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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 | |
| --------------------------------------------------------- | |
| "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 | |
| />) | |
| ***************************************************** |