating visible light to create illusions. This skill
requires immense control to utilize by plasma users, but once
used, plasma users with enough knowledge of science can utilize
this similar in a manner to those that use light manipulation
(except that plasma users utilize far more options than light
users since they can utilize more than just visible light). This
skill requires immense scientific knowledge, and can do damage
to the user if they are not careful, as even those immune to
light might not be immune to the effects of certain EM
radiations (such as high levels of x-rays and gamma rays can be
harmful to the user over time). This skill requires precise
control and knowledge to utilize properly, but when used
properly, this is a powerful skill. Depending on the knowledge
of how the EM spectrum works, some can counter light
manipulation and this form of EM manipulation like normal light
or EM spectrum manipulation, such as using darkness to counter
light. However, it is possible for those not knowledgeable in
the EM spectrum to counter this with forms of energy, in which
many forms of energy can be used to counter EM spectrum
manipulation. For example, things like ki defense and aura
defense could be used to protect from EM spectrum light if the
user uses it to protect themselves, or certain elements can
counter this ability.
- The Bright Advanced Scientific Ability: Cosmic Radiation
Manipulation: As those who have scientific knowledge may know,
most of the plasma in the universe is actually in space, and
many forms of plasma cannot be recreated on earth. Calling on
cosmic radiation, a form of plasma, is extremely difficult
enough that most beings cannot utilize it on earth due to the
fact that cosmic radiation doesn't work the same way in earthly
conditions. However, those that do can utilize cosmic radiation
in battle, in which they can call it down to fight their
opponents. Depending on the user, there are things like cosmic
lightning and other forms of cosmic energy that can be used if
one can call on it and keep it from losing it's form when
exposed to the earth's conditions. This energy is able to be
used against opponents depending on the energy. Among options
are cosmic lightning, solar wind, star-based energy and even
nuclear fireballs. Depending on the user, users are able to
manipulate these forms of plasma, being able to use them if they
can call them from somewhere in the universe. As one might
imagine, the energy can burn or destroy normal matter, usually
in violent explosions of cosmic energy. This makes this power
very dangerous, and a power that can also be dangerous to users
as much as opponents, as users are made up of matter just like
anything else and can be damaged by cosmic radiation if they are
not careful. The other major problem with this is control, as
without being able to control it properly, the cosmic radiation
can lose it's form in earthly conditions, and sometimes can have
violent reactions with the atoms in the world to the point that
the atoms could explode. This requires precise control, and
requires a user to have immense scientific knowledge to utilize
this. However, countering this energy can be done by those with
other energy abilities, as energies can be used to protect
people the same way the earth's ionosphere blocks cosmic
radiation. Energies like mana, ki, aura and spirit energy can
all be used to counter this if they are strong enough, or one
can use physical objects (as long as they aren't too close if
there's an explosion of cosmic energy). This is a power that can
only really be used in short bursts, due to the cosmic radiation
needing focus and control, and users that use this have to call
it from somewhere in the universe. In Kaidon's case, he can
utilize star energy, nuclear fireballs, cosmic lightning, and
solar wind, which he can use to attack people. However, just
like most who use this power, it is difficult to maintain solar
radiation in earthly conditions and it does as much damage to
Kaidon as almost any other being, so Kaidon doesn't default to
this power.
- The Bright Unique Advanced Scientific Ability: Neon
Manipulation: This is one of Kaidon's unique abilities to use
plasma, in which Kaidon has learned to utilize neon (which can
be learned by others, but this is currently unique to Kaidon as
he is the only one that has figured out how to do it using
scientific knowledge). By running an electrical current through
neon gas, neon is an energy which can be concentrated into beams
and concentrated for power. Usually, this is not something
typically able to be used by plasma users, but once neon gas
gets the electrical charge, it is turned into a plasma that
Kaidon can manipulate. Thanks to this, Kaidon can fire beams of
neon, which can be used similar to light manipulation. Kaidon
focuses this into beams since his manipulated neon is in the
form of light. However, most often this neon is used similar to
air manipulation, in which the neon gas is a type of gas that
can be used to attack opponents. Kaidon is able to use neon
using his Bright power, and can utilize this power as neon light
or as neon gas depending on what he wants to do. However, the
only real problem is that Kaidon doesn't have enough neon, so he
often has to absorb neon from surrounding sources like neon
signs, or use neon sticks he carries around to create it. This
is one of the only plasma energies that is not easily available,
as neon sticks don't have too much neon in them. This can be
countered similar to light and wind manipulation depending on
the form of power that is used (as Kaidon can switch at will
between neon light and neon gas). However, this can be countered
with things like wind manipulation, or even using earth
manipulation to block neon attacks (assuming one knows what mode
of attack is being used as certain attacks can pierce defenses).
- The Bright Unique Ability: Darkfire Elemental/Demonic
Elemental Plasma: This is one of Kaidon's unique abilities using
the Bright, in which he can combine his Darkfire training with
his plasma manipulation using the Bright. Using this, Kaidon is
able to combine his power to plasma to create different types of
power using his spirit energy. When using this, he is able to
combine his dark and positive spirit energy to create Darkfire
arts based plasma, something few Darkfires ever really learn to
do since most of the Darkfires never utilize plasma in it's
purest form (even if they use forms of plasma like fire and
lightning). He can also do this using his demonic power, in
which he can use his Darkfire training to combine his demonic
energy to his normal plasma manipulation to create a demonic
elemental plasma. This can be used in combination with any form
of plasma, as long as Kaidon is able to control the plasma and
bond the power to it. The only time he really has trouble is
with cosmic energy type plasma, since it loses it's form so
Kaidon usually doesn't have time to combine it with his Darkfire
or demonic elementals. However, when it comes to things like
fire, lightning, heat absorbing plasma and even his neon
abilities, Kaidon is able to combine it with his basic plasma
abilities with no problems, and can even create Darkfire based
or demonic energy based plasmoids as well. This ability is more
just an enhancement of his normal plasma manipulation, in which
he just adds the slight modification. As one might expect,
plasma enhanced with this can still be countered like normal, as
long as one accounts for the extra energy used to enhance the
plasma manipulation. And with the dark, holy, or demonic energy
enhancement, the elementals do become more easily countered by
their counterparts, such as dark and demonic elementals being
more easily countered by holy power, and his holy elemental
being more easily countered by dark or demonic elements. The
main use of this is the enhanced energy, and if one can account
for that, they can counter this just like normal plasma
manipulation.
- The Bright Unique Ability: Alchemic Plasma
Destruction/Negation: By using his alchemy, and his knowledge of
science, Kaidon is able to utilize his knowledge to understand
plasma and how it works. By doing this, Kaidon is able to negate
almost any form of plasma by using his connection to the Bright
as well as his deconstruction alchemy to essentially deconstruct
plasma energy. This allows Kaidon to negate almost any form of
plasma, and can cancel it out by deconstructing the bonds that
hold the plasma molecules together. Usually, this is simply just
deconstructed and the atoms are put into the air, such as a fire
attack being put out by negating the plasma which just leaves
the molecules of the fire to dispel into the air. This can be
used on almost any form of plasma including other special forms
of plasma, as long as Kaidon knows how the energy works. And
thanks to his Darkfire training and demonic element training,
Kaidon understand pretty easily how to break apart special
versions of plasma since he is able to create special plasma
forms himself like using his Darkfire training with his plasma
manipulation. This is sort of an extension of his alchemic
abilities, where he deconstructs plasma, rather than just trying
to counter it normally like most would. As one might guess, in
order to use this, Kaidon has to understand the plasma being
used, and certain special forms of plasma may be beyond his
knowledge (for example, in one universe, he encountered Tarich
Nightfall and was not able to figure out how to cancel Tarich's
dark plasma which didn't follow the laws of physics). This power
also has to be consciously used, and is not a passive power, so
it requires Kaidon to want to consciously deconstruct and
destroy the plasma (and this requires his alchemy magic, so he
cannot use it without mana to power his magic). It is also worth
noting that when he uses this, it any of his own plasma
manipulation.
Advanced Elemental Abilities:
- Dark Flame Melting Point: Kaidon 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. 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 Kaidon'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
Kaidon'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 Kaidon 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.
- Holy Lightning Insulator Conduction: This was Qrow's
specialty, which Kaidon learned from his lightning training.
This is an aspect of lightning manipulation most lightning users
don't know, in which most lightning users don't think insulators
can be affected by lightning. However, what most people don't
know is that even insulators can be overloaded and become
conductors with enough lightning. Things like wood and rubber
can be made to conduct electricity if enough electricity is put
into it. The key is overpowering the resistance of the
electrical current, and compensating it by using more lightning
than the material can resist with. There is only one perfect
insulator, and that is distilled water, which has no ions, or
electrical charges, and doesn't have any conductive minerals in
it. Other than distilled water, any other material can be
overloaded if one puts enough electricity into it. This
technique is a highly advanced lightning user technique, as it
requires not only knowing the molecular structure of objects,
but also how much electrical power is needed to overload an
insulator. Because some insulators require a lot of lightning to
overload, some materials are easier to do this to than others,
and some may require large amounts of energy in order to use
this technique. There are few things that cannot be overloaded
with this, but advanced users of this technique can overload
anything that is an insulator as long as it's not a perfect
insulator.
- Magnetic Manipulation: As part of a lightning user's lightning
powers, advanced lightning users are able to control magnetism,
being able to take control of things that are magnetic or use
magnetic manipulation to influence objects. This lets them
control things that are magnetic, letting them do things like
stop bullets, or change a metal weapon's striking direction by
using this power. This can also be used for basic influence of
movement, such as slowly pulling someone toward them, or pushing
someone away from them. This becomes easier the more conductive
elements are on someone, with armor and metal weapons being very
easy to push or pull away. Though tougher opponents can resist
this power, and if one can't counter it, then scrambling their
own magnetic frequency with a slight electrical charge or shock
can temporarily scramble their magnetic frequency. However,
while many things have magnetic charges, insulators can't be
manipulated, and something people don't know is that molten
metal cannot be manipulated as molten metal loses it's magnetic
charge in molten form. Water/ice can also be deionized, making
magnetic manipulation impossible. Opponents can also resist the
influence of this, with stronger opponents being able to more
easily resist this. Of course, all one has to do to avoid this
is scramble the magnetic frequency the user is trying to
manipulate, which can be much easier than it sounds by using
special tech, or just simply using lightning that generates
random magnetic signatures on oneself. Typically, some tech
users have developed certain gadgets that can do this easily.
- Magnetic Shield: This lets a magnetism user create a magnetic
shield, letting them use it to block metallic or objects with a
magnetic charge from getting into it. This can also counter
certain energy types if they are blockable with a magnetic
field. This is a barrier style where they create a ball of
magnetic electrical energy around them to protect himself. This
tends to be a pretty good defense for magnetic force users,
which allows them to use their shields to reflect almost
anything with a magnetic charge, usually being great for
deflecting things like bullets. This can also be used to
generate electromagnetic forces, such as repelling people who
hit the shield, or repelling attacks off the shield. When used,
those that use this can counter attacks that can be blocked with
this power, and can even use this to generate electrical energy
by converting the magnetic field into electromagnetic energy. Of
course, non-magnetic objects and opponents can still break
through this, and powers like water and molten metal
manipulation can break through this shield very easily (Anything
with little to no electrical charge can easily break through
this shield). It is also possible to use things like aura
breaker weapons to break through this instantly. It is also
possible to short this out using water or ice, as water works
very well to dispel the magnetic effect due to it being able to
short out electrical energies.
- Magnetic Blast: This is another ability using magnetic forces
that advanced magnetic users can use. This power allows a
lightning user to generate concussive force using magnetic
manipulation, and allows them to generate attacks using this
force once they learn to reshape and change magnetic forces. By
using this, many lightning users can use this to do different
things, but the main thing is that lightning users are able to
use this to fire blasts of magnetic energy. When fired, these
blasts hit with concussive force, and are designed to do
physical damage more than magnetic or lightning damage. However,
further advanced users are able to have the magnetic blast
generate lightning from the magnetic force, usually to allow
this attack to do further damage. This attack is usually used by
those that master normal magnetism, and those that master this
can learn to use this in many different ways. Some that learn to
generate lightning when firing these blasts can even focus
special lightning types to do more damage. For example, a heat
lightning user might have their magnetic blast generate this
heat lightning so that the concussive force generates massive
amounts of heat, or might even use heat lightning to make the
magnetic blast explosive. Typically, this attack can be
customized as needed, and users have many different options,
though the base technique is always the same in how it generates
it's force. Usually, this can hurt anyone vulnerable to normal
physical damage, since this is more focused in blasts of
physical power. If one wants to avoid this, usually the best
thing is to not get too close to it and let it not hit, since
sometimes the blast can have different effects (like heat
lightning making it possibly explosive), and opponents can
usually block this if they can handle the concussive force and
any other effects of the attack.
- EMP (Electromagnetic Pulse), Signal Scrambling, and Hacking:
By using their magnetic abilities, a lightning user is able to
create an EMP, which can neutralize electronic equipment and
some mechanical enemies not resistant to EMPs by generating a
pulse of pure magnetic power. Depending on how much power they
put into the EMP, this can be a small charge or a large one,
with more concentrated EMPs requiring a much longer charge and
stronger EMPs having more possibility to damage technology or
those with technological enhancements. This EMP ability can also
be used to scramble electrical signals, using it similar to a
radar jammer or a way to disrupt any kind of electrical signal
nearby using their magnetic and electrical properties. However,
tech and users that have resistance to EMPs will usually not be
as affected by this. Users can also use their lightning
abilities to hack computers, letting them access computers with
this powers. Of course, anti-hack programs can resist this
influence, and systems with electrical resistant hardware can be
much harder for them to hack. They are also able to use magnetic
manipulation to erase computer data and scramble electronic
devices like hard drives.
- Lightning Combat Enhancement: A lightning user is able to
channel lightning into themselves in order to empower themselves
with lightning. This channels through the body and strengthens
the muscles, bones and tendons, enhancing physical stats
immensely with electrical currents running through the body.
This helps out with many lightning users' combat style, where
they can use this to enhance their physical combat to the point
where they can punch through stone and brick fairly easily if
enough power is applied (and depending on how much power they
passively put into it). However, the amount of the increase is
determined by how much power the user puts into themselves. If a
user puts too much, they can gain high power, but leave
themselves vulnerable afterward as using too much will reduce
their power afterward. This technique requires a balance between
power used and power gained, as too little means not enough of
an increase and too much means a great increase but not enough
power left over. There is also a risk of too much of an increase
of power possibly doing damage to the body, since the body
moving faster and acting more strongly can cause things like
broken bones, and torn muscles if the body has too much pressure
put into this skill, which usually happens when used too long.
- Body and Brain Scan: A lightning user is able to scan someone
through their ability to process electricity. Through this, a
user is able to read someone's body, telling what state the
person's body is in or sense abnormalities. However, this
doesn't let them read thoughts and movements of those a user
fights, as they can only tell those signals are being sent, not
what the signals actually are. However, the biggest use for this
is to remove abnormalities, where a user is able to remove
things like certain illnesses from the blood, tumors and in some
cases, use their lightning to try and correct abnormalities in
the brain by using small amounts of electrical energy to help
restore the brain. However, it is rare to be able to do this on
someone resisting him, as if someone does try to resist them, a
user can't pull this off as easily. This is more for helping
allies rather than doing damage. This also lets a user tell in
combat which signals are being sent to which part of the body,
letting them more easily predict their opponent's movements, as
all opponents have to use their nervous systems to transfer
information in combat, unless one is using a instinctive style
that doesn't require nerve communication (Which is very rare).
Though just because they can process this, doesn't always mean a
user knows what the opponent is going to do, as it only tells
them which part of the body will be moving, and not what that
movement is.
- Nerve Interruption: This power uses a user's lightning to
interrupt someone's nerves. This power disrupts nerve signals
using lightning, scrambling the nerves ability to transmit
signals. When used, this can disable someone's limbs or whatever
part of the body is struck. This can be focused into certain
things, like interrupting someone's leg movement so they cannot
move their legs properly, or disable certain joints. This can
also be used to stun opponents and cause disorientation if they
are hit with this. The nerves usually correct themselves again
within 2-3 three rounds, though other lightning users can avoid
this by electrocuting themselves and correcting the issue (as
they can use this to restart their nervous system). Opponents
with high enough combat adaptability or anatomy knowledge can
also adapt, as some opponents can figure out how to use their
nerves still if they can figure out what movements do what, like
trying to move a leg, but moving an arm, and the opponent adapts
until the nerves correct themselves.
- Lightning Beam: Some lightning users can fire beams of
concentrated lightning, which are designed for piercing
opponents. These can fire beams of lightning at many different
sizes and speeds depending on their ability, which blast through
opponents. Most of the time, there are two types of beams that
are fired using this power. The first is that they fire smaller
beams of lightning designed for speed and piercing. While they
don't do as much damage, they easily pierce opponents more
easily, and are great for trying to strike vital points with
this attack. The second is that users are able to fire larger
beams, usually as a way of doing more impact damage or just
trying to incinerate opponents caught in big enough beams of
lightning due to the lightning's destructive nature. Typically,
this is designed to pierce shields and armors, but users can
find plenty of other ways to use this as well. For example,
there are some that can use other lightning types that will find
ways to use this to enhance the technique, such as an ice
lightning user might use this to pierce an opponent and freeze
the wound to cause extra damage, or a heat lightning beam could
generate heat which severely burns a wound. Some even have
specific techniques to use this uniquely, such as using impact
force of these beams, or some are able to use this to reflect
this beam off things like mirrors that reflect light. However,
smaller beams are rarely deadly unless they hit a vital point
like the lungs or the heart even if they usually more easily
pierce an opponent. Larger blasts usually do more damage because
they usually have to be concentrated before being fired, but
stronger opponents being able to block or resist larger attacks
to a degree. Usually the best way to avoid either of these types
of abilities is to not let oneself be hit by it.
- Lightning Stream: This is an advanced technique among
lightning users, and one that requires more power than one might
think. This technique uses lightning to generate a stream of
electricity, which can be used to fire at opponents. The main
use of this is to electrocute an opponent with more electrical
energy than normal, with streams of lightning usually being able
to kill opponents with enough exposure. This technique can be
used multiple ways, depending on what the user wants to do. The
first main way this is used is by firing it from the hands or
even from the body (only used by advanced lightning users),
where a user will fire a stream of lightning at someone or
something to electrocute them. The second method people use of
this is when users create streams around them, usually to be
used defensively. This use can be used to protect oneself from
attack by opponents, such as using this to try and generate a
stream of electricity around oneself so that the opponent trying
to attack them will get electrocuted when they get too close.
This technique can even be used with special types of lightning
if a user has them, such as using heat lightning to burn and
electrocute opponents simultaneously. This technique is quite a
powerful one, but comes with a few major downsides. Typically,
this requires a lot of power to use, and cannot be maintained
for long periods of time. Most users cannot use this for more
than few rounds at a time. The other major downside is that this
can do damage to a user's body if overused, because the
lightning released forces open the flow of energy in the body to
release this massive stream of electricity, and when maintained,
the forced open flow of energy starts to cause major damage to
the body because of this.
- Piercing Lightning Attacks: This technique was developed among
advanced lightning users, with the most well known users of this
being users of techniques like the Chidori who learned to
utilize this lightning. This technique condenses lighting until
the power of the lightning builds up to be able to break through
defenses. This technique is very useful for opponents with
strong armors and shields, as those that use this at full power
have been known to even pierce through adamantium (but only with
enhanced lightning and long enough time to concentrate their
lightning enough). This attack can be built up with a longer
charge time, where a user can take more time to condense more
lightning into the attack to make it stronger. Because of this,
the longer the attack is prepared, the stronger it can be. Those
that use this that have customized this power have come up with
plenty of ways to use this, such as some who focus spears and
swords of lightning into this power, or some that can fire
spearing attacks, or some that can even fire streams of piercing
lightning from their body. However, while this attack is very
useful, it does require charging up and condensing lightning,
and while this can be done quickly, this technique is only at
it's strongest when an opponent takes extra time and puts more
power and time into the attack. While strong, interrupting an
opponent charging can hinder them from making this strong enough
to pierce stronger metals, and this attack can still be dodged
by fast opponents.
- Chain Lightning: This is another advanced technique of
lightning users that allows those highly trained to eventually
learn to have their lightning chain to multiple opponents if an
opponent is struck by a lightning attack. Typically, this is
usable with almost any kind of lightning attack, such as a
lightning stream or a lightning blast, and some users have
specific techniques using this ability. Depending on the ability
and knowledge, as well as the conductivity of the affected
opponents or objects, users of this ability can usually chain
multiple opponents, with some even being able to chain their
lightning among entire groups. Typically this works best with
the lightning stream power, because of the stream's ability to
hit one object or opponent and then chain to another nearby,
which many users of this power will use this power for. However,
this does require great knowledge of conductivity of anything
they are trying to chain their lightning to, and requires the
person or object chained from to be within 10 feet of the
original object or person who is hit by the initial lightning
attack. The number of people who can be chained in this
technique also depends on how advanced the user is, and how good
they are at keeping things like a stream of lightning active.
Typically, this can take less power than firing multiple
attacks, but requires more knowledge and awareness of the user's
surroundings to use. This can also be stopped if there is no
conductivity, such as lightning cannot be run through certain
insulators, and the chain power does not work if the object or
person struck is not conducting the electricity.
- Lightning Strike: When someone with lightning abilities uses
their abilities during a storm, the user is able to create a
lightning strike, directing a natural lightning strike to attack
an opponent by controlling the storm and generating a lightning
bolt by concentrating the static in the air where they want the
lightning to strike. The user needs only to fire a lightning
bolt up in the clouds to absorb the lightning and concentrate
the static in the clouds, which can also can also use special
lightning to empower the lightning different ways, such as using
holy lightning for a holy lightning strike or a powerful ice
lightning strike to freeze an opponent when struck. Depending on
the lightning, the lightning has to be fired into the clouds,
and draw power from the overhead storm. However, this can only
be used when there's a storm overhead, and if there's no storm,
then there's no natural lightning that the user can call down.
Anyone who knows this is coming usually can find some way to
avoid it, such as using a metal object to absorb the lightning
(though lightning strikes used in this manner tend to melt most
metal objects), or using cover to block the lightning strike. It
is also possible to protect oneself using earth manipulation or
using insulators that don't conduct electricity. This typically
requires a lot of power to do, and while it is very powerful to
use nature's lightning, it is also very taxing, requiring a lot
of power to use this attack. Most users only use this against
the strongest of opponents, usually as a trump card. Users of
lightning without storm manipulation can use this if there is a
storm overhead, but without storm manipulation cannot manipulate
the storm itself.
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, werecreatures 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 advantage 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: 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 2 Gift: Spirit of the Fray: This is somewhat similar to a
vampire's celerity training, and allows a werecreature enhance
their attack speed immensely. Unlike a vampire's celerity
training though, this becomes a permenant enhancement once it's
used for the first time, and grants a speed boost to the
werecreature. When using this, werecreatures with this skill
gain a passive enhancement to their natural speed, and can move
at lightning speeds. This was designed to allow werecreatures to
be able to take advantage of this speed to attack opponents
first, as many werecreatures and martial artists believe that
getting the first attack can shift a fight in their favor. This
speed depends on the werecreature, with some being able to move
faster than others depending on their base speed abilities. This
is a very useful combat ability, which is taught by cat spirits.
When used though, a werecreature may have trouble adapting their
mind to the speed they now operate at, and may require special
training to handle their enhanced speed. Users of this can still
be countered by faster opponents though, such as vampires who
use celerity training, or other naturally fast opponents. This
is only a passive speed increase, so this doesn't grant other
abilities, although opponents should usually know that increased
speed can also result in increased strength due to users have
momentum to enhance their attacks as well. However, opponents
can account for this if they use this properly.
- Rank 5 Gift: Fabric of the Mind: This is a high ranking gift
that allows a user to create spiritual recreations of anything
their imagination can think of. Users are able to give life to
create almost anything they desire, making this similar to a
certain familiar abilities of vampires. If used properly, this
can create almost anything the user wants using the spiritual
essence of dreams, and is limited only by the user's
imagination. This could be as simple as creating creatures to
help them in battle, or creating mists of darkness, or advanced
users can create dream states similar to that of dream demons
which can overlap the dream world with the real one to create a
dream world over an area. This is a very useful gift among high
ranking werecreatures, as it essentially allows a user to grant
life to anything they want to create, very similarly to illusion
abilities except that this gives physical form to almost
anything they use. This is taught by a chimera-ling. However,
there are certain things that can't be done, as this is a
spiritual power, such as creating new matter (aka, a metal
monster wouldn't be able to create actual metal, instead it
would create spiritual constructs of metal). Anything created by
these disappear when this gift is dispelled or stopped.
Opponents can also attack users of this, as if a user loses
their concentration on this at any point, they will lose control
of the dream beings, and then the dream creature may also attack
the original user, and remain in the physical world free from
the user's control. These can also be attacked like spirits,
specifically things that can destroy spirits can destroy these
(like spirit destruction arts or certain other spiritual
abilities attacking spirit creatures). Kaidon learned this
ability from Wolfwing, and was able to use it similar to his
half brother, Hei Darkfire who used a similar power in ultimate
genjutsu.
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.
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 Darkness Manipulation:
This is the second part of learning werepyre skills, in which a
werepyre has to learn to manipulate the dark nature they are
born with. Some are able to do this better than others, but most
werepyres are born with dark natures that let them draw out this
dark nature, in the form of using their werepyre energy to mix
their darkness power from their vampire side with their cursed
nature of their werewolf side to create a unique energy which
they call cursed darkness. This is somewhat similar to corrupted
darkness, except that the werepyres use this naturally, rather
than having to create it. When using this, they can use this
like any normal darkness abilities, with the exception that this
darkness can be used to even fight other darkness users similar
to corrupted darkness thanks to the cursed nature of this
energy. This is the base power of their combat skills alongside
their deadly predator spirit. This darkness powers most of their
battle skills, while their deadly predator spirit usually powers
more of the passive abilities. As a werepyre gets more
experienced, they may learn to do more advanced darkness
abilities, and may even make their battle skills more powerful
if this skill becomes stronger since it's the base power of most
of the battle skills. Typically, the way to counter this is holy
energy, though the best is probably holy light which counters
both the cursed nature and the darkness power. However, normal
light can be used if it is concentrated enough to overpower the
darkness, assuming the werepyre doesn't have any other enhanced
darkness abilities.
- Werepyre Passive Skill: Arcane Terror: This is a passive skill
that is generated by werepyres. Most werepyres learn this as
part of their basic training where they are able to enhance
their natures to terrifying levels. Similar to vampires who use
disciplines that weaponize their very presence, werepyres also
use this as a passive way to intimidate others using a fearless
nature. Those not immune to fear manipulation will find
themselves filled with fear when faced with the werepyre, as
this is a passive skill that is always in effect. Depending on
the presence of the werepyre, most use this in some fashion to
strike fear into their opponents, usually as a tactic to scare
off hunters and other opponents who might be a threat to them.
This skill also gets stronger when the werepyre becomes angry or
hateful, in which their negative emotions can fuel this and make
this power stronger to generate more fear in others. Typically,
this skill means that it takes someone with strong willpower to
not be overcome with fear. Some werepyres who use this can
weaponize it in a way to attack the mind, but usually only
advanced werepyres will use it in this way. Those that are
immune to fear manipulation or the effects of emotional
influence would be able to resist this though, as will people
with strong wills that can overcome their fear. This skill also
only works as long as the werepyre is fearless, and if they
become afraid, then this skill will stop working completely as
long as the werepyre is afraid.
- Werepyre Passive Skill: Unstoppable Will: Similar to how some
vampires and werewolves have certain training to avoid certain
emotional changes (like the Darkfire Disciplined Mind),
werepyres have their own special training where they passively
focus their willpower into their darkness power. This grants
them a passive skill that strengthens their willpower
considerably, and can instantly free them from certain negative
status effects. Using this, werepyres are able to break out of
certain negative conditions like fear manipulation, psychic
paralysis and stun abilities, and other body manipulation
abilities. By using their immense willpower, their dark natures
break them out of most psychic holds or manipulations that try
to attack the mind or body, which is usually overpowered by the
werepyre's own will. This power is a passive skill that is
designed to be similar to skills like Disciplined Mind, and
designed to help the werepyre focus their minds in battle. As
one might imagine, this is a necessary skill to have in battle,
so that werepyres can keep focused when they are in battle.
Typically, this power uses a werepyre's willpower with their
dark natures, so this skill only amplifies the mind as much as
the willpower and dark nature of the werepyre will allow. While
some have stronger willpower or dark natures than others, the
combination usually determines how strong this will be. If a
psychic power can overpower the werepyre's willpower, then it is
possible to overpower this skill and affect a werepyre on a
psychic level.
- Werepyre Passive Skill: Shadows of the Dawn: While most
werewolves and vampires wouldn't be able to fight effectively
during the day, werepyres have developed a skill that lets them
fight during the day just as effectively as they do at night. By
using the shadows of an area they are in, they are able to
utilize amplification during the day, which amplifies them as
much as the night would. By absorbing the shadows, the werepyre
isn't affected by daylight, and can get around just as easily in
the day. For most werepyres, they will find light unpleasant
(Unless they are a type of werepyre that is not restricted by
night, aka if they have daywalker power in them), but they will
not be hindered by the light as long as they have shadows around
them. Typically, the darker the place they find, the more
amplification they will find, though they can fight effectively
enough even with little shadow. While they may not gain
amplification during the day from the night or the moon, they
can use this skill to at least fight at their normal level even
if they would normally be hindered during the day. Of course,
while this skill does allow a werepyre to fight during the day,
that doesn't mean they don't still have vulnerability to holy or
light based abilities due to their strong darkness nature. And
if an opponent takes away their shadows during the day, they
will lose their darkness amplification they gain from this
ability and might be weakened depending on the werepyre.
- Werepyre Passive Skill: Terror of the Night: Werepyres who
train their combat usually train both vampire disciplines and
werewolf gifts, in which they combine the two. In combat, this
usually results in them combining combat abilities of werewolves
and vampires. For example, werewolves will use certain vampire
abilities like celerity training or potence training that
enhances physical combat, and also use certain werewolf gift
training like lightning reflexes and pain resistance. Every
werepyre has different balances of abilities depending on what
they can do, but most werepyres use this skill to combine
werewolf and vampire combat abilities in order to combine the
best of both races combat skills. This makes werepyres extremely
dangerous in physical combat, especially ones that focus on
physical combat, since this skill allows them to utilize two
different races combat abilities in ways that surpass the
original powers of clans and prides. Werepyres, depending on
their training and affinities, can combine their combat training
in a number of ways, with some even combining certain other
combat techniques with their werewolf and vampire powers (such
as martial arts styles and weapon styles). Typically, this makes
each werepyre different, and amplifies their combat abilities
depending on their abilities. Because of the number of
combination options werepyres have, all werepyres have unique
combat abilities. However, while this is an impressive ability,
most werepyres are limited by what physical affinities they
have. For example, a werepyre that is more bulky may have more
strength and defense, but may not gain as much speed, or a
werepyre that is smaller in stature might be faster, but lack
the physical strength. This also depends on the training of the
werepyre and what skills they can learn that boost their
physical combat, as the physical combat makes this power what it
is.
- Unique Passive Werepyre Art: Dark Chaos Drive: This is a skill
that Wolfwing developed himself and taught to Kaidon. This
passive skill absorbs chaos energy and fuses it to Kaidon's
darkness energy to create a chaotic amplification of Kaidon's
supernatural and physical abilities. This amplification is
strong, but it's main advantage is that it amplifies Kaidon at a
chaotic nature, which constantly changes how much Kaidon is
amplified by this power. The amplification Kaidon uses allows
him to fight passively in a constant amplified state, constantly
changing his amplification. This may seem like it would hinder
most warriors, but with Kaidon's adaptiveness, he is able to use
his natural combat ability to compensate for the changes in this
skill's chaotic nature. This skill is designed for
unpredictability, in order to make Kaidon's amplification
chaotic enough that even Kaidon cannot predict how his
amplification will change from moment to moment. By adapting and
changing as his amplification changes, Kaidon uses this to keep
his movements as unpredictable as possible, as he's constantly
having to adapt and change his combat in order to adapt to his
skill's changes, which makes him nearly impossible to predict
even by those that know Kaidon's combat style, because of the
fact that even Kaidon himself doesn't fully know how his
amplification will change. By taking advantage of this, Kaidon
is able to keep his physical stats from being read by his
opponents, due to them constantly changing. Typically, this is a
constant state of amplification, though this really doesn't make
Kaidon too strong, as his amplification is constantly moving up
and down on the amplification spectrum, making it sometimes
where he's at lower amplification. While he is in constant
amplification with this, opponents are usually best to attack at
times when he's in low amplification modes, as he will be more
vulnerable than when in higher amplification modes.
- 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 berserker
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.
- Unique Werepyre Art: Dark Purgatory: This is one of Wolfwing's
ultimate techniques. When used, Wolfwing releases a large sphere
of darkness that is fired in the direction of his enemy. If the
enemy is caught in this sphere, then they are taken to a pocket
dimension of darkness. Once inside, the darkness in the pocket
dimensions hardens and crushes everything inside the pocket
dimension. Opponents caught inside this are crushed to death,
and their souls are sealed in the pocket dimension. This is a
very strong technique designed to kill strong opponents, and
even if they are not killed by the darkness, they will become
trapped in the pocket dimension. Typically, this is very hard to
get out of, and designed to get rid of enemies through either
killing them or trapping them. Very few have ever actually
escaped this dimension of darkness, with the only ones that have
being ones that have dimension cutter or dimension teleportation
abilities. If one is to escape this, the best time is before the
darkness hardens once the user is in the dimension of darkness,
and using some sort of teleportation ability that can move
across dimensions. Some more powerful enemies can break this
dimension due to it's small size, but this kind of power
requires the power of an archangel or demon prince or someone
with immense aura that could overpower the pocket dimension. Of
course, the easiest way to avoid this is to dodge the sphere
Wolfwing fires at the opponent, as not getting caught in it
means that they won't be pulled into this pocket dimension in
the first place.
- Unique Werepyre Skill: Dark Explosion: This is an ultimate
technique where Kaidon charges himself with dark flames and once
he reaches a point he wants to use it, he creates a massive
explosion of dark flames coming out of his body in a massive
explosion of dark flames that is designed for destructive power.
This is designed to be purely destructive in an area, usually
reflecting the power depending on how long he charges up his
power. If he charges it long enough, he could blow up a city
block with his power, and this can be a very destructive
ability. This only requires charging up explosive energy using
the dark flames, and Kaidon mostly uses this in situations where
he needs to destroy an area, as using this is creating an
explosion to blast anyone in the area with him. This was based
on certain other explosive attacks, but releases more of a large
explosion of energy than most explosive attacks. One could
compare this to a missile blast explosion, destroying an area.
While Kaidon cannot completely obliterate people in the blast
with this, it is still a very strong technique that Kaidon can
use. This technique is difficult to avoid, though one can
usually tell what he's building up for by the heat generating
off him, usually granting them time to interrupt the charge with
an attack or get away from the explosion. While some stronger
enemies can survive this technique, it still does heavy damage
thanks to the dark flame and charged concentration of the dark
flames. Of course, those immune to dark flames would also be
immune this technique.
- Unique Werepyre Skill: Spirit Destruction God Fist: In order
to counter Wolfwing's final spell, Conjuration of Decimation,
Kaidon countered the technique by creating his own technique. By
focusing his spirit destruction into a blast, he is able to
release it in order to destroy any spirits nearby. However,
instead of firing this attack in a single wave, Kaidon more
focuses it like a blast he can fire from his hands, in which he
can fire blasts using this unique skill. When combined with his
martial arts abilities, Kaidon is able to not only do physical
damage, but can actually destroy souls if he uses this enough
times on someone. Rather than use Wolfwing's single shot final
attack, Kaidon decided on a unique technique that could be used
multiple times. By focusing this skill, Kaidon does far more
damage to opponents, and as they take physical damage, they also
take spiritual damage. Kaidon can create waves using this
technique, such as a ground punch that releases an attack wave
all around him. Unlike Wolfwing's final skill though, this
doesn't destroy the spirit right away, taking multiple hits to
destroy someone's spirit. Since Kaidon is more of a fighter, and
prefers to beat his opponents to a pulp rather than kill them
with a quick death, Kaidon uses this skill to essentially beat
his opponents down. The main danger to this skill is that if one
is hit enough times, their soul will be destroyed even if they
survive the fight. As such, this is a very dangerous skill, as
Kaidon can essentially destroy souls. However, this doesn't just
work on souls, but also on spiritual opponents, such as dark
spirits or other spirits that might try to fight Kaidon. Luckily
for opponents, this technique only works if Kaidon hits with an
attack, whether it's through a physical attack or a shockwave
technique (as he uses this in combination with his martial arts
so his shockwaves have spirit destruction energy), unlike
Wolfwing's which hit an entire area. One also can counter the
effects of the spirit destruction as long as they can protect
their souls from it, such as using a barrier of energy around
their souls to keep the energy away from it (Though one has to
be careful since that barrier can be broken with enough effort
from Kaidon's spirit destruction power). This technique can also
do major damage to Kaidon if this is turned back on him, as he
is just as vulnerable to spirit destruction as anyone else.
Sword Style Shingetsu Style Abilities:
- Shingetsu Sword Style: Many are familiar with the Shingetsu
style as a sword style, in which it is designed to be a focused
style. This style falls into two main types of attacks, which
are the two bases of this entire style. The first is the
Nadeshiko, which is a technique that focuses physical force to
split objects known as the "Armor Piercer" substyle, and the
second is a technique known as Battojutsu, or a type of sword
draw technique that uses the second substyle of this style. This
style was developed for weaker combatants originally, in that it
was designed so that weaker combatants could hit harder or
pierce armors that they wouldn't normally be able to. The
Nadeshiko was designed for this style specifically, but the
Battojutsu was originally derived as a variation of the Hiten
Mitsurugi style, which some aspects of the Battojutsu part of
the style became a basis for this style's techniques. This style
is a focused technique that weaker users can use against
stronger opponents, as the Nadeshiko is designed for weaker
people to pierce stronger opponents, and the Battojutsu is
designed to attack at much faster speeds to counter opponents
with faster speed. For the most part, this is a style that is
more about technique and mastery of it's attack styles, rather
than just being a style focusing on physical strength like it's
martial arts counterpart. When advanced users of this style
master it, they are able to balance the two substyles and
combine the two aspects to create a sword style that some master
swordsman are even able to use with wooden swords or some can
even attack with things that aren't swords to combat swords and
other bladed weapons. For Wolfwing, he uses this mostly in his
human form, as this was his sword style he used when he was a
human supernatural hunter.
- Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
first substyle of the Shingetsu style that applies to both the
martial arts version and sword style version of the Shingetsu
style, which is the Nadeshiko technique, or also known as the
Armor Piercer technique. This substyle is a main focus of the
style, in which the user is able to concentrate physical force
into a single point to split an object at the point of impact.
When focusing the style, users have to focus on the point they
want to attack, and then use their force to create a line that
splits the object through concentration. If done properly, their
attack will not hit as a normal physical attack, but will simply
slice something cleanly in half. This is an aspect in both the
martial arts style and the sword style version of the Shingetsu
style, and can be done using a simple physical combat attack
like a punch or kick can cut into an opponent, or a sword slash
to concentrate the sword slash's affect. Masters of the style
that are skilled enough have also been able to slice through
things with the sheath of their weapons, or some people can even
slice through armor with a simple kick or punch. This style was
originally designed, as one might guess from the name, to slice
through armor and tougher materials, whether it was through
physical combat or through the sword style. This technique
requires focus at first, but masters of the style can usually do
this subconsciously with enough practice. Countering this is
usually best done through dodging, since this is designed to
slice through even metal armors and shields. Since this is a
concentration technique, another way to prevent this from
working is to interrupt the user's concentration, or interrupt
the impact force which will usually make this technique not work
properly.
- Shingetsu Battojutsu (Sword Draw Substyle): This is the second
substyle of the Shingetsu style, which is a style based around
sword draws that is specific to the sword style (as the martial
arts style has no "sword draw"). This sub-style is known for
it's unique sword draw techniques, which was originally taken
from certain other styles like the Hiten Mitsurugi style that
had plenty of sword draw techniques. However, the battojutsu
substyle is based mostly around drawing a sword directly into an
attack, without having to go into an attack stance after drawing
the sword. Because a sword draw can be among the fastest known
movements with a sword, battojutsu and laijutsu users developed
the style around it so that they could take advantage of this by
utilizing this as one of the main aspects of the combat style.
As a result, the battojutsu style is all about different sword
draw techniques, and combining those techniques with special
techniques to create unique attacks. Many of the attacks in the
Shingetsu style are designed around both the Nadeshiko substyle,
but many use the Battojutsu style, and some even combine the two
aspects. Users who master this can use many powerful sword draw
techniques, many of which are designed to be extremely fast
techniques, and some even being very powerful techniques when
combined with the Nadeshiko style. However, the biggest risk to
this style is timing, due to this style leaving the user
vulnerable without their sword drawn. If a user draws their
sword too early, the user will be left open, but if they draw
too late, the opponent might have already landed an attack on
the user.
- Shingetsu Slidestep (Stepping Method): Any swordsman and
martial artist can attest that any sword style requires precise
footing, and each combat style needs a way to regulate their
movement whether it's weapon-based or martial arts-based. There
are usually certain stepping rules that one needs to avoid, such
as not moving their leg in front of their sword, so they don't
risk chopping off their leg when using sword styles, or using
movement styles in martial arts as a basis for dodging and
counter attacking. No matter what style one uses, a proper
stepping method is often the basis of good movement, and most
users of any style will never advanced without mastering a good
stepping method. This stepping method style acknowledges those
concerns, but also acts as a high level stepping method that
allows a user to use a special stepping method that is designed
to use sliding to the advantage of the user. Normally, sliding
around is a danger, but this stepping method uses it to the
advantage, in which the user can move and use the slide step to
transfer the momentum into their attack. Of course, as one might
expect, this can be difficult to master, but advanced users can
get good enough at it that they are even able to use this to
create after-images when they move fast enough. The major danger
to this is using slide and accounting for the friction, due to
sliding around requiring a user to know how friction will slow
them and account for it when moving.
- Swordsman Wavelength Attack Focus: This is a trick among
swordsman, where cutting through objects isn't about power, but
concentration which is learned only by experienced swordsman who
have been near death at some point in their life and learned to
tune into this. By tuning into the wavelength of objects, a
swordsman is able to cut only what they want to cut, such as
cutting through a tree without cutting the leafs falling from it
by tuning their wavelength of their attacks to target only a
specific wavelength. This technique lets the swordsman cut
through almost anything by tuning their attacks to the
wavelength of whatever it is they're trying to cut. They don't
have to know what the material is, only be able to process the
wavelength of the item or opponent. This lets them cut through
almost anything, assuming the opponent isn't also using this
power to block them. This can also cut through defensive energy
skills, such as walls or barriers by some advanced users. This
swordsman technique requires the user to be tuned to the world
around them, and once mastered, the swordsman can essentially
cut through almost anything with enough concentration. However,
this obviously doesn't do any damage by itself, simply being
used to tune attacks to their opponents. This technique can be
countered however, by simply changing the wavelength of the
object or person being attacked, such as using an energy
amplification technique to change the wavelength of the object
or opponent. While the sword would do some damage as it's still
a sword slash (if it hits), then the sword would do highly
reduced damage.
- Swordsman Wavelength Projectile Ricochet: Thanks to the
wavelength sense some swordsman have, Those with it are able to
use their connection to the swordsman wavelength to reflect
attacks back at opponents or at other opponents from their
sword/weapon. This ability comes from using the swordsman
wavelength in order to tune their wavelength to the wavelength
of the kinetic energy of a projectile, in order to reverse the
kinetic energy when attacking a projectile. Advanced users of
this can even learn to reflect projectiles in specific
directions, rather than just reflecting the attacks randomly.
Usually, this only requires the user to react fast enough to
tune their sword's wavelength, assuming they can use this in
time to reflect a projectile, and they will be able deflect
projectile attacks. This works on energy attacks, other
projectiles, and even works on things like cannonballs and
bullets (if a user can react and move fast enough). While most
users have to concentrate to do this, advanced users of this
learn to do this subconsciously with enough practice, which
gives them more time to react to projectiles. This is a
difficult technique to master, due to how many different kinds
of projectiles there are that could be used, and the speed many
projectiles travel. For opponents, most aren't able to change
the wavelength of a projectile, but if opponents can speed up
their projectiles so the swordsman doesn't have time to react
and tune to the wavelength of the projectile, then the user may
not have time to use this.
- Form Negation Wavelength Manipulation: This technique was
developed as part of the wavelength training, in which they can
attack people who are either intangible or in elemental form.
This uses the user's ability to tune to wavelengths to attack
someone while they're in another form, allowing them to
essentially attack them and ignore their form they're in to do
damage to them directly by tuning to the wavelength of the
person's original body rather than attacking the form they're
in. For example, an opponent in water form would take damage as
though they were in their normal form when this technique is
used properly as this would attack the opponent's body rather
than the water form. This technique is quite useful for the user
especially fighting supernaturals who use intangibility or use
energy or elemental forms to avoid damage, in which users of
this developed this specifically to combat these kinds of
opponents. Users of this usually have to concentrate to use
this, but advanced users will learn to use this subconsciously
when an opponent uses intangible forms. Opponents can counter
this by manipulating their wavelengths so they don't match the
user's attack, if they know how the wavelength power works
which, for the most part, is something only swordsman can tune
their mind to (Though there are plenty of similar abilities in
other training that use similar abilities in other forms). Of
course, opponents can still easily dodge the attack, as this
does require landing an attack in order to take damage even when
the wavelength is properly tuned to the opponent.
- Energy Negation Wavelength Manipulation: This is another
technique that developed as part of the wavelength training.
This technique lets them dispel energy techniques similar to an
aura breaker, in which this was designed to operate similar to
the form negation ability. Thanks to this, they are able to use
sword slashes and their ability to use wavelengths to tune to a
wavelength and dispel it with a sword slash by tuning the
wavelength to the energy's wavelength and focusing on using
their physical force of their wavelength to dispel the
wavelength of the energy. This is an advanced technique that is
much harder to do than it sounds, and if used properly, it works
great for swordsman who fight projectile attacks. This only
works on energy type attacks and defenses, and doesn't work on
solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
wavelength training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and on a different wavelength) and must be attacked
using form negation rather than energy negation. The most this
can do to someone in elemental form is negate some of the energy
used to keep their body in it's elemental or energy form.
Opponents who want to counter this can counter this by changing
the wavelength of the energy used, if they know how this ability
works (which those who see similar abilities will know how it
works).
- Twin Draw: This sword style move uses a seemingly normal
battojutsu move which uses a powerful sword draw to launch a
strong and speedy attack, but the difference is that in addition
to the sword slash, the user also uses the sheath as a second
attack in quick succession, striking with the power of the
momentum of their first attack to carry them into the second.
This attack is meant to fool opponents into focusing on the
sword draw, but not on the second attack coming from the sheath,
which usually is set to hit someone in the chest or at a
pressure point since the sheath normally wouldn't do too much
damage. This attack can be combined with the Nadeshiko or the
swordsman's wavelength when used by advanced users, and can make
the sheath slash opponents when the attack hits. If an opponent
is hit by this, they will often find that the force of this
attack is usually able to break someone's ribs, since the chest
is usually the target of the second attack. While the first
attack is just as dangerous (as battojutsu attacks are usually
quite fast and can be pretty powerful), it is usually the
combination of attacks that makes this so dangerous. Since there
are two attacks, usually focusing on one will make the other
easier to hit with, and most opponents wouldn't even see the
second attack unless they know that it's coming since most
swordsman wouldn't attack with a sheathe. While this may seem
like a great technique of deception though, this usually only
works once, since the opponent usually catches on to the style's
use of this technique. Though basic, this technique is still
effective.
- Sword Slash Wave: This technique is a modification of the
Nadeshiko style, where the user doesn't focus into a point of
attack, but rather, focuses their power into a slashing wave by
focusing their attack force. This has the same effect on an
opponent, except that the attack hits from a wave instead of a
sword slash through concentrating of an attack. This was
designed to send the force of a sword slash to fight opponents
who fight from further away, since not all sword users can fight
at mid-range (as most swordsman cannot attack beyond close
range). This attack can either be focused into one large
slashing wave for more damage, or advanced users can focus this
wave into a collection of smaller slashing waves for more
chances to hit an opponent depending on how the user uses this
technique. This technique is a fairly basic shockwave style
attack that is designed to transfer the force of an attack
across an area, which is normally invisible to users. However,
some users can still tell when this attack is used, usually
those with highly honed combat instincts or those that know how
these kinds of techniques work. This is another attack that can
deceive opponents the first time it's used, since most aren't
able to tell there's a shockwave style attack that comes from
the sword slash that fires this attack. Though after the first
attack, usually opponents figure out how this technique works.
- Cherry Blossom Pedal Wave: This attack is another attack of
the Nadeshiko part of the Shingetsu sword style, that uses
powerful sword slashing shockwaves in a more advanced technique.
These waves are focused and powerful enough to bend the light
around them, which causes certain effects on the light affected.
The sword has to move swiftly and very fast so the sword waves
nearly overlap. The technique creates the optical illusion of
what looks like cherry blossom pedals around the sword and
waves, but is merely an optical illusion which ended up becoming
the name for this attack as the cherry blossom pedal optical
illusion became associated with this technique. The attack still
works like slashing waves, except the waves move far faster and
do more damage, and are more visible due to the optical illusion
that looks like cherry blossom pedals as the light is bent
around the wave. Typically, the force of this attack is stronger
than a normal attack wave, and the slashing waves are meant to
hit in quick succession to make this harder to dodge. However,
it is possible to dodge these attacks, but requires precise
movement and very fast reflexes to dodge these waves. Depending
on how the sword is slashed, the attack could be one large wave,
or a collection of smaller waves depending on how advanced the
user of this attack is. This is hard to tell though since the
wave itself is not usually visible since it's usually hidden by
the bent light around it, though one can tell by the cherry
blossom pedal illusion where the general wave is or how the wave
is fired. It is also noteworthy that the light bent by the waves
of the attack is not quite as impressive as it sounds, as it is
more just an affect on the air around the attack rather than
being some space-bending feat like most think.
- Cresent Slash: This is a combination of the Nadeshiko and the
Battojutsu substyles, where users are able to use this if they
have mastered both styles. When using this technique, the user
does a Battojutsu style sword draw attack, bringing the sword
forward into a sword slash. However, the difference is that this
technique creates a wave from the sword using the Nadeshiko
style that creates a slashing wave to attack opponents from
farther away. This is a good move to use when the opponent is
expecting a sword draw up close, as the user can draw and attack
from farther away, catching the opponent off-guard since most of
the shockwave attacks are not able to be seen typically.
Essentially, the user wants everything to be in one swift
movement, where they sword draw straight into a Nadeshiko sword
wave in one swift motion. Unlike the normal wave, which is
fired, this wave stays for a short time up to two feet in front
of the sword's blade where it was slashed, and can be used to
essentially extend the range of a normal battojutsu attack. This
requires the use of both Nadeshiko and Battojusu, which means
users must know both substyles to use this technique, and be
able to combine the two naturally. This attack is usually great
for opponents just outside the range of normal attack range with
a sword, but this is another technique that typically only works
once, and opponents usually have to still be within a certain
range for this attack to work properly, as this wave cannot be
fired at opponents like most think.
- Two Sided Slash: This move is a special Battojutsu style
technique, where the user starts with a short charge to the
opponent. When the user gets close, they draw the sword and
attack from the front, then as they get behind the opponent (by
moving beside them) they user their momentum to spin and do
another attack to their back while they're stopped from the
first attack. This attack is a two stage attack, designed to hit
from both the front and back in quick succession if the attack
is done properly. This requires careful movement, and predicting
where the opponent will move to if they try to dodge the attack,
since this technique is designed to hit twice. If the user
misses the first attack, it is possible to adjust their stance
to make the second attack easier to hit, but requires fast
reaction and being able to move effectively so they don't lose
any momentum of their attack. When done properly, this should
all be in one solid flow of movement where the user does the
first attack and then moves immediately into the second attack.
This technique is designed to be done with great speed, and if
done correctly, both attacks should hit close to the same time.
If an opponent wants to dodge this technique, the best way is to
just get out of the way of it, and if the opponent knows that
the second attack is coming, they can still dodge the attack. If
an opponent does fall for this, it usually only works once as
opponents usually figure out how this works.
- Wave Breaker: This technique is another powerful move that
uses the Nadeshiko style. This style fires a sword slash wave
similar to the normal sword slash wave, except that this attack
is fired using higher power and physical force. Instead of just
slashing an opponent, the attack slash wave bursts into multiple
slashing waves when hits something, allowing the larger slashing
wave to do far more damage by splitting into smaller waves that
can slash anything the smaller waves hit. This technique is a
very powerful slash which can do severe damage to an opponent if
they are hit by it, which can easily have the technique burst in
up to 10 slashes depending on how the technique is used. This
can be great for attacking groups, or hitting an opponent
multiple times with one technique. While it may not seem like a
strong technique, this can easily put multiple slashes on an
opponent at once, which is usually very confusing for opponents
who mistake this for one attack doing the damage of multiple
strikes. This technique requires a lot of physical power to use
though, far more than a normal attack due to how much power has
to be put into it for the wave to have the kind of stopping
power it has to have, but also the physical force has to be
concentrated properly or else the technique's waves won't have
the desired effect. Opponents can also probably figure out how
this works after it's been used, as some smarter opponents might
figure it out after seeing it being used. This can be dodged by
opponents, as an opponent needs only dodge the larger single
wave, and they can probably avoid the smaller waves that do the
actual damage.
- Dragon Hammer Slash: Based on another style's technique, this
style uses a powerful attack from above an opponent using
battojutsu. During this move, the user has to get above the
opponent, and then attack while they're on their way downward,
striking an opponent from above. When moving downward, the user
uses their momentum to draw their sword, and attack from above,
in which the momentum of the sword draw, and the momentum of the
move downward make a very strong attack designed to slice an
opponent from the top down by using gravity to amplify the force
of the attack. This is best used when an opponent is unaware of
the coming attack, usually if the opponent has lost track of the
user who can then attack from above while the opponent is trying
to figure out where they are. If an opponent blocks this, a
user's force may propel him downward enough that the force of
the weapon clash could force the opponents own weapon back into
the opponent's shoulder or face depending on how strong the
force of impact is. Typically, the best way to use this is to
attack the back of the neck or the back, as this was designed to
be used from a jump and used when coming down on the opponent.
Typically, this can be a very dangerous attack, as users usually
use this when opponents are trying to track them. If an opponent
knows the attack is coming, the attack can be blocked if the
opponent doesn't have time to dodge, as long as the opponent
accounts for the increased physical force of the attack.
- Dragon Soar Flash: This technique is the opposite of the
dragon hammer slash, and is instead focused on attacking from
below an opponent while moving upward. This technique uses a
sword draw to hit an opponent from below, usually meant to hit
the opponent's chin. There are two modes of this attack. The
first is a non-lethal move where the user can hit the opponent's
chin with the butt of their sword, usually knocking the opponent
back and disorienting them, which is good for users not looking
to do serious damage to their opponents, and proper strikes can
be used to knock out opponents when used properly. The second is
a lethal style attack that will attempt to slash the opponent
from the chin upward, slicing through the face when done
properly. If for some reason the attack is blocked though, the
user can attack upward with an uppercut to attack the back of
the blade (this doesn't work for double sided weapons) so that
the extra momentum carries the blade upward. This can also be
used to knock back weapons that are attacking from above, and
using the punch to the dull side of the blade to knock the
opponent back. There are a number of ways to use this attack,
depending on where the user attacks, though usually this is
meant to attack the chin. Users can even use Nadeshiko in
combination with this on stronger opponents to slice through
opponents more easily. Opponents can block, or dodge the attack
depending on the strength put into the attack, and there are no
special techniques that make this technique more than what it
is, which is mostly an upward sword strike.
- Earth Wave Slash: This move is another Battojutsu technique,
one where the user draws the sword downward into the ground in
order to dislodge the earth using immense speed and force in
their sword draw. Instead of slashing the opponent, this
technique is designed to slash the earth and dislodge the earth
into attacks that are fired at the opponent from the slash,
usually meant to be used on hard surfaces like rock or concrete
so that the debris of the attack does as much damage as
possible. This attack is designed to be used as a means to use
the earth like projectiles, usually in the form of an attack
wave generated from the force of the attack, and the earth used
as projectiles from the force of the slash. This technique is
very useful for doing damage to opponents, due to the attack
being able to hit them with strong debris and not really
requiring as much raw power from the user as one might think.
This is a simple Battojutsu technique, but requires a good
strong slash to use, and usually has to fire the attack directly
in front of where the user is attacking. This makes the attack
useful, but the opponent can dodge if they move beside the user
or even manage to get behind the user. This is also best used at
midrange, as too close and the debris won't hit as hard due to
not having enough momentum. This is one of the few techniques
that cannot be combined with Nadeshiko, due to the Nadeshiko
often messing up this attack, and the Nadeshiko will usually
slice through the earth rather than dislodge it.
- Crying Wave: This is a particular technique that is sort of an
opposite of the Battojutsu style, where instead of attacking
with a sword draw, the user uses a shingetsu style attack wave
upon sheathing a sword. When sheathed, the force of the
sheathing fires a shockwave at opponents, creating a small sonic
boom upon sheathing the sword. Due to the enhanced sound of the
wave, the wave has an amplified sound which can affect those
with enhanced hearing, but can also still impact opponents with
concussive force and push them back. This is a fairly simple
wave that is designed to catch opponents off guard, as the
attack isn't the wave, but instead it is the sound that is
generated that is the true attack. The enhanced sound can cause
pain in the hearing of those with enhanced hearing, even to the
point of knocking them out, with the wave being able to
disorient those with strong enough hearing. Those with enhanced
hearing or those with sensitive hearing have the hardest time
with this technique, and are the ones this technique was made to
be used against. While the wave can attack people as an impact
wave up to a certain distance, it is not supposed to be the
focus of the attack. As a result, this is another technique that
is great for deception, but only works once as most opponents
figure out how to counter it if used more than once. Opponents
that want to avoid the effects of this need only come up with
some way to drown out the sound, in which they can avoid the
sound by making sure the sound doesn't reach them, usually with
some sort of ear coverings that can drown out the sound. The
attack wave is not usually too strong, usually just being strong
enough to knock opponents back, and not enough to do any serious
damage.
- Slicing Sword Dance: This is a very advanced sword draw
technique, one of the most difficult to do in the Shingetsu
style. This attack is done when unsheathing the sword, but
instead of using a normal battojutsu, the user simply opens the
sheath about a third of the way when using this. The thing that
makes this difficult though is not the unsheathing of the blade,
but how the blade has to be unsheathed. Most people wouldn't
think that this technique is a battojutsu style technique, since
the sword isn't drawn with much force. However, when drawn, the
user has to use their draw to create a force that is amplified
and ricocheted off the blade itself and fired at the opponent
which takes a mastery of concentrating one's force, and of
mastering both aspects of the Shingetsu style. Most mistake this
for reflected light when the force appears fired from the blade,
but the force creates a powerful wave that is fired from the
blade at opponents. Instead of drawing the sword from the side,
the user holds the blade in front of them, and then draws the
blade out, in which the blade reflecting the light has to be
facing the direction the user wants to attack from. For the most
part, this technique is very difficult to get just right, since
it requires conflicting force to draw the blade, and even more
difficult to get that force to reflect and amplify on the blade
till it fires a wave. This technique moves extremely fast, being
difficult to dodge, and is one of the top level skills of the
Shingetsu style for good reason. However, opponents that can
move fast enough can dodge this, and some can block this if they
have proper defenses strong enough to handle the wave. Unlike
other shockwave attacks, this one is fully visible due to the
reflected light.
- Nine Head Dragon Slash: This is perhaps the strongest and most
dangerous of the Shingetsu style's Nadeshiko substyle, and
requires immense speed to pull off. This technique, when done
correctly, attacks 9 different vital points in such quick
succession that it seems the attacks happen simultaneously.
This, as one might imagine, is very difficult to do, requiring
immense speed to even attempt. When this technque is executed,
the user simply must do a quick charge towards the opponent, and
use the momentum to carry them into this attack. This technique
was originally designed to train for the final attack of the
Hiten Mitsurugi style, but was refocused into it's own attack
for the Shingetsu style. This attack requires immense speed and
strength in order to be able to do this, since this requires
attacking 9 points almost at the same time. The main idea behind
this attack is that opponents would have a hard time dodging 9
simultaneous attacks, with the best way to dodge being to land
an attack on the user before this technique has a chance to
fully get into effect. This was originally designed to teach the
speed necessary for the final attack of the Hiten Mitsurugi
Style, so it's designed to be fast as the Hiten Mitsurugi style
is about speed. Though faster opponents might still be able to
dodge if they account for all 9 attacks, though the best way is
still to hit before this attack hits which stops this attack, or
move away from all nine attacks by dodging to the side rather
than trying to go above or below the attacks.
- Soaring Dragon Slash: This is a battojutsu style technique
that is one of the strongest techniques this style can release
that was based on the Hiten Mitsurugi style. This appears to be
a normal battojutsu to most, however, the things that set this
apart is the extra step and the powerful vortex of the air
around the user that is created from the attack. When this move
is used, normally 3 steps are made and the battojutsu is made
normally in order to avoid the fourth step and putting the leg
in path of the sword that could result in a user cutting off
their leg. However, with this move, there is a fourth step,
which is usually not made because of the danger mentioned
earlier of the leg being in the path of the sword slash.
However, this extra step is vital, and when done, it boosts the
speed and power of the strike to the point of almost being
invisible. Countering this move requires knowing when the sword
will be drawn and slashing before the move is executed to stop
the sword. This sword can break through weapons and armor, and,
when the move is executed or even when blocked, can create a
vortex of wind which draws the opponent towards the user or
anything close by, which can then lead to the user using other
moves if they fail to hit with this style while the user is
trying to avoid the effects of the attack. The best way to avoid
this is to not be within range of the vortex, either teleporting
away, or if fast enough, getting behind the opponent where the
vortex doesn't affect the opponent, or getting somewhere the
vortex of air can't reach the opponent. Opponents who do know
how this technique works will know that this technique is
difficult to dodge and almost impossible to block because of the
force of this attack, but the only real way to stop the attack
is to stop it before the user draws the blade, in which the
opponent has 4 steps to stop the user before the attack is made
and the vortex is created.
Martial Arts Shingetsu Style Abilities:
- Shingetsu Martial Arts Style: Many are familiar with the
Shingetsu style through people who use the sword style, but very
few have ever seen the martial arts style version of the
Shingetsu style. This martial arts style focuses on two aspects:
Nadeshiko (Armor Piercer), and Junbi (Ready Stance). The
Nadeshiko aspect is fairly self explanatory (With it's name of
armor piercer), but the Junbi aspect is a bit more difficult.
Junbi converts their movement from their ready stance into pure
combat power, which is designed to break through defensive
styles. The martial arts style of the Shingetsu style is a power
based combat, and is designed to dominate a fight by keeping the
user on the offensive. With the Nadeshiko allowing the user to
concentrate their physical kinetic force into slicing attacks,
combining it with Junbi makes a combat style that is designed to
break most defense styles and designed to overpower even the
stronger enemies due to how the two aspects combine in the
style. When used properly, advanced users of this style will be
able to slice through opponents with a punch even if they block
the attack, making this a very dangerous and potentially deadly
style when used properly. While this style isn't taught in
martial arts any longer, there are still users who use this
style. Typically, those that have successfully fought against
this style have done so through dodging and counter attacks, due
to defense techniques usually not working well in this style.
For Wolfwing, he is one of the few known masters of this style,
and known for being a very deadly fighter. Wolfwing has been
known to defeat many people with this style in just one hit, due
to his physical strength being enough to punch through someone,
so few are brave enough to fight him when he's using his full
strength.
- Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
first substyle of the Shingetsu style that applies to both the
martial arts version and sword style version of the Shingetsu
style, which is the Nadeshiko technique, or also known as the
Armor Piercer technique. This substyle is a main focus of the
style, in which the user is able to concentrate physical force
into a single point to split an object at the point of impact.
When focusing the style, users have to focus on the point they
want to attack, and then use their force to create a line that
splits the object through concentration. If done properly, their
attack will not hit as a normal physical attack, but will simply
slice something cleanly in half. This is an aspect in both the
martial arts style and the sword style version of the Shingetsu
style, and can be done using a simple physical combat attack
like a punch or kick can cut into an opponent, or a sword slash
to concentrate the sword slash's affect. Masters of the style
that are skilled enough have also been able to slice through
things with the sheath of their weapons, or some people can even
slice through armor with a simple kick or punch. This style was
originally designed, as one might guess from the name, to slice
through armor and tougher materials during early wars when
swordsman needed ways to get through armored opponents, whether
it was through physical combat or through the sword style. This
technique requires focus at first, but masters of the style can
usually do this subconsciously with enough practice. Countering
this is usually best done through dodging, since this is
designed to slice through even metal armors and shields. Since
this is a concentration technique, another way to prevent this
from working is to interrupt the user's concentration, or
interrupt the impact force which will usually make this
technique not work properly.
- Shingetsu Junbi (Ready Stance Substyle): This is the second
substyle of the Shingetsu style, which is specific to the
martial arts version of the style. Unlike the Battojutsu of the
sword style, this style is focused around the ready stance, and
focusing kinetic energy in the ready stance to push their
physical force when they get ready to move. While Battojutsu is
about speed, Junbi is about power. While speed is a big
component in mastering the movement in this substyle, and agile
movement is necessary for this style as a whole, the focused
power is the main focus of this substyle. When used, a user
focuses their physical strength using the ready stance like a
conduit for their body's force, and then uses their movement to
push that force depending on where they move. When used
properly, this substyle is designed to allow one to push the
focused physical force of their ready stance into their combat.
There are two ways to use this stance effectively. The first is
what this style is known for, which is pushing this force into
an attack in order to attack an opponent from the ready stance.
This is a fairly basic use, and a purely offensive use of this
substyle. The second is to use this to push the user in a
certain direction, usually in combination with a stepping method
that will let them move fast. This is a defensive technique,
usually used for dodging attacks and countering when moving away
from attacks. Usually, these techniques are best used in
conjunction, where users will dodge an attack and then attack
the opponent as a counter attack. This style is hard to master
due to the focus it requires, but once mastered, advanced users
will be able to focus this substyle subconsciously, and be able
to move almost instantly from their ready stance into a dodge or
an attack. When combined with the Nadeshiko, this makes the
combination of the styles extremely powerful, and very useful in
combat.
- Shingetsu Slidestep (Stepping Method): Any swordsman and
martial artist can attest that any sword style requires precise
footing, and each combat style needs a way to regulate their
movement whether it's weapon-based or martial arts-based. There
are usually certain stepping rules that one needs to avoid, such
as not moving their leg in front of their sword, so they don't
risk chopping off their leg when using sword styles, or using
movement styles in martial arts as a basis for dodging and
counter attacking. No matter what style one uses, a proper
stepping method is often the basis of good movement, and most
users of any style will never advanced without mastering a good
stepping method. This stepping method style acknowledges those
concerns, but also acts as a high level stepping method that
allows a user to use a special stepping method that is designed
to use sliding to the advantage of the user. Normally, sliding
around is a danger, but this stepping method uses it to the
advantage, in which the user can move and use the slide step to
transfer the momentum into their attack. Of course, as one might
expect, this can be difficult to master, but advanced users can
get good enough at it that they are even able to use this to
create after-images when they move fast enough. The major danger
to this is using slide and accounting for the friction, due to
sliding around requiring a user to know how friction will slow
them and account for it when moving.
- Martial Arts Attack Focus: Similar to swordsman, martial
artists developed their own answer to a swordsman's wavelength
manipulation. Instead of focusing on wavelengths, martial
artists hone their fighting senses and their fighting spirit to
focus their attacks using their martial arts honed instincts and
senses, which allows them to sense things similar to the
wavelengths of swordsman's. When used, this allows a martial
artist to concentrate the force of their attack how they desire,
such as a martial artist who can appear to attack someone and
the force only damages the person behind them. Unlike swordsman
who tune to the wavelength of what they're trying to cut,
martial artists focus more on their attacks and what their
attacks are going to do. Typically, by focusing on their
attacks, they can condense and focus only on what they want to
attack, which allows them to focus on other objects that
normally people wouldn't be able to punch through. One such
example is how martial artists chop wooden blocks. Amateur
martial artists learn to focus and attack the block, snapping it
in two when they learn to properly focus. However, advanced
users are able to do things like punching through concrete
blocks, by focusing their attack power more effectively. When
used by advanced users, some can even attack and break down
energy defenses and barriers with this art, once they've
advanced enough to learn how to utilize their attack focus
properly. This technique can be countered however, by simply
forcing the user to change the attack focus of the object or
person being attacked, such as moving the objects or people
being attacked to confuse the user. While the attack would do
damage, the user might not be able to refocus their attack in
time if done at the right time.
- Martial Arts Attack Focus: Projectile Ricochet: Thanks to the
training martial artists use to focus their attacks, some that
have learned this have learned to use their attack focus to
reflect projectile attacks using their martial arts abilities.
Usually, this looks like a normal martial arts parry, except
that users focus their attack on the kinetic energy of the
object using their combat trained instincts and senses. If done
properly, a user can deflect a projectile, usually deflecting it
to the side, or in another direction using defensive parry
techniques. This only requires the martial artist to be able to
react in time, as they need only focus their attack force in
order to use this. At first, this requires concentration as it's
nowhere near as easy as it sounds, but advanced martial artists
eventually learn to do this pretty easily. Masters of this skill
are even able to even use this to catch projectiles, or even
turn them back on users (this only works depending on the
projectile as some cannot be turned back). Some masters of this
art have even been known to catch arrows or even bullets, and
some can grab and throw certain projectile attacks back at a
user. This is a very advanced art, requiring a lot of skill to
learn and master. Depending on the skill level of the user,
users do have to be able to react fast enough to be able to
focus their attack. While experienced users can do this
subconsciously and have more time to react, even faster users of
this may not be able to reflect certain projectiles if they
don't have the time to focus on the projectile. Things like
bullets and faster moving projectiles are very difficult to
deflect or catch, so opponents can usually take advantage of
this in battle if they have faster projectiles they can use.
- Martial Arts Defense Focus: When it comes to martial arts,
attacking is not the only part to being an advanced martial
artist. In order to defend oneself against stronger attacks, a
martial artist cannot always rely on armor or shields, so they
substituted this combat training to allow a martial artist to
more easily defend attacks. This combines a few different facts
and training. The first is the defensive styles of the combat
style, which is different for every style. Some may focus on
counters, some on blocking, or some on fast stepping methods,
but the methods all involve incorporating some portion of that
into defense in some way. Combined with this, martial artists
also learn to concentrate on their physical strength, tensing up
their muscles in order to strengthen them in response to an
attack. By doing so, they can more easily block, and the tensed
muscles can more easily absorb the impact of the attack. Simpler
uses of this just require blocking an attack using this, but
some advanced users have even been known to even block sword
blades without getting hurt (though this typically takes
advanced martial artists). Users simply have to concentrate on
their defense and their muscles, using their focus instead to
focus on defense instead of attack, and they can usually learn
to do this. Some styles have specific techniques to use this,
and some just use this focus on it's own. Even though this is a
basic skill, it can still be effective when used properly, and
martial artists usually learn this to block supernatural or
other attacks they wouldn't normally block, as some have even
managed to block energy attacks with this. Of course, as one
might imagine, this combat focus is purely defensive, and
designed to either block or redirect attacks depending on the
combat style. However, the power the martial artist can muster
using this technique is not always able to stop attacks, and
most have to settle for redirecting attacks rather than just
blocking attacks (like redirecting an attack to the side rather
than trying to stop the attack in its tracks). This is a hard
skill to master, and typically requires special physical
training to use properly.
- Martial Arts Attack Focus: Form Negation: Martial artists know
that attacking carelessly can be dangerous, especially against
supernaturals. This training technique was developed as part of
the attack focus training, in which martial artists developed
this particular training to attack someone who is either
intangible or in some sort of energy or elemental form. This
uses the attack focus ability, along with the martial arts
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 martial
artists 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 martial
artists 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
martial artists 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.
- Martial Arts Defense Focus: Energy Negation: Just like how
martial artists 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, martial artists 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
martial artist focuses on. This technique is difficult to
master, but is a very useful technique for martial artists with
no supernatural abilities, as this gives many martial artists
something they can use to fight supernaturals. 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.
- Double Fist: This martial arts move uses a seemingly normal
junpi stance move which uses a powerful attack from the junpi
stance to launch a strong and speedy attack, but the difference
is that in addition to the punch that is thrown, the user also
uses their other fist for a second punch in quick succession,
striking with the power of the momentum of their first attack to
carry them into the second to the point that the attacks happen
almost simultaneously. This attack is meant to fool opponents
into focusing on the first punch, but not on the second punch
coming from the other side, which usually is set to hit someone
in the chest or at a pressure point since the second attack
normally wouldn't do too much damage since all the power goes
into the first attack. This attack can be combined with the
Nadeshiko or the martial arts focus when used by advanced users,
and can make the attacks slash opponents if the attack hits. If
an opponent is hit by this, they will often find that the force
of this attack is usually able to break someone's ribs, since
the chest is usually the target of the second attack. While the
first attack is usually stronger and the second is strongly
attacking a vital, it is usually the combination of attacks that
makes this so dangerous. Since there are two attacks, usually
focusing on one will make the other easier to hit with, and most
opponents wouldn't even see the second attack unless they have
special martial arts training. While this may seem like a great
technique of deception though, this usually only works once,
since the opponent usually catches on to the style's use of this
technique if used enough times.
- Punching Slash Wave: This technique is a modification of the
Nadeshiko style, where the user doesn't focus into a point of
attack, but rather, focuses their power into a slashing wave by
focusing their attack force. This has the same effect on an
opponent as the normal attack, except that the attack hits from
a wave instead of a normal punch or kick (this can be used as a
punch or a kick depending on what the user wants to do). This
was designed to send the force of a Nadeshiko punch to fight
opponents who fight from further away, since not all martial
artists can fight at mid-range (as most martial artists cannot
attack beyond close range). This attack can either be focused
into one large attack wave for more damage, or advanced users
can focus this wave into a collection of smaller attack waves
for more chances to hit an opponent depending on how the user
uses this technique. This technique is a fairly basic shockwave
style attack that is designed to transfer the force of an attack
across an area, which is normally invisible to users. However,
some users can still tell when this attack is used, usually
those with highly honed combat instincts or those that know how
these kinds of techniques work. This is another attack that can
deceive opponents the first time it's used, since most aren't
able to tell there's a shockwave style attack that comes from
the punch or kick that fires this attack. Though after the first
attack, usually opponents figure out how this technique works
and learn to avoid it.
- Cherry Blossom Blast Wave: This attack is another attack of
the Nadeshiko part of the Shingetsu martial arts style, that
uses powerful attack focus shockwaves in a more advanced
technique. These waves are focused and powerful enough to bend
the light around them, which causes certain effects on the light
affected. The body has to move swiftly and very fast so the
attack focus waves nearly overlap. The technique creates the
optical illusion of what looks like cherry blossom pedals around
the user and the waves generated by their attack, but is merely
an optical illusion which ended up becoming the name for this
attack as the cherry blossom pedal optical illusion became
associated with this technique. The attack still works like a
Nadeshiko slashing wave using a martial arts style attack,
except the waves move far faster and do more damage, and are
more visible due to the optical illusion that looks like cherry
blossom pedals as the light is bent around the waves. Typically,
the force of this attack is stronger than a normal attack wave,
and the attack focus waves are meant to hit in quick succession
to make this harder to dodge. However, it is possible to dodge
these attacks, but requires precise movement and very fast
reflexes to dodge these waves. Depending on how the attack is
launched, the attack could be one large wave, or a collection of
smaller waves depending on how advanced the user of this attack
is. This is hard to tell though since the wave itself is not
usually visible since it's usually hidden by the bent light
around it, though one can tell by the cherry blossom pedal
illusion where the general wave is or how the wave is generated.
It is also noteworthy that the light bent by the waves of the
attack is not quite as impressive as it sounds, as it is more
just an affect on the air around the attack rather than being
some space-bending feat like most think.
- Cresent Kick: This is a combination of the Nadeshiko and the
Junpi substyles, where users are able to use this if they have
mastered both styles. When using this technique, the user does a
Junpi style kick, bringing their kick forward into an upward
kick. However, the difference is that this technique creates a
wave from the Junpi kick using the Nadeshiko style that creates
a slashing wave to attack opponents from farther away. This is a
good move to use when the opponent is not expecting a slightly
more distanced attack, as the user can use this and attack from
farther away, catching the opponent off-guard since most of the
shockwave attacks are not able to be seen typically.
Essentially, the user wants everything to be in one swift
movement, where they use the Junpi kick straight into a
Nadeshiko attack focus wave in one swift motion. Unlike the
normal wave, which is fired, this wave stays for a short time up
to two feet in front of the sword's blade where it was used, and
can be used to essentially extend the range of a normal kick
attack in a crescent looking motion. This requires the use of
both Nadeshiko and Junpi, which means users must know both
substyles to use this technique, and be able to combine the two
naturally. This attack is usually great for opponents just
outside the range of normal attack range with a kick, but this
is another technique that typically only works once, and
opponents usually have to still be within a certain range for
this attack to work properly, as this wave cannot be fired at
opponents like most think. This can also be used in an uppercut
punch if using a shorter range, but most users prefer kicks due
to kicks usually being stronger as punches are in fights and
kicks have longer range.
- Two Sided Smash: This move is a special Junpi style technique,
where the user starts with a short charge to the opponent. When
the user gets close, the user attacks with a punch to the front
of the opponent, then as they get behind the opponent (by moving
beside them when they move to block the attack) they user their
momentum to spin and do another elbow attack to their back while
they're stopped from the first attack. This attack is a two
stage attack, designed to hit from both the front and back in
quick succession if the attack is done properly. This requires
careful movement, and predicting where the opponent will move to
if they try to dodge the attack, since this technique is
designed to hit twice. If the user misses the first attack, it
is possible to adjust their stance to make the second attack
easier to hit, but requires fast reaction and being able to move
effectively so they don't lose any momentum of their attack.
When done properly, this should all be in one solid flow of
movement where the user does the first attack and then moves
immediately into the second attack. This technique is designed
to be done with great speed, and if done correctly, both attacks
should hit close to the same time. If an opponent wants to dodge
this technique, the best way is to just get out of the way of
it, and if the opponent knows that the second attack is coming,
they can still dodge the attack. If an opponent does fall for
this, it usually only works once as opponents usually figure out
how this works if used more than once.
- Wave Breaker: This technique is another powerful move that
uses the Nadeshiko style. This style fires a martial arts focus
attack wave similar to the normal attack wave, except that this
attack is fired using higher power and physical force. Instead
of just hitting an opponent with a piercing attack wave, the
attack focus wave bursts into multiple attack piercing/slash
waves when it hits something, allowing the larger attack wave to
do far more damage by splitting into smaller waves that can
slash anything the smaller waves hit with piercing attacks. This
technique is a very powerful attack wave which can do severe
damage to an opponent if they are hit by it, which can easily
have the technique burst in up to 10 smaller attack waves
depending on how the technique is used. This can be great for
attacking groups, or hitting an opponent multiple times with one
technique. While it may not seem like a strong technique, this
can easily put multiple attacks on an opponent at once, which is
usually very confusing for opponents who mistake this for one
attack doing the damage of multiple strikes. This technique
requires a lot of physical power to use though, far more than a
normal attack due to how much power has to be put into it for
the wave to have the kind of stopping power it has to have, but
also the physical force has to be concentrated properly using
Nadeshiko or else the technique's waves won't have the desired
effect. Opponents can also probably figure out how this works
after it's been used, as some smarter opponents might figure it
out after seeing it being used. This can be dodged by opponents,
as an opponent needs only dodge the larger single wave, and they
can probably avoid the smaller waves that do the actual damage.
- Dragon Hammer Smash: Based on another style's technique, this
style uses a powerful attack from above an opponent using the
Junpi substyle. During this move, the user has to get above the
opponent, and then attack while they're on their way downward,
striking an opponent from above. This can be done using either a
kick or a punch depending on what the user wants to do. When
moving downward, the user uses their momentum to strike at an
opponent, and attack from above, in which the momentum of the
attack, and the momentum of the move downward make a very strong
attack designed to damage an opponent from the top down by using
gravity to amplify the force of the attack. This is best used
when an opponent is unaware of the coming attack, usually if the
opponent has lost track of the user who can then attack from
above while the opponent is trying to figure out where they are.
If an opponent blocks this, a user's force may propel him
downward enough that the force of the attack clash could force
the opponent's own arm back onto the opponent's shoulder or face
depending on how strong the force of impact is. Advanced users
can also combine this with Nadeshiko to make the attack a
slicing style attack that can slice an opponent in addition to
the attack usually breaking one's defense. Typically, the best
way to use this is to attack the back of the neck or the back,
as this was designed to be used from a jump and used when coming
down on the opponent. Typically, this can be a very dangerous
attack, as users usually use this when opponents are trying to
track them. If an opponent knows the attack is coming, the
attack can be blocked if the opponent doesn't have time to
dodge, as long as the opponent accounts for the increased
physical force of the attack.
- Dragon Soar Flash: This technique is the opposite of the
dragon hammer smash, and is instead focused on attacking from
below an opponent while moving upward. This technique uses a
Junpi attack to hit an opponent from below, usually meant to hit
the opponent's chin. There are two modes of this attack. The
first is an uppercut where the user can hit the opponent's chin
with a Junpi uppercut, usually knocking the opponent back and
disorienting them, which is good for users not looking to do
serious damage to their opponents, and proper strikes can be
used to knock out opponents when used properly. The second is a
lethal style attack that uses a kick to attack the opponent at
the neck, which can break their neck when done properly. If for
some reason the attack is blocked though, the user can put more
power by using their other hand and pushing on their elbow so
that the extra momentum carries the uppercut upward (this only
works on the uppercut and not the lethal version. This can also
be used to knock back attacks that are coming from above, and
using the punch to the dull side of the blade to knock the
opponent back when the attacks clash. There are a number of ways
to use this attack, depending on where the user attacks, though
usually this is meant to attack the chin or the neck. Users can
even use Nadeshiko in combination with this on stronger
opponents to make the attack a slicing attack. Opponents can
block, or dodge the attack depending on the strength put into
the attack, and there are no special techniques that make this
technique more than what it is, which is mostly just an upward
uppercut strike or an upward kick designed to break the neck of
the opponent.
- Earth Wave Smash: This move is another Junpi technique, one
where the user uses a body movement to kick into the ground in
order to dislodge the earth using immense speed and force in
their physical attack. Instead of attacking the opponent, this
technique is designed to attack the earth and dislodge the earth
into attacks that are fired at the opponent from the attack,
usually meant to be used on hard surfaces like rock or concrete
so that the debris of the attack does as much damage as
possible. This attack is designed to be used as a means to use
the earth like projectiles, usually in the form of an attack
wave generated from the force of the attack, and the earth used
as projectiles from the force of the attack. This technique is
very useful for doing damage to opponents, due to the attack
being able to hit them with strong debris and not really
requiring as much raw power from the user as one might think.
This is a simple Junpi technique, but requires a good strong
kick into the ground to use, and usually has to fire the attack
directly in front of where the user is attacking. This makes the
attack useful, but the opponent can dodge if they move beside
the user or even manage to get behind the user. This is also
best used at midrange, as too close and the debris won't hit as
hard due to not having enough momentum. This is one of the few
techniques that cannot be combined with Nadeshiko, due to the
Nadeshiko often messing up this attack, and the Nadeshiko will
usually slice through the earth rather than dislodge it to fire
at the opponent.
- Screaming Clap: This is stranger version of the technique
Crying Wave but instead of a normal Junpi attack, the user uses
goes from an attack straight into their ready stance. Upon doing
so, the opponent moves and claps their hands together, the force
of the clap's enhanced Junpi style movement fires a shockwave at
opponents, creating a small sonic boom upon clapping their hands
together when going back into their ready stance. Due to the
enhanced sound of the wave, the wave has an amplified sound
which can affect those with enhanced hearing, but can also still
impact opponents with concussive force and push them back. This
is a fairly simple attack that is designed to catch opponents
off guard, as the attack isn't the wave, but instead it is the
sound that is generated that is the true attack. The enhanced
sound can cause pain in the hearing of those with enhanced
hearing, even to the point of knocking them out, with the wave
being able to disorient those with strong enough hearing. Those
with enhanced hearing or those with sensitive hearing have the
hardest time with this technique, and are the ones this
technique was made to be used against. While the wave can attack
people as an impact wave up to a certain distance, it is not
supposed to be the focus of the attack. As a result, this is
another technique that is great for deception, but only works
once as most opponents figure out how to counter it if used more
than once. Opponents that want to avoid the effects of this need
only come up with some way to drown out the sound, in which they
can avoid the sound by making sure the sound doesn't reach them,
usually with some sort of ear coverings that can drown out the
sound. The attack wave is not usually too strong, usually just
being strong enough to knock opponents back, and not enough to
do any serious damage to opponents with the wave impact alone.
- Slicing Uppercut Dance: This is a very advanced Junpi and
Nadeshiko technique, one of the most difficult to do in the
Shingetsu style. This attack is done when going from the ready
stance into an uppercut, but instead of using a normal Junpi,
the user simply stops the attack before completely finishing the
uppercut. The thing that makes this difficult though is not the
uppercut of itself, but how the uppercut has to be done. Most
people wouldn't think that this technique is a Junpi style
technique, since the attack doesn't seem to generate much force.
However, when used, the user has to use their attack to create a
force that is amplified and ricocheted off the air itself. When
used properly, this displaces the light around someone and can
be fired at the opponent in the attack wave which takes a
mastery of concentrating one's force, and of mastering both
substyle aspects of the Shingetsu style. Most mistake this for
reflected light when the force appears fired from the attack,
but the force creates a powerful wave that is fired from the
attack at opponents. Instead of moving the attack upward from
below, the user does the attack and focuses it in front of them,
and then uses the attack going forward instead of upward, in
which the attack wave reflecting the light has to be facing the
direction the user wants to attack from. For the most part, this
technique is very difficult to get just right, since it requires
conflicting force to use the uppercut in a way that the force
reflects off the air itself, and even more difficult to get that
force to reflect and amplify on the attack wave till it fires
this attack as a wave. This technique moves extremely fast,
being difficult to dodge, and is one of the top level skills of
the Shingetsu style for good reason. However, opponents that can
move fast enough can dodge this, and some can block this if they
have proper defenses strong enough to handle the wave. Unlike
other shockwave attacks, this one is fully visible due to the
reflected light.
- Nine Head Dragon Smash: This is perhaps the strongest and most
dangerous of the Shingetsu style's Nadeshiko substyle, and
requires immense speed to pull off. This technique, when done
correctly, attacks 9 different vital points in such quick
succession that it seems the attacks happen simultaneously.
This, as one might imagine, is very difficult to do, requiring
immense speed to even attempt. When this technique is executed,
the user simply must do a quick charge towards the opponent, and
use the momentum to carry them into this attack. When used, this
attack allows a user to attack 9 different vitals almost
simultaneously, and does heavy slicing damage thanks to the
Nadeshiko being used in this attack. This technique was
originally designed to train for the final attack of the Hiten
Mitsurugi style, but was refocused into it's own attack for the
Shingetsu style, and then repurposed in the martial arts version
of the Shingetsu style. This attack requires immense speed and
strength in order to be able to do this, since this requires
attacking 9 points almost at the same time. The main idea behind
this attack is that opponents would have a hard time dodging 9
simultaneous attacks, with the best way to dodge being to land
an attack on the user before this technique has a chance to
fully get into effect. This was originally designed to teach the
speed necessary for the final attack of the Hiten Mitsurugi
Style, so it's designed to be extremely fast as the Hiten
Mitsurugi style is about speed. Though faster opponents might
still be able to dodge if they account for all 9 attacks, though
the best way is still to hit before this attack hits which stops
this attack, or move away from all nine attacks by dodging to
the side rather than trying to go above or below the attacks.
This attack was designed to be very difficult to dodge or block,
but experienced enough users can find ways to if they know how
the attack works.
- Soaring Dragon Slash: This is a Junpi style technique that is
one of the strongest techniques this style can release that was
based on the Hiten Mitsurugi style. This appears to be a normal
Junpi uppercut to most, however, the things that set this apart
is the extra step and the powerful vortex of the air around the
user that is created from the attack. When this move is used,
normally 3 steps are made and the Junpi attack is made normally
in order to avoid the fourth step and putting the leg in path of
the attack that could result in a user hitting their leg.
However, with this move, there is a fourth step, which is
usually not made because of the danger mentioned earlier of the
leg being in the path of the attack. However, this extra step is
vital, and when done, it boosts the speed and power of the
strike to the point of almost being invisible. Countering this
move requires knowing when the attack will be used and attacking
before the move is executed to stop the uppercut before it
reaches a certain point. This uppercut Junpi attack can break
through weapons and armor using Nadeshiko, and, when the move is
executed or even when blocked, can create a vortex of wind which
draws the opponent towards the user or anything close by, which
can then lead to the user using other moves if they fail to hit
with this attack while the user is trying to pulled into the
vortex of wind. The best way to avoid this is to not be within
range of the vortex, either teleporting away, or if fast enough,
getting behind the opponent where the vortex doesn't affect the
opponent, or getting somewhere the vortex of air can't reach the
opponent. Opponents who do know how this technique works will
know that this technique is difficult to dodge and almost
impossible to block because of the force of this attack, but the
only real way to stop the attack is to stop it before the user
draws the blade, in which the opponent has 4 steps to stop the
user before the attack is made and the vortex is created.
Darkwolf and Darkfire Combat Styles 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 Kaidon, even 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,
Kaidon cannot even forcibly clear his mind enough to reach a
state of being that he can master this. Kaidon has tried
combining this with his Shingetsu style and Darkfire Kenpo style
unsuccessfully thus far. However, Kaidon has learned to switch
almost instantly from this style to his Darkfire Kenpo and
Shingetsu styles, in which he can use this for defense, while
using his Shingetsu or 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). Kaidon 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 Kaidon, Kaidon is very good at this style, and this
is his main go-to style when he's not using his Shingetsu style
since it was among the first combat styles he learned.
- 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, Kaidon 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 Skills:
- 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.
Kaidon specializes in the Darkfire and Darkwolf combat styles,
as they were the ones he was primarily trained in but also
specializes in the Shingetsu style taught to him by Wolfwing.
- Weapon and Marksmen Expert: During his time in Hellsing,
Kaidon 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, Kaidon 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. Kaidon is able to adapt quite easily to
most kinds of weapons, where he is able to utilize almost any
weapon. Kaidon'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).
Kaidon 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, Kaidon is an expert
marksmen, able to fire with extreme accuracy. Thanks to this,
Kaidon 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). Kaidon 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. Kaidon is an expert marksmen, who can
usually account for most enemies movement in battle when aiming
at his enemies. As such, Kaidon is an expert weapon user, and
his marksmanship is not to be underestimated in battle. Kaidon
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 Kaidon'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). Kaidon is skilled
enough to know how to fight dark spirits, since it was more or
less what he primarily was trained to do in the werewolf
alchemists, with his other specialty being fighting vampire
ninjas.
- Men of Letters Enchantment, Spells and Sigil Knowledge: Thanks
to the time Kaidon spent Hellsing training with Integra
specifically, he has developed a great knowledge of the methods
and spells used by the Men of Letters since Integra was trained
by the Men of Letters in Kaidon's 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. The knowledge of the Men of Letters
is quite vast, and there are a lot of options Kaidon has. While
Kaidon is not the foremost expert, nor is he the type of person
that has memorized everything the Men of Letters had, he does
know a lot of the Men of Letters spells and enchantments. For
example, it was his knowledge of enchantments that he used to
put magic runs on his gun. There are a number of spells and ways
to use this, in which Kaidon 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,
Kaidon 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 Kaidon
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 Kaidon has the mind of a
scientist and has a high IQ), and the years he and his brother
spent traveling dimensions, Kaidon is an expert in tech, and
even in cybernetics. After working with Zelpharia in his world,
Kaidon 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, Kaidon 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, Kaidon 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, Kaidon 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. Kaidon 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 Kaidon and
his brother, they have been in a number of universes, and know
how to hide their presence quite well. Kaidon 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, Kaidon won't go
after opponents as an assassin, as he prefers to fight them head
on. The only people he will assassinate are people he sees as a
major threat to him, such as his uncle Sirion in his world,
where he killed Sirion by poisoning him rather than by fighting
him because Kaidon wasn't sure if he could beat his uncle in
combat.
- 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 and Race 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). Kaidon'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. Kaidon 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. Kaidon'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, Kaidon 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), pure offense styles (some of his substyles for his
Darkfire Kenpo) and a balanced style (in the Shingetsu style),
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 Kaidon's intelligence that he has, in which
Kaidon 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 Kaidon 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, Kaidon has a high
knowledge of technology that surpasses that of most people.
Kaidon's knowledge of science includes chemistry (To include
organic chemistry), theoretical physics and even biology.
Because Kaidon has studied in order to use science to enhance
his knowledge of the world, as well as his knowledge of magic,
Kaidon has applied things like chemistry to his alchemy (more
specifically his plasma 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, something that few other Darkfires have
achieved even with scientific knowledge. In addition to science
though, Kaidon 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 Kaidon has even studied levels of math beyond that in
areas like linear algebra, higher algebra, advanced statistical
math, and other higher level math subjects. Kaidon's math
knowledge was necessary to understand higher level science and
technology, and Kaidon 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 Kaidon'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.
- Unique Werepyre Mastery Skill: Darkness Flow: This skill is
Wolfwing's unique mastery of his werepyre body, which Kaidon
managed to adapt to himself after much trial and error. By
utilizing the flow of his dark energy through his body, he can
replicate certain conditions in his body by utilizing certain
things like his chakra points. For example, the most common way
he uses this is to focus his darkness to the chakra point in his
back, where Kaidon will use it to muster the conditions in his
body to be utilizing anger without having to actually utilize
anger or hatred. This allows him to utilize certain conditions
without needing to learn how to force his mind into certain
states. This mastery came from a mix of his martial arts
training of mastering his own body as a weapon, and his werepyre
darkness to learn the flow of his own energy when using most of
his techniques so he can learn to recreate certain moments
easily. Since he has certain skills activated by certain
emotions (like his Warp Spasm gift needing a frenzy state), he
has had to learn how to utilize this effectively when he cannot
go into certain states easily. Because of this, if Kaidon knows
what state he needs to be in and how to attain it, he can
actually use this mastery to control the flow of darkness in his
body as needed. While this doesn't have the same negative
effects in emotions though, it does have the same effects on the
body, such as Kaidon cannot use his warp spasm with this skill
vs a normal frenzy without the same risks as any other user of
the gift. Overall, the recreated conditions still create the
same effects, both positive and negative, and doing this can do
the same damage if he overuses certain states (the biggest
problem being the warp spasm gift that can do damage if the mind
is forced into a frenzy state for too long). This skill is
something only a master level combatant can use, as it requires
not only knowing one's own body and how it works, but knowing
how certain states effect the body, and what it takes to get the
body to that state. Because of that, this isn't something that
can be taught, but rather it is something that has to be learned
by mastering one's own self because everyone's body is different
and requires different methods to achieve this particular
skill's end result (meaning Kaidon can't teach someone to do
this because their body may use this skill differently than
him).
- 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
Kaidon, his sin he is empowered by is pride, probably due to his
warriors pride he gets from his alchemist side, as Kaidon is a
very prideful person which reflects in his demonic power.
- 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. In Kaidon's case, he has an affinity for
darkness, but rarely uses it, since he sticks to his alchemy.
The only real darkness abilities he uses is unholy darkness,
which comes with his demonic power.
- 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 Kaidon, he focuses more on his magic affinity,
usually focusing on it more than using his darkness affinity.
- 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 Kaidon'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 Kaidon 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, Kaidon
has eaten other demons in order to drink their blood in order to
power himself up just like his brother has. Thanks to this,
Kaidon'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 Kaidon utilized his mathematical knowledge, as
well as his knowledge of theoretical physics, Kaidon 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. Kaidon
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. Kaidon currently has a special twin
connection with his brother, in which he and Kiren 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. Kaidon 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 Kaidon's long history of training with those like Sirion,
Wolfwing, and even Qrow, Kaidon is a very skilled fighter, and
is a pretty balanced fighter. He does have advantages, such as
his Nightmare Trail semblance power that boosts his speed, or he
does have strength advantages due to his werepyre strength, but
overall, all his stats are equally high due to his abilities.
This means that Kaidon is a particularly dangerous opponent that
can keep up even with specialty fighters (like ones that focus
on speed or ones that focus on strength only), even if his stats
might not reach some higher level combatants. And due to his
intelligence and his knowledge, he is even good at coming up
with strategies to take out stronger opponents (usually through
trickery and other strategies).
Transformations:
- Full Werepyre Darkfire Release Form: Hakai Kemono (Beast of
Destruction): This form is Kaidon's transformed state, using his
Darkfire release power, which is also combined with his wolf
demon form, alchemic magic enhancement form, and his Become the
Beast werepyre form. This creates an extremely powerful werepyre
form where Kaidon can change into this form in battle. When in
this form, Kaidon's spirit destruction comes to it's full power,
in which his aura is enhanced and releases what appeared to be a
mix of his annihilation energy and his spirit destruction
advanced alchemist training. When in this form, his aura is able
to dispel energy and he is far stronger in aura as he takes a
werepyre like demon form. In this form, he can still be hurt by
organic beings, but energy of almost all types is almost useless
on him. He can also use this to fire blasts of destruction
energy, in which Kaidon can utilize his werepyre skill Spirit
Destruction God Fist technique to fire off waves of this energy.
While this doesn't destroy spirits unless Kaidon combines it
with his spirit destruction god fist technique, it does allow
Kaidon to destroy most enemies energy attacks. In this form, his
spirit destruction and his annihilation energy spells are much
stronger, and are much harder to overpower. When in this form,
Kaidon loses access to his other skills with exception of his
semblance power, Nightmare Trail, which changes it's dark flame
trail Kaidon leaves behind to a flame-like version of the
annihilation energy Kaidon uses in this form, but his ability to
fire off annihilation energy is his only supernatural attack
energy he can use other than his physical combat abilities. In
this form, Kaidon also has enhanced physical stats, in which he
is able to not only destroy objects with his energy, but gains
enhanced combat stats (which makes him even more dangerous). The
only downside to this form (besides it being a temporary
powerup) is that the annihilation energy is clearly visible, and
doesn't work on anything organic (as in nothing organic like
people, animals or even plants can be affected this energy).
This energy can also be overpowered by stronger concentrated
energies, though the strength of Kaidon's energy is strong
enough that it is worth dodging rather than trying to block.
Kaidon's energy can more easily pierce opponents when used, but
other than doing things like making piercing beams of
annihilation energy, or creating slashing waves of energy,
Kaidon cannot use this to deconstruct or annihilate anything
organic (but they can still take damage from the physical force
of attacks using this energy). This form also only lasts for a
limited time, and once Kaidon runs out of energy, Kaidon will be
forced out of the form just like any other enhanced form.
Personal Weaknesses and Werepyre Race Weaknesses:
- Kaidon has one of the biggest egos one will ever see, and he
isn't afraid to show off just how prideful he is. This version
of Kaidon is basically a version of the London version of
Kindron, but without having ever been taught to be humble or
taught not to let his pride control him. Kaidon's ego was
inflated even more after he became the new Wolfwing, and the
fact that he's "never lost" a fight (which is not as spotless a
record as he claims). Because of this pride and ego, Kaidon will
often play around with his opponents, even to the point that he
might get reckless against opponents for fun to make his fights
more interesting. While Kaidon does know when it's time to get
serious, this ego is one of his biggest weaknesses because
opponents can easily take advantage of this problem Kaidon has.
Because of his ego, Kaidon often plays around with his
opponents. This has also made Kaidon a little bit careless at
times, as he will often play with opponents he thinks are weaker
than him. People who play on this could convince Kaidon that
Kaidon has them beat and hide their true strength, unleashing it
at the right moment when Kaidon's guard is down. However, one
has to be careful about how they use this, because if they take
advantage of this and hurt Kaidon to the point that he figures
out he needs to take a fight seriously, an opponent may lose
that particular advantage. While he does have pride and ego,
Kaidon does usually figure out when he should take things
seriously, so opponents have to be very careful how they play
against Kaidon's pride and ego in battle. It is also possible to
take advantage of his pride as Wolfwing XIV, as some can
challenge his pride in order to keep Kaidon engaged in a battle
because sometimes Kaidon will fight hard battles if he feels his
title of Wolfwing is on the line, which is the only time he will
really take on tougher battles.
- While impressive that he has never lost a fight as he brags
(which, as mentioned, isn't as spotless a record as he'd have
people believe), he actually avoids fights he knows he can't win
and will find ways to kill people he can't beat subtly or with
cheap tricks, such as when he poisoned his uncle, Sirion, or how
he has beaten some opponents through assassination rather than
fighting them head on. Kaidon is a very careful person, and only
plays around with people he knows he can win against. If he is
up against someone he considers dangerous to him, he will not
hesitate to go all out. And as mentioned, Kaidon doesn't have
such a spotless record in fights, so this has led to him
over-blowing his no-loss record. There are many opponents he
would not be able to beat in a fight, and even Kaidon knows
there are some enemies he cannot take on by himself. If Kaidon
feels that he is in danger, he won't hesitate to call his
brother into battles, even if his fights are supposed to be one
on one. Another major aspect of this is the fact that because
Kaidon always wins and doesn't really fight battles that he
might lose, it's getting more and more rare for Kaidon to be
pushed in combat to the point that he can improve as a warrior.
After he became Wolfwing XIV, even his brother can't beat him in
training matches, and it's gotten to a point where most
supernatural hunters and most supernaturals have trouble against
him, since Kaidon has even fought archangels and demon princes
at times (though always in the living world, since he probably
wouldn't beat certain archangels or demon princes in Heaven or
Hell, especially those like Sariel and Lucifer who restrain
their full power on earth). This usually means that doesn't
really challenge himself too much with his fights anymore, and
his brother actually has become better at adapting to fights
than Kaidon (even though his brother has a ways to go before he
can beat Kaidon in combat).
- For the most part, Kaidon is pretty careful about winning his
fights, so he tends to put his record of no losses before his
growth as a warrior unlike his brother. Since his brother
doesn't mind losing fights as long as he isn't killed, his
brother actually grows more as a warrior with fights and could
one day reach Kaidon's level. This also means that Kaidon
doesn't grow too much and doesn't change his combat style too
much other than honing it through training since no one he's
fought has really been a challenge to him. Because he often
avoids fights he doesn't think he can win, he tends to rob
himself of some fights he could use to become a better warrior
because Kaidon is very strict about his no-loss record in
combat. If Kaidon ever did lose a fight, it would probably lead
to him actually overcoming some of his most major shortcomings
(assuming he didn't find a way to justify it as not being a real
fight, or as he won the true fight, or something else he could
use to justify it like he does about training matches not being
real fights), but because he never has, he is able to be as
prideful as he desires. This is something that he has to be
careful with, especially when it comes to taking on certain
enemies because Kaidon doesn't want to lose his "spotless"
records. Kaidon will not hesitate to fight dirty against many
opponents that he feels are a threat to his spotless record. As
mentioned earlier, his record isn't as spotless as he leads
others to believe, and since he hasn't found a training partner
able to give him a challenge, it means that Kaidon is slowly
losing some of his natural combat adaptability since he doesn't
really have to adapt or change since he almost never loses.
Unlike those like Sirion or Wolfwing XIII, Kaidon would rather
be undefeated in battle than grow as a warrior at this point,
which does hurt him as a warrior. Over time, it is very well
possible that one could surpass him since he doesn't change much
in combat to adapt anymore without anyone to force him to adapt.
- 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 Kaidon as long as they work on other demons.
- 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
Kaidon'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 Kaidon and his
brother, they were basically driven out of Hellsing in their
universe, and basically have become hunted interdimensional
criminals. At one time, Kaidon tried becoming the head of a
Nightshade group in another universe, but found it boring, and
annoying since everyone wanted to kill him and take his
position. As such, Kaidon 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). As one would
probably guess from Kaidon's personal weaknesses, Kaidon has
never lost any of his alchemist pride (quite the opposite
actually, in that Kaidon's pride has only gotten worse over the
years). Since Kaidon's pride has grown to high levels, his pride
can be a major weakness in battle, especially after his ego got
inflated even more after gaining the Wolfwing title after
killing Wolfwing in combat.
- 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
Kaidon's alchemy more easily since the vampire ninjas are better
trained to take on alchemists, and they may even be able to
counter Kaidon's annihilation energy to a degree using spirit
destruction ninjutsu. And since vampire ninjas are elemental in
nature, vampire ninjas might be better for fighting Kaidon's
elemental abilities as well (such as ice or wind ninjas might be
better suited to counter Kaidon's plasma abilities).
- 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. While Kaidon's annihilation energy
can still disassemble those with magic resistance or immunity do
to what the magic does to cells, magic negation can still
prevent him from using his alchemic magic, including his spells.
If Kaidon's magic is negated, he loses a major aspect of his
abilities, since he often defaults to his spells against
opponents since his spells work on almost anyone.
- 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. For the most
part, Kaidon's alchemist magic is among the most dangerous at
close range, but he does have projectile attacks he can use.
However, the best way to avoid his deconstruction magic is to
avoid physical contact, or use other destruction abilities to
counter the destruction. Not many know how Kaidon's annihilation
energy works, but avoiding it is usually the key to surviving
Kaidon (that and not touching his annihilation energy since it
can disassemble 99% of objects and energies). Of course, his
normal alchemist magics still have normal weaknesses, such as
his ability to change objects is limited by distance, and his
elemental alchemy has the same general weaknesses as any other
elemental power.
- 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. Kaidon
is an ex-Bright avatar, and no matter what universe he goes to,
all of the Parliament Forces will immediately take action to
take Kaidon out (and his brother since his brother is an avatar
of the Black, but his brother would have allies in the Black).
As such, Kaidon is a huge target, and the Parliaments will take
almost any action to take down Kaidon, including Parliament
forces working together and warning each other of Kaidon's
appearance. While Kaidon is used to this, this does paint a
target on him no matter where he goes, and any Parliament force
user can sense Kaidon as a user of the Bright and how the forces
will want him gone since Kaidon is 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
Kaidon into a coffin and bind it (though it would be very
difficult to do so since Kaidon 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 Kaidon is still
living, Kaidon 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 Kaidon has ways to counter holy power, so too can holy
power be used to counter a good majority of what Kaidon has the
ability to do. The only trouble one might have using holy power
is blocking his destruction alchemy, which can destroy holy
energy as easily as most energies.
- 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 Kaidon since Kaidon'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 absorbed and converted by Kaidon into dark flames or
demonic flames he can use against opponents since Kaidon can
take control of most types of fire.
- 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 Kaidon has, in which demon wards
and traps do work on him just as easily as other demons. While
Kaidon 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
Kaidon 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, Kaidon will be cast out of an
area temporarily. Kaidon 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: As one might be able to guess by this point, Kaidon
is a very confident and proud person. He is very confident in
himself and his abilities, and is not afraid to let people know
it. Kaidon is usually very calm and collected, usually able to
keep his cool in almost any situation. Kaidon is someone who
will not hesitate to say what's on his mind, and doesn't try to
hide the fact that he's an evil person. Kaidon is also a very
careful person, who is very cautious about approaching
situations, but will usually approach any situation he's certain
he can overcome. Kaidon is only loyal to himself and his
brother, Kiren, and almost anyone else he will consider an enemy
except in rare circumstances. Kaidon is someone who hates people
who say one thing and do another, such as people who say they
fight for justice and then do evil things. For the most part,
people who don't match their words is a big pet peeve of
Kaidon's, and he will usually take out people like that if he
encounters them. Kaidon and his brother make no effort to
conceal the fact that they are dark and evil people, and Kaidon
often expects the same courtesy from others. Kaidon is also
someone who rarely ever lies, as he isn't afraid to tell people
the blunt truth. Kaidon only lives by one rule, and that is that
anyone who is not with him and his brother is against them.
Kaidon and Kiren also do not live by any rules by their own, and
don't care about the laws or rules of any universe they happen
to be in. When it comes to the survival of himself and his
brother, Kaidon will not hesitate to do whatever it takes for
them to survive, even if it means he has to pull underhanded
tricks on people.
In battle, Kaidon can either be a very strategic and smart
opponent, or he can be an opponent who is just overly brutal and
brute forces his opponents. Usually, he analyzes an opponent
during a fight and determines if they are worth fighting, and
adjusts his demeanor in battle accordingly. If he's certain he
can beat an opponent, he will toy around and brutally torture
opponents for fun, usually beating them down till they can't
fight anymore before killing them. Against opponents he can
beat, Kaidon will show his overconfidence and pride in battle,
and will often not worry about strategy. However, if he faces
someone he considers a real threat, he knows when to take fights
seriously, and if he gets serious, he will bring his full force
down on someone while also using strategy and mind games to try
and take out his opponents. If he has a chance to take out a
real threat outside of battle, Kaidon will usually do so,
usually through trickery or through assassination techniques
since Kaidon prefers to not have to fight more dangerous people
directly. Kaidon can get careless at times, since he often plays
around in his fights, but this is usually against opponents he
knows he can beat. If he is strategic, Kaidon is smart enough to
overcome most opponents using his high IQ, with him having very
high intelligence. Kaidon is someone who can not only strategize
better than most opponents, but he also notices things most
people miss, and can see weaknesses in techniques thanks to his
scientific knowledge.
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: Fear (
https://www.youtube.com/watch?v=BbF9yBIIU1c<br
/>)
Battle Theme: Reminded (
https://www.youtube.com/watch?v=G8z0gbJLufc
)
Kaidon and Kiren Theme: Tear Away (
https://youtu.be/_2hURcrRPpQ<br
/>)
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