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| #Post#: 14501-------------------------------------------------- | |
| London RP Profile: Dufort Tolodora-Darkfire (Crow Mercenaries Ve | |
| rsion) | |
| By: Zorbak the Ebil Moglin Date: July 5, 2022, 9:31 pm | |
| --------------------------------------------------------- | |
| "You're not very smart, are you?" - Dufort Tolodora-Darkfire | |
| "Don't try and get friendly with me. I can read your mind, so I | |
| can easily see that you're just trying to get on my good side so | |
| you can use me to your advantage." | |
| "You shouldn't play around. We might lose if we're not careful." | |
| - Dufort Tolodora-Darkfire to an ally | |
| "I like animals... They don't mind the fact I can read their | |
| minds and they don't try to hide their thoughts from me. They're | |
| also very straight-forward when they want something from me." - | |
| Dufort while caring for an animal that was injured. | |
| "When I grew up... Everyone hated me. And as much as I tried not | |
| to, eventually it was difficult not to hate them back. But I can | |
| guarantee that my hatred... It far outweighed the others." - | |
| Dufort talking about his past | |
| "I wonder. Why would my father give you his sword, Takahashi? If | |
| anyone should have gotten it, it should have been me... You're | |
| just lucky I don't need a sword or I'd take it from you." - | |
| Dufort about how his father gave Shinso to Takahashi and not to | |
| him. | |
| "When I was three years old... I did my first quantum mechanics | |
| problem on a blackboard that a Celestian professor wrote on at | |
| our school that he was trying to figure out. I didn't know what | |
| it was, and thought it was a homework assignment, so I solved it | |
| and gave him the solved problem. And by five years old, I was | |
| predicting quantum events that baffled even most of the time | |
| lords. I've only gotten smarter as time went on. For better or | |
| worse, people started to notice and wanted to use my knowledge | |
| for their own ends." - Dufort talking about his past | |
| "That jerk (Gammon) left this area so unnaturally altered... The | |
| flow of life is damaged. He says as he leans down to a rabbit in | |
| a patch of dirt that was dying. I know you're suffering... Let | |
| me help heal you and this land. Dufort says as he uses his | |
| alchemy and psychokinesis energy to try and fix the damage to | |
| the land, showing his soft spot for wild life. As he does, life | |
| starts to return, with the grass and plants growing back, and | |
| the rabbit's life being restored as it gets up and goes over to | |
| Dufort, rubbing against him in thanks for healing it. Dufort | |
| just pets the rabbit softly. Don't worry. I'll make sure this | |
| land survives." - Dufort after a fight with Gammon that left the | |
| forest mostly devoid of life. | |
| "Celestians can't understand magic... But if a Celestian can use | |
| magic, they will learn to instinctively adjust to magic. But | |
| it's not something they can do without having used magic | |
| themselves, and most cannot use magic unless they are | |
| specifically born with an affinity and an ability to use it." - | |
| Dufort about Celestian abilities to use magic | |
| "I never joined the Crow Mercenaries out of some sense of | |
| 'nobility' or something... I joined them instead of the Order | |
| during my time of desperation for one simple reason. The | |
| Mercenaries found me first. If Kindron Blackfire had found me | |
| before they did, I would have been just as willing to join the | |
| Order. Blackfire's 'grow strong enough to crush opposition' | |
| persona was something I admired, and I came close a few times to | |
| wanting to leave the Mercenaries to learn from him. I could tell | |
| he suffered trauma in the past, but he responded by getting | |
| strong enough to crush anyone in his path so he wouldn't let | |
| that trauma hold him back anymore. I am not foolish enough to | |
| think that I joined the Crow Mercenaries for the whole 'family | |
| matters first' thing or for some stupid sense of duty for our | |
| world. As far as I was concerned, the world could burn for all I | |
| cared at that time. But the Mercenaries found me first, and | |
| pulled me out of a place of hopelessness. So I joined them, and | |
| made a place with them." - Dufort on why he joined the Crow | |
| Mercenaries. | |
| During a time travel match with the Order's Gammon Tepes, an | |
| alternate kid of Alucard and Zelpharia. | |
| Gammon: Smiles. Finally. Someone as smart as me. And you're half | |
| vampire too. This should be fun. | |
| Dufort: No one said you're my equal... Don't get full of | |
| yourself. The only thing you have on me is being a dishonorable | |
| piece of sh*t who weasels his way out of any situation. | |
| During a fight. | |
| Dufort makes eye contact with an opponent, using his Hatred | |
| Overload power to send a torrent of his suppressed angry and | |
| hateful thoughts into the opponent as his eyes glow green. | |
| The opponent screams in mental pain as the thoughts overload | |
| their mind as they fall to their knees. | |
| Opponent: How... How can anyone contain that much anger? He | |
| says, trying to recover. | |
| Opponent 2 looks over at Dufort, avoiding his gaze. Opponent 2: | |
| Don't make eye contact! He has some psychic power that overloads | |
| your mind! | |
| Dufort looks over to opponent 2, and uses his telekinesis to | |
| grab the opponent's neck, choking Opponent 2. | |
| Dufort: I can do far more than that. He says as he uses his | |
| telekinesis to choke the life out of Opponent 2. | |
| During a talk with London Kindron. | |
| Kindron: You know... I could help you with your psychic problem. | |
| Dufort, reading Kindron's mind, looks to him curious. Dufort: A | |
| device? Would that work? | |
| Kindron: It should. I can make it so that you can adjust how | |
| much psychic intensity you want, and then you won't have to | |
| focus so much on control all the time. It would be beneficial in | |
| a few ways. | |
| Dufort looks to Kindron. Dufort: If you think you can, then do | |
| it. I tried once, but my psychic power overwhelmed it and | |
| destroy it. | |
| Kindron smiles cheerfully and pats Dufort's head softly. | |
| Kindron: Don't worry, kiddo... I'll figure something out. | |
| Dufort shakes his head a bit to make Kindron stop patting his | |
| head, and then fixes his hair. Dufort: I don't know why you feel | |
| the need to do that. He says sarcastically. | |
| During a moment when an ally and Dufort were trapped in the | |
| past, waiting for Wykoth to return to pick them up from the | |
| desert they were stranded in. | |
| Ally: Damn... We only have one bottle of water. He says, pulling | |
| out the water. | |
| Dufort looks to him. Dufort: We do have one? Great. Give it to | |
| me. He says holding his hands out. | |
| The ally moves their hand with the water bottle away in | |
| surprise. | |
| Ally: Seriously?! You think you can just drink it yourself?! | |
| What, are you entitled to it, you little twat?! He says angrily | |
| to Dufort. | |
| Dufort: You're not very smart, are you? That's not what I was | |
| going to do. | |
| The ally looks at Dufort with an annoyed look. Ally: Seriously? | |
| Now you're insulting me. | |
| Dufort uses his time-space apport power to steal the water | |
| bottle from the ally. When the ally realized what happened he | |
| looks at Dufort angrily. | |
| Ally: What the hell?! We need to split that if we're going to | |
| survive. He says to Dufort. | |
| Dufort: Shut up and watch, idiot. I have a plan that will work | |
| for both of us. He says taking out the food he had with him. He | |
| then uses his time-space item duplication to create three copies | |
| of the food and the water bottle. He takes two of the water | |
| bottles and food, and hands them to the ally, who looks at | |
| Dufort confused. | |
| Dufort just looks at him, with a slightly annoyed look. Dufort: | |
| I can duplicate space-time. I have the original item, so I can | |
| create as many duplicates as we need. We'll never run out of | |
| water and food as long as I have at least one item to duplicate. | |
| That's why I don't have to spend much money on food, because I | |
| can duplicate everything. | |
| The ally sighs and looks at Dufort. Ally: I forgot that was an | |
| option... Who knew item dupers could do that in real life? Now I | |
| feel stupid. | |
| Dufort: Well, you kinda are. He says sarcastically. | |
| Ally: You know... This is why you don't have any friends, | |
| Dufort. He says, annoyed again. | |
| During a fight with an earth enemy. | |
| Enemy: Lets see how you stand up to my strongest attack! Uses | |
| chains to pull up large rocks, which he gets ready to use to | |
| crush Dufort. | |
| Dufort: Looks at attack and uses his first spell. Zaker. The | |
| spell strategically blasts through one of the rocks, making it | |
| hit the others and all the rocks fall to the ground harmlessly, | |
| breaking the chains under the strain. | |
| Enemy: Is confused as all of his giant rocks fall harmlessly | |
| around Dufort. What?! He did that with his most basic attack?! | |
| When Dufort was talking to someone who liked animals. | |
| Dufort: I like animals. Their thoughts are so simple compared to | |
| humans. | |
| Person: I like animals too... Animals aren't as evil as humans. | |
| James Anthony Froude once said "Wild animals never kill for | |
| sport. Man is the only one to whom the torture and death of his | |
| fellow creatures is amusing in itself." | |
| Dufort: You know that saying is wrong, right? There are a lot of | |
| animals that kill for fun. | |
| Person: Name one animal that doesn't kill for food, mates, or | |
| over territory. The person says, annoyed, crossing their arms. | |
| Dufort: Dolphins. They kill for no reason other than its fun. | |
| It's not about hunting or territory. They'll tail slap things | |
| into the air to splatter when they hit the ground just to watch | |
| them die. And then there's honey badgers. They pick fights with | |
| predators for no reason even though they should know they can't | |
| win. They will pick fights, lose, and then go back and fight | |
| again. And there's elephants who kill just to take their | |
| frustrations out on others when they aren't chosen as a partner | |
| for a female, to the point where they **** rhinos in anger. You | |
| want more? I can talk about lions killing doves for fun, how | |
| housecats hunt and kill for fun just to kill something and play | |
| with the corpse, or how some animals kill for no reason and just | |
| leave the corpse. That's not even talking about the ones that | |
| bully each other for no reason at all. | |
| Person: You're making this up. The person says, not believing | |
| Dufort. | |
| Dufort: Look it up. There's plenty of documented information | |
| that shows I'm right. He says, crossing his arms in annoyance. I | |
| like animals, but many are just as violent as humans. If that's | |
| the only reason you like animals, then you should just stop now. | |
| "Listen, kid... You want to be better than them? Don't let them | |
| provoke you. They think you're a freak or a monster? Don't get | |
| angry with them. If you let yourself get provoked, you just | |
| prove that they're right. You can do more productive things with | |
| that anger and hatred you feel. Instead... Don't react. Don't | |
| lower yourself to their level. And not only will you prove | |
| you're better than them, but THEY will be the ones that react | |
| irrationally. Then they will lose any respect they might have | |
| from others around them. It's far more satisfying to break them | |
| down that way than to just beat them up." - Dufort's mentor, | |
| Wykokth, when he started training Dufort. | |
| "He has a hatred in him that I don't think will ever truly go | |
| away... I hope it will someday. I hope he makes true friends and | |
| connections someday. He has the potential to do a lot of good. | |
| But that hatred he has. It's like a noose around his neck, and | |
| he knows it. I know that hatred first hand. I suffered it | |
| firsthand for a long time. But hopefully the kid learns to | |
| overcome his hatred. I suspect there will come a day when he | |
| does overcome it... But it won't be during his time with me." - | |
| Wykoth about Dufort to an ally | |
| "I sense you have a strong mind, and you can allude danger. You | |
| have excellent judgement and keen strategies that let you take | |
| down any opponent. But what about you is the most frightening of | |
| all... is that despite whatever kind of danger comes your way, | |
| you face it head-on. You're heart doesn't waver under that cold | |
| expression you carry. I can only imagine the tremendous amount | |
| of hatred you hide..." - An enemy to Dufort about his abilities | |
| and personality | |
| "That Zaker spell. It's the same as Kindron Darkfire's. Looks at | |
| the destruction the spell causes. No, wait, it's not the same... | |
| It's more powerful!" - An enemy analyzing Dufort's basic | |
| lightning spell | |
| Name: Dufort Tolodora-Darkfire | |
| Celestian Title: The Lightning Emperor | |
| Age: Unknown | |
| Species: Vampire/Celestian Hybrid | |
| Gender: Male | |
| Hunter Group/Team: | |
| - Primary Group: Crow Mercenaries (Blademaster Raven's Team) | |
| - Secondary Group: Torchwood | |
| - Secondary Group: London Police Force | |
| - Secondary Group: Hellsing | |
| Family: | |
| - Mother: Zelpharia Tolodora (Alternate Dimension/Timeline | |
| Version) (Missing) | |
| - Father: Kindron Darkfire (Alternate Dimension Vampire Version) | |
| (Dead) | |
| - Cousins: Blademaster Raven and Takahashi Diablo-Darkfire | |
| (Alternate Dimension Versions) | |
| - First Mentor: Wykoth (Alternate Dimension Version) (Missing) | |
| - Second Mentor: Kina Darkwolf (Alternate Dimension Version) | |
| (Dead) | |
| Weapons: | |
| - None | |
| Celestian Race Abilities: | |
| - Celestian Physiology: Celestians are a race that have been | |
| around for a long time, and many have evolved to a level beyond | |
| that of normal humans. The celestians are a race that have | |
| existed since before time began alongside races like the | |
| The'Galin and the dark spirits. Due to this, the Celestians are | |
| far more advanced than humans, and are native to planet Celestia | |
| these days. The Celestians are natural born psychics, and are | |
| known for their advanced minds. Celestians are also one of the | |
| few races that can become time lords, alongside the Gallifreyian | |
| people. The Celestians have a number of differences between them | |
| and humans, even though they tend to look human. One of the main | |
| differences is the Celestians are all born with psychic ability | |
| due to how advanced their intelligence is, and the second is | |
| that all Celestians have two hearts, which helps them in a | |
| number of aspects. Many see Celestians as supernaturals, but | |
| they are actually more of a natural evolution of creatures that | |
| existed before time. In addition, Celestians also have their own | |
| social structures based on a society that is a bit different as | |
| Celestians are more of a military-type race and scientists than | |
| supernaturals, as evidenced by the fact that Celestians have | |
| analyzed most supernatural abilities, save magic. Because of | |
| this, this is one of the main weaknesses of the Celestians, as | |
| they specifically cannot analyze magic as they see it as an | |
| unpredictable nature. While they can still be hurt, they have a | |
| lot of resistance to supernatural abilities thanks to their | |
| natural evolutions that have granted them specific counters to | |
| certain natural and supernatural phenomena. Celestians have even | |
| evolved to a point where they can travel through time after | |
| becoming time lords. Of course, while it is difficult to kill a | |
| Celestian, one can kill them by destroying both of their hearts | |
| or their brain as they can be killed like most other beings if | |
| one understands the differences in their physiology compared to | |
| races on Earth. For Dufort, he is a rare case of knowing how to | |
| use magic and how to counter it, since he is a magic user | |
| himself thanks to his vampire heritage. Unlike other Celestians | |
| in his mother's family, Dufort never became a time lord, and | |
| stayed a normal Celestian even though he could evolve further, | |
| but just doesn't want to become part of the time lord groups | |
| since he doesn't like the Celestians or the Time Lords. | |
| - Natural Born Psychics: As mentioned, all Celestians are born | |
| psychics. Because the race has evolved to a level where this has | |
| become natural to them, all Celestians are born with some kind | |
| of psychic potential, with some having more potential than | |
| others. While some may focus more on intelligence than psychic | |
| ability, there are some that focus more on psychic abilities | |
| than intelligence. While this is in part due to their natural | |
| affinities, this can also be focused through mental training to | |
| try and train their psychic potential. Much like training their | |
| bodies through physical training or training their minds through | |
| mental exercise, training their psychic abilities requires | |
| psychic training, which the Celestian race has had a long time | |
| to find the best ways to train their psychic abilities. Some may | |
| possess only simple abilities like telekinesis, telepathy or | |
| psychic element manipulation, but some may possess more advanced | |
| psychic abilities, with the most advanced even sometimes being | |
| able to learn new psychic abilities over time by seeing how | |
| other psychics focus their psychic power. For the most part, the | |
| power depends on how the person's mind focuses their psychic | |
| power which makes each Celestian unique in psychic potential, | |
| and is also partially influenced by genetics (for example, some | |
| psychic abilities are passed down, while some are gained through | |
| exposure to certain situations). Genetics, different focuses in | |
| the mind, and different situational manifestations of psychic | |
| potential will make the psychic potential and abilities they can | |
| learn different in every Celestian as a result. Celestians have | |
| also developed psychic arts that they can use to teach other | |
| Celestians, due to them having had many years honing psychic | |
| abilities which can help Celestians learn what psychic potential | |
| they have. Typically, this is balanced with their intelligence | |
| and mental capacities, with psychic potential usually being | |
| related to their intellectual capacity in some way. This means | |
| that while still more intelligent than most humans and | |
| supernaturals, normally those with more psychic potential lose a | |
| little of their intelligence potential as a result, or those | |
| with more mental capacity may not have as much psychic | |
| potential. Of course, all of these psychic abilities all still | |
| have weaknesses, and can usually be countered somehow. Another | |
| thing to note is that the more psychic potential one has, the | |
| harder it can be to control their psychic abilities at times, | |
| usually being affected by emotions. In Dufort's case, Dufort is | |
| a rare case of having both potential in mental capacity and | |
| having immense psychic potential, as he gained his father's | |
| natural talent in mind focus and manipulation, combined with his | |
| mother's natural talent for psychic and intellectual capacity. | |
| This makes Dufort one of the smartest, as well as one of the | |
| most powerful psychics the Celestians have seen, even without | |
| him being a Time Lord. However, he does have a major weakness in | |
| controlling his psychic powers, as without his disciplined mind | |
| training, he would have lost his mind long ago with all the | |
| information being bombarded into his brain. | |
| - Psychic Energy and Psychic Arts: Also referred to as psionic | |
| energy, Celestians are able to manipulate psychic energy for | |
| different arts, which fuels their psychic abilities. In their | |
| bodies, their advanced minds naturally manipulate psychic energy | |
| and can use it for a number of different purposes. Among some of | |
| the more simple methods are telepathy (mind to mind | |
| communication and reading), telekinesis (Using psychic energy to | |
| influence the movement of organisms or objects), and | |
| pyschokinesis (using psychic energy to outright attack | |
| opponents). Depending on the psychic potential of the Celestian, | |
| all Celestians are able to manipulate this energy, and this | |
| energy powers all of their psychic abilities. Much like how mana | |
| users use mana, or spirit users use spirit energy, Celestians | |
| are psychics that utilize psychic energy. Not only do Celestians | |
| have unique psychic potential between every Celestian, but | |
| Celestians also have some psychic arts they can teach other | |
| Celestians with similar abilities due to having had many years | |
| to try and perfect certain abilities. For example, Celestians | |
| have telekinetic arts for those that use simple telekinesis, or | |
| they also have psychokinesis energy manipulation attack arts for | |
| those that use psychokinesis. While some more unique abilities | |
| might be harder to develop arts for, most of the arts that are | |
| seen commonly have plenty of arts developed by the Celestians, | |
| including some Celestian families that might have unique arts | |
| that are passed down in their family, as some Celestians have | |
| managed to figure out some psychic potential abilities by | |
| analyzing their genetics. This goes back to the natural psychic | |
| ability of the Celestians, and this usually is what powers those | |
| psychic abilities. This energy can be harnessed on its own, but | |
| overall, this energy is mostly used in psychic abilities. Of | |
| course, as one might expect, this energy is countered like most | |
| other energies (usually with other energies), and each art | |
| usually has specific strengths and weaknesses. When it comes to | |
| Dufort, he has a long list of psychic abilities (see psychic | |
| abilities). Among his more unique abilities include Wykoth's | |
| darkness distortion energy, a silver version of his mother's | |
| gold distortion energy, and his own unique rare ability called | |
| the answer-talker ability. Dufort also has the ability to learn | |
| a lot of new psychic abilities, including knowing most normal | |
| psychic abilities. | |
| - Celestian Psychic Dark Spirit Purification/Destruction Tech | |
| and Knowledge: Originally, Celestians had to evolve and be born | |
| with psychic spirit purification or spirit destruction in order | |
| to counter dark spirits (an enemy even Celestians had to deal | |
| with). Unlike the death wraiths who gained soul-bound weapons | |
| specifically designed to fight them, Celestians utilized psychic | |
| power to fight them. Early Celestians were born with spirit | |
| purification or spirit destruction abilities, and those were | |
| used until the Celestians had evolved to the point that they | |
| eventually developed technology that could be used to purify or | |
| destroy dark spirits. After the Celestians reached this point, | |
| Celestians relied less on psychic abilities to the point that | |
| the trait became very rare over time as Celestians relied more | |
| on technology rather than psychic power. While they do still use | |
| psychic abilities to some degree to counter them (which | |
| Celestians did retain some natural psychic ways of countering | |
| dark spirit powers), destroying them is usually left to | |
| technology. Among them are the Celestian energy guns which can | |
| be equipped with a spirit purification or spirit destruction | |
| energy modifier to their weapons designed to fight dark spirits. | |
| While they don't organize against the dark spirits like the | |
| death wraiths do, they do have ways to fight off dark spirits. | |
| Normally, spirit purification is used on dark spirits, with many | |
| Celestian bases and their homeworld having environment | |
| generators that use spirit purification to make their world or | |
| bases almost unable to be travelled by dark spirits, as well as | |
| using it to boost the natural spirits that influence nature and | |
| the worlds themselves. Because of how dangerous spirit | |
| destruction can be if misused, the only time it is authorized is | |
| against dark spirits that are immune to normal spirit | |
| purification, or if the higher level Celestians authorize it. As | |
| such, techology is usually the best weapon the Celestians have | |
| against dark spirits. However, just like any other technology, | |
| the downside to this is that dark spirits may destroy the tech, | |
| which would be a problem. While strong, technology is something | |
| that even dark spirits are learning to control or travel through | |
| due to rising technology across the universe. There are also | |
| certain radiations that can interrupt technology (though | |
| Celestians have much more advanced technology, so dark spirits | |
| have to compensate for that). Dufort also has this knowledge, | |
| and even though he hasn't fully finished building spirit | |
| purification barriers for groups like Hellsing, he does work on | |
| them whenever he can. Dufort also has knowledge of time lord | |
| technology, having analyzed it even though he's not a time lord | |
| in order to counter certain time lord threats that might try to | |
| use him. | |
| - Celestian Superhuman Intelligence: Due to differences in | |
| physiology than most beings, a Celestian's brain is far larger | |
| and more advanced than a normal human or supernatural mind. And | |
| due to this, most Celestians have much higher IQs than humans do | |
| as a result. Usually, this is balanced alongside their psychic | |
| abilities, in which those with less psychic abilities are | |
| smarter as a result. Due to having larger brain sizes and also | |
| being more advanced as a species, the Celestians are much | |
| smarter to the point that most are far smarter than most other | |
| races in the world, even those with supernatural intelligence. | |
| This not only enhances their knowledge capacity to understand | |
| and analyze, but this also works to them being smart as | |
| tacticians as well. The Celestians are a very smart race, having | |
| become not only smart enough to unlock the uses of more of their | |
| brains than most beings for critical thinking and analyzing, but | |
| also thanks to how advanced they've become as a species. The | |
| Celestians are not just a few years more advanced than humans, | |
| but are millions of years more advanced. Some are even able to | |
| use their psychic abilities when using their intelligence, as | |
| some have psychic abilities that might allow them to enhance | |
| their critical thinking. When it comes to Celestians, their | |
| biggest strengths tend to rely on their unique physiology and | |
| their psychic abilities, as well as how advanced the species has | |
| become over the years. As mentioned before, this aspect is | |
| usually balanced with their psychic abilities, where more mental | |
| capacity usually means less psychic ability and vice versa. For | |
| the most part, while smarter than most beings, there are a few | |
| beings that do rise to match them in intelligence, and most do | |
| usually have to specialize their intelligence (For example, a | |
| Celestian may be technology based in knowledge, or one might | |
| choose to focus completely on becoming a good tactician). | |
| Typically, this is also determined by how well they train and | |
| choose to learn, as most Celestians, just like humans and | |
| supernaturals, have certain affinities, while other areas they | |
| might not do so well in. Dufort has this intelligence as well as | |
| immense psychic ability, being a very rare case of having almost | |
| unmatched natural talent. It is believed that his mother's | |
| natural talent and his father's natural talent have combined to | |
| give him a natural talent that surpasses most Celestians. | |
| - Celestian Superhuman Reflexes and Movement: Celestians are | |
| very good at combat, and the race has evolved in combat to the | |
| point that they have amazing reflexes and movement. Their | |
| nervous system is almost as advanced as their minds, where their | |
| nerves are able to send signals much faster than that of humans | |
| or most supernaturals. For the most part, this means that | |
| Celestians have amazing reflexes, and can use these reflexes to | |
| their advantage. Usually, Celestians best maximize this in their | |
| hand to hand combat training, where they will learn to fight and | |
| utilize their physiology to its full advantage. These reflexes | |
| are fast enough that some Celestians are able to react to gun | |
| fire before a gun is fired. While the body isn't always able to | |
| keep up, Celestians are good enough to react and see things in a | |
| way that most cannot. This also extends to their movement, where | |
| they are able to move using precise movement, and through honing | |
| their combat, are able to utilize their precise movement to | |
| their advantage as well. This leads to excellent hand-eye | |
| coordination, as well as having a great dexterity with weapons | |
| and combat. While not all Celestians are natural warriors, even | |
| those not fully trained in combat still have reflexes and | |
| movement precision that can put many trained martial artists to | |
| shame. Those that do train this skill are often extremely | |
| dangerous opponents, as their reflexes and movement are usually | |
| on a level that can even battle some of the toughest | |
| supernaturals. This is an ability that typically does depend on | |
| the Celestian, as not all are born with the best reflexes, but | |
| almost all have some form of highly enhanced reflexes due to the | |
| advanced nature of their species. The only downside to this is | |
| that this can be a bit of a problem as sometimes the mind may | |
| react to fast for the Celestian's body to keep up with. While | |
| they can still move with precision, their reflexes and movement | |
| may not always be enough to counter more skilled combatants, | |
| especially higher level supernaturals who have trained their own | |
| combat talent to a mastery level. For Dufort, not only does he | |
| have natural combat talent, but he has his father's natural | |
| talent for combat growth. Dufort trains his physical abilities | |
| constantly, to a point that he can keep up with even | |
| master-level combatants due to his advanced combat ability and | |
| his psychic abilities. | |
| - Celestian Master of Self: All Celestians have the unique | |
| ability to actually suppress any of their resistances or | |
| abilities at will, and can control aspects of their bodies that | |
| most beings cannot, partially thanks to their psychic abilities | |
| and mental abilities. There are a number of ways this can be | |
| used, in which this is an advanced method of allowing the | |
| Celestian to suppress or control aspects of their body. Among | |
| things they can do include things like suppressing certain | |
| hormones from being released in their bodies if they can predict | |
| it, they can do things like suppressing stomach acid or | |
| suppressing the release of other fluids in the body temporarily. | |
| Another thing they can do is suppress any of their resistances | |
| as will, which can allow them to control their resistances to a | |
| degree. Normally, changing their resistances doesn't do too much | |
| unless there's a specific reason they need to reduce a | |
| resistance, such as some might reduce their resistances to blend | |
| into a crowd. This also includes them being able to control | |
| their minds to a degree, in which they can utilize this to | |
| suppress certain things in the mind like suppressing pain | |
| receptors, certain emotional abilities, or certain thought | |
| processes. This is useful in that a Celestian can use this to | |
| focus on what they want to focus on, such as a Celestian might | |
| focus their mind on tactically overcoming a problem and shut out | |
| all other distractions. This can also be used to counter dark | |
| spirits, in which Celestians may suppress certain things that | |
| dark spirits may try to take advantage of, like a Celestian | |
| might shut down their emotional abilities against dark spirits | |
| that feed on certain emotions. This can be used pretty | |
| creatively depending on the situation, though it is worth noting | |
| that sometimes this can cause problems in the body depending on | |
| what is suppressed and why it is suppressed (For example, | |
| suppressing stomach acid could cause problems if the Celestian | |
| eats food and cannot digest it properly). Overall, Celestians | |
| have to be careful about how they use this, but they can use | |
| this in many ways depending on how creative they are with this | |
| ability. Dufort is not only a master of this ability thanks to | |
| his Celestian training, but also has his father's Disciplined | |
| Mind training to amplify this mastery of self. As such, Dufort | |
| is a complete master of himself to the point that it is very | |
| rare for him to not be in total control of his own mind and | |
| body, and this means that many psychic abilities that affect his | |
| body can be countered by Dufort. | |
| - Celestian Enhanced Recovery: While Celestians don't have | |
| regeneration like most supernaturals, they do heal far faster | |
| than normal thanks to their psychic ability and their master of | |
| self abilities. Celestians have evolved to the point where | |
| injuries heal much faster naturally than many other races (save | |
| those with supernatural regeneration), and can allow them to | |
| recover from injuries much faster than most. For example, a | |
| small cut to the body could heal within an hour, or a broken | |
| bone could fully heal in a few days time. Depending on the | |
| injury, all Celestians have enhanced recovery which they can use | |
| to essentially heal from most minor injuries really easily. | |
| While they can't do things like regrow limbs or organs, most | |
| Celestians can recover from injuries that even humans cannot | |
| recover from. For example, a stab would could recover on its own | |
| (assume the Celestian doesn't bleed to death) if it is given | |
| enough time, or an organ failing could recover as long as the | |
| body can stay alive. This allows Celestians to recover from far | |
| more afflictions and injuries than humans can, and allows them | |
| to recover more quickly. This doesn't just apply to physical | |
| injury, but Celestians also recover stamina faster than humans, | |
| and rest rejuvenates them faster than humans. This makes | |
| Celestians able to do far more than most beings, as their | |
| enhanced bodies let them push themselves further than most | |
| beings, and there is less chance of a Celestian overstraining | |
| themselves since their recovery helps them avoid the affects of | |
| straining themselves (for example, a muscle getting ready to | |
| tear would take longer to become unusable due to the natural | |
| healing letting the muscle recover little by little. However, | |
| while this is useful, this does have limits, as this healing | |
| cannot regrow limbs or organs, and some injuries might not heal | |
| without proper treatment. And due to the fact that Celestians | |
| heal fast, this can also be a problem when trying to treat their | |
| wounds, as sometimes while treating a wound, the Celestians may | |
| actually have to manually keep the wound open in order to keep | |
| treating it due to it healing fast. For example, if a broken | |
| bone starts healing before being set, the recovery could go | |
| wrong and the bone could heal enough that the bone has to be | |
| rebroken to set properly. For Dufort, he has his vampire | |
| regeneration and his Darkfire regeneration, so he can heal far | |
| more than any Celestian normally can save his hearts and his | |
| brain, and Dufort can regrow limbs and some organs. | |
| - Celestian Healing Coma: Celestians who take too much damage | |
| and are severely injured have a method of healing themselves | |
| thanks to their master of self power, combined with their | |
| psychic potential. If a Celestian takes too much damage, or is | |
| fatally wounded, they can slip into a healing coma, where they | |
| will devote all their energy, both physical and psychic, to | |
| their recovery. Thanks to this, as long as a Celestian goes into | |
| sleep before they die, they can recover as long as they stay in | |
| this healing coma. It is possible to come out of the coma early | |
| if someone finds them and heals them, but overall, this is | |
| mostly used when Celestians are alone and not likely to have | |
| help recovering from their injuries. The length of time is | |
| dependent on the injuries, and how bad the injuries are (The | |
| worse the injuries or the closer to death, the longer the | |
| recovery takes unless thee Celestian is found and treated/healed | |
| from their injuries). Since most Celestians don't have natural | |
| regeneration (though they do heal much faster than normal), this | |
| can be very useful to healing near death injuries, similar to | |
| how many species of dragons or certain types of vampires can go | |
| into a healing hibernation to recover from injuries. Typically, | |
| the body will appear near death to others, with many's life | |
| signs barely registering to others. When in this state, the | |
| Celestian has no ability to wake themselves until they are fully | |
| healed, and cannot respond to danger if danger should find them | |
| in this state. As such, Celestians who do this must take care to | |
| stay in a healing coma where they will not be attacked, because | |
| a Celestian can be killed while in this state just like they | |
| normally could. This ability is solely used for recovery, and | |
| usually to save one from death so this ability is only used as a | |
| last resort if no other method of recovery can be used. Those | |
| Celestians that have time lord regeneration will often not use | |
| this, and instead go into time lord regeneration instead (though | |
| not all Celestians have that, so many do still use this). | |
| - Celestian Twin Hearts and Enhanced Circulatory System: One of | |
| the biggest differences between Celestians and humans is the | |
| fact that Celestians have evolved and have two hearts. There are | |
| a number of advantages this gives Celestians, as having two | |
| hearts helps their bodies circulatory system. The first | |
| advantage is more efficient flow of blood, in which the blood | |
| flow allows more oxygen to pass through the body. As a result, | |
| not only does the two hearts make for more efficient and oxygen | |
| rich blood, but this also increases stamina and recovery due to | |
| the efficiency of the circulatory system. And due to the | |
| enhanced circulatory system, this also helps Celestians with | |
| stamina, as Celestians are not very quick to run out of breath, | |
| or have a lack of oxygen in their body due to this. Even if one | |
| heart stops, or suffers some sort of affliction, the other heart | |
| can keep the blood flowing without one of the hearts (But this | |
| does come with negative side effects). If one heart stops, the | |
| heart can recover if the body is allowed to heal properly (which | |
| is best done with a healing coma since the heart is a vital | |
| organ that often doesn't heal on its own without outside help). | |
| This also helps with recovery and healing, as the body is able | |
| to transport platelets which clot wounds far more effectively | |
| using the more efficient blood flow (which helps wounds heal | |
| more quickly and prevent the body from losing blood as quickly | |
| as most beings probably would without some form of | |
| regeneration). And due to the enhanced efficiency of the | |
| circulatory system, this also helps with Celestian immune | |
| systems (more in the next power). In order to kill them by | |
| stopping their heart, both hearts must be stopped or destroyed, | |
| as they can operate on one heart for extended amounts of time. | |
| However, this does also give opponents to spots to aim for as | |
| having two hearts means two more vitals that opponents can | |
| target. However, opponents do have to take into account that the | |
| hearts are positioned differently than a human heart, so if a | |
| person attacks where a human heart is, they will likely miss a | |
| Celestian's heart. And while a Celestian can operate on one | |
| heart, doing so long enough will shorten their life due to the | |
| strain it causes. Luckily, thanks to Dufort's vampire | |
| regeneration, he can suffer the effects of only having one heart | |
| till his heart is able to start working, though his vampire | |
| regeneration cannot regenerate either heart (which is worth | |
| noting because most vampires don't have two hearts and most | |
| don't know that Dufort has two hearts like normal Celestians | |
| since many think he takes more after his vampire heritage). | |
| - Celestian Superhuman Health: As mentioned, a Celestian having | |
| twin hearts also helps their immune system. Because of the | |
| efficiency of their circulatory system, their twin hearts, and | |
| how advanced their race is, the Celestians have among the | |
| strongest immune systems among races, surpassing a lot of alien | |
| races. It is very rare for a Celestian to get sick with | |
| sicknesses, and even if they get sick, they usually recover | |
| quickly from any sickness. This also applies to poisons, as | |
| Celestians also seem to be able to develop immunity to poisons | |
| very easily. Upon the first exposure, a Celestian can get sick | |
| with new illnesses, but once recovered (which usually happens | |
| quite quickly) Celestians can quickly adapt and overcome those | |
| illnesses or poisons. This can also apply to poisoning based on | |
| minerals, such as certain metals like lead and mercury, where as | |
| long as the material is removed from their blood, they can | |
| recover from it almost instantly. This also includes them being | |
| able to overcome supernatural based minerals like varanium and | |
| stilled silver (though usually this requires repeated exposure | |
| to the material). Many believe this is because of their twin | |
| hearts, but this is also because of how the species has adapted | |
| and advanced over time, as well as their circulatory system | |
| efficiency also making their white blood cells far more | |
| efficient as well. The only sicknesses and dangers to their | |
| immune system come from Celestia (The Celestian home world) or | |
| Gallifrey (The Gallifreyian home world). Because sicknesses | |
| there evolved specifically to target Celestians and Gallifreyian | |
| people (specifically targeting their enhanced immune systems), | |
| illnesses and afflictions from these worlds are the biggest | |
| danger to a Celestian, and if these sicknesses were to reach | |
| Earth, even supernaturals wouldn't be able to overcome them due | |
| to how efficiently they attack the immune system's response and | |
| resist the white blood cells (as they evolved specifically to | |
| target the enhanced immune systems). And while they can adapt to | |
| most substances, some substances are very difficult to adapt to, | |
| specifically those of a random nature (like magic based minerals | |
| or materials that change their energy signature randomly). This | |
| also doesn't always apply to acidic poisons, since acid can | |
| still affect them like humans (Though the effect is slightly | |
| less effectice due to their chemical resistance). For Dufort, he | |
| not only has this, but also vampire regeneration, so he is even | |
| less likely to succumb since he also has supernatural | |
| regeneration to enhance this aspect of physiology. | |
| - Celestian Resilience and Durability: Despite not being | |
| supernatural in nature (unless one counts their psychic | |
| abilities as such), Celestians are extremely tough and | |
| resilient. An average Celestian is often superior to most humans | |
| and even a lot of normal supernaturals, due to the fact that | |
| they have evolved to be extremely tough beings. In their prime, | |
| a Celestian can take falls that would break the bones of normal | |
| humans without taking any damage, or some also have skin that is | |
| very difficult to cut without enhanced strength. Celestians are | |
| able to take far more damage than most humans can, and have | |
| better resistance to being injured than most beings, possibly | |
| due in part to their advanced nature. There are many Celestians | |
| that can even temporarily survive the vaccuum of space, in which | |
| some have actually been able to withstand it for a short time | |
| before suffering the effects. While Celestians cannot completely | |
| withstand every instance of injury or damage, they are a lot | |
| tougher than most races, and when combined with their | |
| physiology, many are able to withstand injuries that would kill | |
| most humans. And with their twin hearts and advanced circulatory | |
| system, they are able to handle far more strain on their bodies | |
| than most other types of beings. While they can still be hurt, | |
| it takes far more to hurt them than most beings, and their | |
| defense and resilience is able to rival that of even dragons. Of | |
| course, this doesn't mean that Celestians don't take damage, as | |
| they do still take damage just like a human or supernatural | |
| would. The only difference is that Celestians can take more | |
| strain and damage than most creatures. As such, if Celestians do | |
| suffer enough damage or strain, the effects on them are the same | |
| as they would be on a human or supernatural. Just like most | |
| beings, their resilience and durability can only go so far. | |
| There are no known major ways to more easily cut or damage | |
| Celestians in combat, other than just simply using more | |
| strength, or just inflicting enough damage that they do get | |
| overwhelmed. In Dufort's case, since he has combat training and | |
| supernatural stats to build his durability and Darkfire | |
| regeneration, he is even harder to keep down. | |
| - Celestian Adaptability: Due to Celestians traveling the | |
| universe and how advanced their race is, most Celestians are | |
| highly adaptable. Between Celestians having a strong immune | |
| response to poisons, minerals and illnesses, as well as | |
| Celestians having stronger and more advanced bodies, Celestians | |
| are highly adaptable to not only environments, but able to adapt | |
| to conditions most mortals wouldn't be able to adapt to. This | |
| includes being able to adapt to difficult environments, where | |
| Celestians can adapt to many different planets environments | |
| despite some having different environments. For example, | |
| Celestians have occupied planets that had more gravity than | |
| their home world, and adapted over time to the effects of worlds | |
| with more gravity than their world. This also applies to their | |
| battle tactics, where Celestians have picked up certain | |
| resistances to certain abilities. Celestians are very adaptable, | |
| and this helps them a lot in and out of battle. Celestians have | |
| developed a number of resistances over the years, which have | |
| been passed on through the race genetically. Among some of the | |
| resistances they've developed are rapid temperature changes, | |
| minor changes in gravity (major changes in gravity may still | |
| cause problems, but minor changes in gravity they are able to | |
| adapt to quite easily), and certain other aspects like gaining | |
| resistance to darkness abilities due to them having gained | |
| resistance after being constantly attacked by dark spirits early | |
| in their evolution. Celestians are still developing resistances | |
| to a lot of things, and continued exposure to different things | |
| can cause them to develop new resistances. However, this does | |
| work against them, as certain helpful conditions may also be | |
| countered by resistances in the Celestian body (For example, | |
| treatments for illnesses might not work as well due to a | |
| Celestian resistance to chemicals and minerals). Of course, | |
| there are certain things they cannot really adapt to, such as | |
| the fact they cannot adapt to suddenly take no damage. While | |
| they do gain resistances easily, they don't gain immunities to | |
| most of these adaptions. | |
| - Celestian Temperature Resistance: Due to staying on planets | |
| with rapid temperature changes, Celestians have a high | |
| resistance to extreme heat, and extreme cold, even being able to | |
| handle rapid changes in temperatures. Celestians are affected | |
| far less by heat or cold, to which they are also able to resist | |
| the effects of fire and ice as well. Celestians are much harder | |
| to burn, requiring stronger/higher temperature flames to burn | |
| them, or requiring stronger ice/lower temperature freezing. | |
| Celestians are able to survive in fires far longer than humans, | |
| and exposure that might cause second degree burns on a human | |
| would likely barely phase a Celestian. This works with freezing | |
| as well, where Celestians do not suffer things like frostbite or | |
| their bodies freezing as easily as humans, and have to get their | |
| skin and body to a much lower temperature to freeze them. | |
| Because their bodies have adapted to compensate for temperature, | |
| their bodies are able to more easily change temperature to | |
| counter the environment, and this change does little to hinder a | |
| Celestian. This comes in handy when it comes to rapid changes in | |
| temperature, where Celestians have lived on planets where it can | |
| go from over a hundred and fifteen degrees down to fifteen | |
| degrees in only a minute. This has led them to be able to adapt | |
| their body temperature far more easily than humans, as their | |
| bodies can counter almost any temperature save the most extreme | |
| temperatures. This also applies to battles, where fire and ice | |
| abilities do about fifty percent less damage to them, and lesser | |
| fire and ice abilities may not even do more than superficial | |
| damage. Of course, while Celestians have this resistance, they | |
| are not immune, so lower temperatures or higher temperatures | |
| than what they can handle will still affect them. For example, | |
| hellfire and dark flames which burn much hotter than normal | |
| flames can still burn them, or ice that gets as close to | |
| absolute zero as possible can still affect them. For Dufort, he | |
| has immunity to heat and flames, due to his Darkfire flames, | |
| though he can be hurt more easily than some Celestians by ice | |
| since it is the counter to one of his main elementals though he | |
| does still have some resistance to it. | |
| - Celestian Electricity and Magnetic Resistance: Due to the | |
| number of planets they've lived on, and the conditions | |
| Celestians have lived through, Celestians have gained a | |
| resistance to electricty and magnetic field effects over their | |
| years travelling the stars. For example, if using electricity to | |
| disable a Celestian, it takes far more voltage to affect a | |
| Celestian than it does a human. This allows Celestians to handle | |
| electrical currents, and some are able to resist even bolts of | |
| lightning from storms. And when it comes to the harmful effects | |
| of magnetic fields and magnetic radiation, Celestians are able | |
| to resist this to a large degree. Most mortals never notice the | |
| effects of magnetic fields, but magnetic fields can have effects | |
| on people that Celestians have resistance to. For example, some | |
| magnetic fields can affect biological processes, or some | |
| magnetic fields can mess with one's senses. Celestians are not | |
| as affected by any effects of magnetic fields, and this includes | |
| things like microwave and other froms of magnetic radiation. | |
| When it comes to supernatural uses of magnetism and electrical | |
| powers, Celestians take far less damage, and have high | |
| resistance to things like lightning manipulation and magnetic | |
| manipulation. In order to damage a Celestian with electricity or | |
| magnetic power, it takes far more powerful electricity and | |
| magnetic energy to affect a Celestian. However, should enough | |
| energy be used for a strong enough electrical or magnetic power, | |
| a Celestian can still be hurt by lightning or be affected by | |
| magnetic fields, in which if they are affected, they will be | |
| affected similarly to how mortals would be. Like most | |
| resistances, this resistance only goes so far, and most | |
| Celestians are not immune to electricity or magnetic fields. | |
| This ability is meant more to be a basic defense against | |
| environmental hazards than supernatural uses, but this does | |
| grant Celestians resistance to supernatural lightnings, and | |
| depending on the lightning, Celestians might have resistance to | |
| certain special lightnings (like Celestians resistance to | |
| lightning and temperatures mean that heat lightning and freezing | |
| lightning would not do much damage to them due to their natural | |
| resistance). For Dufort, he has complete immunity to all | |
| lightning except corrupted lightning, energy form lightning | |
| (like spirit lightning), and any lightnings that bypass immunity | |
| due to his Darkfire training. And since he can influence | |
| magnetic fields, he is also immune to the effects of magnetic | |
| fields as well. | |
| - Celestian Resistance to Dark Arts/Darkness Abilities: Because | |
| Celestians fought dark spirits for years, and lived alongside | |
| death wraiths and dark spirits before the creation of the | |
| universes, Celestians have a strong resistance to dark arts used | |
| by dark spirits, since dark spirits have used dark arts on | |
| Celestians for years trying to take their souls, or even trying | |
| to possess them. Dark arts do far less damage to Celestians, and | |
| only the higher level dark spirits can do damage to a Celestian, | |
| or if they are using piercing attacks. While dark arts attacks | |
| can still hurt Celestians, they are able to resist the effects | |
| far more than most opponents. And this doesn't stop at dark | |
| arts, as Celestians have resistances to death wraith techniques | |
| as well as many other primordial shadow creature techniques. | |
| This includes resistances to deathly darkness, purifying | |
| darkness, and even Whispering Darkness (produced by Xeles). The | |
| Celestians are one of the only known races (besides those that | |
| use it) to develop resistance to Whispering Darkness. While | |
| Celestians still can't traverse Xeles's territory, they can | |
| resist the use of it in battle against dark spirits. For the | |
| most part, many Celestians have developed resistances against a | |
| number of darkness types, and some even develop resistances to | |
| the gravitational effects of darkness if they become a Time | |
| Lord. Thanks to this resistance, most darkness opponents do less | |
| damage, and thanks to the technology the Celestians have, they | |
| usually also have ways to counter darkness users. However, there | |
| are certain darkness abilities they might not have resistance | |
| for, such as black hole darkness and some concentrated darkness | |
| abilities (Though they do take reduced damage thanks to the | |
| darkness resistance). As such, darkness isn't the best thing to | |
| use on a Celestian, though it can still hurt them if one uses | |
| the darkness powers right, or use a darkness that the Celestians | |
| have not been exposed to, with dark magic being a great way to | |
| bypass their darkness resistance since magic in general is | |
| something Celestians have trouble adapting to. | |
| - Celestian Temporal/Spacial Radiation Resistance: Celestians | |
| have not only travelled the stars, but most have also pushed | |
| toward the fourth dimension beyond space and time. Those few who | |
| have succeeded have gone on to become Time Lords or other beings | |
| that transcend normal space and time in other ways, but those | |
| that have not have still gained an exposure to space and time | |
| energies that make them very resistant to temporal and spacial | |
| energies. In addition, due to planet Celestia being at the | |
| center of the universe, Celestians have learned to adapt to | |
| intense spacial and temporal energies that are given off near | |
| their planet. Some Celestians, like Zelphari and Wykoth, have | |
| even absorbed enough spacial and temporal energies to | |
| essentially allow them to develop special energies of space and | |
| time, which allows some Celestians to develop unique abilities | |
| if they are able to learn to either absorb space and time | |
| energies or learn to manipulate them. This resistance not only | |
| helps protect them against spacial and temporal energies, but | |
| also helps them defend against enemies that can manipulate these | |
| energies. Even Celestians without special spacial/temporal | |
| manipulation have high resistance to attacks using spacial and | |
| temporal energies and can usually counter such techniques | |
| depending on how they are able to use this resistance. Those | |
| with manipulation of spacial and temporal energies are even able | |
| to use their power to protect themselves from denser levels of | |
| energy. It has been calculated by many Celestians that most | |
| Celestians have about an 80% resistance to these energies, which | |
| means that in order to use these against a Celestian, one has to | |
| use highly dense levels of energy to have the same effect they | |
| would have on most other races. This resistance is very useful, | |
| as not many have specific resistances to these kinds of | |
| energies, and among the ones that do are races like the Time | |
| Lords. However, while resistant, they are not completely immune, | |
| and there are some creatures beyond space and time that can | |
| still do damage, such as time wraiths who drain the temporal | |
| energy from others (though at a much slower rate for Celestians | |
| due to this resistance). | |
| - Celestian Fatigue Resistance: Celestians, as a race, are a | |
| race that needs far less sleep than humans, and are much more | |
| resistant to fatigue, as their bodies are designed to operate | |
| much longer and require less time to recover. It is believed | |
| that due to the efficiency of their enhanced circulatory system | |
| and their twin hearts, Celestians are able to make better use of | |
| the nutrients in their blood compared to other species, in which | |
| their circulatory system works far more efficiently in how it | |
| transfers nutrients to the muscles and bones for staying in | |
| optimal health. Celestians are able to Celestians can make do | |
| with as little as one hour of sleep due to Celestians taking far | |
| longer to fatigue, and only need at max up to 3 hours of sleep | |
| (the average Celestian only needs about two hours of sleep per | |
| night) due to Celestians as a race not fatiguing quickly enough | |
| to need sleep as much as most creatures do. They are also able | |
| to go without sleep much longer than humans, in which some | |
| Celestians can go for at least a week without sleep if needed | |
| before they are impaired by sleep deprivation. This also means | |
| that when exerting themselves, Celestians can push themselves | |
| far longer than most races can, due to their bodies being | |
| resistant to the effects of fatigue. This also applies to | |
| battle, where Celestians can push their stamina farther in | |
| battle than most races can due to their resistance to fatigue. | |
| In battle, Celestians can not only fight far longer than some | |
| races (only really being matched by races with enhanced stamina | |
| due to regeneration abilities) but also have a high resistance | |
| to any attacks designed to drain their stamina and cause | |
| fatigue. Celestians have a high resistance to drained stamina, | |
| but this does come with its fair share of dangers. The biggest | |
| danger to this resistance is that some Celestians can push | |
| themselves too far, as the resistance to fatigue can reduce | |
| their ability to recognize the condition of their bodies until | |
| their bodies take damage from the exertion, such as torn muscles | |
| or broken bones that come from overexertion. Most Celestians | |
| have to be careful not to push their bodies too far, or some | |
| Celestians can push their bodies to a point where they do | |
| permanent damage to their bodies that they can't fix with | |
| recovery alone. Dufort's Darkfire regeneration mostly counters | |
| the effects of overexertion in his body, though Dufort can | |
| overexert himself and if he runs out of energy, he may need time | |
| to recover from the damage of overexertion if he cannot use his | |
| vampire regeneration. | |
| - Celestian Chemical and Mineral Resistance: Celestians have a | |
| very strong biochemistry, which not only works under the | |
| subconscious, but can be controlled by the conscious mind with | |
| enough mental focus. In doing this, Celestians have gained a | |
| resistance to chemicals and minerals in which their bodies are | |
| able to counter far more chemicals and minerals than most other | |
| races can. For the most part, chemicals that are absorbed into | |
| the Celestian body that are deemed poisonous or hurtful are | |
| usally countered by the Celestians immune system, which doesn't | |
| just break down harmful substances, but can convert certain | |
| substances into harmless substances. For example, one Celestian | |
| countered the effects of Psilocybin by modifying the chemicals | |
| into harmless substances until the substances was rendered | |
| ineffective. This even includes alcohol, in which Celestians | |
| cannot get drunk very easily (for better or worse) on most types | |
| unless they use Celestian made alcoholic drinks that are far | |
| more concentrated (or they consciously hold back their | |
| resistances). However, the Celestians don't just gain | |
| resistances to chemicals in the body, but how certain minerals | |
| affect their body. Among the most well known is how Celestians | |
| can counter metals like varanium with enough exposure to it, by | |
| using their bodies to adapt to certain materials. For example, | |
| in the Apocalypse timeline, Wykoth was able to counter the | |
| effects of stilled silver by allowing his body constant exposure | |
| to it to the point he developed a resistance. This has even led | |
| to certain metal poisonings being countered by the body when the | |
| body learns to convert the metal in the body into something that | |
| isn't harmful, such as iron poisoning being able to be countered | |
| by turning the iron into something that doesn't hurt the body | |
| (usually by converting it into another substance). However, this | |
| resistance isn't perfect, and certain materials cannot be | |
| changed or resisted depending on the material. The most known | |
| materials that Celestians cannot adapt to are ones that shift | |
| and change randomly, like magic minerals (like mithril ore) or | |
| other minerals that have a constantly changing signature (like | |
| ultra varanium in the Apocalypse timeline). It is also worth | |
| noting that using magic based substances like potions with heavy | |
| magic energy can also affect Celestians, since they are | |
| susceptible to magic based items and minerals. Dufort, having | |
| magic and understanding it, is able to develop resistance to | |
| magic based items and minerals, though he is still vulnerable to | |
| those that change constantly and randomly depending on the | |
| mineral or chemical. | |
| Telepathic, Telekinetic, Hypnosis and Psychometry Abilities: | |
| - Telepathic Mind Reading: Like many might expect, This is often | |
| one of the major powers of a telepath psychic. One of the main | |
| abilities using telepathy a pyshic user has is that they can | |
| read the minds of others. This is usually a passive ability that | |
| telepathic psychics can have, and can read people's conscious | |
| and unconscious thoughts. Depending on the strength of the | |
| psychic power of the user, some are able to use this more | |
| strongly than others, and depending on the art, some don't | |
| actually turn this on or off, but it remains active all the | |
| time. This is usually something that comes along telepathy | |
| (speaking to other minds), though this can be a power on its | |
| own. And depending on the psychic, some may even have unique | |
| abilities using telepathic mind reading or may have their own | |
| variations of normal mind reading. However, there are certain | |
| abilities that do prevent a psychic ability user from reading | |
| them, such as those with psychic training to avoid mind readers, | |
| or those with special items that block telepathic communication. | |
| There are many arts to allow one to resist psychic abilities, | |
| and certain stronger willed people may resist mind reading | |
| abilities depending on the person. For those with resistance to | |
| things like mind reading, often what is read is only what the | |
| person allows to be read by the psychic. In addition, more | |
| powerful psychics can actually counter a psychic's mind reading | |
| abilities, where if a psychic is on or around the same level, | |
| they can protect their minds from this with their own psychic | |
| ability. This also doesn't do any physical damage to an opponent | |
| (Usually), and is just a passive reading of the mind. Also, | |
| another thing to note is that many who use this cannot turn this | |
| ability off, and reading someone's mind completely has major | |
| downsides due to the fact psychics can read things in the mind | |
| that they may not want to read, which can lead to problems with | |
| certain people. And some people can even use certain kinds of | |
| thoughts to throw a mind reader off if they can bring out | |
| thoughts that are strange enough that the user may not be | |
| prepared for. | |
| - Telepathic Overpowering Mind Reading: Like many might expect, | |
| Dufort is a telepath. One of the main abilities using telepathy | |
| he has is that he can read the minds of others. Dufort can read | |
| people's thoughts around him passively, and can read people's | |
| conscious and unconscious thoughts. With his advanced telepathy, | |
| Dufort is often able to read more of the minds of others than | |
| the person normally is able to, as Dufort can see things in the | |
| subconscious that most people wouldn't normally be able to | |
| consciously know some of their subconscious mind's thoughts. Due | |
| to this, Dufort is a powerful telepath, and in addition with his | |
| vampire telepathy to communicate with minds, this is a powerful | |
| ability that he possesses. However, the second part to this | |
| power is that Dufort is able to often overpower other psychics, | |
| where he can read the minds of psychics that try to shield their | |
| minds from him. Dufort's telepathy is often able to adapt and | |
| overpower psychic shields, or abilities that let a user shield | |
| from mind reading abilities. While Dufort can still be | |
| overpowered and forced out of people's minds, he has a natural | |
| talent for reading even the minds of psychics. However, there | |
| are certain abilities that do prevent Dufort from reading them, | |
| such as the Darkfire Disciplined Mind art, which doesn't just | |
| suppress certain emotions, but can suppress certain parts of the | |
| brain from both the subconscious and conscious minds. Because of | |
| this, those with this kind of training cannot be read by Dufort, | |
| and Dufort can only read what the person lets through. In | |
| addition, more powerful psychics can actually counter Dufort's | |
| mind reading abilities, where if a psychic is on or around | |
| Dufort's level, they can protect their minds from this. This | |
| also doesn't do any physical damage to an opponent, and is just | |
| a passive reading of the mind. Also, another thing to note is | |
| that Dufort cannot turn this ability off, and reading someone's | |
| mind completely has major downsides due to the fact he can read | |
| things in their mind that he doesn't want to read, which often | |
| leads to Dufort reading things that he really shouldn't. This | |
| can cause Dufort to read things that he really doesn't want to, | |
| and the disgust or distaste he feels for the thoughts he senses | |
| could distract him in battle if used properly. | |
| - Telepathic Connections/Shared Telepathy: With this, Dufort is | |
| able to create and maintain telepathic connections with people. | |
| This is a pretty standard power for vampires, where they can use | |
| telepathy to communicate with others. In this ability Dufort is | |
| able to telepathically connect to someone's mind, and can | |
| communicate with them. However, Dufort's ability doesn't stop at | |
| just himself being able to communicate with others, but he is | |
| able to use his telepathic power in a unique way in order to | |
| telepathically bridge two minds together using his psychic power | |
| like a conduit for the people's thoughts. By using his own mind | |
| as a central connection point, Dufort can bridge any two minds | |
| together, granted he knows which two minds he wants to bridge | |
| together and knows where they are so that he can use this power | |
| on them. He doesn't require physical contact like some psychics, | |
| and can actually do this without needing permission of a person | |
| or for the person to accept the psychic link. However, if | |
| someone resists this, the connection can be unstable if Dufort | |
| doesn't concentrate on it. Usually, the telepathic method of | |
| sharing thoughts and memories tends to work better when Dufort | |
| uses physical contact, as the shared telepathy gains a more | |
| stable connection to the mind if Dufort is in physical contact. | |
| However, this ability is best used when Dufort touches the | |
| forehead of the person or persons he wants to affect (depending | |
| on if he wants to bridge two minds together or just bridge his | |
| mind to another mind), which creates the most stable connection | |
| since Dufort can directly use his Disciplined Mind to go into | |
| the mind and then use his psychic power as a bridge much more | |
| easily. Typically, this is a power that doesn't do any damage to | |
| enemies, and is only really a means to either share memories, or | |
| Dufort will sometimes use this to bridge to people's minds | |
| together in order to make them share their thoughts with each | |
| other. However, it should be noted that this can be resisted | |
| against if someone doesn't want to be bridged if they fight | |
| against it with a strong enough will. Though this doesn't do any | |
| real damage, so it usually isn't a threat to people unless they | |
| want to keep their thoughts to themselves. | |
| - Telepathic Sense: Pattern Recognition: This ability allows | |
| Dufort to recognize patterns and manipulate them. Patterns, in | |
| this case, are series of events that lead to a specific outcome. | |
| By seeing how a chain of events will play out in relation to a | |
| specific event, Dufort is able to recognize and set up events | |
| depending on patterns he sees and can seem to caculate with | |
| little effort. For example, he once moved a pencil on a desk, | |
| and it led to a series events that led to his cousin tripping | |
| over the desk itself two days later. This ability can predict | |
| patterns leading to results, and Dufort is able to not only | |
| predict how these will play out, but he can also make changes to | |
| the patterns. Dufort uses his telepathic sense in order to | |
| recognize these patterns, where he will analyze them on a | |
| space-time level using advanced quantum mechanics calculations. | |
| With this skill, Dufort can set a number of events into motion | |
| to lead to a specific outcome he wants, assuming that everything | |
| plays out as it is supposed to. These patterns are usually a | |
| chain of small events, usually leading to some big event at the | |
| end of the chain of events. The patterns Dufort can see may take | |
| days, weeks or even a few years depending on the patterns. | |
| However, these patterns are usually not harmful to exploit, | |
| unless they lead to a specific outcome that could lead to | |
| someone getting hurt as a consequence of one of the pattern | |
| events. However, that is assuming that the patterns are not | |
| changed by someone else, as some people who can recognize these | |
| chains of events may be able to also recognize and change the | |
| patterns. Some can even change the patterns without realizing | |
| it, especially if something happens in the chain of events | |
| Dufort doesn't predict (which can happen as choices could always | |
| lead to different outcomes and not all choices are quantifiable | |
| and absolutely predictable). Another thing to note, is that | |
| while Dufort can recognize these patterns and manipulate them, | |
| the longer it takes a pattern to lead to an event, the more | |
| chances there are to change the final event. For the most part, | |
| this isn't a battle power, but more something used outside of | |
| battle. Dufort also cannot see patterns too far out, such as | |
| trying to see patterns many years apart. Typically, he can only | |
| predict patterns up to two years (sometimes three if they're | |
| easy patterns), but the longer he tries to predict them, the | |
| less likely they're going to be to happen as he predicts. | |
| - Telepathic Psychometry: Item Reading: This power utilizes | |
| Dufort's telepathic powers. However, instead of reading minds or | |
| reading patterns, this ability lets Dufort use his telepathic | |
| senses to sense objects. Through physical touch, Dufort can read | |
| objects with his psychic power and can read the memories of | |
| those who are connected to the object. For example, if touching | |
| a book, he can see the thoughts of the author that were put into | |
| writing the book, the printing process of the book, and even the | |
| words printed into the book. This ability can read almost any | |
| object, and works on reading many memories connected to objects. | |
| There are many ways of using this, where Dufort can use this for | |
| different purposes. One use of this is how Dufort is able to | |
| read books more easily, as he can read the printing press and | |
| utilize this sense in order to read almost an entire book at | |
| once. Almost any object in the world has some sort of memory | |
| attached to it, from interacting with other objects, to animal | |
| interaction, or even human interaction with objects. This can | |
| read an object almost down to its very creation, which works | |
| even on supernatural objects, such as Dufort could read a magic | |
| item and read the memories of the item to see what the magician | |
| was thinking when they made the item. This is a very useful | |
| object for getting information about people, as Dufort can use | |
| this to learn about people, and learn what thoughts they put | |
| into objects, both good and bad. However, this power is one that | |
| Dufort cannot control, and is always active. Because of that, he | |
| has to be careful not to be overwhelmed by this sense. In order | |
| to avoid always using this sense, Dufort overcomes this by | |
| wearing thin transparent gloves over his hands that go down his | |
| wrist, designed by him to keep the power from affecting other | |
| objects (as the power is focused on the gloves). Because of | |
| this, Dufort is very careful about people who touch him, | |
| specifically when people touch his face (as it is an area that | |
| isn't protected by anything and can use the psychometry power | |
| freely). In order to use this with his hands, he does have to | |
| take the gloves off though, and he is careful when using clothes | |
| that he uses clothes that he has already read the memories of. | |
| This power doesn't do any damage to anyone, and isn't a battle | |
| power, and can be a weakness to Dufort if used properly. | |
| - Telepathic Psychometry: Sensory/Memory Sharing: This is | |
| another psychometry power that Dufort has. When using this power | |
| on another living being through physical contact, Dufort is able | |
| to read the memories of others, as well as being able to take on | |
| the senses of another person. There are two main aspects to this | |
| particular power. The first is memory sharing, where he can read | |
| the memories of those he touches through physical contact. By | |
| doing this, he can read the memories, and can even use his | |
| telepathic senses to play back memories he sees, whether it's to | |
| himself or someone else. This first power is useful for a | |
| certain aspects, as he can read the memories of others to | |
| attempt to see into their past, or see how they think. The | |
| second power of this ability is the ability of shared senses. | |
| When using this aspect of the power, Dufort takes on the senses | |
| of those he touches, including any supernatural senses they may | |
| have. For example, Dufort could use this on a dragon, and | |
| temporarly would gain the dragon's senses including their rhythm | |
| sense. This ability can be useful, as Dufort can use someone | |
| else's senses, and when combined with reading memories, Dufort | |
| is able to see the world as the person he is interacting with | |
| does. This ability doesn't hurt the person Dufort uses it on, | |
| and the person doesn't lose anything (as in they don't lose any | |
| ability to use their senses, or lose their memories). Also, | |
| Dufort does have to use this through physical touch, and it has | |
| to be with another living person, whether it's a person, an | |
| animal or even a plant. And as mentioned before, Dufort wears | |
| thin transparent gloves specifically to block this power from | |
| him accidentally touching someone with his hands. This power | |
| also is one that is always active, and no matter what Dufort | |
| does, he cannot suppress this power. This power also interrupts | |
| Dufort's own senses, such as temporarily shutting down some of | |
| his psychic senses while his senses are like those he interacts | |
| with. He also can only hold on to these senses while in physical | |
| contact, and up to a minute after the physical contact ends | |
| (meaning he cannot keep these senses long-term). | |
| - Telepathic/Psychometry Ability: Hatred Overload: This was a | |
| power that Wykoth in his world and Dufort worked on together, | |
| and both managed to utilize. By using their telepathic power as | |
| a conduit, Dufort is able to project thoughts into others, | |
| similar to his shared telepathy ability. However, instead of | |
| bridging two minds together, he instead sends a torrent of | |
| thoughts into someone. For Dufort, he uses his suppressed anger | |
| and hatred, in which he has two main uses for this. The first is | |
| that he can interrupt someone's thoughts, in which he can | |
| project his torrent of thoughts in a way that make it very | |
| difficult to concentrate or even think straight due to the | |
| amount of thoughts that flood in. This is designed to unbalance | |
| and cause hesitation in others, and can act as a way to show | |
| others just how much anger and hatred is in Dufort's mind from | |
| his past that he suppresses. This method is useful for not | |
| causing too much mental strain to others, and is more about | |
| interrupting thoughts than causing any real damage. The second | |
| method to using this is that he can use this to overload a mind, | |
| where he uses this to actively attack the mind. In this method, | |
| Dufort uses his anger and hateful torrent of thoughts to | |
| overload the mind, which can cause mental strain, and even | |
| overload some people's emotional centers of their mind. Usually, | |
| the strain can be bad enough that one can even pass out from the | |
| mental strain if affected by this. This ability is a very | |
| dangerous ability, designed to overwhelm opponents. In order to | |
| use either method, Dufort simply has to make eye contact with | |
| someone, although this works best when Dufort can use his | |
| physical touch to apply his psychometry power on someone | |
| (bypassing their mental defenses if he uses it through physical | |
| contact). However, using this through eye contact is usually | |
| still affective, though those with strong wills can usually | |
| resist the torrent of thoughts more easily if they have strong | |
| enough mental training. In order to avoid this, one just needs | |
| to avoid physical contact, and avoid Dufort's gaze (as using eye | |
| contact is required for the first method). This is also a power | |
| that has to be consciously used, and cannot be used passively. | |
| - Telepathic Sense: Technokinesis: This is a basic psychic sense | |
| that is able to be used, in which those that use it are able to | |
| control and manipualte technology. This power is a basic power | |
| that allows one to take control of technology with psychic | |
| power, such as computers, robots and even vehicles. Depending on | |
| the user, there are many ways to use this, where users can take | |
| control of many forms of technological constructs. For example, | |
| some may use this to control drones or other mechancial devices, | |
| or some may use this to take control of technology systems, like | |
| taking over a computer. This can lead to a psychic user not only | |
| learning to control technology, but they can learn how to | |
| control both technological hardware and software, even being | |
| able to modify programming and other aspects of technology | |
| depending on the psychic ability. Most that use this in a | |
| general sense though, only use it to hack and take control of | |
| technology, in which this works best when used on computers. | |
| However, psychic users can also use this to take control of | |
| things like AIs or robots, depending on the user. Typically, the | |
| level of technokinesis depends on the user's own special | |
| abilities and how well they understand technology. For example, | |
| more advanced technology users may find ways to control a | |
| network through a modem or router, or some may control a | |
| computer system that controls other technology to control that | |
| technology. This is a basic power, and mostly works as long as | |
| the user can take control. However, almost any technology these | |
| days has security defenses against those that try to take | |
| control, and taking over certain systems is very difficult if | |
| the system has specific protections. For example, there are | |
| many robots and cybernetic beings that have specific protection | |
| against technokinesis powers, or some computers may have an AI | |
| that can force out unwanted access. Depending on how this is | |
| used, technology can put up just as much resistance as a human | |
| mind does to psychic mind control, and some technology can | |
| overcome this power. For Dufort, he is fairly skilled with this | |
| power, though he doesn't use it too often since he usually | |
| prefers to write and program technology himself rather than take | |
| control of someone else's technology. | |
| - Telepathic Sense: Animal Communication: This is another of | |
| Dufort's unique abilities, where Dufort is able to read the | |
| minds of animals. This power allows Dufort to communicate with | |
| animals, where he uses his telepathic powers to connect to an | |
| animal's mind and can read the animal's mind, even converting | |
| the animals thoughts into words that Dufort can understand. For | |
| example, if a cat comes to him for food, Dufort would understand | |
| that, and be able to read what the cat wants, as well as even | |
| hear the cat ask him for food. This is a power that works | |
| subconsciously once it's active, as long as Dufort activates it | |
| consciously first. Once active, Dufort can send his own thoughts | |
| to the animal in thoughts the animal is able to understand, such | |
| as telling an animal he is not a threat, or warning a predator | |
| animal not to mess with him. Depending on the animal, almost any | |
| animal has thoughts that Dufort can read, no matter how simple | |
| the animal may seem. The only exception to this is that Dufort | |
| cannot read insect minds, or any creature with similar minds | |
| like arachnids. This power is a very useful power, as Dufort can | |
| communicate and even befriend animals. Unlike people, Dufort | |
| actually befriends animals more easily, since most animals don't | |
| have the capacity to betray him the way many other people have. | |
| As such, Dufort tends to use this power more often than some of | |
| his other powers, due to it being something he can use to | |
| interact with animals in a way most others cannot. However, | |
| while this does allow Dufort to communicate with almost any | |
| animal, this works like talking to people, in which not all | |
| animals will interact well with Dufort. Dufort does also have to | |
| keep his communication simple, as animal minds are simpler than | |
| human minds and Dufort cannot communicate certain things. For | |
| example, Dufort wouldn't be able to communicate complicated | |
| concepts like quantum mechanics to animals, no matter how smart | |
| the animal may seem, as it would involve concepts animals don't | |
| understand. As such, Dufort has to keep his communication | |
| simple, usually only using short sentences relating to what he | |
| knows animals can understand, such as simply saying things like | |
| "I'm not a threat" or other simple short sentences that can be | |
| easily translated to something the animal will understand. | |
| - Telepathic Sense: Clairvoyance: This power is one that Dufort | |
| can use which also uses his telepathic sense. Unlike many of his | |
| powers, this one is one that can be activated and deactivated at | |
| will. When used, this power allows Dufort to see other areas by | |
| focusing his vision where he wants to see. When using this, he | |
| only needs to close one eye, and use that closed eye to see what | |
| he wants to see. For example, if Dufort wanted to see a specific | |
| place, he could close one eye and use this sense to see that | |
| place. Dufort has been able to use this to spy on enemies, by | |
| focusing his senses into areas that have no defense against | |
| psychics. Typically, Dufort will close one eye and hold his hand | |
| over his eye to keep it shut and block light from hitting his | |
| eyelid, and will then use this power. There is little limit to | |
| what Dufort can see depending on how he uses this power, as he | |
| can take his senses anywhere he desires to, as long as he knows | |
| where he wants to see. He can even move his senses around as | |
| though he were moving, such as he could start using this one | |
| area and slowly move his senses to another area. This ability is | |
| very useful, and can be used for scouting very effectively. When | |
| using this, Dufort needs only to guide his senses to another | |
| area. However, this is an ability that requires Dufort to | |
| actively know where he wants to focus his senses, specifically | |
| focusing his senses in a specific area. This means that Dufort | |
| cannot just attempt to focus his senses based on an object or | |
| person unless he knows where that object or person is. Since | |
| this sense is tied to places and not to objects or people, | |
| Dufort has to know where his senses have to be focused to focus | |
| on an area. If he doesn't know where his senses are meant to go, | |
| he may send his senses into a random area, or this power may not | |
| activate at all. It is also possible to ward areas with | |
| protections against psychics, depending on the person, thus | |
| protecting an area from Dufort's ability. Another thing to note | |
| is that this power doesn't do any physical damage, so there is | |
| no bad consequences of being seen with this sense, and it serves | |
| almost entirely just to see other areas (meaning this isn't | |
| really a battle power). | |
| - Telepathic/Supernatural Psychic Sense: X-Ray Vision: This | |
| ability allows Dufort to see through objects using a power akin | |
| to that of x-rays. Just as x-rays can image something and see | |
| through things, Dufort's vision does much of the same thing. | |
| When used, this power lets Dufort see through things like walls, | |
| objects, and even through people. Because of this, Dufort is | |
| able to see through a lot of things around him, and can use this | |
| sense very effectively. This is a power that is always on, where | |
| Dufort uses this passively, so Dufort uses it all the time. When | |
| used, there is no damage done to anything Dufort looks at, as | |
| Dufort's vision is not true x-ray vision, but a psychic | |
| telepathic reading of the environment that works similarly to | |
| x-rays. Because of this, not only can Dufort see through people, | |
| but he can even see things like when people have weapons on | |
| them, or he can see through walls in order to see what's on the | |
| other side. This can be very useful under the right | |
| circumstances, as one might guess. When Dufort combines this | |
| with his Darkfire elemental senses of electromagnetic senses and | |
| his thermal senses, he is able to image the world around him | |
| thanks to his combination of senses. However, it is worth noting | |
| that while this is a useful power in certain situations, Dufort | |
| cannot turn this power off, and he cannot control how much he | |
| sees through people. Due to this, this power can be | |
| disadvantageous to Dufort at times, where this ability can make | |
| him see through things too well, and he cannot suppress or turn | |
| off this ability. Also, there are certain substances that Dufort | |
| cannot see through, with some including lead and other materials | |
| that would block x-rays (since Dufort's power works similarly | |
| enough it has the same weaknesses). Depending on the material, | |
| some materials can block Dufort's vision. When using this on | |
| people, Dufort can only see their skeleton and general outline | |
| (but can see things like if they have metallic objects on them | |
| or things that would show up on xray scans), so he cannot | |
| actually see people in the traditional sense, even if he can | |
| sense where people are and what is around him thanks to his | |
| other supernatural senses. Because of this, this sense ends up | |
| being both helpful and an inconvenience for Dufort. The only way | |
| this gets shut off is temporarily when he uses his psychometry | |
| to copy someone else's senses. | |
| - Psychic Ability/Sense: Thoughtography/Item Tracking: This | |
| ability combines Dufort's psychic abilities with his ability to | |
| psychically manipulate objects. When using this ability, Dufort | |
| converts an image in his mind onto a piece of paper, and then | |
| creates an image on the paper of whatever he was thinking of. | |
| For example, when he was first with the police explaining the | |
| Stormstar incident, he used this to show a picture of the CEO | |
| and of Kuroshi to show the police what he and his friends had | |
| seen. This ability is a fairly basic ability that can't really | |
| help in a fight, but Dufort can use this outside of fights to | |
| create pictures as he desires. With this, Dufort can use this | |
| power in a few ways, such as he could use paint on a canvas to | |
| create a painting of an image, or he could use this on just a | |
| normal sheet of paper to create an image. However, there is | |
| another way he can use this. This power can be used to track | |
| items, where Dufort can create images of an item that he has a | |
| clear mental image of, and he can instantly create a picture of | |
| where it is. For example, he could use this to track a stolen | |
| item, using thoughtography to image where the item is, usually | |
| showing what's around the item as well in the picture. For the | |
| most part, Dufort only needs to focus on the main central focus | |
| of the item, and then this power can image the area where the | |
| item is once Dufort's psychic power tracks the item with this | |
| power. Unlike his Clairvoyance power, Dufort can use this even | |
| if he doesn't know where the item is, as long as he has a clear | |
| mental image of the item. However, as mentioned, Dufort does | |
| have to have a clear mental picture of the item or of what he | |
| wants to create, and disrupting his concentration can cause him | |
| to create images he doesn't mean to. For example, he might | |
| accidentally create an image of something else entirely if he | |
| doesn't focus properly, which can happen if someone interrupts | |
| his concentration while he's using this power. This is another | |
| ability that isn't really useful in battle, but is more of a | |
| convenience power he can use to make certain things easier in | |
| his life, specifically if he needs to create images to help in | |
| explanations. | |
| - Telepathic Precognition: While Dufort doesn't have a time | |
| lord's ability to see all possible outcomes on a temporal level, | |
| Dufort's ability to see the future is very limited. Instead of | |
| seeing multiple outcomes, Dufort can only see one outcome at a | |
| time with his precognition when using the power. When activated, | |
| this power shows Dufort a specific outcome, usually as a vision | |
| he will have that shows him the event's outcome. However, while | |
| one would normally see multiple outcomes and have no idea which | |
| one is the one that will happen, Dufort's singular visions are | |
| usually a result of his subconscious mind calculating the most | |
| likely scenarios, combined with his space/time senses to show | |
| him situations that are going to affect him. So while his | |
| precognition is not one that shows multiple outcomes, it does | |
| show the most likely outcome, so it is typically more accurate | |
| than many people who can sense a multitude of outcomes. This | |
| could show any kind of event outcome, to the point that even | |
| Dufort himself sometimes cannot tell what event is playing out | |
| when he recieves a precognition power vision. Typically, these | |
| most often come in the form of dreams, though sometimes he will | |
| get them when he's awake as well depending on the situation. | |
| Typically, these dreams are warnings of events that might affect | |
| Dufort. Typically, if Dufort can understand what causes the | |
| event, he can either allow it to happen, or change it depending | |
| on what he wants to do. For example, he could prevent certain | |
| events by taking action to prevent the event. However, | |
| precognition is a tricky thing to anyone, Dufort included. If | |
| Dufort is not careful in understanding the event, he could cause | |
| it to come to pass if he acts too hastily. Another thing to note | |
| is that Dufort doesn't usually see the events leading up to his | |
| vision, so he usually only has a vision of the final result of | |
| events. This makes it hard to tell what he has to do in order to | |
| protect or change the event. Another thing to note about this is | |
| that when Dufort gets these visions, they are always accompanied | |
| by a migraine, which causes pain to Dufort for a short while | |
| after the vision. This means that while this power is useful, it | |
| comes with it's own price. | |
| - Telekinetic Manipulation: This is a basic psychic ability that | |
| can be learned by some psychics. When using this skill, a user | |
| can manipulate objects psychically, or they can use this on | |
| people as well. When used, the telekinesis controls an object or | |
| person, focused by how the user wants to use this. Many know | |
| uses of this such as being able to throw objects at people, or | |
| using it to stop people who are attacking them. When using | |
| telekinesis, a user needs only focus their psychic power on | |
| something they want to affect, and they can manipulate an | |
| object. Simple users of this will often use this on objects to | |
| control objects or affect people, but more advanced users can | |
| often come up with better ways to use this. For example, some | |
| users can use this on themselves to fly using telekinetic | |
| flight, or some can even use this to create blasts of energy by | |
| manipulating the air, or some can even telekinetically affect | |
| gravity when using telekinesis on the area around them. Other | |
| advanced users of this can do things like stopping projectiles, | |
| with some even being able to reflect projectiles once they catch | |
| them with telekinesis. Some users may even be able to reshape | |
| objects, such as crushing an object with telekinesis (if they | |
| have strong enough power to do so). This power allows a user to | |
| do a variety of things, depending on how creative the user gets. | |
| Those that are familiar with this power know how dangerous it | |
| can be, and how hard it can be to avoid. However, there are a | |
| few ways to avoid this. For example, fast enough opponents can | |
| avoid getting grabbed by this completely if they move faster | |
| than the user's telekinesis, or some users can protect | |
| themselves with certain wards and energy abilities. Energy | |
| defense is a good way to protect oneself, as it can act like a | |
| barrier that the user will have to break first before they can | |
| affect the person. Another thing to note is that even if one | |
| doesn't have energy, strong enough opponents can resist | |
| telekinetic manipulation if they are strong enough to overpower | |
| the telekinesis (requiring raw strength and force of will). As | |
| for objects, the telekinesis used on objects to throw or reflect | |
| them can still be dodged or blocked as normal. Dufort is a very | |
| advanced telekinesis user, and can use this to freeze and | |
| reflect projectiles, as well as he can use it to crush objects | |
| (assuming the object isn't stronger than his telekinesis). | |
| - Telekinetic Flight: This is an ability that allows a user to | |
| utilize psychic telekinetic power to fly. This is an advanced | |
| telekinetic ability, requiring not only a knowledge of | |
| telekinesis, but how to apply it properly. There are many | |
| factors in flying that arise, more than just managing to lifting | |
| oneself off the ground. When using this, a user first has to use | |
| telekinesis on themselves, using their psychic power to | |
| essentially move their body into the air. When advanced users | |
| utilize this, they have to use their power to move their body, | |
| and once applied properly, a user can move their body around. | |
| One has to not only account for their mind's ability to use | |
| telekinesis, but also has to adjust for the motion of their | |
| bodies and where to apply their powers. With enough training | |
| though, advanced users can learn to instinctively use this to a | |
| point where they can fly without needing to concentrate too hard | |
| on doing so. This works even better with users that also have | |
| psychokinesis (basic energy manipulation using psychic power) | |
| abilities, as using energy to project a shield on oneself can | |
| also benefit in this process as well (and sometimes makes it | |
| easier to move around with since not as much telekinetic energy | |
| has to be used if used with psychokinesis). The next thing a | |
| flight user has to do is just as important as the first, even | |
| though it is easier to do than the initial telekinesis. For the | |
| next part, a telekinesis user has to use their telekinesis to | |
| allow at least some air in and out of their telekinetic hold on | |
| themselves. A user has to create a barrier of air around them | |
| using telekinesis to hold the air in a sort of air pocket, | |
| mostly so that they can keep the wind from affecting them when | |
| flying (and reduce air resistance). However, a user also has to | |
| do this in order to breathe, as not doing this could have the | |
| air moving at a speed while flying that could cause the person | |
| to not be able to breathe. That's why many will often use | |
| psychokinesis to create a barrier around themselves when doing | |
| this. This ability is not really a combat ability, though it can | |
| be used as one. This art is harder to use than one might think, | |
| and does require training before one can use it instinctively. | |
| This also requires a constant use of telekinetic power, so if | |
| the user loses focus, this power will stop working and the | |
| person will likely fall from their flight. | |
| - Psychic Hypnosis: Senses Control: Through eye contact, Dufort | |
| is able to use the power of hypnosis on people when he activates | |
| this power. When using this aspect of the power, Dufort can | |
| affect the senses of an opponent, making them process whatever | |
| he desires. For example, he could trick an opponent's senses, | |
| such as making them see things that are there through | |
| hallucinations, or he could make the person's senses pick up | |
| things that aren't there. He can even affect certain senses such | |
| as pain reception, or even someone's equilibrium if he affects | |
| their senses that control their balance. Typically, this power | |
| is very useful in battle, where Dufort can apply this to others | |
| and affect their senses. If it takes control of their senses, | |
| Dufort can essentially use this to trick opponents to processing | |
| only what he wants them to process, often fooling people with | |
| things like illusions, auditory hallucinations or even using | |
| smells to try and affect people. In battle, this can be used to | |
| trick or confuse opponents, and depending on how it's used, | |
| Dufort may even be able to overwhelm some opponents if he | |
| applies the right kind of control. For example, if Dufort tricks | |
| an enhanced sense of smell into smelling something that | |
| overwhelms the sense of smell, this can overwhelm the user. In | |
| doing this, Dufort can do a variety of things to someone, | |
| temporarily affecting their senses. When used, Dufort only has | |
| to make eye contact, and then this power can be applied for up | |
| to 3 minutes before he has to renew it through eye contact | |
| again. This can affect most minds, and works even better if | |
| Dufort uses his psychometry to share senses and use it through | |
| physical contact rather than just eye contact. The major | |
| weakness to this power though is that those with strong wills | |
| can resist this, and those that train their minds strongly | |
| enough may not be affected at all if they have protections on | |
| their senses from psychic powers (Such as the Darkfire | |
| disciplined mind ability can often see through manipulations | |
| like this). If an opponent knows this power is being used, they | |
| can often try to also use mental recalibration (with the easiest | |
| method being a hit to the head that anyone can do) in order to | |
| recalibrate themselves if affected. | |
| - Psychic Hypnosis: Mind Control: This is one of Dufort's most | |
| dangerous abilities. By using his hypnosis powers, he can | |
| psychically affect the minds of others, from planting or | |
| affecting thoughts directly, or by using his hypnosis to | |
| actually physically control an opponent. This is a very | |
| dangerous power, as Dufort can use this to essentially affect an | |
| opponent's mind to the point that he can end up taking control | |
| of their mind. Dufort can utilize this in a few ways. The first | |
| is that he can affect people's thoughts, such as planting | |
| thoughts in their head. Typically there are two benefits to this | |
| part of his power, with those being that Dufort can sometimes | |
| cause people to act on thoughts he puts into their mind, or he | |
| can put thoughts in the mind that can alter people's | |
| perceptions. For example, Dufort once used this on someone who | |
| came into the Crow Mercenary base to control their thoughts, and | |
| alter their perceptions using false thoughts to make them think | |
| what they were seeing in the base was not a base and just a | |
| standard bar they were in. The second method to using this is | |
| true mind control, where Dufort forces his will onto someone and | |
| then makes them do what he wants. This is a much harder to use | |
| ability, where it requires Dufort to use his psychic power more | |
| forcefully on a person. Dufort can control multiple people at | |
| once, as long as they are within 20 feet of him, and thoughts he | |
| puts in their head can stay for up to an hour. Typically, the | |
| major downside to this is that Dufort cannot usually do anything | |
| overly complicated with this part of his hypnosis power. Since | |
| this power requires forcing his will on others, the thoughts | |
| Dufort uses usually have to be something that the opponent will | |
| see as their own thoughts, or else they will subconscously | |
| resist. For example, if Dufort says to someone "go home" when | |
| the person wants to go home, they will be more likely to obey | |
| Dufort's will. This means commands that go against the thoughts | |
| of the opponent may or may not work, as opponents may be able to | |
| resist mind control if they see that their thoughts are being | |
| manipulated. For example, Dufort couldn't force someone to do | |
| something like killing themselves since the opponent would | |
| almost certainly resist the command since it goes against their | |
| own thoughts completely. And those with strong mental defenses | |
| can resist or even be immune to this power if they have the | |
| right training or mental defenses. Some can even use magic | |
| charms to block this power. Also to note, while Dufort can | |
| remove memories and thoughts, it requires him not to just use | |
| this power, but a special combination of psychokinesis and | |
| telepathic hypnosis (more under other psychic abilities as it | |
| works very differently and is a very different ability) | |
| Other Psychic Abilities: | |
| - Immense Psychic Potential: Dufort is a somewhat unique case. | |
| The natural talent for supernatural abilities and learning | |
| skills that he inherited from his father combined with the | |
| natural talent for psychic power that his mother possessed. | |
| Dufort's psychic potential surpasses that of most Celestians, | |
| and makes Dufort one of the most powerful psychics among the | |
| Celestians even in the London universe. Dufort has a large list | |
| of psychic abilities, and those abilities are always growing in | |
| number thanks to Dufort's natural talent for learning new | |
| psychic abilities thanks to his high IQ, his unique psychic | |
| abilities and his ability to read other psychic powers. Dufort | |
| has simple powers like telepathy, mind-reading, and telekinesis, | |
| but also has abilities like psychokinesis (psychic control of | |
| energy), umbrakinesis (darkness manipulation), and even has | |
| unique psychic abilities including his unique version of his | |
| mother's gold distortion energy (in which he uses a silver | |
| distortion energy). Dufort also has more complicated abilities, | |
| including being able to use his space/time distortion in unique | |
| ways such as being able to create temporal duplicates of items. | |
| There are a number of abilities that Dufort has, and he is even | |
| learning and honing those skills. Thanks to training, Dufort is | |
| also able to further improve his psychic skills, and use his | |
| training to train up his psychic abilities. However, there is | |
| one major downside to his immense psychic potential. Unlike some | |
| other Celestians, Dufort can more easily lose control of his | |
| psychic power if he is pushed too far emotionally, and due to | |
| this, Dufort has to control himself at all times in order to | |
| keep himself from losing control of his emotions. Without | |
| control of his emotions, Dufort's psychic powers could go out of | |
| control, and even be used against himself and his allies. | |
| Dufort's psychic powers, if they overwhelm him, can cause him | |
| severe mental and physical pain, and this can be a major | |
| problem. Of course, each psychic power is countered by however | |
| it normally would be, such as electrokinesis is countered like | |
| any other electrical manipulation, or psycho kinesis is | |
| countered with other energy. Another major thing that holds | |
| Dufort back is his cold and emotionless nature. While anger and | |
| hatred affect him negatively, not having any true happiness in | |
| his life also tends to affect his psychic powers in a negative | |
| way. Without true happiness and trust in others, Dufort's | |
| psychic abilities are not as strong as they could be, and his | |
| emotional effect on his powers lacks any motivation to use his | |
| powers to protect anything since he doesn't really care for | |
| anything or anyone as he thinks everyone will betray him | |
| eventually. | |
| - Celestian Psychic Art: Spirit Power Psychic Counter: While it | |
| is rare anymore to see Celestians that use psychic power to | |
| counter dark spirits as they lost the natural ability to counter | |
| dark spirits using psychic power due to not using that abilities | |
| for generations after the spirit purification technology was | |
| developed, there are some Celestians that utilize psychic power | |
| to counter spiritual abilities, specifically those used by dark | |
| spirits. Those that can still utilize this can counter spiritual | |
| energy by using certain psychic potential to manipulate and | |
| counter spiritual power using their own spiritual power that | |
| comes from their psychic abilities. Those that do retain this | |
| ability can use many of their psychic abilities to counter those | |
| of spiritual natures, and their psychic power can affect the | |
| spiritual plane. The biggest reason this gets used is to battle | |
| creatures like dark spirits, where a Celestian will use psychic | |
| power to counter a dark spirit's abilities and use it to fight | |
| them. Celestians are not only able to counter dark spirit power, | |
| but they are also able to destroy dark spirits with their raw | |
| psychic power. By using their psychic power, they are able to | |
| attack dark spirits similar to that of spirit users. When using | |
| this, they don't require things like spirit purification or | |
| spirit destruction, due to the fact that their psychic power was | |
| adapted partially to fight dark spiritual power. As such, this | |
| makes those Celestians that do still possess this power able to | |
| use this to fight dark spirits, and this becomes even stronger | |
| if Celestians don't rely on technology like most Celestians | |
| these days do. For example, most Celestians these days have | |
| spirit purification weapons like a sonic purification sword, or | |
| a purification gun that can fire lasers of purification energy | |
| (So most Celestians don't need psychic power to destroy dark | |
| spirits). However, the downside to this is that dark spirits can | |
| still counter psychic power due to it being spiritual as well, | |
| so the two powers often act as counters to each other. For the | |
| most part, Celestians may be just as good at countering dark | |
| spirits as death wraiths, but dark spirits are also trained to | |
| counter Celestian psychic abilities as well. Dufort uses spirit | |
| purification thanks to his alchemist training, so he has | |
| essentially regained this lost art due to him using this more to | |
| fight dark spirits rather than trying to rely on technology | |
| since he doesn't like relying on technology (since he prefers to | |
| use his spirit purification magic first rather than tech). | |
| - Unique Ability: Psychic Power Copy: As mentioned earlier, | |
| Dufort's psychic potential is unique, even among the more | |
| powerful psychics. With his father's natural talent for learning | |
| and natural talent for using and adapting supernatural | |
| abilities, combined with his mother's psychic potential and | |
| Celestian intelligence, Dufort is able to copy almost any kind | |
| of psychic ability even after just seeing it once. When using | |
| this, there are usually a few psychic powers of Dufort's that | |
| are at work. The first is that he passively uses his | |
| Answer-Talker ability to read the psychic power and the effects | |
| the psychic power has, which lets him understand the psychic | |
| ability. The second is that he can use his telepathic mind | |
| reading and/or his vampire third eye ability to read how the | |
| psychic uses it (as long as the psychic isn't able to block him | |
| out). Depending on the ability, Dufort may also use passive | |
| abilities like his psychokinesis or telekinesis to also copy | |
| skills. Often times, Dufort is able to copy new psychic powers | |
| after only seeing them once, and can often find ways to use them | |
| uniquely with training, such as how he copied Wykoth's darkness | |
| distortion, and eventually trained to use it to distort space | |
| and time to create temporal duplicates of objects. This works on | |
| almost any psychic ability, and Dufort is usually able to | |
| remember and call on it at any time once he learns how it works. | |
| However, this does only work on psychic powers, and he can only | |
| copy psychic powers he sees used (if he doesn't see or sense it, | |
| then often times he won't be able to figure it out immediately). | |
| Dufort also cannot copy psychic abilities that require certain | |
| blood-inherited abilities, such as he couldn't copy a family | |
| skill that requires a certain bloodline. The only way around | |
| that particular weakness is that Dufort could learn a bloodline | |
| ability if he drinks enough blood of someone who can use it. | |
| Also, for any psychic abilities that Dufort gains, the powers | |
| retain the same weaknesses, such as telekinesis often requires | |
| concentration, or psychic mind reading can be fooled by certain | |
| psychic abilities or certain mental training. Another downside | |
| is that some abilities may not be able to be used to the same | |
| extent, such as Dufort's psychokinetic energy manipulation | |
| cannot be used to the same effect as the person he copied it | |
| from. This typically happens with those that don't show their | |
| full abilities, or among those that have defense skills that | |
| prevent their skills from being copied. | |
| - Unique Ability: Psychic Answer-Talker Ability: This is perhaps | |
| Dufort's most unique ability. Dufort possesses a unique psychic | |
| sense that can answer almost any question, in which a few | |
| factors go into this. By asking a question, Dufort reads the | |
| environment around him, as well as all available information he | |
| has about a specific subject. The first part of this skill | |
| basically allows him to use his psychic power to read an | |
| environment the same way he would read someone's mind. By using | |
| this, Dufort's ability to process what goes on around him and | |
| passively take in all the information around him, makes him a | |
| psychic that is able to do things like seeing how attacks are | |
| going to be used, avoiding traps by seeing where they are and | |
| how they will activate, or even slightly seeing beyond the | |
| timeline. Though Dufort doesn't have a complete time lord | |
| temporal sense for sensing the timeline (As he never received | |
| time lord training), he is able to use this ability to slightly | |
| read into the past and future of an area in order to see how the | |
| environment around him can, will or has changed. This also lets | |
| Dufort take in information from things like books and objects | |
| that can instruct him on things. However, this power is meant | |
| for one thing: Solving problems. By using this power, Dufort is | |
| able to see the answer to almost any problem by using this | |
| skill, and this sense will give him the best solution to the | |
| problem. For example, if he wants to dodge an attack, he will be | |
| able to see the best way to do so, or if he wants to use this to | |
| learn things outside of battle, he can. However, there are some | |
| major limits to this. First, beyond a certain point, Dufort | |
| cannot predict the outcomes to certain problems, especially ones | |
| that surpass his understanding. For example, the biggest reason | |
| this may fail is if Dufort doesn't have all the information to | |
| solve a problem, such as missing crucial information to solve | |
| the problem could lead to the wrong solution. The other major | |
| weakness is that Dufort has to both see and interpret the | |
| problem in order to use this skill. If he doesn't see or | |
| interpret it directly, he cannot always come up with the right | |
| answer to a problem. This skill also can only read a certain | |
| amount of information at a time, so Dufort is limited to what | |
| information he has, and what he can learn from using the skill | |
| around him. Depending on the skill's use, there is a limited | |
| amount of information that can be absorbed from an area, so the | |
| more Dufort knows about an area, the more new information he can | |
| absorb, while not knowing means he can't absorb as much | |
| information. | |
| - Psychokinesis Energy Manipulation: This ability was a psychic | |
| ability copied from Gammon Tepes (of the Interdimensional Order | |
| of the Dragon). Back in Dufort's world, he copied this ability | |
| during his first fight with Gammon. This ability allows Dufort | |
| to manipulate energy around him, in which Dufort can use an | |
| ability similar to telekinesis on the energy around him. Dufort | |
| can gather energy around him to use in battle, or to manipulate | |
| the energy around him for other purposes. Dufort often uses this | |
| in alchemy to balance the life energies of an area (such as | |
| taking energy from one area and putting it in one with less | |
| energy) as a means to balance the life in an area, or Dufort can | |
| also use this to attack enemies by blasting them with the energy | |
| manipulated. This is typically not just one energy type, but | |
| usually a mix of energies that include life and death energies, | |
| genki (also known as sage ki), sage chakra, and surrounding | |
| mana. This energy is usually all mixed together, making it hard | |
| to defend against if one is trying to defend against just one | |
| type of energy. This power can be used as long as there is | |
| energy in an area to use, and Dufort's werewolf alchemist | |
| abilities make him better able to sense the energy around him | |
| than Gammon could with his. This allows Dufort to take energy | |
| from the area, without removing the necessary energy to keep | |
| life going in an area, where Dufort is able to regulate how much | |
| energy he takes from an area when using this skill. And using | |
| magic alchemy, Dufort is even able to change this energy as | |
| needed (usually using elemental alchemy). Typically, this power | |
| is very basic when Dufort uses it, as he it is only a power that | |
| lets him manipulate basic energy around him. While Dufort's use | |
| of this is more safe to the environment than Gammon's (and | |
| Dufort can use this in combination with alchemy to repair areas, | |
| something Gammon cannot do), Dufort cannot use things like | |
| energy amplification to amplify himself using the energy he | |
| takes in because he doesn't have the same talent for this power | |
| that Gammon has (meaning that Dufort's ability to use this is | |
| much more limited than Gammon's use of this power, and Dufort | |
| cannot draw as much energy as Gammon can). | |
| - Psychokinesis Aspect: Air Manipulation: This is an aspect of | |
| Dufort's Psychokinesis power, where he manipulates the air. | |
| Normally, Dufort could use this through his alchemy, but he is | |
| also able to use this using psychokinesis through much less | |
| cost. Dufort is able to manipulate the air around him a variety | |
| of ways using this power, from creating attacks to even just | |
| using the air creatively. Dufort can manipulate the air using | |
| this power, and can use the air to do things like create | |
| shockwaves of wind, slashing waves of air, create tornado type | |
| attacks, or he can also use this to manipulate gases. Typically, | |
| the most common thing Dufort does with this though is that he | |
| uses it to recycle air when he's in an area that he cannot | |
| breathe normally (such as underwater, in poisonous areas, or | |
| even in space) through a complicated conversion of air technique | |
| wind users use as part of their advanced elemental training. | |
| This ability is a fairly basic method of using the air around | |
| him, but Dufort is able to use this just like most other wind | |
| users. Dufort is even able to convert gases using his alchemy | |
| magic, and manipulate air similar to advanced elemental users. | |
| For example, Dufort is able to do things like manipulate sound | |
| waves in the air with this power, or he can also control gases | |
| like water vapor, smoke and other gases in the air. Dufort can | |
| also use this to fly (when he doesn't use his telekinesis to | |
| fly) as well, by using the wind currents to carry him. Dufort | |
| can also create lightweight movement by using air to boost his | |
| movement speed and reduce the friction with the ground when he | |
| moves. Air manipulation is a very versatile skill, and Dufort is | |
| able to use it pretty effectively, due to his scientific | |
| knowledge and his understanding of elements thanks to his | |
| alchemy training. However, while Dufort is a very skilled air | |
| user, he cannot absorb air, and air attacks still do damage to | |
| him (Since it's not one of his Darkfire elements, he cannot | |
| absorb the air and doesn't gain immunity to it). And as one | |
| might guess, this air manipulation can still be countered like | |
| normal air manipulation. Dufort can control this, but if someone | |
| who manipulates air overpowers him, they can take over his air | |
| manipulation. For the most part, Dufort doesn't really use air | |
| to attack people, and instead mostly uses it for recycling air | |
| when he needs to, or allow himself to breathe in situations | |
| where the air may not be safe. Another thing to note is that | |
| Dufort cannot control as much of the air around as other air | |
| manipulators, since this is not one of his main elemental | |
| abilities. | |
| - Psychokinetic Ability: Psychokinetic Shield: By using | |
| psychokinetic energy manipulation, combined with telekinesis, | |
| Dufort can use his psychokinetic energy manipulation to create | |
| barriers around himself using the energy around him. This is an | |
| ability that lets Dufort create a shield that can protect him, | |
| whether it's from an attack or from other factors. This can be | |
| used as long as Dufort can absorb energy, and is far more | |
| effective than a normal telekinetic shield. Dufort can also use | |
| this in place of telekinesis or air manipulation to fly as well, | |
| by manipulating the energy around him. This is especially useful | |
| if Dufort takes elemental form, where he can guard himself to | |
| some degree against attacks when in his elemental form (though | |
| some can still attack him in this form with certain abilities or | |
| weapons). This also allows Dufort to protect himself more easily | |
| in battle, where he can dampen attacks as long as this is | |
| active. However, the biggest reason that Dufort uses this is for | |
| one simple reason: to protect himself in dangerous environments. | |
| With this skill, Dufort can put shields around himself when he | |
| is in places he normally wouldn't be able to handle, such as he | |
| can walk at the bottom of the ocean using a barrier despite the | |
| pressure, or he can even fly into space using a barrier to | |
| protect himself. Not only do these barriers protect him, but | |
| using his air manipulation, Dufort can even breathe in these | |
| environments as well. This can be adjusted for plenty of | |
| environments, as the inside of the barrier maintains a normal | |
| air and pressure to protect Dufort from things like pressure and | |
| temperature changes. This skill is very useful, as it allows | |
| Dufort to go places no normal person could go, as long as he has | |
| energy to protect himself. However, when used, this does require | |
| energy to activate and maintain over time. Dufort can activate | |
| this using surrounding energy and he can use his own energy to | |
| maintain a barrier, but if he doesn't have any energy left, | |
| Dufort will have to put down the barrier (meaning that Dufort | |
| cannot keep this barrier up forever). This barrier can also be | |
| broken like any other energy barrier, by using something | |
| stronger than the energy, or using certain energy negation | |
| skills/items. | |
| - Unique Psychic Ability: Poltergeist: This ability allows | |
| Dufort to copy his consciousness into objects, by using his | |
| psychic power to essentially control objects. By doing this, | |
| Dufort can control objects he has copied his consciousness into, | |
| using this power for different purposes. This is a very simple | |
| psychic ability, but one that can be used quite creatively | |
| depending on how Dufort uses it. When using this, Dufort simply | |
| has to put some of his psychic energy into an object, and then | |
| his psychic power acts as part of his consciousness. For | |
| example, if Dufort wanted to write on paper, he could possess a | |
| pen, which would then write and move around as Dufort wants it | |
| to. This can be used to control almost any kind of normal | |
| object, and can be used to do a variety of things. For example, | |
| the most obvious battle power use of this is that Dufort could | |
| possess certain objects that might be able to fight, such as | |
| possessing a suit of armor, or some kind of doll or figure that | |
| could then move around and attack as normal. Depending on the | |
| object, the object may even be granted certain psychic abilities | |
| depending on the item, such as a suit of armor may have limited | |
| access to Dufort's psychokinesis, or something like a pen might | |
| be able to use psychometry on a paper to read the memories put | |
| into it while writing. This can be used in other ways as well, | |
| depending on how creative Dufort is with the ability. This | |
| ability came from Dufort mixing his familiar abilities as a | |
| vampire with his Celestian psychic abilities, and is a unique | |
| power that Dufort came up with that can be used with not too | |
| much energy. Objects that are possessed can be possessed for up | |
| to a day, as long as the object doesn't offer any resistance. | |
| However, this cannot be used on objects with their own | |
| consciousness (such as living weapons and items), or on organic | |
| beings (such as people and animals) as this can only be used on | |
| things without a mind of their own. Using this on technology is | |
| difficult, not because it is a living thing (although technology | |
| does have it's own kind of life), but because things like | |
| computers are made up of multiple parts that work in tandem, | |
| making this often not able to be used. | |
| - Psychic Electrokinesis: This ability is a psychic power that | |
| allows one to utilize electricity, which is controlled by | |
| electricity. When used, a user uses psychic energy to control | |
| static, in which the user can use this to control electricity in | |
| the same way many other lightning/electricity manipulators | |
| typically do. Some call this lightning or electricity | |
| manipulation, though in the case of psychics, it is often | |
| referred to as "electrokinesis." Those familiar with lightning | |
| users often know that this is a skill that can be used a variety | |
| of ways, with there being a lot of ways to utilize electricity | |
| in combat. Some examples include creating lightning blasts, | |
| electrocuting people or things with streams of electricity, or | |
| even concentrating lightning to create piercing attacks. | |
| Advanced users of this can do things like control electrical | |
| devices by controlling the electrical signals, and they can also | |
| utilize this to affect the electrical signals of organic or | |
| technological beings, where they can often use their electricity | |
| to confuse or even, in some cases, control electrical signals. | |
| Other advanced users may even learn things like how to control | |
| EM radiation, controlling the electromagnetic spectrum to | |
| control visible light, or even controlling magnetic fields and | |
| magnetic energies. Some can also do things like creating | |
| electromagnetic pulses to take out technology, or some can even | |
| cause disorientation by affecting bio-magnetic fields around a | |
| person. There are a large amount of ways that this can be used, | |
| and the amount of abilities that can be generated is limited | |
| only to the user's scientific knowledge and how they choose to | |
| use this. The only real difference is that psychics may or many | |
| not be immune to the lightning they create, and some users may | |
| absorb the lightning if they are able to do things like absorb | |
| electricity (which can empower those like lightning dragons who | |
| can devour lightning attacks). Another thing to note is that | |
| this electricity manipulation has the same weaknesses as any | |
| other lightning manipulation, where users can be countered by | |
| things that counter electricity, such as using insulators to | |
| dull electrical energy (some can overwhelm insulators with | |
| enough strength though), and things like water manipulation can | |
| short out electrical energy. This is also only as strong as the | |
| user's knowledge, and in order to use it, a user must learn how | |
| to scientifically control electricity. For Dufort, he is a | |
| master lightning user, thanks to his Darkfire training, so he | |
| doesn't really use this power except when he combines it with | |
| psychic spirit purification power to create purifying lightning. | |
| - Psychic Electrokinesis: Body and Brain Scan: A lightning user | |
| is able to scan someone through their ability to process | |
| electricity, usually by reading their nervous system's | |
| electrical signals. Through this, a user is able to read | |
| someone's body, telling what state the person's body is in or | |
| sense abnormalities by analyzing the nerve signals that are | |
| running through the body. The biggest use for this is to remove | |
| abnormalities, where a user is able to notice certain things | |
| like certain illnesses from the blood, tumors and even | |
| abnormalities in the nervous system. This skill reads the nerves | |
| electrical signals (usually through physical contact), and the | |
| user is able to compare how the nerves are running compared to | |
| others or even compared to themselves. There are a few different | |
| applications of this ability, but this application is only for | |
| reading and understanding the nervous system of others, whether | |
| it's reading the nerves movement commands through the body, the | |
| mind's ability to communicate with the body, or the electrical | |
| activity in the brain itself. This is an advanced electrical | |
| user ability, one that requires knowledge of not only how to | |
| read electrical signals, but also requires knowledge of the | |
| nervous system (and the differences of the nervous system in | |
| others compared to themselves and others like them). Advanced | |
| users can even use this in battle to read the movements of a | |
| person, where some can actually read the movements of a person | |
| by reading the signals the mind sends the body. Since almost any | |
| being usually has to have a nervous system of some kind (unless | |
| they're an artificial being, in which case it depends on the | |
| artificial being), this is an ability that can be used on almost | |
| anyone. However, those with strong psychic resistance may be | |
| able to resist this ability, and if someone is using a | |
| instinctive style that doesn't require nerve communication | |
| (Which is very rare) then this cannot read their movement. And | |
| just because they can process the nerve signals, 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 specifically (usually). However, there are | |
| limits to this ability, as they can only tell where signals are | |
| being sent, not what the signals actually are. And some may | |
| require physical contact to gain a connection to interpret these | |
| signals. | |
| - Psychic Electrokinesis: Nerve/Brain Signal Interruption: This | |
| is a power that many lightning users have that is a variation of | |
| the body and brain scan ability, and is a more complicated use | |
| of the power. This power takes a more aggressive approach to | |
| interpreting the nervous system, where the user doesn't just | |
| focus on reading someone's nerves, but they can take active | |
| measures using their own electricity to introduce their own | |
| electricity to interrupt someone's nervous system. When using | |
| this, a user simply needs to introduce their own electrical | |
| signals into a body in a way that the user can interrupt the | |
| signals going through the body (usually through an electrical | |
| attack or through physical contact and manipulating the nerve | |
| signals directly). This can be used in a few ways, with the main | |
| one being that one can disable movement by using this on the | |
| body. For example, if an arm is affected by this (usually | |
| through a lightning attack or through physical touch), then the | |
| arm's nerves will have trouble communicating and could disable | |
| their limb as long as the foreign electrical energy is in the | |
| body interrupting the nerve signals. The second major use of | |
| this is that one can use this to stun or disorient opponents by | |
| affecting the nerves in their brain, in which they release | |
| electrical signals into the brain that can cause adverse | |
| reactions in the brain. Some have unique ways of doing this, | |
| such as some may be able to temporarily control one's senses | |
| through controllling the nerve signals, or some might use this | |
| to disable nerves temporarily. Typically, the nerves will | |
| reorient themselves after a while, once the foreign electrical | |
| energy has been adapted to and purged (which could take up to 3 | |
| combat rounds in someone who isn't an electricity user). The | |
| good thing is that one doesn't need to be a lightning user to | |
| eventually reorient themselves, as it just takes time if one | |
| doesn't have a way to induce a way to reset the nervous system | |
| (usually by using an electrical current to counter the one used | |
| to control the nerves originally, which lightning users can do, | |
| or someone can do if they have access to an electrical energy | |
| source). Opponents with high enough combat adaptability or | |
| anatomy knowledge can also adapt to certain nervous system | |
| effects, as some opponents can adapt to the signal changes much | |
| faster than others can depending on their natural talent for | |
| adaption. | |
| - Umbrakinetic Darkness Manipulation: Umbrakinesis, or some may | |
| just refer to it as darkness manipulation, is the psychic method | |
| of controlling darkness. In using this, a psychic controls | |
| darkness in the same way that a darkness user would, except that | |
| they control it using psychic energy rather than just using | |
| darkness by itself. Users of this darkness utilize a powerful | |
| darkness that is comparable to more powerful levels of darkness | |
| manipulation. Users are able to do things like meld into shadows | |
| to use shadow travel, manipulate the basicity/acidity of their | |
| shadows to make them more corrosive, or even use darkness | |
| projectiles to try and spear opponents. Some advanced users can | |
| use darkness for other things, such as manipulating gravity and | |
| distorting time and space (which requires a scientific | |
| understanding of how dark energy affects gravity and | |
| distortions). Some master level users may even be able to create | |
| small black holes using darkness to absorb light and physical | |
| matter temporarily (though these black holes usually cost a lot | |
| of energy to maintain, and opponents can usually avoid these if | |
| they take proper precautions). Another method of using this is | |
| that some have learned to use heat absorption using darkness, | |
| which they then utilize to create freezing energy once all the | |
| heat of an area is removed. When used, this darkness can even be | |
| used with other forms of darkness, such as a user may learn | |
| purifying darkness by combining it with purifying energy, or | |
| some might even learn primordial darkness if they can tap into | |
| certain primordial powers. Typically, the biggest real danger of | |
| using darkness is if the users connect to the shadow realm, | |
| which can be dangerous and is usually avoided (Unless the user | |
| really knows what they're doing and how to avoid dangers in the | |
| shadow realm like avoiding shadow beasts and avoiding the realm | |
| of Xeles in the Deep Shadow Realm). In terms of countering this | |
| power, one can counter it just like most other high level | |
| darkness manipulations, with the most obvious answer being that | |
| one can use high level light manipulation as long as a master | |
| level user isn't using some kind of black hole ability. Dufort | |
| learned this ability from his universe's Wykoth, as it was | |
| Wykoth's own psychic art that Dufort copied, and Wykoth even | |
| taught Dufort some of the scientific methods he used to control | |
| the darkness. | |
| - Dark Energy/Dark Distortion: This is the first of Dufort's | |
| distortion energies, in which this was an art that his | |
| universe's Wykoth used that he taught to Dufort. Using | |
| umbrakinesis, this art uses dark energy, which is used to affect | |
| space-time energies. This is used to control space-time energies | |
| using darkness, where the dark energy uses a powerful gravity | |
| manipulation to distort space and time with strong dark energy. | |
| This is a powerful art which can manipulate space and time. | |
| There are a number of ways to use this, such as one could | |
| obvious use it to travel across space and time. One could use | |
| this distortion power to not only travel the universe through | |
| distortions, but one could also use it to travel dimensions or | |
| even travel through time. There are a number of arts that can be | |
| used with distortion arts, such as one can reduce or increase | |
| space, or one can slow or speed up time, or one can even | |
| replicate a point in space-time and recreate it (usually used | |
| for attack or item duplication). This also allows use in battle, | |
| where users can create distortion attacks that can cut through | |
| space and time (also known as dimension cutter attacks) | |
| regardless of one's defense (Unless they defend using space-time | |
| distortion of their own). This ability can also be used to | |
| distort space-time senses, where those with space-time senses | |
| will often be unable to be relied on due to the fact that the | |
| distortions can severely hinder what people see (in some cases | |
| they may not see anything at all if the user is skilled enough | |
| with this skill). There are usually two ways to use this skill. | |
| The first is that one can become a conduit for dark energy by | |
| fusing enough dark energy that their bodies fuse to it and | |
| generate it on their own, or one can control it outside of their | |
| body and create it using umbrakinesis. If one becomes a conduit, | |
| then they will have to not only be careful about how they use | |
| their energy, but they will have to discharge their energy | |
| periodically or risk being overwhelmed. If one uses dark energy | |
| to do so, then they can safely create it outside the body, but | |
| they must make sure they don't absorb it, and while safer, it is | |
| more difficult to create outside of the body (taking more energy | |
| as a result). This can be countered by other space-time | |
| distortion energies, or this energy can usually be adapted to or | |
| dodged as well. Dufort learned this from Wykoth, as Wykoth was a | |
| specialist in this art. Dufort doesn't become a conduit for dark | |
| energy though, and instead opts to gather energy outside of his | |
| body to create this energy. While safer, it does mean Dufort has | |
| to be more careful to not absorb too much of this energy or he | |
| will become a conduit for dark energy. | |
| - Silver Distortion Energy: This is the second of Dufort's | |
| distortion energies, in which this was an art that is a modified | |
| version of the gold distortion energy technique. Using psychic | |
| energy, Dufort creates this energy by combining space and time | |
| energies together to create a unique blend of energies (most of | |
| the time this would be gold, but Dufort's silver due to how he | |
| blends the energies together). This is used to control | |
| space-time energies using psychic energy, where the psychic | |
| energy directly manipulates spacial and temporal energies. This | |
| is a powerful art which can manipulate space and time. There are | |
| a number of ways to use this, such as one could obvious use it | |
| to travel across space and time. One could use this distortion | |
| power to not only travel the universe through distortions, but | |
| one could also use it to travel dimensions or even travel | |
| through time. There are a number of arts that can be used with | |
| distortion arts, such as one can reduce or increase space, or | |
| one can slow or speed up time, or one can even replicate a point | |
| in space-time and recreate it (usually used for attack or item | |
| duplication). This also allows use in battle, where users can | |
| create distortion attacks that can cut through space and time | |
| (also known as dimension cutter attacks) regardless of one's | |
| defense (Unless they defend using space-time distortion of their | |
| own). This ability can also be used to distort space-time | |
| senses, where those with space-time senses will often be unable | |
| to be relied on due to the fact that the distortions can | |
| severely hinder what people see (in some cases they may not see | |
| anything at all if the user is skilled enough with this skill). | |
| There are usually two ways to use this skill. The first is that | |
| one can become a conduit for time-space energy by fusing enough | |
| enough time-space energy that their bodies fuse to it and | |
| generate it on their own, or one can control it outside of their | |
| body and create it using psychic energy. If one becomes a | |
| conduit, then they will have to not only be careful about how | |
| they use their energy, but they will have to discharge their | |
| energy periodically or risk being overwhelmed. If one uses | |
| psychic energy to do so, then they can safely create it outside | |
| the body, but they must make sure they don't absorb it, and | |
| while safer, it is more difficult to create outside of the body | |
| (taking more energy as a result). This can be countered by other | |
| space-time distortion energies, or this energy can usually be | |
| adapted to or dodged as well. Dufort learned this from his | |
| mother, as Zelpharia in his universe was a specialist in this | |
| art. Dufort doesn't become a conduit for time-space energy | |
| though, and instead opts to gather energy outside of his body to | |
| create this energy. While safer, it does mean Dufort has to be | |
| more careful to not absorb too much of this energy or he will | |
| become a conduit for time-space energy. | |
| - Time/Space Item/Attack Reversion/Duplication: Through | |
| time-space manipulation, this is an ability that some time-space | |
| manipulators are able to utilize. Those with time space | |
| manipulations are able to replicate things in space and time | |
| through distortion, by copying space and time around a certain | |
| object. There are two ways this is used. The first is time-space | |
| duplication, where one is able to create time-space duplicates | |
| of almost any object they are able to copy the time and space | |
| energy around. By doing so, they are able to copy objects, and | |
| can even replicate objects multiple times. This has been used by | |
| many time-space manipulators, where they learn to replicate | |
| objects. Some may do this to replicate throwing knives, arrows, | |
| bullets, or other disposable weapons, or some may even use this | |
| to replicate things like specific items, weapons, or in some | |
| cases, even being able to create temporary duplicates of people | |
| (though replicating living people works differently and is a | |
| different power entirely). When duplicated, this duplicates the | |
| space time to the point that the items behave the same way as | |
| the originals, and don't require any special rules to govern | |
| them once created. For example, if a food item is duplicated | |
| with this power, then each individual food item would be edible | |
| and would work just like normal. The other use for this is | |
| replicating attacks in battle, where users can use this on | |
| attacks (usually projectile attacks) to create temporal | |
| duplicates. For example, a lightning blast could be duplicated | |
| multiple times. Typically, this is something that is useful to | |
| be used in battle to not only allow multiple attacks at the same | |
| time, but it costs less power to use than using the same power | |
| that many times (depending on the time-space user, as some have | |
| a harder time than others). However, the items and attacks | |
| created still have the same characteristics as the normal items, | |
| so any attacks or weapons duplicated still have the same | |
| weaknesses. Also, those that create these, usually have to be in | |
| physical contact with an item to duplicate it, and they can only | |
| duplicate things as long as they have the distortional energy to | |
| do so (as well as needing to concentrate to do so to some | |
| degree). Dufort has two ways to do this, whether it's by dark | |
| distortion or his silver distortion. He can create duplicates of | |
| people, but doesn't because it is there are dangerous aspects to | |
| copying people that Dufort knows and doesn't want to risk | |
| despite how helpful it might be. | |
| - Time/Space Item/Physical Reversion: This ability uses time and | |
| space to revert an object or person back a certain amount of | |
| time. Depending on the user, they can usually revert back up to | |
| 7 years of time on an object or person depending on how good | |
| their control is and how far they can push this power (though | |
| many can only restore up to a week, and only get stronger | |
| through training their temporal reversion). There are a few | |
| advantages to this power. The first is that one can use this on | |
| an item, in which the item can be reverted to an earlier state. | |
| The obvious method to using this is to restore items, where a | |
| user can restore broken items by reverting time on the object. | |
| However, there is another use, in which some items can be | |
| restored from other states. For example, a bottle of water could | |
| be restore to a previous state when it was full (essentially | |
| reverting the bottle back so that the user can use the bottle of | |
| water again). This is a useful skill which can be used on almost | |
| any item, depending on the situation and how creative the user | |
| is with this power. Another use of this power is that one can | |
| also use this power to restore others, where they are able to | |
| restore people who have gotten hurt by reverting the time-space | |
| on their bodies. For example, if a person is injured in battle | |
| and was dying, a person can just revert the time space on the | |
| body to a point before the battle, and the person will be back | |
| in a normal state. However, the downside to this power is that | |
| while it can be useful, it can only be used once per item every | |
| so often (The amount of time reverted usually corresponds to the | |
| amount of time needed before the skill can be used again, such | |
| as 24 hour reversion requires 24 hours to use the power on said | |
| object or person again) because the time-space reversion creates | |
| a temporary distortion around them (doesn't do any damage, but | |
| it's a reaction that prevents any time-space alterations from | |
| being done). Also, those that use this cannot move too far back | |
| or forward in time, and cannot use this to just turn someone | |
| back into a baby or something because almost no one can push | |
| time that far back on someone using this power. Usually, the | |
| most is a few years for this power. Also, using this on dead | |
| people is very tricky, as time space reversion doesn't seem to | |
| work on those that die. It is assumed that restoring time-space | |
| doesn't restore life to a lifeless person, though it can reverse | |
| decay of a dead body when used on a dead body (still making it | |
| somewhat useful in certain situations). Dufort can use this with | |
| either his silver distortion or dark distortion depending on | |
| what he wants to do. | |
| - Time/Space Apport: This ability utilizes the ability to | |
| manipulate space time, where one can utilize time and space to | |
| move objects. This is another ability that can be quite useful | |
| depending on the situation, where a user simply needs to know | |
| where in space and time an object is to use this power. When | |
| used, this allows a user to pull an object from a spot in space | |
| and time by switching time and space with that of another spot. | |
| By doing this, a user can move an object in space and time to | |
| another spot in space and time. This is best used with | |
| distortion powers, where users can apply the distortion power | |
| and then apply it to where they want the item to go. Typically, | |
| users will often use this to teleport items to themselves, where | |
| they will summon an item using this power. A user can even steal | |
| items using this power if they desire, as this essentially | |
| teleports an object. Some will often teleport an object into | |
| their hands, or to a place they know where they can keep an | |
| object. This is useful in and out of battles, where some will | |
| use this for different purposes. While it can be used to steal | |
| objects, this is also used by some with this ability to teleport | |
| items to them from a safe place (such as they could keep | |
| something in their rooms in their home, and then teleport it to | |
| them when they need it). There are a number of uses of this | |
| ability, depending on how the user wants to use it. There is | |
| also another way to use this power, where users can instead use | |
| this to swap items between different locations. For example, a | |
| user could switch one item they have for another item they don't | |
| have as long as it's close to the same value. In essence, this | |
| use of the power doesn't require knowing where the item is, but | |
| just what item they want to teleport, and they have to have | |
| something of similar value. However, there are also limits to | |
| this power. First, the user not only has to know where in | |
| space-time the item is they want to teleport when using the | |
| first method, but also where it is going. If one doesn't know | |
| where an item is, they would have to guess and risk not | |
| teleporting the item, or teleporting something else in its | |
| place. And when using the second method, one has to transport | |
| objects of similar value (Usually of similar size and mass). | |
| While there can be a little variance in size and mass depending | |
| on the user, the objects must be somewhat relative when using | |
| this method. Dufort is able to use this either by knowing where | |
| an object is, or by using it to swap items of similar values. | |
| Though his use is of dark distortion or silver distortion, he | |
| has the same strengths and weaknesses using this power. | |
| - Psychic Astral Projection: This ability comes with being able | |
| to access the spiritual, and is something some psychics can do. | |
| Those that are in tune with their spirits are able to project | |
| their spirits when they desire through astral projection by | |
| separating their spirit from their body. Many are familiar with | |
| the concept of an "out of body" experience, but psychics can | |
| learn to utilize it by using their psychic power to move their | |
| spirit out of their body. When projected, there are a few things | |
| that one can do when in astral projection. Those with this are | |
| able to go to the Veil where spirits are usually found, or the | |
| user can attempt to go to the Spirit Realm, which is a realm | |
| where natural spirits reside, if they are able to perceive the | |
| spirits. Typically, this allows a user to more easily access | |
| spiritual planes, where they can go there as a spirit rather | |
| than as a physical being. A major use for this is that some | |
| users learn to interact with dead spirits or other spirits this | |
| way, since some spirits are harder to interact with in the | |
| living world under normal circumstances. However, because of | |
| people like Barbas who found ways to use this more creatively, | |
| there are also other ways to use this as well. Some more devious | |
| users have learned to use this to follow people and whisper | |
| suggestions to them, as a means to try and mislead them, or some | |
| have even learned to possess others using this ability. Advanced | |
| users of this can even go into people's dreams as well, even | |
| being able to take control of someone else's dreams once they | |
| learn how the dreaming process works from inside the mind. Some | |
| psychics can even use this on others to remove the spirit from | |
| another person if they have enough time and concentration to do | |
| so. This technique can be quite useful to certain psychics | |
| depending on what they use it for. However, the major danger is | |
| what happens when one is in astral projection, because their | |
| body remains vulnerable while they are in this form (since they | |
| are not technically in their body, their body could be attacked | |
| and they likely wouldn't know). Another danger to this is that | |
| when one accesses places like the spiritual or astral plane, | |
| their spirit may be noticed by other entities, with the major | |
| one being dark spirits who may attack them to try when in astral | |
| projection. For the most part, there is one general rule to | |
| remember when dealing with the spirit plane: When you see them, | |
| they see you. Other than that, things like possession and astral | |
| suggestion still work just as one would think, and the same | |
| weaknesses apply as they would to any other uses of these | |
| powers. When used by a psychic to affect someone else, the | |
| psychic has to keep the spirit separated, otherwise the spirit | |
| will return to the body. So if a psychic wants to use this, they | |
| have to concentrate on who they want to affect, and usually have | |
| to be in physical contact to use this. | |
| - Psychokinesis/Hyposis Power: Memory Removal: This is a unique | |
| power that Dufort came up with by combining the psychokinesis | |
| power with his hypnosis power. When using this, Dufort creates | |
| an energy construct, which is tailored by his hypnosis power to | |
| affect the mind in certain ways, mostly to erase memories. In | |
| this manner, Dufort can easily erase someone's memories with | |
| this method, in which he uses words using his hypnosis power to | |
| tell his energy construct what memories to erase. Dufort simply | |
| has to hit them with this energy construct, and then the person | |
| hit will be temporarily stunned, and anything the hynosis was | |
| tuned to will vanish from the person's memory tailored to the | |
| word or targeted memory, affecting up to one week of memory. | |
| This doesn't remove all memories, but instead is a much more | |
| focused memory erasure that focuses on certain kinds of | |
| memories. For example, Dufort could focus this to make people | |
| forget he's a psychic by erasing any memories connected to the | |
| word "psychic" from the person's mind. Dufort simply has to | |
| tailor the energy using his hypnosis, and then hit them with it | |
| to affect them. Once affected, the mind will lose any memories | |
| tied to the specific word or memory for the specific amount of | |
| time this power affects. However, there are some downsides to | |
| this power. One thing is that Dufort cannot just erase all | |
| memories, and usually has to find something specific to target. | |
| Usually this will be done through a single word or very short | |
| phrase, which will remove any memories that are associated with | |
| the word or phrase (IE using the word "psychic" will have | |
| someone forgetting any memories associated with the word | |
| psychic). Another thing to note with this is that those affected | |
| by this will lose their memory, but since a blank spot appears | |
| in one's memories, the brain fills that memory with something | |
| else, which becomes a replacement memory. The replacement is | |
| different for each person, which is generated by the brain's | |
| ability to fill in blanks in memory. Dufort has no control over | |
| what replacement memories appear. The last thing to note is that | |
| Dufort does have to hit someone with the energy construct in | |
| order to affect them, and if the person isn't hit with it, | |
| Dufort cannot affect them with this power. | |
| Basic Darkfire Abilities: | |
| - Darkfire Elemental Affinity/Elemental Manipulation: In the | |
| world, few supernaturals have such an understanding of | |
| manipulating elements as the Darkfires do. The Darkfires would | |
| hone this elemental power over the years they've been alive, and | |
| develop techniques and abilities that would help them to be able | |
| to best use their elemental power to battle their opponents in | |
| much the same way clans like Lasombra would perfect their use of | |
| shadows. In battle, Darkfires utilize elemental affinities they | |
| are born with to manipulate elements. The Darkfires learned a | |
| lot about elementals from their training, and learned even more | |
| when the Darkfires have studied how other supernaturals use | |
| elemental powers. The Darkfires are among the top elemental | |
| users in the world, and have had many years to practice and hone | |
| their elemental power. The Darkfires are known for their | |
| elemental powers above all else, and most are able to utilize | |
| their elemental powers in unique ways. The most unique way of | |
| using this is through spirit mastery training that the Darkfires | |
| use to create new elementals using their positive and negative | |
| spirit energy. Of course, the Darkfires do also have their | |
| physical combat training they are also known for (such as | |
| swordsmen training or assassin training depending on the | |
| Darkfire), but the elemental power they possess is what the | |
| Darkfires utilize in training just as other vampire clans train | |
| their abilities. However, not all Darkfires have the same | |
| affinities, and some may even develop unique affinities, such as | |
| some Darkfires who might not be able to create holy or dark | |
| elementals, but instead create combined elementals (like one | |
| Darkfire who combines fire and ice instead of a spirit-based | |
| elemental). Some Darkfires with unique abilities may even | |
| develop certain unique affinities over the years depending on | |
| their abilities, such as a demonic Darkfire may gain demonic | |
| elementals. For the most part, the Darkfires main power is | |
| elemental manipulation, and even with some elements being unique | |
| and having unique effects, the elements are still countered just | |
| like one would expect. When used, most elements are used in | |
| specific ways, and those with enough knowledge of how elements | |
| work can use their knowledge their advantage to counter certain | |
| elements (for example, a wind user could counter a fire user by | |
| creating a vaccuum environment around flames to put them out). | |
| - Darkfire Spirit Mastery: In order to train in the Darkfire | |
| elemental abilities, a Darkfire must first master their own | |
| spirit energy, as their positive or negative spirit energy are | |
| usually vital in creating Darkfire elementals. Before training | |
| can even begin, the Darkfire must learn a few different things. | |
| The first is that they must learn how to tap into their positive | |
| and negative spirit energy, and the second is that they must | |
| learn how to manage their own unique balance. Most Darkfires | |
| must learn this before they can move on to other abilities. | |
| Depending on the Darkfire, Darkfires will often have varying | |
| amounts of soul energy, as well as having different balances, | |
| making it imperative that the Darkfire trains and learns about | |
| their own spirit. By tapping into their spirit, they eventually | |
| learn to utilize their negative spirit energy to create dark | |
| elementals and their positive spirit energy to create holy | |
| elementals by combining their spirit with their elemental power | |
| to create their Darkfire elementals. However, it isn't just | |
| about creating elementals, as Darkfires learn to focus and | |
| balance their spirit during training in order to help master | |
| their bodies to train them for battle since the Darkfires also | |
| use this to help focus their mind and body as well. This | |
| requires heavy meditation, and the ability to focus inward. | |
| Thanks to this training, Darkfires typically are very inwardly | |
| focused, and learn to master their spirit as the first step in | |
| their training. Depending on the Darkfires, every Darkfire | |
| typically has a different balance, so each Darkfire must find | |
| that balance, and learn what affinities for combinations they | |
| have. Depending on the Darkfires, there are some that are | |
| special cases, such as Father Hei who had only positive spirit | |
| energy after his holy purification, or Kendrix Darkfire who has | |
| mastered turning his spirit into angelic and demonic elementals | |
| as a result. Depending on the spirit energy, some elementals can | |
| have different effects depending on the spirit energy used. Many | |
| Darkfires who advance in this can also sometimes start learning | |
| spirit user abilities if they so desire, depending on if they | |
| can find a teacher who will teach them how to use spirit user | |
| abilities. Typically though, most Darkfires don't become spirit | |
| users, if only because most understand that they must master | |
| their own Darkfire power first before seeking new power. This | |
| requires focus and discipline, much more so than any other clan, | |
| so the Darkfires are usually very controlled and able to control | |
| their emotions more easily in order to avoid unbalancing their | |
| spirit. | |
| - Darkfire Positive/Negative Spirit Balance: In order to train | |
| in the Darkfire elemental abilities, a Darkfire must first | |
| master their own spirit energy, as their positive or negative | |
| spirit energy are vital in creating Darkfire elementals. Before | |
| training can even begin, the Darkfire must learn a few different | |
| things. The first is that they must learn how to tap into their | |
| positive and negative spirit energy, and the second is that they | |
| must learn how to manage their own unique balance. Most | |
| Darkfires must learn this before they can move on to other | |
| abilities. Depending on the Darkfire, Darkfires will often have | |
| varying amounts of soul energy, as well as having different | |
| balances, making it imperative that the Darkfire trains and | |
| learns about their own spirit. By tapping into their spirit, | |
| they eventually learn to utilize their negative spirit energy to | |
| create dark elementals and their positive spirit energy to | |
| create holy elementals by combining their spirit with their | |
| elemental power to create their Darkfire elementals. However, it | |
| isn't just about creating elementals, as Darkfires learn to | |
| focus and balance their spirit during training in order to help | |
| master their bodies to train them for battle since the Darkfires | |
| also use this to help focus their mind and body as well. This | |
| requires heavy meditation, and the ability to focus inward. | |
| Thanks to this training, Darkfires typically are very inwardly | |
| focused, and learn to master their spirit as the first step in | |
| their training. Depending on the Darkfires, every Darkfire | |
| typically has a different balance, so each Darkfire must find | |
| that balance, and learn what affinities for combinations they | |
| have. Depending on the Darkfires, there are some that are | |
| special cases, such as Father Hei who had only positive spirit | |
| energy after his holy purification, or Kendrix Darkfire who has | |
| mastered tuning his spirit into angelic and demonic elementals | |
| as a result. Depending on the spirit energy, some elementals can | |
| have different effects depending on the spirit energy used. Many | |
| Darkfires who advance in this can also sometimes start learning | |
| spirit user abilities if they so desire, depending on if they | |
| can find a teacher who will teach them how to use spirit user | |
| abilities. Typically though, most Darkfires don't become spirit | |
| users, if only because most understand that they must master | |
| their own Darkfire power first before seeking new power. This | |
| requires focus and discipline, much more so than any other clan, | |
| so the Darkfires are usually very controlled and able to control | |
| their emotions more easily in order to avoid unbalancing their | |
| spirit. | |
| - Darkfire Branwen Family Aura Connection: Because of the head | |
| of the Darkfire clan (Qrow Darkfire) marrying the head of the | |
| Branwen family (a family of thieves and bandits), the two clans | |
| have trained together in the past, and Raven Branwen has even | |
| taught the Darkfires about how to use aura, a mix of body and | |
| spiritual power that grants special abilities. Like the | |
| Darkfires, the Branwen family was also having to fight | |
| supernaturals, and they developed their own techniques (though | |
| their technique skillset isn't as expansive as the Darkfire | |
| Clan). Since the Darkfires and Branwens have mostly merged | |
| together over the years while Qrow Darkfire and Raven Branwen | |
| were married, some of the Branwen skills have been worked into | |
| the Darkfire skillset to develop newer skills. This has also led | |
| to some Darkfires even being able to become aura users as a | |
| result of their training. For the most part, many Darkfires only | |
| have basic knowledge of aura, as they just learn enough about it | |
| to learn how to create it, and how to tap into certain aura | |
| abilities important for certain skills (like using the Branwen | |
| art of shapeshifting to learn the Darkfire elemental | |
| shapeshifting skill). For the most part, this is only a basic | |
| connection, and helps teach the Darkfire how to tap into their | |
| body's energies and spirit energies in order to teach them how | |
| to draw out energy. When using this connection, there isn't much | |
| battle 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. | |
| - 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. | |
| - 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). | |
| - Specific Limited Elemental Variations: Depending on the | |
| Darkfire and their elements used, some can use other versions of | |
| their elements, depending on the element they use. This is most | |
| common in earth and wind users, as earth users could specialize | |
| in many different types of earth, with some earth users being | |
| able to use plants, some specializing in metal, some in crystals | |
| or some in sand manipulation. Each element has it's own specific | |
| uses, depending on what the user wants to learn, as each element | |
| can be broken down and may have unique manipulations based on | |
| the element. For example, some lightning users may only use | |
| magnetism, giving them magnetic manipulation, or earth users | |
| being able to generate specific types of earth. This is a rare | |
| case among Darkfires where some Darkfires cannot use every part | |
| of a certain element. For example, there was one Darkfire who | |
| could manipulate metal, but no other earth element. While this | |
| does limit a Darkfire, this often leads to these limited | |
| elementals being more powerful or may lead a Darkfire to having | |
| more elemental abilities. For example, a Darkfire born with | |
| three elements could have a magnetism power, a metal | |
| manipulation power and then a normal elemental (with magnetism | |
| and metal both being limited but a Darkfire can have both | |
| limited powers). The limited elementals are also typically | |
| stronger than normal elementals, and can still be turned into | |
| dark/holy elementals, or rare combinations of elements depending | |
| on how the powers are manifested. For the most part, most | |
| Darkfires see this as a problem with their elemental power, but | |
| some Darkfires can make the best of this with knowledge and | |
| creativity. For example, a Darkfire who could manipulate | |
| magnetism might still be able to create lightning by converting | |
| magnetic energy. This mostly just depends on the Darkfire's | |
| affinities. Of course, as one might expect, these elements are | |
| still countered like normal elementals. Usually, the only | |
| advantage this grants is slightly stronger elementals, or | |
| granting Darkfires more elementals but in specific variations. | |
| - Darkfire Advanced Elemental Training: Once reaching a certain | |
| level, Darkfires are able to learn advanced elemental abilities, | |
| which comes once they master the basic elemental abilities. | |
| Depending on the element and their training, almost every | |
| element has advanced abilities that can be learned, as | |
| elementals can do more than just be used to throw an element | |
| around. Using this advanced training usually takes time and | |
| requires a certain level of mastery of the basic elements. This | |
| also requires a little scientific knowledge of elements, such as | |
| lightning users learning how the magnetic properties of | |
| lightning work and manipulating lightning to make use of those | |
| magnetic properties. By learning the science of how elements | |
| work, Darkfires are able to apply that to their powers and learn | |
| how to use their elemental powers beyond just blasting opponents | |
| or throwing around elements. Depending on the element, every | |
| element has advanced elemental training, such as wind users can | |
| learn to generate plasma, or earth users might be able to learn | |
| how to generate lava manipulation by absorbing fire attacks into | |
| their earth manipulation. These abilities are usually different | |
| ways to use elements, and most can be passive, such as fire | |
| and/or ice users typically learning to adapt to almost any | |
| extreme temperature, or lightning users being able to manage | |
| their own magnetic field. This power just depends on the | |
| Darkfire and their knowledge. Of course, as one might expect, | |
| the Darkfires still have their weakness to counter elements, and | |
| any advanced powers they use are still countered using counter | |
| elements or other abilities that can counter elementals. It is | |
| also worth noting that some of these advanced training powers | |
| use more energy than normal, such as using elements to absorb | |
| other elements may take more power to maintain control of one's | |
| elemental manipulation due to it needing to control other | |
| elements as well (like an earth user would expend more power | |
| trying to create lava since it would have to absorb and control | |
| a heat element). Other abilities can be countered in other ways | |
| (like wind users can use wind to fly, but users can still find | |
| ways to hit a Darkfire that is flying around). | |
| - Advanced Darkfire Training: Elemental Condensing: When using | |
| elemental power, sometimes normal elementals just don't pack | |
| enough of a punch. For this problem, the Darkfires learned an | |
| art of condensing matter into smaller space by smashing the | |
| molecules together to condense energy into a smaller form. This | |
| technique is a battle technique that the Darkfires utilize in | |
| their attack and defense, where they utilize this to create more | |
| condensed elementals. Typically, this requires not only a | |
| mastery of elemental power, but also requires a mastery of | |
| changing the form of energy as well as changing the form of | |
| matter. However, when used properly, this can create much | |
| stronger elemental abilities, where the Darkfires can condense | |
| their elementals to strengthen their attacks. In addition to the | |
| elementals themselves being stronger, the effects of the | |
| elementals also become much stronger, as the condensing of the | |
| elemental also has effects on what the elementals can do. For | |
| example, a condensed explosive dark flame attack will explode | |
| with far more force than normal, due to the explosion being | |
| 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 Arts: | |
| - Darkfire Elemental: Dark Flames: This is most Darkfire family | |
| members' first Darkfire elemental that they can use, which is | |
| typically one of most Darkfire's major elements. This uses fire | |
| manipulation, fused with the user's negative spirit energy to | |
| create black darkness flames or purple flames which the Darkfire | |
| family is known for (The color between purple and black varies | |
| depending on the strength of the Darkfire's spirit as weaker | |
| flames are purple but stronger dark flames are black). These | |
| flames are fairly easy to use, and work much like normal fire | |
| manipulation with the exception of these flames being stronger | |
| than normal flames. This is one of the main elements used in the | |
| Darkfire training, in which many start with this flame (But not | |
| always). Users are able to generate and manipulate these flames | |
| using their Darkfire elemental powers like one would expect. | |
| However, this goes beyond just using darkness to bond to flames, | |
| but using the dark flames just like what one would expect from | |
| any fire manipulation. When used, Darkfires with dark flames are | |
| able to do things like create fireballs, create explosive | |
| attacks, or melt objects with their dark flames. Depending on | |
| how they're used, these dark flames act like most other flames | |
| with one major exception. Similar to some flames like hellfire, | |
| the Darkfire's dark flames burn much hotter than normal flames, | |
| and are able to consume any flame that is a lower temperature as | |
| they are known as the flames that burn fire itself (most normal | |
| flame types other than ones that use hotter temperatures like | |
| other Darkfire dark flames, and Hellfire). Depending on the | |
| other abilities of the Darkfire, some Darkfires can add certain | |
| effects to their dark flames, such as a demonic Darkfire might | |
| create dark hellfire to do demonic damage. However, on their | |
| own, these flames just do darkness spirit energy damage as well | |
| as burning with flames. These flames are mostly countered by ice | |
| manipulation, and users have to create cold ice (much colder | |
| than normal ice) to counter these flames due to their very high | |
| temperature. However, users can counter these flames just like | |
| other flames, such as using wind manipulation to create a vacuum | |
| where flames cannot burn. | |
| - Darkfire Elemental: Holy Lightning: Lightning is a very common | |
| element in the Darkfires, and is often a second element to many | |
| Darkfires. Of course, there are plenty of elemental powers, but | |
| this is one of the more common ones alongside dark lightning | |
| possibly thanks to Qrow passing down his affinity for lightning | |
| in the Darkfire family (as it seems those directly related to | |
| him are more commonly seen with lightning affinities). This | |
| affinity allows a user to utilize holy lightning by fusing | |
| positive spirit energy to their lightning power, creating a holy | |
| lightning power. When used, this can still be used like normal | |
| lightning as one expects. Lightning is often a very used power, | |
| and those that learn it simply are able to do things like | |
| creating electrical waves, electrocuting people with | |
| electricity, or even learning to manipulate magnetic forces. | |
| Advanced users of lightning can do things like manipulate things | |
| that are magnetic using magnetic forces, create EMPs to take out | |
| technology, or even create concentrated lightning to more easily | |
| pierce opponents. However, Darkfires with holy lightning can do | |
| something unique with this lightning, and that is that they can | |
| use positive energies like holy energy and spirit energy as a | |
| conductor. Those skilled with holy lightning can actually use | |
| holy energy and spirit energy to amplify their lightning, and | |
| can eventually learn to attack intangible enemies by attacking | |
| on the spiritual plane with this lighting. There are plenty of | |
| properties of magnetic manipulation one can take advantage of | |
| depending on their skill level and knowledge, with there being | |
| plenty of techniques one can learn and different ways to use | |
| lightning and magnetic forces. If one wants to counter | |
| lightning, the best way to do so is to use water, which can | |
| short out lightning manipulation. For this holy lightning, | |
| demonic or dark power can also be used to counter this as well | |
| due to its positive type nature. Users can also do things like | |
| use lightning to remove ionic charge, or use physical objects to | |
| try and block electrical attacks as well using things like earth | |
| manipulation. One can also use energy to try and block the | |
| attacks as long as they can avoid the extra effects of the | |
| lightning. | |
| - Darkfire Holy Lightning 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 users 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 Elemental Aura Defense: This is an effect of the | |
| Darkfire elemental aura training that was designed alongside the | |
| elemental rebirth power. This elemental aura then becomes the | |
| basis of defense, in which they use an elemental aura to up | |
| their ability to block attacks and can dampen blows they take | |
| from attacks. This elemental aura can also be used to power a | |
| vampire's regeneration, in which they can regenerate faster when | |
| the aura is at it's strongest. There are two modes of this | |
| power, the first is the standard aura in which the element of | |
| the aura isn't visible but still present in power around the | |
| vampire, in which they don't have the full aura active, but this | |
| always grants a slight defense boost. However, in battle, this | |
| can be activated to full power, where the aura becomes visible | |
| and charged, and amps defense and regeneration to it's max | |
| power. When used, this aura can even grant the user special | |
| abilities depending on the element, such as earth users being | |
| able to use earth to create elemental armors around themselves | |
| or lightning users being able to push away magnetic objects away | |
| from their aura depending on the advanced level of the Darkfire. | |
| However, counter elements can more easily break this defense, | |
| and aura breaker abilities and weapons can instantly break | |
| through this defense. This also requires elemental power to use, | |
| and the more energy being put out, the more quickly a Darkfire | |
| uses up their elemental power, meaning that using this at full | |
| power is not useful using all the time, but most Darkfires only | |
| use it to block or dampen attacks rather than keeping it active | |
| all the time. If using it at full power, this can burn through | |
| elemental power, and eventually wear the Darkfire down. | |
| - Darkfire Holy Lightning Elemental Rebirth: This is the main | |
| purpose of the elementals used by the Darkfire Clan that they | |
| developed their powers for. The clan specializes specifically in | |
| elemental regeneration, using a specific elemental as a | |
| catalyst. After choosing an elemental to power their | |
| regeneration, their regeneration is passively empowered by their | |
| elemental regeneration. Once used, Darkfires are able to | |
| regenerate almost any injury barring the exceptions of the heart | |
| and brain. Most Darkfires are strong enough with this to even | |
| regenerate lost limbs, or can regenerate damaged organs thanks | |
| to their strong regeneration. Darkfires are able to replenish | |
| their elemental power by absorbing elementals, and can use | |
| elemental power from the area around them to save on their own | |
| power (IE an earth user could use earth around them to | |
| regenerate rather than use their own elemental power). | |
| Typically, most Darkfires have their own way to get new | |
| elementals, usually by finding elementals in the area around | |
| them somehow. The Darkfires are known for this regeneration, and | |
| known for durability and defense over power, due to this power | |
| not only regenerating their body, but also regenerating stamina | |
| during fights as well. This regeneration is a passive ability, | |
| so power negation doesn't usually negate it, but regeneration | |
| negation powers and items (like varanium) do interrupt this | |
| regeneration. Depending on the Darkfires, some Darkfires | |
| regenerations can be interrupted or slowed with counter | |
| elements, such as an ice user could freeze a Darkfire's body | |
| before they can regenerate using fire to prevent the flames from | |
| regenerating the Darkfire. This depends partially on the | |
| Darkfire and the elemental they use, and cutting off a Darkfire | |
| from their elementals they need to regenerate is the best way to | |
| wear down a Darkfire since they can only regenerate as long as | |
| they have either the elemental they need, or the power to | |
| generate their elemental power. It is also worth noting that | |
| each Darkfire can only use one element to regenerate, and | |
| switching requires special training and cannot be changed in | |
| battle no matter what skills or instant power gain abilities the | |
| Darkfire has. | |
| - Darkfire Holy Lightning Elemental Teleportation: Another | |
| technique the Darkfires use using their elementals, this time | |
| using elements for getting around. Similar to how shadow users | |
| can shadow meld and use it to travel places, the Darkfires can | |
| use their elements to teleport, using their elementals as a | |
| catalyst to move from place to place. A Darkfire can teleport | |
| anywhere in the world with this technique, as long as they know | |
| where they're going and can concentrate on where they want to | |
| go. Typically, utilizes a combination of factors, but the simple | |
| aspect of it is that the Darkfire uses this power and then the | |
| elemental power connects to another location and takes them | |
| there. For example, a wind user could connect to another area | |
| and the wind then is used to teleport by moving the Darkfire to | |
| that area using the displacement of the elements between the | |
| locations. Some more advanced Darkfires more easily learn to | |
| utilize this by taking elemental form once they learn the power, | |
| using the elemental power to more easily change locations. | |
| Typically, this is a power that is used outside of battle, but | |
| some Darkfires can use this in battle to teleport around. | |
| Depending on the element, each element can connect to an area | |
| depending on how it's used, and this only requires training and | |
| modifying some supernatural teleportation using the Darkfire | |
| elemental powers. However, in order to use this, Darkfires do | |
| have to know where they're going, which usually means that | |
| either they must know where in space and time the place is they | |
| want to go to, or they have to have been there before (usually | |
| the latter among most), and Darkfires cannot use this to travel | |
| across time or dimensions (with a few exceptions), because this | |
| teleportation isn't strong enough to break the dimension of | |
| space and time. As such, most Darkfires have to be careful while | |
| using this, as if they don't know where they're going, they | |
| could end up somewhere random, or they could end up inside of | |
| solid objects if they end up in certain random locations which | |
| causes other problems. And once chosen, Darkfires cannot change | |
| what elemental power they use for their teleportation without | |
| special training to change their element. Though most of the | |
| time, the element chosen is more for show than anything. The | |
| only thing that most Darkfires choose when choosing an element | |
| to teleport is usually how much of an element they can use in | |
| the environment. For example, wind and earth teleportation takes | |
| almost no energy because earth and wind literally connect the | |
| entire world so both teleportations can go anywhere without a | |
| Darkfire usually having to expend their own energy, so Darkfires | |
| usually opt for more convenient elements that are more abundant | |
| in the world to prevent them from needing a lot of power to | |
| create an elemental. Though a way around this for some is for | |
| some Darkfires to use their auras to teleport, in which their | |
| auras radiating elemental energy can be used as their element | |
| for teleportation, something most flame and lightning users do | |
| when they don't have flames or lightning respectively to use to | |
| teleport. | |
| - Darkfire Elemental Familiars: This is another advanced | |
| technique of the Darkfires, in which they are able to use any of | |
| their elements to create elemental familiars to help them in | |
| battle using the vampire abilities to generate or create | |
| familiars. When used, they use their elemental and a portion of | |
| their spirit energy to connect themselves to the familiar, | |
| letting the two share senses which makes the elementals very | |
| useful for things like spying on people or scouting out an area. | |
| When used in battle, these familiars can be used to fight | |
| opponents, in which, depending on the element, can use special | |
| abilities on opponents, such as flame familiars being able to | |
| burn opponents or shoot fireballs, or ice familiars being able | |
| to freeze opponents and fire ice attacks. Each elemental | |
| familiar is made up purely of an element, and can take whatever | |
| form the Darkfire wants. This means that each elemental familiar | |
| technique could be different, depending on what the type of | |
| familiar the Darkfire wants to make. Depending on the familiar, | |
| the familiars can also have attributes from what they're made | |
| as, such as bird familiars being able to fly, and wolf-like or | |
| tiger-like familiars having claws, or snakes that specialize in | |
| using their elemental touch (Such as electrocution, burning or | |
| freezing depending on the familiar) to damage opponents through | |
| constriction or injecting their elemental energy into someone | |
| through a snake bite. Of course, as one might expect, the | |
| counters to the elements remains the same, such as ice freezing | |
| a fire familiar or water shorting out a lightning familiar. And | |
| the more familiars made or the larger the familiar is, the less | |
| power that each familiar has, as having multiple familiars or a | |
| larger familiar reduces the power since having more or larger | |
| familiars means more energy has to be put out to maintain the | |
| familiars. | |
| - Darkfire Elemental Vampire Semblance: This was designed to be | |
| able to awaken semblances through elemental power similar to | |
| semblances aura users develop. Just like spirit power, users can | |
| awaken one specific ability through their vampire power, just | |
| like aura users can. Because every semblance is usually unique | |
| (even though some are passed down in families), there are as | |
| many semblances as there are grains of sand on a beach, so it's | |
| difficult to talk about each one. Most are able to gain things | |
| like special elemental techniques, or some gain new elemental | |
| combinations. There are a wide variety of these semblances and | |
| how to use them, so each Darkfire is often different. Some known | |
| semblances could be things like elemental portals that can be | |
| used instead of teleportations, or some who can use elementals | |
| to do things like using positive elementals to heal/amplify | |
| others, or some who can gain certain aspects to an element that | |
| make it unique. This could result in a variety of things | |
| including an amped elemental, a new elemental combination, | |
| transformation skills using elements, or elements with unique | |
| abilities. It is usually hard to predict what power one will | |
| have, though some semblances do seem to be genetic. No one is | |
| entirely sure how these powers come about, and depending on the | |
| Darkfire, some may not generate their semblances except under | |
| specific circumstances. The main thing is that this power is | |
| still experimental, as it was an attempt by Qrow to replicate | |
| aura semblances, and even with special training, this is usually | |
| 50/50 at best if one gains a semblance or not. Each semblance | |
| has unique qualities, which includes both strengths and | |
| weaknesses (each semblance has weaknesses that must be stated by | |
| the player to balance the ability). Dufort does not yet have a | |
| semblance, so he doesn't know what his is and cannot use it. | |
| - Elemental Form: This power is used by advanced Darkfires who | |
| learn to change their bodies into elementals themselves. Similar | |
| to how some vampires use intangibility, the Darkfires use their | |
| elemental form similarly, which lets them avoid attacks. Not | |
| only does it help avoid attacks, but also helps them regenerate | |
| without needing to use their power if they can consciously turn | |
| into elemental form as a substitute. This form lets the Darkfire | |
| change into any element they control, such as most of them being | |
| able to turn into dark flames, as it's a major elemental among | |
| most Darkfires. When in this form, a Darkfire can also | |
| regenerate by reforming themselves using their element, but this | |
| doesn't use any less power than normal regeneration, so the only | |
| real benefit to using this is to use this to avoid attacks while | |
| regenerating or using it to regenerate more easily. While they | |
| can't attack, Darkfires can use the effects of whatever | |
| elemental form they're in on others who try to attack them, such | |
| as a fire user burning people who come into contact with the | |
| fire form. While in this form though, they can be forced back to | |
| normal by counter elements, such as dark flame forms being | |
| forced back to normal against ice powers. Opponents who also use | |
| form negation attack powers can also counter this power through | |
| abilities like haki form negation, and other skills that | |
| developed ways to counter this, as well as aura breaker weapons | |
| also working to the same effect. While in this form though, a | |
| Darkfire cannot attack opponents, as they aren't physical enough | |
| to attack beyond simple effects (like fire burning opponents on | |
| contact). | |
| - Elemental Shapeshift: This was a power that was passed to the | |
| Darkfires through Qrow, who possessed a shapeshifting power he | |
| gained from a curse placed on him that he turned into a new | |
| Darkfire art. This modified art allows the Darkfire to use their | |
| elemental form to transform, turning into something akin to an | |
| elemental familiar, but the Darkfire themselves take this form | |
| instead. Many use this as a means to travel using bird form, or | |
| can use it to scout out areas as a small animal. Whatever they | |
| turn into is up to the original Darkfire, as the possibilities | |
| are pretty much endless. This is very similar to the elemental | |
| shapeshift form, but instead focuses the Darkfire to take a | |
| specific form instead of just being an element. Depending on | |
| what they transform into, they may gain certain attributes, with | |
| some even being able to change into certain supernatural | |
| creatures depending on their power and elemental, such as some | |
| Darkfires who take the form of elemental dragons. Some choose | |
| birdlike or flight capable forms so they can fly around, being | |
| useful for scouting and flying around, while some prefer battle | |
| forms, like wolves, tigers, and bears. Typically, this is more | |
| of an advanced elemental form, and the means to learn their | |
| unique elemental form (more later). When in these forms, the | |
| Darkfire doesn't gain new abilities (aside from certain | |
| beast-like attributes depending on the form), and they cannot | |
| create new abilities usually (like a dragon form won't suddenly | |
| have dragon energy). Though it does have the same drawbacks as | |
| the elemental form, as one who uses form negation, aura breaker | |
| weapons/powers, and counter elements can still force them back | |
| to normal. It's also worth noting that the longer a Darkfire | |
| stays in this form, the more power they use, and have to keep | |
| their power sustained to stay in this form. | |
| - Unique Elemental Form Shapeshift: Lightning Dragon Zeno: | |
| Thanks to special developed Darkfire skill by Qrow, each | |
| Darkfire is able to awaken one unique elemental form they can | |
| take in their elemental form that has unique abilities and acts | |
| as their main transformation ability. This form granted is | |
| unique to each Darkfire, and depending on the form, most | |
| Darkfires gain enhanced abilities through their unique form. For | |
| example, if one gained the form of a bird, they would not only | |
| be able to fly, but would gain enhanced sight and hearing | |
| comparable to that of birds. Some can gain other powers, like | |
| the enhanced strength of a bear, or the speed of a cheetah when | |
| in their unique forms. After gaining this form, the Darkfire is | |
| able to manipulate the form, where they can change how solid or | |
| intangible they are, or can change certain aspects of their | |
| physiology. For example, a dark flame form could become more | |
| solidified flames that don't hurt people to touch, or they could | |
| stay a flame that can burn people who touch them in battle. They | |
| can also still manipulate their elementals in battle, such as a | |
| fire form could still use fire attacks on opponents. Each unique | |
| elemental form is different, and the Darkfire is able to switch | |
| into this form at will, and maintain it more easily than normal | |
| elemental form. Most Darkfire elemental forms are typically much | |
| easier to use than their normal body, which is why many | |
| Darkfires usually prefer their elemental form rather than a | |
| typical human form, though there are many that don't use this | |
| unless they have to depending on who they are. Typically, how | |
| the form is used is up to the Darkfire, with each Darkfire being | |
| able to use it for different uses. For example, a birdlike form | |
| might be more useful for scouting and spying, while a bear form | |
| might be more useful for battle However, in this form, while | |
| they reform more easily thanks to being in elemental form, they | |
| also can be damaged more easily by counters to the element, such | |
| as ice countering a fire form or lightning countering a water | |
| form. Dufort's elemental form is that of a snake-like dragon, | |
| where he takes a lightning dragon form that he can move around | |
| in. This form is a pretty large form, where he is able to wrap | |
| the snakelike body around that of a normal person like a | |
| constrictor snake, and can electrocute people with electricity | |
| when in contact with people. He calls this form Zeno, which was | |
| the other Celestian's name for him. His title of Lightning | |
| Emperor Zeno came from this form, so Dufort calls this form | |
| Zeno, as well as refers to himself as Zeno when in this form. | |
| - Unique Elemental Form Sustenance: Each elemental form, | |
| depending on the elemental and on the Darkfire, is often able to | |
| sustain themselves on things differently than they do as a | |
| normal human. Each form has it's own unique ability for | |
| sustenance, in addition to some other forms that the Darkfire | |
| can do to keep their power restored. For the most part, | |
| Darkfires who opt to stay in their unique forms often simply | |
| have to keep their power up in order to remain in their unique | |
| form, which usually involves doing normal things like eating and | |
| sleeping, though what they eat typically changes based on the | |
| form. Usually, Darkfires don't have to do anything too complex | |
| in order to maintain these forms if they want to unless they use | |
| their power through battle and run low on power, as using their | |
| power in battle could use the power they need to stay in their | |
| elemental form. While Darkfires can still recharge on their own | |
| elemental powers using similar elements, such as a dark flame | |
| form being able to recharge on a normal fire, some can also | |
| recharge more energy by other methods, such as a flame user | |
| being able to eat and burn up anything to keep their flame form | |
| burning, or a water user drinking water to maintain their form. | |
| Each form is different, and some can even do things like eating | |
| normal food to survive, assuming they can gain sustenance or use | |
| it in restoring their power in some way, like an earth user | |
| could break down the earthly elements in food and use it to | |
| absorb the earthly elements. Many Darkfires even find other ways | |
| to do this, such as a wind user absorbing air from around them, | |
| or come up with unique abilities, such as a bat form using blood | |
| as a power source since blood sustains a vampire's power. This | |
| is different depending on the Darkfire, and if they don't do | |
| this in some form, they will eventually run out of power to | |
| maintain their form, and once that happens, they will return to | |
| normal, and won't be able to change until they replenish their | |
| power. Dufort can sustain his form when in by absorbing static | |
| in the air, and he can also run electricity through source of | |
| electrical amplification to sustain this form. | |
| - Darkfire Elemental Amplification: The Darkfires are able to | |
| use their elementals to power themselves up, being able to use | |
| elements to passively enhance their ability by absorbing a | |
| specific element into themselves using their auras to amplify | |
| their physical abilities and elemental abilities. This ability | |
| was designed originally to replicate aura amplification, but | |
| instead of using aura, a Darkfire users their element to enhance | |
| their powers temporarily using their element. However, a unique | |
| thing Darkfire can do that aura users can't is that a Darkfire | |
| can absorb elements outside of their body that aren't theirs, | |
| being able to absorb elemental attacks if it's made of an | |
| element they control. This includes being able to absorb special | |
| elementals, such as a lightning or flame user being able to | |
| absorb heat lightning or lightning flames used by an opponent as | |
| long as it is made at least partly using an element they | |
| control. Depending on the elemental absorbed, the Darkfire can | |
| gain temporary abilities based on the element absorbed and what | |
| properties it has, usually gaining abilities depending on the | |
| other power used in combination with their elemental. For | |
| example, a Darkfire absorbing holy flames could gain temporary | |
| holy power as the flames empower them, or a lightning user could | |
| gain ice powers temporarily from absorbing ice lightning. | |
| However, this is only temporary, as this requires the element in | |
| order to power up, which means that opponents have to attack | |
| with a similar element. This also cannot be used with corrupted | |
| elementals, as others who use corrupted elementals designed them | |
| to counter powers like this. The Darkfire can also only absorb | |
| similar elements. This means that the element must be present in | |
| at least some of the element. For example, a fire user couldn't | |
| absorb ice lightning because there is no fire or heat power used | |
| in it, though a fire user can absorb heat lightning because it | |
| does use fire/heat based power. | |
| - Darkfire Elemental Healing and Purification: This power | |
| utilizes the Darkfire's elemental power in a different way, in | |
| which their elemental powers are designed to heal others by | |
| using their elemental power. How this is used depends on the | |
| Darkfire's elemental power, and not all Darkfires can heal | |
| effectively, but most can heal in some way. Typically, healing | |
| someone using a Darkfire power utilizes the elements in unique | |
| ways, and learn to utilize this to replicate the effects of | |
| healing and purification abilities. This power utilizes the same | |
| power source as the elemental rebirth power, but instead of | |
| healing oneself, the power heals others by projecting their | |
| power over someone else. For example, a dark flame user might | |
| use their dark flames to use heat to bond a wound closed, or | |
| using lightning to re-bond cells together using magnetic bonds | |
| to draw the cells back together. This depends on the element, | |
| and each element can do this in some way, with earth and wind | |
| usually being the best healing elementals. Typically, this power | |
| is used to replicate healing and purification of other races | |
| abilities, even if it's not always as effective. This can be | |
| used with any elemental, though most elementals achieve the same | |
| end result somehow. Typically, this works best with wind or | |
| earth abilities, since using earthly elements can more easily | |
| heal wounds using the body's earthly minerals to restore the | |
| body by manipulating the minerals, or wind can re-bond cells | |
| together more easily. The second part of this power is | |
| purification, where Darkfires can purify certain types of | |
| presences by using their elemental power. For example, a holy | |
| elemental could purify death energy, or a dark elemental could | |
| purify a holy energy poisoning. For purifying presences, usually | |
| lightning and fire are the two best ones to use, since they can | |
| destroy targeted cells and energies more effectively than most | |
| other elementals. And with purification, the holy or dark aspect | |
| also makes a difference in purification as well. This mostly | |
| depends on the user and their knowledge, and not all Darkfire | |
| elementals are great (as one might be better for one aspect of | |
| this power over another). Typically, this power is hard to | |
| master, but many Darkfires can use this very effectively if they | |
| know what they're doing. | |
| - Darkfire Elemental Touch: This ability is dependent on the | |
| elementals used by the Darkfires. This lets a Darkfire use their | |
| touch to use their elemental power on someone, by focusing their | |
| power through their aura when then are in physical contact. This | |
| is more useful with some elements than others, and depending on | |
| the element used, some elements can do different things. Fire | |
| users are able to burn and melt things through physical touch by | |
| heating things up, ice users are able to freeze things on | |
| physical touch by using their ice powers to freeze, lightning | |
| users are able to electrocute things using physical touch, wind | |
| users are able to slice through things with their attacks, and | |
| earth users are able to manipulate earthly elements through | |
| touch, like absorbing metal and other elements from touching an | |
| object or change the form of an object through touch. Some who | |
| use this are able to do different things depending on the | |
| element, with more advanced users having more techniques using | |
| this power, such as an earth user being able to break down the | |
| elements in certain weapons to disassemble them. Some have even | |
| built combat styles around this power, using it to amplify their | |
| physical combat. Of course, the vampire can only use the touch | |
| powers of their own elements, and depending on how skilled they | |
| are, certain vampires may be able to do more with their | |
| elemental touch ability. However, this does require physical | |
| touch to use, and some users can only use this on certain things | |
| (like most earth users would only be able to affect objects, and | |
| might not be able to affect people unless they have specific | |
| powers to do so). Typically, energy defense or counter elements | |
| are the best ways to counter this, such as using ice to counter | |
| a fire touch, or using energy defense to protect against the | |
| elemental effects. | |
| - Darkfire Elemental Blade: By focusing the elemental aura, the | |
| Darkfire can create an elemental blade around their arm, usually | |
| extending from their hand into a blade. Typically, this is an | |
| attack skill designed to fight opponents. Just like many of the | |
| elemental abilities, Darkfires typically have to learn how their | |
| elementals can be used, as each elemental power for this is | |
| different. For example, a dark flame blade could burn through | |
| certain objects when cutting objects, or a wind blade could be | |
| made to more easily cut through objects and fire slashing waves. | |
| This depends on the Darkfire and their elemental powers, but | |
| most are able to do this with any elemental power they control. | |
| Typically, the easiest blade to create is the same as their | |
| aura, as doing so using their aura elemental power is usually | |
| easier than other elements due to it requiring far less power to | |
| use, and it being easier to concentrate from an aura. Beginners | |
| can use this fairly easily once focusing it, but advanced users | |
| can learn to fire elemental blasts and waves from this blade, or | |
| the blade having different effects based on what the user wants | |
| to do. For example, a wind user could focus their wind blade | |
| with explosive gases to explode on impact with an opponent, or a | |
| lightning user could reverse one's magnetic field on contact to | |
| send them flying back from the point of attack to knock them off | |
| balance. This depends mostly on the element and the Darkfire's | |
| elemental knowledge, though most Darkfires typically use this | |
| more with a weapon, with some even having weapons specially made | |
| for utilizing this technique. This is countered just like any | |
| elemental power though, and counter elements are usually the | |
| best method. Some physical defense skills might also defend | |
| against certain uses of this, though usually energy defense is | |
| the best defense against this power since energy defense can | |
| block most elemental abilities. | |
| - Darkfire Elemental Spear: This is a basic elemental techniques | |
| the Darkfires developed based on the basic elemental bolt spell | |
| (a basic elemental spell). In this technique, the Darkfire | |
| concentrates elemental power from their aura into a small spear | |
| like form, and then fires it at opponents. While it may seem | |
| simple, there are plenty of ways to utilize this ability. For | |
| example, this technique is very adaptable, and can be modified | |
| for a variety of purposes. For example, the Darkfire could | |
| change the spear form into another form like a sword, knife or | |
| trident if the Darkfire wants to stylize the attack differently. | |
| Another example is that this technique can be fired from a | |
| Darkfire's elemental aura directly, where the aura can be used | |
| to fire this for faster attacks when the aura is in an active | |
| state. This technique can also be fired in a few different | |
| variations. The normal form of this technique is where the user | |
| will fire one elemental spear. However, there are two other | |
| major variations that the Darkfires have come up with over the | |
| years (with some coming up with other variations). The first | |
| variation is that Darkfires can use more energy and create a | |
| barrage of these spears, essentially creating a flurry of | |
| elemental spears, whether they are concentrated on one person, | |
| or fired from the aura in multiple directions to take out a | |
| group. The other variation is a charged spear, where the | |
| Darkfire can charge the spear using elemental energy to make it | |
| stronger to either grant it a stronger impact, or increase its | |
| piercing power. And depending on the element used, the spear | |
| will have specific properties, such as a dark flame spear can | |
| melt through almost anything, or a concentrated lightning spear | |
| can specialize in piercing. Depending on how it's used, there's | |
| a variety of variations to this technique depending on the | |
| element, and how creative the Darkfire is with this technique. | |
| As one might imagine, countering this can be done with counter | |
| elements, or other energy defenses depending on the attack. | |
| Depending on the attack, some may be better to dodge than block, | |
| or vice versa ( For example, piercing attacks should be dodged | |
| rather than blocked). | |
| - Ultimate Darkfire Technique: Darkfire Lance: This is the | |
| ultimate technique of the Darkfires utilizing immense elemental | |
| power. Once a Darkfire is able to condense elemental power, the | |
| Darkfires can learn this ultimate technique. When using this, | |
| the Darkfire creates a long projectile to throw at opponents out | |
| of elemental power by combining the elemental blade technique | |
| with the elemental condensing and elemental spear techniques. | |
| When thrown, the Darkfire Lance explodes on impact, creating a | |
| massive explosion of elemental energy. Depending on the | |
| elemental power used, the elementals will have unique effects | |
| upon exploding. For example, a dark flame lance will explode | |
| with enough dark flame energy to incinerate almost anything in | |
| the explosion, while a holy ice lance will freeze anything in | |
| the explosion of the lance. For the most part, this is designed | |
| to be the most powerful technique the Darkfires have, in which | |
| they learn to utilize this to create a powerful move to attack | |
| with. The Darkfires can even choose not to throw it, and instead | |
| wield it like a lance weapon where they can attack with it, | |
| creating small explosions on impact when hitting opponents or | |
| objects with the lance. This technique is another that can be | |
| modified for the situation, where Darkfires have also been known | |
| to turn the lance into other forms, like a sword or a trident, | |
| or even one Darkfire who fired it from an elemental energy bow. | |
| This technique creates a strong enough explosion that it can | |
| take down most opponents, and using the Darkfire's elemental | |
| power will usually make this a very powerful attack. However, | |
| because of the sheer power of it, a Darkfire has to be careful | |
| with it, as it takes absolute mastery to use this technique | |
| without hurting oneself with it, as the user can be hurt with | |
| this technique just as opponents. For example, if the Darkfire | |
| is caught in the explosion of the lance, they can be affected as | |
| well, with certain impacts and effects that can still affect the | |
| Darkfire despite it being their elemental energy (for example, a | |
| Darkfire may survive the dark flames of a dark flame lance | |
| explosion, but the pressure can still kill them if they are | |
| caught in it). As such, Darkfires are advised against using this | |
| if they aren't sure they can hit opponents. It is also worth | |
| noting that this technique requires a lot of elemental energy to | |
| use, so many Darkfires can only create one or two of these, with | |
| only a few more powerful Darkfires being able to create more. | |
| This is a technique that one should dodge rather than block, | |
| because of the explosive potential of the attack. | |
| - Elemental Sense: In order to sense their elements, Darkfires | |
| have to use their elemental connection in order to be able to | |
| tell where their elementals are. Thanks to the Darkfire's | |
| elemental training, they learn to sense their elements, granting | |
| the Darkfires unique senses depending on the elements they | |
| control. For example, fire and ice manipulation (whether | |
| positive or negative Darkfire elements), will usually grant | |
| thermal vision by analyzing the temperature of everything around | |
| them, with the Darkfires being able to sense ice or fire. | |
| Electrical senses include being able to sense electricity and | |
| even being able to tune into electrical-based communicate or | |
| sensing magnetic fields. Wind manipulation will grant the | |
| Darkfire the ability to sense the gases in the air, where they | |
| can identify any kind of gas in the air around them thanks to | |
| them being able to sense the air. Earth manipulation will grant | |
| the user an earth sense, where they can sense anything solid | |
| around them, including people by sensing the earthly elements in | |
| everything. Water manipulation can grant one the ability to | |
| sense the moisture in the air, where they are able to sense | |
| things like humidity or what form moisture takes. For the most | |
| part, this is not just about sensing elements though, as this | |
| grants the Darkfires the ability to sense those around them. | |
| Since every element is all present in the Darkfires, any of the | |
| Darkfires can sense people around them by the elementals (such | |
| as earth users can sense people by the earthly elements, or | |
| lightning users can sense others by their magnetic fields). | |
| While each elemental sense is different based on the element, | |
| they all accomplish the same end result, letting the Darkfire | |
| sense both their elements around them and sense other people | |
| around them. This power isn't about predicting opponents like | |
| some battle senses are, but rather this is about being able to | |
| sense the environment around the Darkfires, and allow them to | |
| act accordingly. As such, this isn't really good for offensive | |
| combat, and is mostly only good in battle for sensing the | |
| opponents using elemental senses. However, Darkfires cannot use | |
| this to predict or read opponents, as this is more of a general | |
| elemental sense. | |
| - Darkfire Elemental Armor Defense Skill (Defense | |
| Amplification): This technique utilizes an element, but | |
| concentrated towards a certain part of the body in order to | |
| defend the body against attacks. By combining the elemental | |
| touch and elemental aura, the Darkfires can use this technique | |
| to improve their defense. For example, a Darkfire with lightning | |
| would charge a certain part of their body with lightning to | |
| improve defense, such as coating their arm on condensed | |
| lightning to block an attack with their arm. This allows a | |
| Darkfire to condense the elemental from a certain point in their | |
| body, in which they use it to defend against attacks more | |
| easily. The element improves defense, and depending on the | |
| element, some elements can have unique effects when the opponent | |
| attacks. For example, a Darkfire using dark flames could form | |
| this around their body and use it to burn opponents who hit them | |
| (as the element used still has effects of the element on | |
| opponents if they make contact with it). And when using this, | |
| the form of the technique can be altered depending on the | |
| situation and creativity of the Darkfire, such as earth users | |
| who have used this to create armor around their bodies, or a | |
| lightning user who used this to influence the magnetic fields | |
| around attacks to repel them on contact. Depending on the | |
| element used, the elements can be used with different skills for | |
| different effects, and depending on the Darkfire, this can turn | |
| a defensive move into an offensive one (such as a Darkfire who | |
| uses the dark flame defense can make the dark flames explode on | |
| impact to damage an opponent while they're attacking. However, | |
| while this power is defensive, it can still be broken by | |
| stronger attacks, as users may be able to still attack and break | |
| this if their energy or physical strength can overpower the | |
| defense. There are also certain other techniques that can | |
| counter this, such as energy attacks being able to pierce | |
| through, or users who use aura breaker weapons being able to cut | |
| through this defense. It is also worth noting that Darkfires | |
| using this cannot hold this for too long or use this to cover | |
| too much of their bodies, as this technique takes a lot of | |
| energy, and cannot be held in place for too long without | |
| draining the Darkfire of power. | |
| - Darkfire Elemental Armor Offense Skill (Attack Deflection and | |
| Form Negation): This technique was based on certain other | |
| abilities, like swordsman wavelength and similar abilities that | |
| use attack deflection and form negation. This variation of | |
| elemental defense is more about offensive skill, where the | |
| Darkfire will focus their power in order to attack opponents. | |
| This could be as simple as charging their fist with elemental | |
| power to affect enemies when they punch them, or using an | |
| elemental power to deflect an attack. There are two major | |
| aspects to this power. The first is using this to deflect | |
| attacks, where the Darkfire uses a mastery of energy to change | |
| the trajectory of an attack with their own attack. For example, | |
| the Darkfire could parry an attack using the elemental defense, | |
| and use the elemental armor to redirect the attack by focusing | |
| the elemental to move the attack aside. More advanced users are | |
| even able to reflect projectile attacks back on opponents when | |
| using this power, in which advanced Darkfires are able to use | |
| this to great effect to change an attack's momentum by attacking | |
| it directly and using their elemental power to influence an | |
| attack (such as a magnetic user being able to redirect attacks | |
| using magnetic force). The second part of this is form negation, | |
| where powers like Pai Zhua or Haki have been used in order to | |
| strike opponents using energy that dispels energy. This allows a | |
| Darkfire to attack an opponent no matter the form they are in, | |
| and even works against intangible opponents. This can even be | |
| used to attack incorporeal beings, such as spirits, in order to | |
| allow the Darkfire to strike things that normally wouldn't be | |
| able to be attacked. Since the Darkfires had a major rival in | |
| the Hazeldines, this was designed originally to attack them when | |
| they are melded into the shadows, or attack certain opponents | |
| who can also take different forms like some who can also take | |
| elemental forms. However, it is possible for those with stronger | |
| energy defense to block this technique if they have a similar | |
| defense skill like haki, Pai Zhua or certain types of chi | |
| training, as stronger energy defense skills can block this if | |
| the defense is stronger than the offensive skill. And just like | |
| the defensive skill, this techniques effects can be instantly | |
| dispelled by energy dispelling or aura breaker weapons and | |
| powers. This power also requires focus as well as elemental | |
| power, and typically uses more power than normal to utilize this | |
| since this technique requires extra power to condense and affect | |
| attacks. | |
| Darkfire Demon/Holy Armor and Magic 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. Dufort only has | |
| the basic elemental familiars, and doesn't have any other | |
| familiars to note. | |
| - Darkfire Armor Familiar Summoning/Bond: No matter the | |
| familiar, the Darkfires are able to use their vampire power to | |
| summon the familiars, usually by different methods. Depending on | |
| the type of familiar, Darkfires have different summoning | |
| abilities for their familiars, usually through use of either | |
| using their blood as a catalyst, or using special summoning | |
| powers. This allows a Darkfire to summon any armor familiar that | |
| they've created, in which some Darkfires even have unique | |
| summoning abilities. For example, when Hei Darkfire can use his | |
| ultimate genjutsu skill in order to summon his familiars by | |
| manifesting them using solid illusions. This type of power is | |
| required to summon any familiar, and the Darkfires have to use | |
| this to summon familiars. Not only do the Darkfires have the | |
| ability to summon, but they are also bonded to all their | |
| familiars on a spiritual level in order for the Darkfire to | |
| create and control these familiars. Through this connection, not | |
| only can the Darkfire control and command the familiars, but the | |
| Darkfire is able to share their senses with a familiar in which | |
| the Darkfire can perceive everything the familiar does. The | |
| demon and holy armors can even be summoned multiple times, in | |
| which Darkfires can actually summon one familiar multiple times | |
| (though multiple summons of the same familiar weakens the | |
| familiar in combat). For the most part, this is a basic power of | |
| familiars, and is a necessary one for all Darkfires with the | |
| familiar training to utilize, and each Darkfire must learn this | |
| to use familiars. Without this summoning, familiars wouldn't be | |
| able to be summoned. Of course, as this is a necessary part of | |
| summoning familiars, opponents may be able to interrupt certain | |
| summonings if they know how these work. For example, if a | |
| Darkfire is using an incantation, interrupting it may prevent | |
| the familiar summoning. Or if a Darkfire uses a glyph circle, | |
| destroying the glyph circle before the familiar is summoned | |
| could also interrupt the summon. Of course, all familiars still | |
| have their weaknesses, and even if summoned, opponents can still | |
| overcome familiars if they know what the familiar can do and can | |
| avoid the familiars attacks. Darkfires can summon multiple | |
| copies of one demon or holy armor familiar, but the more that | |
| are summoned, the weaker the armors become. | |
| - Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor | |
| Control: The first step to the Darkfire familiar art of using | |
| demon or holy armor familiars is that the Darkfire must first | |
| choose either a demon armor or a holy armor to bond a soul to. | |
| When they have chosen one, they then fuse some of their spirit | |
| energy to it, creating a special bond with the armor that allows | |
| the Darkfire to control the armor. This is the source of the | |
| demon or holy power of the demon/holy armors, where depending on | |
| the type, the armor will have all the basic abilities of the | |
| demon/holy armor. For example, demon armors basic power utilizes | |
| demonic energy that powers all of their abilities, and holy | |
| armors utilize holy power as their basic power that powers their | |
| abilities. The armors don't utilize bodily energy, but instead | |
| have energy that flows through their armors that utilizes | |
| connections to demonic or angelic forces depending on the armor. | |
| Both armors have their own sets of abilities depending on the | |
| armor, which both sets of armors usually mirror each other in | |
| abilities with exception that their powers are opposites (one is | |
| demonic and the other is holy in nature). In addition, each | |
| armor familiar also has a unique weapon that is granted to it | |
| after the bonding of a soul (to which the armor then gets a | |
| unique weapon usually related to the power of the soul). These | |
| armors are the basis of the art, and not only possess the | |
| abilities of the demon/holy armors, but also possess their | |
| passive abilities, like them being able to reassemble themselves | |
| using demonic or angelic telekinesis, or even them being | |
| conductors of lightning that can store electrical energy in | |
| their armor to use against enemies. Of course, this is only the | |
| first step, and these armors still have to be bonded to a soul | |
| in order to be used in combat, unless the Darkfires create | |
| specific types of familiars that aren't designed to have a soul | |
| in them (specifically, this is how the Pursuers and Paladins | |
| armors are designed). These armors still have the same | |
| weaknesses as demon and holy armors, such as demon and holy | |
| armors powers being able to be countered with their opposite | |
| powers (demon armors can be countered by holy power and vice | |
| versa). These armors can also be destroyed just like any | |
| demon/holy armor by destroying the soul mark that bonds the soul | |
| (which de-summons the armor familiar). | |
| - Darkfire Demon/Holy Armor Familiar Aspect: Soul Manipulation | |
| Armor Bonding: This is the first aspect of the Darkfire armor | |
| familiar art. Before using an armor for a familiar, the | |
| Darkfires have to fuse a soul to the armor which they bond to | |
| themselves with their spirit energy. This is done through a | |
| special soul seal that is placed somewhere inside the demon | |
| armor (where it is difficult to find without knowing where it | |
| is). Normally, the Darkfires are not one for taking souls, but | |
| the Darkfires will utilize souls for these familiar arts when | |
| they need to. Depending on the soul, the soul can grant the | |
| armor different abilities, such as an elemental power user might | |
| grant an armor that elemental power the soul has. Typically, the | |
| soul is bonded to a demon or holy armor, depending on the soul, | |
| in order to allow the soul to bond with it and become a | |
| familiar. The soul is also what grants the abilities of the | |
| demon or holy armor (besides the basic powers of the armors), | |
| and grants life to the familiar (as the armors don't operate | |
| without Darkfires fusing souls to them. By using this power to | |
| control a soul, the familiar then undergoes a process of bonding | |
| that will forever bond the familiar to the Darkfire as a | |
| familiar. This power allows the Darkfire to utilize souls to | |
| create these familiars. Once fully bonded to the soul, the holy | |
| or demon armor familiar is able to be used like any familiar, to | |
| which the familiar only has to be granted their unique weapons | |
| based on the armor used. This is a pretty basic aspect that must | |
| be done in order to create a familiar, but once done, the | |
| familiar becomes the Darkfire's permanent familiar. The only way | |
| to break this bond is to break the bond while the Darkfire is | |
| bonding to the familiar, or else the bond between the Darkfire | |
| and their familiar cannot be broken (at least, not by known | |
| means, as there may be familiar spirit separating powers or | |
| items that are unknown). Of course, the soul mark used to bond | |
| the soul to the armor is both the source of the power of the | |
| armor, but also a weakness, in that the soul marks destruction | |
| will forcibly de-summon the familiar. Other than that, this | |
| works like most normal familiar arts. | |
| - Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor | |
| Familiar Unique Weapons: This is the next and last aspect of the | |
| Darkfire armor familiar art of building armor familiars. Once | |
| the armor has been fully bonded, and can be used, the armors | |
| then develop their unique weapons. Similar to other races with | |
| unique weapons like death wraiths and soul reapers, the armor | |
| familiars also have special soul bound weapons. Typically, most | |
| armors come with some form of offensive weapon and a shield to | |
| use against opponents. The weapon formed is usually a sword, but | |
| some armors may develop other weapons, such as one that | |
| developed a trident as their weapon. The shields are usually | |
| mostly the same, though some may have unique abilities depending | |
| on the shield, like one that could store up energy and release | |
| shockwaves. The weapons on the other hand, are always unique, | |
| and have powers depending on the soul that is put into the | |
| familiar. For example, if the soul is a dragon soul, the weapon | |
| might have dragon power based on the type of dragon, or if the | |
| soul is a werewolf with nature powers, the sword might have | |
| nature abilities. Each sword typically has some sort of unique | |
| ability, which depends mostly on the soul. Depending on the | |
| armor, the weapon will either be a demonic weapon for demon | |
| armors or a holy weapon for holy armors. This is another reason | |
| why the armors have to be chosen based on the soul, due to the | |
| fact that a soul that is holy in nature needs a holy weapon, and | |
| wouldn't be able to wield a demonic weapon (and vice versa). | |
| These weapons are bound to the armor, similar to other | |
| soul-bound weapons. Unlike death wraith and soul reaper weapons, | |
| these weapons are either holy or demonic in nature, and can kill | |
| certain kinds of creatures. Demonic armors are able to kill holy | |
| creatures like angels and holy magic users, while holy armors | |
| are able to kill demons and many demonic type dragons. Of | |
| course, as one might expect, every power has weaknesses, and | |
| opponents can overcome weapons and shields of these armors just | |
| like any other weapon or shield (such as some opponents who | |
| could overpower and break normal weapons and shields). | |
| - Basic Darkfire Demon Armor Familiar: The Pursuers: These are | |
| armors which are basic demon armors with no soul, used by the | |
| Darkfires to practice the demon armor familiar technique by | |
| using their spirit energy in place of a soul in order to give | |
| the familiar life. Almost every Darkfire has a collection a | |
| number of these, which are designed to utilize the power of the | |
| Darkfires. These familiars are designed to be able to use | |
| darkness, and gain the power of dark flames from the Darkfire's | |
| spirit energy as their main power. These armors also come with a | |
| sword that manipulates dark flames as its main power, in which | |
| the armors can create explosive offensive attacks using dark | |
| flames. In addition, the Pursuers also have a large circular | |
| shield which is filled with darkness energy. With this shield, | |
| the Pursuers are able to use the darkness like a barrier around | |
| their shields, in which this grants their shields stronger | |
| defense (as it can block certain energy attacks normal shields | |
| would be pierced by). For the most part, these are like any | |
| other demon armor, and can not only use demonic energy, but the | |
| familiars can also utilize the normal demon armor passive | |
| abilities, like being able to conduct lightning or being able to | |
| reassemble themselves with demonic telekinesis. For the most | |
| part, all these Pursuers are mass produced demon armors that the | |
| Darkfires designed solely for this specific art of familiar | |
| creation. As such, the Darkfires usually have multiple Pursuers | |
| they can summon, and unlike other armor summons, the Darkfires | |
| can summon all their Pursuers they have without weakening their | |
| familiars (mostly because these familiars don't have as much | |
| power to use as normal demon armor familiars). Because they | |
| don't have souls bound to them, these armors are nowhere near as | |
| powerful as they could be, and are just basic combatants that | |
| the Darkfires can summon. These armors are still countered like | |
| normal demon armors, such as demon traps can trap them, or holy | |
| powers can more easily counter them. As long as one is familiar | |
| with demon armors and the powers of the Darkfires, they can | |
| usually overcome these as these aren't meant to be | |
| overwhelmingly powerful. Just like the normal demon/holy armor | |
| familiars though, these can be instantly destroyed if their soul | |
| mark is destroyed. | |
| - Basic Darkfire Holy Armor Familiar: The Paladins: Much as the | |
| Pursuers are meant to be used to practice the demon armor | |
| familiar technique, the Paladins are meant to be the holy armor | |
| equivalents. As one might imagine, these are holy armors which | |
| the Darkfires will practice the holy armor bonding techniques, | |
| and the Paladins become the holy equivalent of the Darkfire's | |
| Pursuers. These holy armors are also mass produced holy armors, | |
| and possess holy power where the Pursuers possess demon power. | |
| When fused with the Darkfire spirit, the Paladins gain enhanced | |
| holy energy, but also gain holy flames as their main power in | |
| the same way the Pursuers utilize dark flames. The Paladins | |
| don't have a shield and sword like the Pursuers, but instead, | |
| the Paladins have gauntlets on their arms which can extend and | |
| release blades from both wrists gauntlets. Not only do the | |
| gauntlets have blades that are used to attack, but the shape of | |
| the gauntlets allows them to be used to defend against attacks | |
| as they work like smaller shields. While they don't have sword | |
| and shields like other armors, they utilize these gauntlets | |
| which can be used for offense or defense. These gauntlets also | |
| have another ability, in that they can generate holy flames that | |
| can be used to attack enemies with explosive holy flames, or be | |
| used to melt objects on physical contact with the blade. For the | |
| most part, this is a basic holy armor, in which it uses holy | |
| energy as its main source of power. Each Paladin has this holy | |
| power and the white flames, just as the Pursuers have their dark | |
| flames and their demonic power. For the most part, all these | |
| Paladins are mass produced holy armors that the Darkfires | |
| designed solely for this specific art of familiar creation. As | |
| such, the Darkfires usually have multiple Paladins they can | |
| summon, and unlike other armor summons, the Darkfires can summon | |
| all their Paladins they have without weakening their familiars | |
| (mostly because these familiars don't have as much power to use | |
| as normal holy armor familiars). Because they don't have souls | |
| bound to them, these armors are nowhere near as powerful as they | |
| could be, and are just basic combatants that the Darkfires can | |
| summon. These armors are still countered like normal holy | |
| armors, such as using angel traps can trap them, or demonic | |
| powers can more easily counter them. As long as one is familiar | |
| with holy armors and the powers of the Darkfires, they can | |
| usually overcome these as these aren't meant to be | |
| overwhelmingly powerful. Just like the normal demon/holy armor | |
| familiars though, these can be instantly destroyed if their soul | |
| mark is destroyed. | |
| - Unique Familiar Magic: Magic Contract Spellbond Familiar | |
| Magic: This is one of Dufort's own unique magic arts that he | |
| developed through advanced spellbonding. Dufort managed to learn | |
| familiar magic in order to learn how to create familiars more | |
| easily. While he didn't learn this from anyone, he did train his | |
| magic to the point he learned familiar magic. However, unlike | |
| other users of familiars, Dufort wasn't originally able to | |
| create familiars beyond what they were able to do normally. So, | |
| Dufort used advanced spellbonding to bond aspects of magic and | |
| his own powers to familiars, where he created his own variations | |
| of animals bonded with unique powers. Dufort is one of the | |
| Darkfires that doesn't like taking souls, so he came up with his | |
| own kind of familiar art so he wouldn't have to. Instead, Dufort | |
| uses a special magic that allows him to bond with animals, where | |
| he will use his magic to infuse them with power and turn them | |
| into familiars using magic. By doing this, an animal is then | |
| turned into one of Dufort's familiars. This process works by | |
| creating a taming contract using magic normally used by magic | |
| tamers who tame creatures and then contract with them to turn | |
| them into familiars. Dufort's magic doesn't just turn them into | |
| familiars though, but Dufort's spellbonding actually can add | |
| special abilities based on how Dufort uses his spellbond, where | |
| he can infuse them with magic, or he can infuse them with | |
| elemental power to turn them into something akin to an elemental | |
| beast. Typically, Dufort's animals are empowered by the | |
| contract, and then they are bonded to him as familiars similar | |
| to other familiar magic. Typically, each animal is given powers | |
| based on what Dufort infuses into the contract spell, where he | |
| must choose abilities to grant the familiars when making a | |
| contract. Another thing is that animals contracted usually have | |
| to be willing to take the contract, as Dufort doesn't allow this | |
| magic to force animals into contracts. Instead, the animal has | |
| the ability to choose whether or not it wants to be bonded, and | |
| if it doesn't, the bonding will fail. And any familiar created | |
| with this still has the same weaknesses as normal familiars | |
| summoned through magic, such as taking too much damage will | |
| usually de-summon or de-spawn them. | |
| - Spellbond Contract Familiar Magic: Magic Familiar | |
| Summoning/Bond: No matter the familiar, Dufort is able to use | |
| his magic to summon his familiars. Depending on the type of | |
| familiar, Depending on the familiar, the summoning process might | |
| be different, in which the two major methods are either using | |
| Dufort's blood as a catalyst to summon them, or using a spell | |
| circle to summon the familiar and manifest it into a physical | |
| form. This allows Dufort to summon any familiar that he's | |
| contracted with himself. This type of power is required to | |
| summon any familiar, and Dufort has to use this to summon his | |
| magic based familiars. Dufort can not only summon familiars | |
| though, but they are also bonded to Dufort on a spiritual level | |
| in order for Dufort to be able to summon these familiars at | |
| will. Through this connection, not only can Dufort command the | |
| familiars, but Dufort is able to share his senses with a | |
| familiar in which Dufort can perceive everything the familiar | |
| does. Depending on the familiar, some may require specific | |
| conditions to summon, such as some elemental chimeras have to be | |
| summoned through elemental manifestation. Most familiars can | |
| even be summoned more than once as long Dufort has the magic | |
| power to remanifest the familiar if it's beaten in battle. For | |
| the most part, this is the basic bonds of familiars, and is a | |
| necessary one for Dufort to utilize. 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 Dufort is using an incantation, interrupting it may | |
| prevent the familiar summoning. Or if Dufort 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. Dufort's | |
| familiars are mostly animals, and they can still be beaten in | |
| battle, and if beaten, they are desummoned once they have taken | |
| enough damage or if Dufort desummons them willingly (which he | |
| will usually do if they take enough damage). | |
| - Spellbond Contract Familiar Magic: Contract Spellbonding Power | |
| Transferrence: Dufort uses this during contracts to build powers | |
| for familiars. When Dufort makes a contract, he manipulates the | |
| part of the spell that grants the connection, and infuses | |
| special power into the power granting aspect of the spell by | |
| granting some power to familiars. Depending on what he choses, | |
| he can do a number of things using this spellbonding power. For | |
| example, Dufort was able to grant some animals psychic | |
| abilities, or grant some elemental abilities. A common aspect | |
| though is that Dufort will usually infuse some form of magic | |
| into the familiars, usually granting them some special | |
| abilities. For example, he may grant lightning to a wolf to | |
| create a raiju type creature, or he might fuse dark flame | |
| regeneration into a bird to create a phoenix type creature. | |
| There are a number of ways that Dufort can fuse individual | |
| powers into the bonds when creating contracts, and usually this | |
| depends on the creature and what powers Dufort wants the | |
| creature to have. Dufort can use this with any of his powers, in | |
| which he can grant any creature he makes a familiar through | |
| contracts with any of his abilities. For example, Dufort had a | |
| black footed ferret that joined him as a familiar, and in making | |
| it a familiar, Dufort gave it the power to use vampire | |
| shapeshifting, nature connection and alchemy magic, and | |
| psychokinetic energy manipulation so that the ferret could | |
| interact with the nature around it since Dufort sensed it had a | |
| strong connection to the nature around it when the ferret joined | |
| him. Dufort has a number of familiars he has added over the | |
| years, and has many types of animals with different abilities. | |
| Some are elemental in nature, some have vampire abilities, and | |
| some even have alchemic magic or may possess Dufort's contract | |
| abilities to create new animal familiars by recruiting similar | |
| animal types to Dufort, such as a black wolf with dark flame | |
| power infusion that was bonded to Dufort and now has an entire | |
| pack of black wolves with dark flames due to the bonds. However, | |
| Dufort can only transfer powers he has, and cannot create new | |
| powers from nothing. This means that he cannot pull out | |
| familiars that don't have powers that he doesn't (For example, | |
| one won't see Dufort pull out an ice creature or a spirit | |
| destruction creature). | |
| Basic Magic User Abilities: | |
| - Vampire Magic Affinity: Dufort is a bit of a unique case in | |
| the Darkfires. Dufort is one of the few Darkfires who are born | |
| with a magical nature, partially thanks to vampire magic passed | |
| down from Cain. Dufort's father, Kindron Darkfire (the vampire | |
| version), awakened his own magic and passed that magic affinity | |
| to Dufort when Dufort was born. The affinity that Kindron and | |
| his twin brother Hei had in Dufort's world were awakened in both | |
| Kindron and Hei (though Hei didn't get his until after he | |
| purified himself to become Father Hei). This gives Dufort the | |
| ability to use magic, and makes him one of the only Celestians | |
| born with magic abilities since he was able to inherit it from | |
| his father. After using magic, Dufort was able to instinctively | |
| use magic, where he was able to figure out elemental and | |
| alchemic magic types (which are his primary uses of magic). | |
| Elemental magic is Dufort's primary affinity, though his | |
| secondary affinity for alchemic magic and familiar magic have | |
| come out through training. Dufort was able to learn this magic | |
| and has since made it his own, being even further trained by | |
| Kindron Darkfire in the London universe at the permission of | |
| Sirion Darkwolf. Dufort has become a very powerful magic users | |
| using this magic, and Dufort has even learned London Kindron's | |
| unique alchemies using fire and lightning (but Dufort uses dark | |
| flame alchemy rather than holy flame alchemy like Kindron). With | |
| alchemy, Dufort is close to Kindron's level as an alchemist, and | |
| has even come up with unique ways to create flames based on | |
| using the air and elements in the air to create his own flame | |
| alchemy that burns blue (due to him using a unique alchemy that | |
| creates fuel in the air that is then burned to create a flame | |
| from that burning fuel). For the most part, Dufort has a high | |
| magic affinity, and this magic affinity is what fuels his | |
| alchemy abilities. Of course, with this magic affinity does come | |
| basic magic user abilities, which also comes with magic user | |
| weaknesses. For example, those with magic resistance or other | |
| magic resistance type abilities take reduced damage from his | |
| magic, and he gains additional weaknesses to anti-magic and | |
| similar abilities. | |
| - Magic User Skill: Base Affinity: This is the basic requirement | |
| for a being to use magic. In order to utilize magic of any kind, | |
| one must first have the affinity for magic. This is something | |
| that one has to be born with, where they have this and | |
| eventually awaken it at some point in their life. Depending on | |
| the magic, some may require different affinities, but there is | |
| always at least a basic magic affinity that is required to use | |
| any magic. The most obvious affinity is that of normal magic, | |
| where one just has to have the base affinity for magic. The | |
| affinity for mana is not hard to gain, as every race has the | |
| affinity for mana (almost all races have mana or dark mana in | |
| some form). However, when one gets to other magics, the | |
| affinities may require more than just a basic magic affinity. | |
| For example, dark magic requires one to be able to harness dark | |
| mana and sometimes darker emotions. Some affinities can also be | |
| gained through training if one has the right training. For | |
| example, a magic user who trains with spirit energy could | |
| eventually learn spirit magic if one has a way to learn it | |
| (usually through a teacher who can teach them the basics. This | |
| affinity usually is determined by birth, and usually cannot be | |
| changed, except in very rare cases, such as someone may gain a | |
| dark magic mastery through artificial methods (common methods | |
| involve dark mana infusion or demonic deals). There are a few | |
| rare ways to change or gain magic affinities, and these methods | |
| mostly depend on the magic. These affinities act as the basis | |
| for one's ability to use magic, determining not only what magics | |
| they have affinities for, but also determining how much magic | |
| potential one may have. This affinity can be great or small, | |
| usually corresponding to the amount of magic power one can learn | |
| which is usually measurable early on. Those with lesser affinity | |
| won't have much affinity to gain strong magic potential, but | |
| those with stronger affinities gain stronger magic potential. | |
| Those with stronger potential usually have stronger magic, while | |
| those with less tend to learn to utilize their magic more | |
| effectively through tactical means. Of course, with magic | |
| affinity also comes magic weaknesses, where magic users are | |
| weaker to anything that counters magic with the worst thing | |
| being anti-magic (which does severe damage to magic users). As | |
| mentioned, Dufort has vampire magic ability, which is more of a | |
| normal magic affinity. Dufort has high affinity for magic, and | |
| has the ability to cast some powerful spells especially thanks | |
| to his training. | |
| - Magic User Skill: Mystic Source: Those that utilize magic know | |
| that magic has to run on something. Every type of magic runs on | |
| some form of energy, which is dependent on the magic. The most | |
| commonly used magic source is mana or dark mana (which can be | |
| used for normal magic or dark magic respectively), where users | |
| will power their magic on basic mana or dark mana energy. | |
| However, these are far from the only options. For example, | |
| angelic magic may run on angelic energy or demon magic may run | |
| on demonic energy. There is also things like holy magic that run | |
| on holy energy or holy energy-infused energies. There are magics | |
| for almost every kind of energy out there, as magic users may | |
| learn chi magic, spirit magic, ki magic, even the rare psychic | |
| magic. Depending on the magic used though, there is always an | |
| energy that has to be used to power one's magic, which is | |
| determined usually by the user's affinities. For example, spirit | |
| magic is one that only requires one to learn how to use spirit | |
| energy (which can be done by almost any race), or chi magic only | |
| needs to be learned by a chi user with magic affinity. The | |
| source of one's magic is very important, as some may have | |
| affinities for certain magics, depending on their affinities. | |
| This acts like a basic power source for magic, which is used to | |
| power spells. As one trains, one can usually learn multiple | |
| sources of power for magic, assuming they have the right | |
| affinities, and some may learn new magics in this manner (as | |
| mentioned, a magic user could learn spirit magic by learning | |
| spirit energy as an introduction to spirit magic). Energy | |
| consumption is a pretty basic concept when it comes to | |
| supernatural abilities, and magic users are no different. In | |
| order to use magic, one must have the energy their magic runs | |
| on, and without it, one cannot use their magic unless they have | |
| energy to use. Trying to force magic when one has no energy | |
| could be detrimental to oneself, as drawing on one's energy when | |
| they don't have enough could result in one pulling from their | |
| vital life force (which could kill the caster). And of course, | |
| every energy that is used typically has it's usual counters, | |
| such as how holy energy powering holy magic is still countered | |
| by things like demonic energy. Dufort's magic is fairly simple, | |
| and runs on mana. Dufort's magic is fairly standard normal | |
| magic, and his alchemy uses spirit purification and nature | |
| connections as well. | |
| - Magic User Skill: Energy Balance: Depending on the energy | |
| used, most energies that power magic require some form of | |
| balance before they are used. This isn't specifically designated | |
| for magic, but more for the basic energy it runs on. Almost | |
| every energy requires some form of balance, as many energies | |
| have positive and negative energies that must be balanced. For | |
| example, spirit energy is known to have a positive spirit and | |
| negative spirit aspect which can be used, or chi has yin and | |
| yang as the two sides of chi. No matter the energy, there is | |
| some form of balance that must be maintained. While not all have | |
| this aspect, most energies do. In order to use the energy | |
| effectively to power one's magic, one must first figure out how | |
| to utilize their energy effectively. The second part to this | |
| power is that one must make sure their energies remain | |
| uncorrupted (unless they use some form of corrupted power, in | |
| which this balance isn't as necessary). There are a few | |
| exceptions, such as mana, that should be stated as well. When it | |
| comes to mana, it is not only the most basic energy that can be | |
| used by almost any race, but it also has properties not like | |
| other energies. Unlike other energies, there is no "balance" of | |
| mana, but instead, one just has to have mana to use it. Dark | |
| mana is only used if one suppresses their normal mana or runs | |
| out of normal mana, so one doesn't have to "balance" their mana | |
| in the traditional sense. They simply have to maintain their | |
| supply of mana in order to prevent dark mana from coming up | |
| (unless one wants dark mana to come up, which some do utilize), | |
| which keeps their balance when it comes to mana. For the most | |
| part, learning balance requirements depends on the energy, where | |
| each one has different aspects. However, while each energy has | |
| its strengths, the user will also have weaknesses of the energy | |
| users. For example, almost any kind of energy can be used as | |
| long as one has access to that energy, and once they run out, | |
| they must wait to replenish their supply, or find another source | |
| (depending on the person and how they use their energy). Another | |
| thing to note is that most energy types have specific | |
| weaknesses, such as how mana can be negated by a certain | |
| frequency. Dufort doesn't have to balance his mana, but just | |
| maintain enough mana that he doesn't draw on dark mana. Dufort | |
| cannot draw on dark mana, because the power turns his magic into | |
| dark magic. | |
| - Magic User Skill: Magic Connection: Once one has figured out | |
| their specific energy their magic runs on, they then move on to | |
| the next step of being a magic user. The second step is that one | |
| has to learn how to connect with magic, where they must gain an | |
| instinctual connection to magic. Typically, most magic users | |
| gain this initially by focusing magic for the first time, where | |
| they will often instinctually learn to utilize magic (with only | |
| a few having to manage this connection depending on the type of | |
| magic they use). once the user has their instinctual connection, | |
| they then train that connection by casting spells and learning | |
| how to better cast magic through either training or learning | |
| from someone who can teach them better methods. Each form of | |
| magic has its own special connection that must be obtained, | |
| usually by casting spells. Almost every form of magic requires | |
| some connection, which is pulled from one's affinity for magic. | |
| Those that use magic have to train their magic connection before | |
| they can gain stronger magics, and they also have to train their | |
| magic connection in order to strengthen their spells. As they | |
| train and cast spells, this connection of magic will get | |
| stronger, and will not only strengthen how strong magic can be | |
| by allowing one to fully access their affinities for magic over | |
| time (thus increasing their abilities to use magic), but will | |
| also reduce magic cost of spells over time as one masters magic. | |
| This also is what allows one to eventually move up to more | |
| advanced spells, as more advanced magic users strengthen this to | |
| the point that their affinities will allow higher level spells | |
| to be used once enough of their magic potential is attained. | |
| This applies to any magic, and is an absolutely necessary skill | |
| to learn magic. Those that don't train this often will never | |
| grow as magic users, and will never be able to strengthen their | |
| spells. And even though this does help magic users grow stronger | |
| with magic and reduce cost, this is still a skill that requires | |
| experience and training to fully utilize (only master magic | |
| users are going to have full ability to use this), and no amount | |
| of natural talent circumvents this need. While natural talent | |
| magic users start with massive magic ability, they cannot | |
| maximize that potential without experience. This is also only a | |
| passive skill that strengthens magic, and is not an active | |
| attack skill. And one also has to keep in mind the weaknesses of | |
| their magic since all magics can be countered by something. | |
| Dufort's magic connection is to normal magic, but he also has | |
| secondary connections to spirit purification and nature, thanks | |
| to his alchemist magic training. | |
| - Magic User Skill: Magic Activation Types: With any magic, dark | |
| magic holy magic, or other 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, verbal incantations, or visible | |
| cues to activate magic, and as a result 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 verbal or | |
| written incantations, in which verbal or written 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 or written before the user can | |
| activate their magic (But usually allows stronger magic than | |
| some more instant types of magic). However, some have come up | |
| with their own ways of activating magic with incantations even | |
| faster, with the most common being shortening phrases to only a | |
| word or two through special phrase training (usually through | |
| intense casting and mental 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. | |
| There are many other methods of activation, including physical | |
| activation (using motion to activate) This depends mostly on the | |
| user, but each user must have one activation type in order to | |
| use magic, 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. Each has its own | |
| strengths and weaknesses, such as spoken spells can be | |
| interrupted if the user isn't allowed to finish the spell, or | |
| mispronounces the spell, and physical activation can be | |
| countered by movement restrictions that don't allow the user the | |
| proper movement. Depending on the user, all activation types | |
| have downsides. Most of Dufort's magic activations are instant | |
| activation spells, with his spellbook spells being spoken | |
| incantations that have to be stated out loud. | |
| - Magic User Skill: 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 (sometimes | |
| also called spell circles) 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 circles that can be | |
| developed and used by magic users. This power utilizes magic, | |
| but requires that the user know how these glyphs are formed and | |
| how to make them to use this. This is a basic power that some | |
| magic users are able to use, and this particular use of the | |
| magic spell circle can be used in a variety of ways. 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 spell circles are also used in | |
| summoning magic as a conduit for summoning, or some magics like | |
| alchemy could be focused with these spell circles as well, or | |
| some magics can even use them to focus magic spells. 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 spell circles for a variety of | |
| uses, and some can use entire combat and magic styles based on | |
| how these spell circles are used. This power is a fairly basic | |
| magic ability, and although useful, it does have ways one can | |
| counter these glyphs/spell circles. For example, someone who | |
| uses these spell circles 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 spell circles. It is also possible to break these spell | |
| circles/glyphs depending on the spell circle or glyph used, | |
| which can stop any spell if the glyph or spell circle is | |
| destroyed (as the spell circle/glyph being destroyed stops | |
| whatever effect it had). There may also be other | |
| strengths/weaknesses depending on how certain magics use them. | |
| - Magic User Skill: Magic Spell Type: In addition to learning | |
| one's specific source of magic, one must also learn what magic | |
| spell type they have affinity for. The first thing to note is | |
| that there are many types of magic spells, which are divided | |
| into categories. The first is attack magic, which is a type of | |
| magic that usually focuses on offensive spells. The next is | |
| defense magic which usually involves barriers, defensive spells, | |
| and may also include defensive buff spells. The next is physical | |
| amplification, where one can amplify their physical stats with | |
| magic to increase their physical damage (most notable among | |
| those like mystic knights who focus magic into physical power). | |
| The next is recovery, healing and purification magic, which is | |
| pretty self explanatory since it's main purpose is healing and | |
| purifying other people and objects. The next is summoning magic, | |
| where users can learn to summon creatures, items or people | |
| depending on the summoning magic (some magics may summon | |
| specific creatures, such as spirit summoning specialize in | |
| summoning spirits). The next is sealing magic, which focuses on | |
| sealing away objects or people (usually as a defensive means to | |
| remove a threat). The last is elemental magic, which uses magic | |
| to focus the elements into magic spells (which can usually be | |
| offensive, defensive, or even sometimes can be used for recovery | |
| or summoning). Depending on the type of magic one has an | |
| affinity for, this usually determines the type of spells that | |
| one can learn. Typically, there are ways to test one's affinity, | |
| though most will usually cast certain types of spells and see | |
| what kinds they have the most affinity for, or some may find | |
| others who have ways of testing affinities). These are not all | |
| the possibilities of spell types, as there are other spell types | |
| out there, but these are usually the categories of spells in | |
| most magics. There are even those like necromancy magic (usually | |
| used in dark magics) that revive the dead, or everyday magics | |
| which are purposed for do everyday chores. There are also less | |
| common magics like divination, enchantment, nature magic, | |
| creation magic, and transmutation/alchemic magic. And many users | |
| may have more than one affinity, where some may have multiple | |
| affinities depending on the person. For example, someone with | |
| elemental affinity may have both attack and defense spell | |
| affinities, or someone with defense/buff magic may also | |
| specialize in sealing magic. Each spell type has it's | |
| weaknesses, and must be stated, such as attack spells typically | |
| are able to be dodged or blocked with defensive abilities, or | |
| necromancy may be countered with healing/life magic, or physical | |
| amplification is countered by defensive abilities. Dufort's | |
| affinities specifically are for alchemic and elemental magic, | |
| with a side affinity for nature and spirit purification based | |
| magics (thanks to his werewolf alchemy magic training). | |
| - Magic User Skill: Magic Mastery: This aspect of magic is an | |
| extension of one's magic connection. In order to master magic, | |
| there are a number of ways one can do this. This ability is | |
| determined by the strength of one's magic connection, and is | |
| necessary for magic users to advance and grow so that they can | |
| rise to higher levels of magic. There are two stats that magic | |
| mastery affects in general (more than any other): magic attack | |
| and magic defense (More on these two next). Mastery of magic | |
| comes from people who strengthen their connection to magic, and | |
| this ability is a magic user's ability to get stronger in magic | |
| over time. Depending on the user, there are a few ways to train | |
| this ability. The main one that most people know is to just keep | |
| casting spells, where the more spells are cast, the more | |
| practice one will gain, and the more skill one will gain in | |
| using spells. However, others can train with magic teachers to | |
| increase their magic ability as well, which allows magic | |
| teachers to possibly teach them better ways to focus magic. | |
| Another method is that one can find ways to optimize their | |
| spells, such as how some have developed advanced magics designed | |
| to cast magics more easily, more conveniently, or even just | |
| faster casting. Depending on how one wants to train their magic, | |
| they can increase this with experience and training, which | |
| allows them to draw out the full capabilities of their magic | |
| affinities over time. This has a few effects. The first and most | |
| notable is that increased mastery will often increase magic | |
| attack and magic defense, which allow stronger attack power with | |
| magic and stronger magic resistance to magic attacks used by | |
| others. Higher levels of magic mastery also allow one to cast | |
| spells at reduced energy cost (higher levels can usually reduce | |
| the cost of power to use their lower level spells once they | |
| master the use of magic), and one can also use this to increase | |
| their abilities to cast stronger magic as they gain higher | |
| levels of magic mastery. Of course, as mentioned before, this is | |
| something that no natural talent can surpass, and this is a | |
| necessary skill in order to advance in any magic. This is | |
| something that can only be trained with time, and no amount of | |
| training will ever be a substitute for experience. Even those | |
| that are experienced though can still be overcome by stronger | |
| talents, or stronger experience depending on the magic user. | |
| Some may even be able to be overcome simply by someone using | |
| specific abilities (such as anti-magic counters almost any | |
| magic, including mastery of it). Dufort has a high level of | |
| magic mastery, having used his magics since he was young. Though | |
| he is still mastering werewolf alchemy, he still has a high | |
| level of ability with magic. | |
| - Magic User Skill: Type Mastery: Depending on the type of magic | |
| used (whether it's defense, attack, recovery, summoning, or | |
| something else), there is a certain type of mastery that | |
| corresponds to almsot any kind of type of magic. This doesn't | |
| just apply to one's specific source of magic, but to the types | |
| of magic they also possess. In order to use any type of spells | |
| specifically, a user has to have affinity with the type of | |
| spells used. This skill is similar to magic mastery, except that | |
| users advance their specific types of magic by training their | |
| affinities. Just like magic mastery, there are a few ways to do | |
| this. The first is that one just casts spells, and as they cast | |
| more spells, they become more efficient. Another is that one can | |
| find magic teachers to help them learn to use specific | |
| affinities more efficiently. This is a passive skill that allows | |
| a user to actively grow in knowledge about specific types of | |
| magic, which is more specific than normal magic mastery which is | |
| just a general mastery of magic. Like basic magic mastery, users | |
| grow in ability through experience, and can bring out their | |
| magic potential through training and experience. Different types | |
| of magic may have different aspects that have to be learned, but | |
| those with enough experience will learn how best to use their | |
| magics, whether it's through training with someone who can help | |
| them better understand magic or if one just gains experience | |
| through number of times they cast the spell (which is usually | |
| one of the most effective ways to gain mastery). This depends | |
| more on the person, and what means they have to master their | |
| magic types. Some may even learn new affinities over time while | |
| training, in which it is sometimes possible for people to learn | |
| new types of magic once mastering one specific type of magic (IE | |
| a common learned affinity is that defense magic users often move | |
| on to learn recovery magic once they master defense magic). Of | |
| course, as one might guess, all magics have some weaknesses, | |
| such as magic resistance/immunity, or specific magics still have | |
| their specific weaknesses. And of course, as mentioned before, | |
| no talent can bypass the experience needed to grow this mastery, | |
| as this only comes from actually using magic. Dufort's basic | |
| elemental magic mastery is quite high, while his spirit | |
| purification and nature mastery is still being worked on. | |
| - Magic User Skill: Magic Attack: There are two passive skills | |
| that one needs to know when using almost any kind of magic | |
| skills. The first is magic attack. When one uses magic, their | |
| potential for damage comes out in their magic attack, which is | |
| determined by how skilled they are with magic and how powerful | |
| they are as mages. Magic attack often determines how strong the | |
| mage's magic is, and is required to be high for certain spells | |
| to work properly. This is the main stat one works with when | |
| training magic. As one strengthens their magic connection, the | |
| magic they use becomes not only stronger, but more potent as | |
| well. Training one's magic attack is mostly done by training and | |
| experience, where most increase their potential for magic by | |
| casting spells enough times that they begin to be able to do so | |
| much more easily, as their bodies adapt to their magic and get | |
| more efficient. Those with strong magic experience will usually | |
| gain the ability to not only cast stronger spells, but even | |
| their base magic skills will become stronger over time as they | |
| master their magic. This is a basic skill that comes with every | |
| trained magic user, where the amount of magic power they can | |
| muster is determined by their magic attack. There are a number | |
| of ways to train this, with the most known one just being | |
| casting magic enough times that the user starts to grow stronger | |
| in their magic mastery and magic connections (which is more | |
| often than not done by those that are self taught in magic). | |
| However, one can also find magic teachers that can help train | |
| them to use magic more efficiently, as there are a lot of magic | |
| arts and magic training one can do to help increase their magic | |
| abilities if they know where to look. However, it is known that | |
| one cannot infinitely grow in power, and there is a limit to how | |
| strong magic attack can eventually get depending on the person. | |
| Once that person has reached that cap, no amount of training can | |
| release that cap, unless they find someone with a skill that can | |
| actually release the cap to a higher level (which is very rare). | |
| That means that no matter how tough a mage is, they always reach | |
| a plateau that they cannot get any stronger (usually when they | |
| get older and reach their peak magic levels after years of | |
| training). | |
| - Magic User Skill: Magic Defense: The second is just as | |
| important, and that is the magic defense stat. This is how much | |
| resistance one has to magic attacks, which one can build up with | |
| this skillset by strengthening their magic mastery. Magic | |
| defense grants a passive defense to magic, allowing slight magic | |
| resistance depending on the magic used. Typically, the magic | |
| attack and magic defense are also affected by types of magic | |
| used, such as some magic types will often gain specific | |
| resistances against certain types of magic. For example, one who | |
| is well versed in holy magic may gain a high resistance to other | |
| forms of holy magic, and maybe a slight resistance to unholy | |
| magics over time if their holy magic rises to a high enough | |
| level. Typically, as one's magic skill rises, their attack and | |
| defense rise as well, usually through either training or through | |
| experience. This skill is one that is not trained up directly | |
| per se, but is strengthened through users learning magic and | |
| strengthening their magic. This skill often works by users | |
| strengthening their magic so that their magic runs through their | |
| body, the magic in the body dampens other forms of magic used | |
| against the user. This means that the magic of one's body can | |
| act like a passive defense that reduces damage done by magic. As | |
| they train their magic and get stronger, their magic defense | |
| will get higher, and this will essentially translate to magic | |
| resistance. This is trained simply by a user getting stronger in | |
| magic, and over time, the magic in the user's body getting | |
| stronger. This is not a skill that has to be learned, but is one | |
| that just comes naturally to those that use magic. That said, it | |
| is difficult to specifically train this skill, as one needs to | |
| simply train their magic to its peak efficiency to increase this | |
| stat. However, while this may grant magic resistance, it doesn't | |
| grant magic immunity, and usually magic immunity is a different | |
| skill altogether. Those with this magic defense almost never | |
| train it to the point of immunity, and those with immunity often | |
| gain it through other skills (usually they gain magic immunity | |
| as its own skill). Also certain magics may not be resisted | |
| against depending on the magic, such as some magics that are | |
| used differently like chaos magic (which there aren't many | |
| direct defenses against). | |
| - Magic User Skill: Magic Weapon Mastery: When using magic, it | |
| is important to have weapons that can be effective alongside | |
| one's magic skill. For those that use magic, they can gain a | |
| mastery of magic weapons through the use of magic and learning | |
| different magic weapons that they use. There are a few ways to | |
| do this. Some may create magic weapons themselves, where they | |
| may use things like enchanting or blacksmithing magic to make | |
| magic weapons, but this is not the only way to learn how to use | |
| magic weapons. One can also get magic weapons from other | |
| sources, such as from others who have made magic weapons. There | |
| are many types of magic weapons out there, and mostly, the magic | |
| weapon mastery is dependent on the individual and what kind of | |
| weapon they wish to use. For example, some magicians may use | |
| staffs or wands, but there are plenty of magic weapons that are | |
| not wands or staffs. For example, some may create magic swords, | |
| which can cast magic spells using runes or magic on the weapon, | |
| or some may use magic gauntlets to cast magic in close combat if | |
| they want to use martial arts skills with magic. Typically, | |
| magic weapons can be tailored to each individual magic user, and | |
| over time, magic users can master magic weapons with enough | |
| training. Over time, magic weapons will become more comfortable | |
| to a user, and they will learn the best ways to utilize a magic | |
| weapon, as well as even learning which magic weapons best suit | |
| them as they train and use magic weapons more and more. While | |
| this may sound like a general mastery of weapons using magic | |
| though, magic weapon users don't necessarily always master every | |
| kind of magic weapon out there (as there are so many out there | |
| it would be very difficult to do so). And of course, as one | |
| might expect, magic resistance/immunities would also be a | |
| problem to most magic weapons as people with magic | |
| resistance/immunity would take reduced damage. And while weapons | |
| are good to cast spells, the weapons do still require energy to | |
| cast their magic (Depending on the weapon and what kind of magic | |
| it casts), and the spells are still countered just like they | |
| normally would be. And this mastery only counts towards | |
| mastering magic weapons, and doesn't count towards normal magic | |
| mastery if the weapon is the one casting spells (so users can | |
| only train this with general magic mastery if they are only | |
| using the weapon to help focus the spell). | |
| - Magic User Skill: Magic Base State Amplification: When one | |
| gains magic, one not only gains the ability to cast spells, but | |
| magic energy also is used to amplify their base state. While | |
| there are specific magics that specifically focus on active | |
| physical amplification, this ability is simply a passive | |
| amplification of one's base abilities. Just like other energy | |
| users can amplify their base states, magic is also used to | |
| amplify one's base state. In addition to magic specific stats | |
| like magic attack and defense, one also gains enhanced physical | |
| abilities thanks to the magic that runs through them once they | |
| establish their connection to magic. This grants a passive | |
| amplification, where as long as one has magic running through | |
| them (usually through use of whatever their source of magic is) | |
| this amplification continues to stay in effect. Users of magic | |
| learn to adapt over time to this amplification through training, | |
| and become stronger as they train in magic. As magic users gain | |
| stronger magic mastery, and bring out more of their magic | |
| potential, this amplification grows, and makes the user's base | |
| state stronger as a result. Typically, the precise amplification | |
| depends on the user and the magic affinity they possess. This is | |
| also determined by the magic source of what one uses for magic, | |
| in which some energies may amplify slightly differently | |
| depending on the ability. For example, mana is usually an | |
| adaptable power that tends to specialize in adaptability, while | |
| ki tends to be more geared amplify one's raw power. Each energy | |
| can be usually used differently, but the end result is usually | |
| close to the same. Each person gains some form of base stat | |
| amplification, and this can even lead to some people gaining | |
| skills with whatever magic source energy they use, such as | |
| spirit magic using spirit energy could lead to people becoming | |
| spirit users as they amplify their body with spirit energy. | |
| Typically, the amplification depends partially on the energy one | |
| uses, and the person themselves, but the one thing that is | |
| universal is that in every case, this amplification only works | |
| as long as one has energy, if they run out of energy, then this | |
| power deactivates until they have enough energy again. | |
| - Magic User Skill: Magic Aura: Once one has initiated their | |
| magic connection, magic becomes a part of them thanks to their | |
| magic connection. A part of this involves one's aura, where a | |
| magic user will start emitting magic from their aura once they | |
| have attained their magic connection. This adds magic to their | |
| aura, and depending on the magic source one uses, this can even | |
| amplify one's aura as well. There are two stages of aura that | |
| are used. The first is the most common, and is the default state | |
| of one's aura unless they learn to flare up their aura into an | |
| active state. This state is a defensive state, where their | |
| energy radiates invisibly from their bodies. When in this state, | |
| magic radiates from one's aura, which is not only able to allow | |
| them to be sensed as magic users, but also grants their aura | |
| slight amplification of abilities (in combination with the base | |
| state amplification). Some users are even able to fire magic | |
| attacks using the magic in their aura, depending on the magic | |
| attacks. When one does flair up their aura though, the aura can | |
| act like a defensive barrier, where hits are dampened by the | |
| energy exuding from one's aura. This can act as a defense, and | |
| sometimes can boost recovery depending on how one interacts with | |
| the energies in their aura. For example, some regeneration magic | |
| arts may use magic in the the aura to activate the regenerative | |
| magic. Depending on what state the aura is in, there are | |
| advantages and disadvantages. For the most part, magic users | |
| don't rely on aura as much as other races do, but their magic | |
| does get infused into their aura as part of their ability to | |
| generate magic. When the aura is in the passive inactive state, | |
| the aura doesn't use any extra energy, and just exudes energy | |
| invisibly. However, in the passive state, the aura doesn't offer | |
| much in the way of defense. Meanwhile, the active state offers | |
| the most in defense, but the downsides are that one must | |
| actively keep it activated and the aura uses more energy when in | |
| an active state. Of course, one with stronger energies or | |
| stronger attacks can still break through one's aura, or some | |
| with specific types of abilities or weapons may find ways to | |
| more easily break through even an active aura. For the most | |
| part, there are many ways to break an aura depending on the | |
| aura. | |
| - Magic User Skill: Magic Recovery: As one uses their magic, | |
| inevitably they will run out of magic to use in battle. When | |
| this happens, most don't think about how they will recover. With | |
| most energies used for techniques and abilities, there is some | |
| kind of recovery that takes place when someone uses mana. As the | |
| body rests and rejuvenates, the body eventually recovers its | |
| energy. This ability allows a user to recover magic as they | |
| recover their energy, where a user can recover magic through | |
| rest and rejuvenation. There are a number of recovery options. | |
| The first and most obvious one is just to rest and let the | |
| energy come back naturally. Some may have recovery skills, such | |
| as some magic users may use meditation to restore stamina and | |
| energy (Depending on the meditation skill, some may work better | |
| than others or have different effects). Skills that can more | |
| easily recover energy and stamina are great for use in this | |
| regard, as faster recovery usually means less time that has to | |
| be taken to recover. Another way to recover magic is through | |
| artificial means, where people can do things like taking | |
| recovery potions, have restoration skills used on them, or even | |
| have people just do something simple as transfer energy to them. | |
| There are a number of ways to recover energy, but this is a | |
| necessary skill to recover magic. Without being able to recover | |
| magic, most beings would eventually lose their ability to use | |
| magic. Another thing to note is that while one can recover their | |
| vital life force if one uses it in magic (usually as a result of | |
| overuse to the point that the user keeps trying to use energy | |
| when they have clearly run out), life force takes longer to | |
| recover and may have lasting effects if one uses their life | |
| force. While life force infused attacks are usually more | |
| powerful, it can also bring someone close to death, and if one | |
| uses all their life force, they will die. Typically overusing | |
| life force is dangerous, as even if one doesn't die, they can | |
| actually shorten their life. Recovery does take time though | |
| (unless one uses an artificial means), so one simply usually has | |
| to wait in order to recover. This recovery time can be | |
| shortened, but cannot usually be outright bypassed. And when in | |
| recovery, most energy users become much more vulnerable since | |
| they usually lose temporary access to abilities. In Dufort's | |
| case, he has advanced recovery thanks to his Darkfire abilities, | |
| which grant him regeneration and faster recovery. | |
| - Advanced Magic User Skill: Magic Spell Advancement/New Spell | |
| Creation: Once someone has reached a certain level of magic | |
| mastery, they can learn advanced skills. As mentioned earlier, | |
| experience can often lead to new skills, or better usage of old | |
| skills. The first thing to note is magic advancement, where | |
| users reach higher levels of magic. Once a user uses magic | |
| enough, they will eventually start reaching higher levels of | |
| power, and often start using lesser magic at reduced cost once | |
| they have mastered their magic. This allows a user to not only | |
| use basic magic more effectively, but they can also use this | |
| advancement to move on to casting higher level spells as they | |
| start to be able to focus more magic energy and power. This | |
| leads to advanced magic users to eventually move up the ranks of | |
| magic, with the most experienced and trained magic users even | |
| being able to create their own spells and magics. For example, a | |
| user that has mastered wind magic may learn to create lightning | |
| from the air by only manipulating the air, and can learn new | |
| abilities in this manner. Typically, most reach this by not only | |
| strengthening their magic though, but also by studying the world | |
| around them, and how their magic interacts with it. For example, | |
| one can advance in fire magic by learning how fire works, where | |
| they can make more efficient fire magic by learning the science | |
| of fire and applying it like learning how to manipulate the | |
| explosive aspects of fire to create more explosive spells. | |
| Almost all magics can be adapted and users can learn better ways | |
| to use magic or even create new magic as their knowledge | |
| increases and they figure out new ways to utilize magic. Magic | |
| is never a fully evolved art, and there is always room for | |
| improvement when it comes to any kind of magic. As such, this is | |
| a skill that can never truly become useless as long as one is | |
| willing to learn. For the most part though, it is worth noting | |
| that only advanced magic users can advance their magic or create | |
| new spells, as this requires a certain level of magic mastery | |
| and control, as well as adaption before one can learn this, | |
| which only comes with time and practice no matter the natural | |
| talent. While some have a natural talent for spell creation if | |
| they are knowledgeable enough, advancement only comes with | |
| experience and training over time. Dufort has had his magic long | |
| enough that he has advanced levels of magic ability, and can | |
| easily advance to higher levels of magic and create his own | |
| magic spells (Though this still takes practice). | |
| Magic User Abilities: | |
| - Magic User Skill: Spell-casting: This is the actual art of | |
| casting spells. Once one has learned enough about the basics, | |
| they can utilize the first step in actually using their magic. | |
| This is the basic act of casting spells, where users put their | |
| magic knowledge to actual use. Typically, spell-casting is | |
| different depending on the magic, and the person depending on | |
| how they want to use magic. The first step is for one to know | |
| what spell they want cast, and to focus their magic connection | |
| to attempt to create that spell. The next step is that one must | |
| use whatever source they use for magic and utilize their magic | |
| connection, where they must prepare the spell. The next step is | |
| use whatever magic activation one has, whether it's a spoken | |
| incantation, a spell circle incantation, or even just a simple | |
| instant activation. There are a number of spells one can learn | |
| to cast, and each type of magic has different spells to be cast. | |
| Depending on the individual spells, some may have different | |
| requirements for casting, but all spells have to be casted in | |
| some form by magic users. This could be as simple as casting an | |
| attack spell, or even as simple as just using a recovery spell. | |
| If done properly, the spell will be utilized for the desired | |
| effect (depending on the magic and what the desired effect is). | |
| Once cast, a spell is utilized in the manner it was cast (if it | |
| is utilized correctly). Typically, all magic comes with a cost, | |
| which most of the time tends to be the energy one has to put | |
| into magic spells. However, there are magics that require | |
| specific costs, such as some that require ingredient | |
| preparation. Another thing to note with spells is that if they | |
| are not cast correctly, the desired effect may be diminished or | |
| not even happen depending on how wrongly the casting process is | |
| done. For example, using dark mana instead of normal mana in | |
| normal magic can cause unstable spells that can explode in one's | |
| face. The worst miscasts for spells often involve the spell | |
| rebounding on the user, and doing damage to them directly if the | |
| spell goes wrongly enough. In terms of spell casting, opponents | |
| can interrupt any aspect of this process to interrupt | |
| spell-casting, which can stop the spell casting, cause it to | |
| become unstable or cause a spell to rebound. | |
| - Magic User Skill: Magic Constructs: When one casts spells | |
| using magic, the magic doesn't just invisibly attack, but | |
| instead magic works usually by constructs. When using magic, | |
| there is usually constructs of magic that work. This could be | |
| really simple, such as elemental magic constructs creating | |
| elementals using magic, but may be much less obvious or even | |
| nonexistent with some types of magic. This is a basic power of | |
| many forms of magic, where they form constructs in some form. | |
| This could be as simple as creating attacks, or things like | |
| amplification magic amplifying someone's abilities. Major | |
| constructs people may recognize include glyphs, runes and magic | |
| circles, which are basic magic constructs that can be used for | |
| different purposes. For the most part, magic constructs are how | |
| magic constructs shapes and objects, where magic energy is | |
| usually used to create some form of physical object. As | |
| mentioned, things like elemental magic have easy constructs (the | |
| constructs being the elementals themselves), but things like | |
| defense magic or physical amplification instead use things like | |
| glyphs or spell-circles to apply magic. Typically, spells rely | |
| on constructs in some form, making this power a necessary one | |
| for using magic. This is a passive ability that magic users | |
| don't really have to consciously control, as once they learn it, | |
| they can learn to subconsciously generate these constructs once | |
| they have learned how. This is a necessary part of | |
| spell-casting, and is usually necessary for most kinds of magic. | |
| Those few that don't use constructs in some form, though, do | |
| still utilize energy in some form to use the spell even if it | |
| may or may not count as magic-based constructs. Typically, this | |
| goes hand in hand with spell-casting, and is the power that | |
| allows spells to physically manifest. As such, this is a | |
| necessary skill that one has to learn alongside spell-casting, | |
| and has to figure out how to use it in order to use magic. Of | |
| course, these constructs are typically some form of physical | |
| energy or object, so these can be broken by opponents if one | |
| attacks them (assuming one can break the energy that makes up | |
| these constructs). | |
| - Magic User Skill: Magic Bonds: Another part of magic is the | |
| bonds of magic, which allows one to connect with their spells. | |
| With this, a spell-caster controls their spells, which is a | |
| necessary power for a user to utilize in order to use their | |
| spells. In order to use almost any kind of magic, bonds are | |
| usually necessary when spell-casting, as this allows a magic | |
| user to interact with their magic through the bonds they create | |
| to their magic. This is a part of the spell-casting process, | |
| which is usually done subconsciously. This is not a conscious | |
| aspect of spell-casting, but it is something that spell-casters | |
| must master in order to use spells of many kinds. This is most | |
| often used in summoning spells to allow a magic bond to a | |
| familiar summoning, or some may use it when using necromancy or | |
| animancy magic. However, this is also used in most forms of | |
| basic magic as well, where bonds are what allow the user to | |
| manipulate spells after their cast. Those that learn to utilize | |
| these bonds are able to manipulate spells as needed even after | |
| casting, and can manipulate spells using this bond with the | |
| spells. To an extent, all magics and spells have this in some | |
| form, as it is what allows a user to control magic spells. Some | |
| can learn better control over magics by mastering this power, | |
| where some can manipulate their spells after they are cast in | |
| ways that some may not expect. For example, some have been able | |
| to allow their spells different options by using control of | |
| their spells, such as an explosive spell can be controlled when | |
| it detonates by using the connection, or some spells can be made | |
| stronger by putting more magic into the connection with the | |
| magic, or one who was able to even control the trajectory of | |
| spells using this power. This is a necessary ability for all | |
| magicians to at least understand, though this does have to be | |
| learned to be used in some form. Because of this, this power is | |
| a necessary one. If one were to interrupt this by interrupting | |
| one's concentration, they could effectively interrupt one's | |
| control of their magic (making it a one way to fight magic | |
| users). | |
| - Magic User Skill: Magic Combat: Once one is able to use cast | |
| spells, the next ability one has with magic is how they can | |
| usually find uses for magic during combat. Most users of magic | |
| find ways to use their magics in combat situations, whether it's | |
| attack magic, defensive magic, or other kinds of magic. | |
| Typically, each magic has its own strengths and weaknesses, and | |
| some work better for certain aspects of combat than others. | |
| Typically, the type of magic combat depends on the magic, as | |
| there are many ways to use magic. For example, besides the usual | |
| attack, defense and elemental magics most know, those with | |
| physical amplification magic may be able to use that to fight | |
| opponents in physical combat, or those with recovery magic could | |
| act as support in combat for allies. There are certain magics | |
| that are difficult to use in combat, such as divination magic, | |
| or magics that are used outside of combat like enchanting items, | |
| but usually creative enough magic users can find ways to apply | |
| magic to their combat abilities. Users don't have to go as far | |
| as only using magic based fighting styles, but users can find | |
| ways to use spells in combat. This usually includes finding ways | |
| to find the best times during fights to cast spells so that | |
| users can cast spells in battle without being interrupted | |
| (usually for those with longer charging times for spells), or | |
| this could be used for finding methods of using spells during | |
| combat, such as a physical amplification magic user may use this | |
| in combination with martial arts to more easily utilize their | |
| physical amplification. For the most part, this is a passive | |
| ability where users will instinctively try to find the best ways | |
| to use their magic in combat. Almost any magic type or spell | |
| type can be used in battle in some ways, even if some are mostly | |
| support or defense. While some may be harder than others to use | |
| in combat, such as enchanting objects, there are some creative | |
| people who might still find ways to do so. However, one should | |
| know that every combat ability has weaknesses, depending on the | |
| magic and spell types, which should be stated by players since | |
| there are many magic types and spell types out there and many | |
| ways to use this. | |
| - Magic User Skill: Unique Magic Weapon (Optional Skill): When | |
| it comes to magic weapons, there are a few ways that one can | |
| gain magic weapons. This is a skill that is optional for | |
| magicians, where they can get a magic weapon designed to work | |
| for their brand of magic, and usually, can supplement one's | |
| ability to combat others using magic. Typically, magic weapons | |
| are designed to either cast spells (like a magic staff or wand), | |
| or allow one to fight and do damage using magic (like a magic | |
| sword). There are a few ways to gain a magic weapon. Some may | |
| have arts to use magic to awaken magic weapons tied to the | |
| person, similar to how some may have familiar arts to create or | |
| summon familiars. In a similar manner, one can either do a | |
| special ritual through magic to unlock a magic weapon unique to | |
| the person, which grants them their own unique magic weapon. | |
| There are a few magics that allow this, and usually have | |
| specific methods depending on the magic. However, the other way | |
| is to create or have someone else create the magic weapon one | |
| wants to use. Magic users can find ways of creating their own | |
| weapons using various methods, such as blacksmithing while | |
| infusing with magic spells, or special enchantments of made | |
| weaponry. Users can make weapons themselves, or they can | |
| commission other weapons makers to make weapons for them. | |
| Thankfully, it is not necessary for a magic user to make or call | |
| on weapons themselves, and they can rely on weapons made by | |
| others. While many will often try to get special weapons made | |
| tailored to their magic based combat styles, it is an optional | |
| thing that magic users can pursue to help them utilize magic | |
| more easily. For the most part, each magic weapon tends to be | |
| unique, depending on how its made, even if weapons are similar | |
| in nature. Even making a weapon with the same process twice will | |
| usually result in a different weapon, even if the only | |
| differences are the combat statistics of the weapon. This means | |
| each weapon has its own strengths and weaknesses, but it should | |
| be noted that unless a weapon has special durability or is made | |
| of stronger materials, almost any weapon can be broken if it is | |
| hit with enough power, and most of these have skills that can | |
| still be dodged or blocked like any other similar power or | |
| weapon one might encounter. Dufort does have knowledge on how to | |
| make magic items, though he rarely uses that knowledge since he | |
| tends to focus on more on weapons tech than magic weapons. | |
| - Magic User Skill: Item Enchantment: There are a number of ways | |
| to enchant items. Most magics have some way of doing this, where | |
| they will often do things like using runes, glyphs or magic | |
| energy infused into an object. The general idea is that one can | |
| infuse magic into an object, in which there are a few ways to | |
| use objects with magic. Some may do things like infusing magic | |
| spells into magic books, and then releasing them from the spell | |
| books during battle, or some may infuse magic into items so that | |
| the items have specific effects when used, or some may just use | |
| this to enchant weapons and armor that can be used in battle. | |
| There is a number of ways to use this, and each magic often has | |
| its own ways of doing this, but it is usually something that | |
| most forms of magic can do in some form. Whether or not one can | |
| actually use item enchantment usually depends on the user, but | |
| most magic users at least know how the process is done, and | |
| those that can learn it can learn to use it in different ways. | |
| For the most part, this uses some method to infuse magic into | |
| objects, and then the objects will have magic based effects | |
| depending on the magic used. For example, infusing lightning | |
| into an armor could grant it lightning defense, or may | |
| electrocute anyone who touches it as a defense (depending on the | |
| magic infused). Even using the same magic, different effects can | |
| be infused if a user utilizes the right magic. Typically, the | |
| magic used, as well as the item, are the biggest things that | |
| determine the magic's effects on the item. Some may also use | |
| things like scrolls, which can hold magic enchantments. While | |
| there are many ways to use this, so it is hard to quantify each | |
| way this can be used, as it is not only determined by objects | |
| and spells available, but how creative and knowledgeable about | |
| magic one can get. For example, one may look at an armor and | |
| think that it can only be charged with defense magic, but more | |
| creative magic users could infuse it with offensive magic to | |
| trigger when the armor is struck. For the most part though, this | |
| is something that has to be done out of battle, and even if one | |
| does use this, one can find ways around the enchantment effects | |
| if they know how it works. If Dufort wanted to, he could use | |
| this with alchemy to enchant items, but he rarely does use it, | |
| since making magic items isn't really his thing. | |
| - Magic User Skill: Written Magic Incantation: Those that know | |
| magic know that words hold a special power, which is why verbal | |
| incantation is so effective. Magic users learn to take advantage | |
| of this, where they can learn to use words not just in verbal | |
| form, but in written form as well. By writing down magic spells, | |
| they can cast them by using written magic incantations as well | |
| as verbal incantations. When used, this allows a magic user to | |
| write down spells, and then activate the spells whenever they | |
| need to. While magic spells can be charged using enchantment, | |
| writing spells down is also effective for allowing activation of | |
| spells. In doing this, a user is able to cast spells without | |
| needing verbal incantations, and instead just rely on the | |
| written incantation to activate their spell. This is an ability | |
| that not all can learn to use, but many magics can utilize this | |
| in some form. Those that use this can even learn certain | |
| skillsets that may utilize the power of words specifically, | |
| where some magic users can assign words to certain magical | |
| effects as a means to associate certain words with specific | |
| spells. For example, "physical hardening" is sometimes used to | |
| describe a defense spell that hardens the body against damage. | |
| Another method this is used for is for those that want to create | |
| notes on how to use magic, where they can use written | |
| incantations that can allow one to use magic in order to | |
| understand how to use spells. There are other ways to use this | |
| spell, but those that use it will often find ways to make use of | |
| it. Typically, how it's used does depend on the magic though, as | |
| different magics may offer different written spell abilities. So | |
| magics even have entire skillsets based around written magic. | |
| While this does depend on the magic used, the main thing to note | |
| about this is that those that use it always need to write down | |
| spells, so the best way to prevent this from being used is to | |
| prevent someone from writing spells, like washing away ink used | |
| when the user writes. And any spells used still have the same | |
| weaknesses they normally would as well, usually regardless of | |
| the art (Any exceptions must be stated). | |
| - Magic User Skill: Magic Charge: Another ability that comes | |
| with spell-casting is charging up one's magic. Usually when | |
| casting spells, a spell has to be charged in some way, where the | |
| spell is cast and then charged to it's peak so that it will do | |
| optimal damage. There are two ways this usually works. The first | |
| is that charging the spell is mandatory for the spells, such as | |
| in the Way of Eweca magics, where users must charge the spells | |
| before they can use them. In this case, this is a necessary | |
| skill that one must learn in order to use the magics they are | |
| going to use. The other method is that one may use this to | |
| charge spells in order to make them more powerful. In this | |
| method, a user casts the spell, and then keeps charging so that | |
| they can add more magic power into the spell. By doing this, | |
| magic users can fire more power spells by charging longer. | |
| Depending on how it's used, this can be quite useful, and some | |
| users can even utilize this in creative ways to boost their | |
| magic. For example, one might charge a fire spell to create more | |
| explosive power, or one might charge a defense spell to make | |
| their defense spell stronger. However, one can also try to use | |
| this in other ways, such as some may apply this to their magic | |
| amplification of their abilities to charge up their physical | |
| abilities (though one has to be careful not to charge too much | |
| power in this method). This is a fairly basic aspect of spells, | |
| and many forms of magic have some use for this. However, for | |
| some magics, it is not absolutely necessary to learn, just | |
| helpful and grants more options. For the first method (the one | |
| where some spells need to be charged), this can be interrupted | |
| by attacks, where users cannot charge attacks while they are | |
| being attacked (since charging spells may take concentration). | |
| For those that have to use it, it is a necessary skill, and must | |
| be used according to whatever magic one uses. However, for those | |
| that don't need to use it (those that can use it to charge | |
| spells with more power), charging can also be interrupted, and | |
| if one charges too much power into a spell, they may overcharge | |
| it and cause it to become unstable (often causing the spell to | |
| explode in one's face). Dufort doesn't use this too often, since | |
| charging magic isn't really necessary for his alchemy. | |
| - Magic User Skill: Magic Team Techniques/Abilities: Once one | |
| has managed to reach a certain level of magic, they might be | |
| able to team up with other magic users to create unique attacks | |
| the two can use together when they combine their power. Magic | |
| users, like many other energy users, can team up with others to | |
| create team attacks. Depending on the team attack, some may | |
| combine magics together, or some may combine other energies with | |
| magic used by the user. Some powers go really well together, | |
| such mana amplification on a spell could empower a normal magic | |
| spell, or demonic and dark magic could be combined to create a | |
| team based magic attack, or some might even find unique power | |
| combinations. This depends not only on the user teaming up with | |
| someone to use, but also depends on their ability to work | |
| together. Those that use this must be completely in sync, where | |
| they must combine their power to the point where they move | |
| together when using their combined power. The amount of | |
| combinations a team could do are quite vast since there's so | |
| many kinds of magic and many possibilities of combination with | |
| other powers, so it's hard to name every way a magic user can | |
| combine their magic with other magics and other abilities, as | |
| the exact effects usually depend on the magics used, the user's | |
| choice of spell and even the forms of the attacks used by the | |
| ally. There are many ways to use this, and many forms of dual | |
| attacks one can use. However, the one thing that is constant is | |
| that most team attacks are twice as strong as normal attacks at | |
| least, with most team attacks (when done correctly) being far | |
| stronger than most singular techniques available. Some may even | |
| have amplification of power so that the combined power is | |
| stronger than they would be individually. However, not all | |
| magics can be combined with certain abilities, depending on the | |
| ability. For example, chaos magic may react negatively to other | |
| powers (making it difficult to use this skill with). Also, team | |
| attacks typically still have similar weaknesses (such as an | |
| energy combined water spell can still be countered like normal | |
| water spells would be able to). | |
| - Magic User Skill: Magic Skills: Along with spells, there may | |
| be other abilities that come with one's specific type of magic. | |
| Depending on the magic, some may gain abilities through magic | |
| that aren't necessarily magic based. For example, those with | |
| physical amplification magic may have enhanced strength and | |
| physical stats, to the point where their bodies may grow | |
| stronger with enough exposure. Some other examples also include | |
| wind magic users being able to fly by casting wind magic, or | |
| those with shapeshifting magic may gain other abilities through | |
| forms they may shapeshift into (such as something with wings | |
| could fly, or something with claws could use claw slashes). | |
| These are usually special abilities granted by spells, or by | |
| magic in general. Some abilities may be passive, while some may | |
| be active (in that they have to be consciously used). It is hard | |
| to quantify every ability that can be gained by magic, and this | |
| mostly depends on the user and the magics they use. This also | |
| depends on how creative the user is with their magic, as some | |
| magics can be made to be used for other purposes if one is | |
| skilled enough, such as how some wind users can use wind magic | |
| to create lightning (though lightning magic is it's own unique | |
| magic type usually). Abilities gained can be temporary because | |
| of cast spells, or they can be permanent passive abilities | |
| granted by spells (Such as special passive magic | |
| amplifications). Some also gain special abilities through magic | |
| aura, where some abilities can be used through one's magic aura | |
| such as some regeneration magics may operate from being a | |
| passive aura skill. Typically, the ability gained depends on the | |
| magic and types of magic one uses. It should also be noted that | |
| not everyone can gain magic from magic, as there are certain | |
| types of magic that may not grant extra skills or a lot of | |
| creative room for using, such as chaos magic tends to offer | |
| little in terms of extra abilities. Typically, each skill will | |
| come with weaknesses and strengths, depending on the skill. For | |
| example, flight through wings can be interrupted if the wings | |
| are damaged. Each ability usually has strengths and weaknesses, | |
| and without magic, most of the time these skills are no longer | |
| able to be used since many run on magic in some form. The main | |
| thing Dufort gets with his alchemy magic is the ability to | |
| change objects, where in order to use alchemy he has to | |
| understand, break down objects and rebuild them. Thanks to this, | |
| Dufort has an innate ability to determine what things are made | |
| of, thanks to his instinctive uses of alchemy. | |
| - Magic User Skill Potions Crafting (Optional Skill): This is a | |
| spell that goes with magic users, and is another optional skill. | |
| One method of using magic is that one can use special | |
| ingredients with magical properties, and can make concoctions | |
| with them. This is a skill that many magic users don't have to | |
| learn, and is more its own skillset than being a part of the | |
| magic skillset. Those that learn this learn to utilize magic | |
| ingredients for different purposes, depending on the ingredients | |
| they use. Different ingredients may be able to make different | |
| potions, depending on the magic. When used, magic can even be | |
| infused into potions to grant them enhanced properties, such as | |
| using healing magic while making a healing potion to infuse it | |
| with enhanced healing power. There are a number of potions one | |
| could make, from recovery potions, to strength boosting potions, | |
| to resistance potions, to even helping reverse dangerous status | |
| effects. Typically, the most common ingredients in magic potions | |
| are usually herbs, in which some have magic properties when | |
| formed into potions by magic users. Some even have special water | |
| they infuse magic into in order to create potions as well. There | |
| are a number of herbs and plants that can be used in potions, | |
| and knowing what to use often requires knowledge in botany more | |
| than magic. However, magic knowledge is also important, as magic | |
| has to usually be infused into potions as well. Specific botany | |
| combinations and abilities can make better potions. For the most | |
| part, this depends on the magic user, and many don't usually get | |
| too deep into this beyond just some simple magic potions. And | |
| depending on the magic and the potion, some may require special | |
| bottles in order to use, since some potions degrade unless put | |
| into special bottles designed to keep them from degrading | |
| (usually bottles with special properties or spells infused). | |
| Another thing to note is that those that don't know enough about | |
| this can mess up potions, and those who don't have good cooking | |
| skills may mess up preparations. For the most part, preparation | |
| and knowledge of the ingredients is the key to making a good | |
| potion. However, another thing to note is that those that get | |
| too reliant on potions may experience potion poisoning, where | |
| they may suffer negative effects if they drink too many potions | |
| in a short time. Dufort knows about potion making, but doesn't | |
| do it often, since he doesn't have much need for potions. | |
| However, he does have enough knowledge through alchemy training | |
| to make almost any potion he wants. | |
| - Magic User Skill: Magic Suppression: Those that use magic | |
| sometimes need to not use magic. For those that have to suppress | |
| their presence, magic users usually possess the ability to | |
| suppress their magic abilities at will, where they can suppress | |
| their magic and magic connections if needed. Typically, this is | |
| most useful for blending into a group, where one can come across | |
| as not being a magic user when their magic is fully suppressed. | |
| When used, this can be useful in certain situations, and is an | |
| active skill that magic users can use. This skill is more about | |
| temporary suppression, where one temporarily suppresses their | |
| magic. While this is mostly useful for trying to hide one's | |
| magic nature, it can also help magic users recover from | |
| anti-magic, where suppressing their magic lessens the effects of | |
| anti-magic by reducing one's magic abilities that would be | |
| affected by anti-magic. Depending on the skill of the user, | |
| users can often have varying methods of suppressing their magic, | |
| where some may be able to suppress their magic better than | |
| others. Typically, this is better used by those of lesser magic | |
| ability, because it makes their magic ability much harder to | |
| sense, while with stronger magic users, it is harder to suppress | |
| as much of one's magic power. And this skill also depends on the | |
| magic, where certain magics may work better than others when it | |
| comes to suppression. For example, dark magic can be a bit hard | |
| to suppress, unless one has special spells to do so. This also | |
| brings up another thing to note, which is that some magics may | |
| have skills specifically designed for this purpose, such as | |
| magics that have suppression skills that will hide their | |
| presence and make them appear as something else. This is often | |
| used to hide or infiltrate, where magic users will often | |
| disguise their presence when not using magic. However, those | |
| with strong senses may still sense their magic even when | |
| suppressed, depending on the magic user and their suppression | |
| abilities. As mentioned, those with weaker magic abilities can | |
| use this more easily and are harder to sense, while those with | |
| stronger magic abilities have a harder time hiding them from | |
| others. | |
| - Magic User Skill: Advanced Magic Skills: Once users manage to | |
| reach a certain level, there are certain advanced magic skills | |
| that one can learn. These usually have something to do with | |
| optimizing the spellcasting process, or may be advanced skills | |
| that magic users can learn to better utilize their magic (such | |
| as learning to charge spells into objects to release at will). | |
| For the most part, spells that modify the casting process are | |
| usually the most common magic skills one can learn. The first | |
| example is chain cast, where one can learn to cast multiple | |
| spells of the same kind at once (usually as a means to bombard | |
| an opponent with multiples of the same spell). There is also | |
| multi-cast, a spell which can cast multiple spells at the same | |
| time (such as casting two different spells simultaneously to try | |
| and use two different spells at once). There is also spells like | |
| snap cast, which can be used to instantly cast spells at certain | |
| times through buildups of magic power, and there is phrase | |
| shortening used by verbal incantations where users learn to | |
| shorten phrases used in incantations to more easily cast using | |
| less words (thus making it less likely an opponent can interrupt | |
| them). There are also other examples of advanced magic skills, | |
| such as how wind users may learn to cast lightning spells, cold | |
| wind spells, or explosive wind spells once they have reached an | |
| advanced skill level. There are a number of skills that one can | |
| learn once reaching this skillset, and usually depends on the | |
| magic one learns (with some skillsets having skills that can | |
| only be learned once one reaches an advanced enough level). It | |
| is also typically at this advanced stage that many can learn to | |
| start modifying spells as well, usually as a means to optimize | |
| them for better use in battle. Of course though, these skills | |
| are only as useful as the user's skill at using them, and | |
| requires knowledge and practice in order to utilize these | |
| spells. Only those at higher levels can learn these, and each | |
| comes with its own strengths and weaknesses (which must be | |
| stated by players). This is not a necessary set of skills to | |
| learn depending on the magic, but still useful as there are many | |
| optional advanced skills one can learn. Dufort has the ability | |
| to learn advanced skills, but hasn't really dived too deep into | |
| them. However, he can combine fire and lightning alchemy after | |
| training with his father, so this is among one of the few | |
| advanced skills he's learned. He could learn more like chain | |
| cast and snap cast if he wanted to though. | |
| - Magic User Skill: Advanced and High Level Magic Spells: Once a | |
| magic user reaches a certain level, their magic starts to get | |
| stronger as their affinities are better trained. When their | |
| affinities reach a certain point and they have the energy to do | |
| so, they can then move on to higher level spells in their | |
| respective magics. Users of magic reach this point through | |
| experience and practice of using lesser level spells, and once | |
| they reach a certain mastery of those spells, these may become | |
| available if the user has a strong enough affinity and enough | |
| energy to cast such spells. There are different levels of | |
| spells, with some levels requiring more power than others. Some | |
| levels of magic may also have special requirements, such as | |
| being born with a certain magic affinity or they may require | |
| certain other skills be acquired before one can learn them (IE a | |
| high level fire spell often requires lower level fire magic to | |
| be used and mastered before it can be learned). Once one has | |
| reached this level, they can learn high level advanced magic, | |
| and even higher levels if they master the advanced magics. Many | |
| magics have higher levels of magic that one can reach, with many | |
| classifying magic into different categories. For example, there | |
| is the standard beginner, intermediate and advanced, but there | |
| is also certain other higher levels such as a high level of | |
| magic in one universe known as grand magic (the highest level of | |
| magic). Those that learn these advanced magics become capable of | |
| casting magics that many lesser magic users cannot, and usually | |
| have much stronger spells as a result. Most advanced and higher | |
| level magics are usually either stronger, more efficient, or | |
| have extra effects depending on the magic. It is hard to | |
| quantify every advanced skill (just like it is hard to quantify | |
| every type of magic out there), so it is difficult to go over | |
| them all. However, as one gets to higher level magics, it is | |
| required for them to be master magic at a certain level, and | |
| without that mastery, they cannot advance to this level. And | |
| those that use these magics will find they do still have | |
| weaknesses, like stronger magics will cost more power to use | |
| than weaker magics. It is important to know when these skills | |
| are necessary, but even more important to understand when to | |
| save these skills for tougher opponents. Dufort is a fairly high | |
| level magician, and can use advanced magic. While he's not | |
| nearly at the level of the highest level magicians, he is at an | |
| advanced level and can use advanced spells. | |
| - Magic User Skill: Spellbonding (Advanced Skill): This is | |
| another advanced skill that deserves its own mention. Those that | |
| reach advanced levels of magic can eventually learn beyond just | |
| casting spells. One such skill is learning to create new spells. | |
| When one learns to utilize magic at a higher level, they can | |
| learn to create new spells if they can find creative ways to use | |
| magic that others have not. One major way people create new | |
| spells is to fuse aspects of multiple spells together, where | |
| users may learn to bond certain traits of spells together in | |
| order to create their own spells. For example, someone with | |
| wind, lightning and water magic may use this skill to create | |
| storm magic using all three elemental magics, by combining the | |
| traits of all three elemental magics into one. This is a very | |
| useful skill, and depending on the creativity of the user, one | |
| can use this in a great many ways. This is usually how new | |
| spells get developed, where many magic users will research magic | |
| and practice these spells for years to build up the ability to | |
| use new spells. It is actually far easier to create new spells | |
| by combining existing spells than it is to create new spells | |
| from scratch, due to the fact that bonding spells together | |
| simply casts multiple spells combined into one rather than | |
| trying to come up with a new spell to cast. Some may even learn | |
| to adapt spells using aspects from other magics, where they may | |
| even learn to develop spells based on other spells. This is | |
| another aspect that is easier than creating new spells, due to | |
| the fact that it is easier to base spells on others than build | |
| new spells from scratch. For example, chi magic users adapted a | |
| few spells from normal magic to use in chi magic, but had to | |
| adapt them to using chi instead of normal magic. For the most | |
| part, this is a very useful skill one can gain, but takes a lot | |
| of experience and practice to learn to create new spells. This | |
| also requires knowledge of magic and how to use it, as without | |
| it, users cannot easily combine aspects of multiple spells. | |
| Also, spells learned may still have the weaknesses of the | |
| original spells, such as a water spell will still have water | |
| type weaknesses when combined with another type of spell. Dufort | |
| can do this, where he has created some spells using alchemy that | |
| combine some aspects (Though it's mostly for everyday use rather | |
| than battle spells, such as a spell for washing things). | |
| - Magic User Forbidden Skill: Overcast: This is a skill that | |
| most magicians can learn to use, but this is something of a | |
| taboo among magic users. Those that learn to charge magic spells | |
| can eventually charge a spell too far and then cause a highly | |
| destructive power to accumulate from the spell. This is often | |
| known as "overcharging" or "overcasting" spells. This art is | |
| forbidden mostly because it is hard to control once the spell | |
| reaches a certain level, and often causes spells to explode in | |
| one's face. However, some who have stabilized some of the | |
| stronger charges of magic have weaponized this into a forbidden | |
| magic skill that can be learned. Those that use this learn to | |
| charge magic far beyond the norm, and accumulate far more | |
| destructive power with their spells. Depending on the magic or | |
| the spell type, this can be a very dangerous ability, and when | |
| properly used, can be far more powerful than normal magic | |
| abilities. There are many magics this can be combined with, and | |
| depending on both the magic type and the spell type, this can | |
| have different effects. For example, a popular use of this is | |
| with fire magic, where people will overcharge fire magic to | |
| increase the explosive potential of fire magic. However, this | |
| can also be used in other magics, such as physical amplification | |
| being overcharged can allow stronger amplification or defense | |
| magic can create stronger defenses through overcharging. The | |
| major reason this is a taboo or forbidden skill though is | |
| because overcharging spells can be very dangerous to not just | |
| those around the user, but to the user themselves. Depending on | |
| the spell, overcharging often has negative effects depending on | |
| how its used. The stronger the overcharged spell, usually the | |
| stronger the negative effects. For example, physical | |
| amplification spells can be overcharged for stronger abilities, | |
| but the physical strain that comes with overcharging can hinder | |
| a user afterward. Each type of magic and spell type has some | |
| drawback to overcharging, and users must make sure to take that | |
| into account before attempt to use this skill. Any strengths and | |
| weaknesses used in this should be stated by players, since there | |
| are a lot of ways this can be used. Dufort doesn't use this, | |
| mostly because he doesn't want to risk the negative effects when | |
| he has better and safer ways of using his magic. | |
| Werewolf Alchemist Basic Abilities: | |
| - Werewolf Alchemy: This art is specific to this group of | |
| werewolves who use magic-based alchemy, and is not an unholy | |
| power, but simply a power based in neutral magic and soul power. | |
| This art is powerful, and depending on the werewolf or hybrid | |
| that is trained in this, they will specialize in different | |
| abilities depending on the spellbook they gain, and how they | |
| interact with elements. This art is just like people expect, | |
| with alchemy skills being able to convert and change materials. | |
| Most alchemy is set up in 3 stages: understanding the structure | |
| of matter, deconstruction and reconstruction. Most alchemists | |
| are able to use this to some extent, being able to use this to | |
| change materials, usually doing so for battle purposes, such as | |
| changing attacks or changing energy so that the alchemist can | |
| create new attacks out of their opponents attacks. Of course, | |
| the main focus of this alchemy usually ends up being the | |
| spellbooks, which most werewolves of this alchemy magic end up | |
| gaining, that are all different and focus specific skill-sets | |
| for each alchemist in different ways. Usually, most alchemists | |
| have to follow a few rules, such as this alchemy cannot be used | |
| to create living matter from non-living matter (such as trying | |
| to create life from something non-living, with one example being | |
| human transmutation, an art forbidden that tries to bring life | |
| to humans who have died. It is also worth noting that using | |
| alchemy can only affect objects within a certain distance, | |
| unless one is using special arts, so keeping one's distance can | |
| usually avoid this, unless they're firing projectiles at an | |
| opponent. In Dufort's world, he learned alchemy magic from Kina | |
| Darkwolf (a version that never met Qrow), after the start of the | |
| Order invasion when Kina Darkwolf was trying to train people who | |
| would fight the Order, but also when she rebelled against the | |
| alchemists because she didn't agree with their methods. | |
| - Spirit Purification Alchemy Magic: This one is designed to be | |
| one of the bases of alchemy magic. Because the clan is so | |
| focused on purifying and strengthening spirits, they use this | |
| special magic granted to them by the spirits to purify rather | |
| than destroy spirits. Because of this, all alchemic magic used | |
| by the alchemists has this aspect in it once they learn this | |
| magic. While they can use magic without this aspect, it is much | |
| more difficult, and runs the risk of changing the form of the | |
| earth in a way that will affect spirits negatively. However, by | |
| using spirit purification in their magic, the alchemists power | |
| of alchemy passively purifies spirits, strengthening the spirits | |
| that govern the world's forces and maintain nature, and some can | |
| even learn to utilize spirit energy as a result of their heavy | |
| spiritual focus due to them diving into their spiritual nature. | |
| As such, advanced users of spirit purification who learn to | |
| master spirit energy may even go on to become spirit energy | |
| users and gain spirit user abilities as a result. However, this | |
| magic also has another purpose, in that it is meant to purify | |
| dark spirits and hollows, which the alchemists fight in order to | |
| protect humanity. Most of the time, this portion of the | |
| spiritual purification focuses more on the environment, and not | |
| so much on fighting hollows and dark spirits. The basic form of | |
| spirit purification is more focused helping the world, as the | |
| spiritual purification is more just a basic part of the alchemy | |
| and changing the world around them to better the spirits. When | |
| used, this makes normal spirits far more powerful, and weakens | |
| creatures like hollows and dark spirits. However, this is a | |
| simple spirit purification, and one that doesn't have the right | |
| focuses for combating dark spirits and hollows (as a user has to | |
| master the next spirit purification magic power to use their | |
| alchemy to fight dark spirits and hollows). Typically, this is | |
| countered like any other magic, and doesn't attack the spiritual | |
| plane, as this part of the art is just for purifying the spirits | |
| on the physical plane that inhabit the world. Most of this basic | |
| spirit magic is also not combat based, as it's only meant for | |
| use on the environment to strengthen the spirits or help develop | |
| nature further so that the spirits don't have to do as much in | |
| the physical realm, as the alchemists seek to ease the burden on | |
| spirits. Thanks to training from Kindron, Dufort has been able | |
| to master the use of spirit purification. | |
| - 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). Dufort is able to utilize this method | |
| of spirit purification, and can use it as effectively as Kindron | |
| can since Kindron taught Dufort how to use spirit purification. | |
| - 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. Dufort has a bit of a soft spot for nature, and | |
| does his best to fix any problems he comes across. He has a | |
| particular soft spot for animals, who he sees as creatures that | |
| don't hide their intentions from him when he reads their minds. | |
| - 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. | |
| Unique Alchemy and Basic Spellbook Information: | |
| - Darkwolf Alchemy Variation: Psychic Silver Lightning Alchemy: | |
| This alchemy is a special alchemy art that was used by Kina | |
| Darkwolf, who had a powerful lightning alchemy that Kindron | |
| created a variation of using his own alchemy and holy power. | |
| After Kindron trained with his mother's spirit, Kindron | |
| developed special ways to use this alchemy, and he would go to | |
| teach this to Dufort as well. Dufort would go on to develop his | |
| own version of this alchemy, where he would generate lightning | |
| magic by snapping, but without needing the gloves that Kindron | |
| uses. When used, the static electricity generated by Dufort's | |
| psychic electrokinesis builds up, and then creates a stream of | |
| electricity along the air molecules that Dufort uses alchemy to | |
| increase their conductivity (creating a path for a spark of | |
| lightning to travel and amplify itself as it travels. Usually, | |
| This requires a simple snap his fingers or to clap his hands | |
| together, and then it appears to generate a powerful lightning | |
| bolt of silver lightning from his snap or clap. When used, this | |
| lightning is very strong, and works like a stream of lightning | |
| on opponents. Dufort uses this in combination with psychic power | |
| combined with alchemy, which is used similar to Dufort's normal | |
| lightning (except that this is more like a psychic magic infused | |
| lightning). This can direct the lightning in almost any way | |
| Dufort wants, as long as he can generate static electricity, | |
| making it where Dufort 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 | |
| that Dufort requires two aspects working together in order to | |
| use this lightning, and if one aspect is out of sync, the | |
| alchemy may not work properly. Another way to interrupt this | |
| power is to disrupt the air current changed by Dufort'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 Dufort being able to | |
| control it). This can also still be dodged like other lightning | |
| abilities, as Dufort's lightning doesn't move quite as fast as | |
| normal lightning does (as Dufort hasn't mastered this alchemy at | |
| the top speed it is capable of). Dufort also doesn't use the | |
| lightning deconstruction that his father uses, due to not | |
| wanting to risk getting into trouble for committing werewolf | |
| alchemy taboos (Since he wants to avoid trouble with the | |
| werewolf alchemists). | |
| - Unique Darkfire Flame Alchemy: Psychic White Flame Alchemy: | |
| This alchemy is a variation of the Darkwolf lightning alchemy, | |
| except that this is used to create explosions of flames instead | |
| of lightning. Currently, this is only used by Darkfires like | |
| Kindron and Dufort (the only two that use alchemy magic | |
| currently in London). This alchemy works in much the same way as | |
| the Darkwolf lightning alchemy, where Dufort is able to use his | |
| psychic power to generate sparks and using alchemy to modify the | |
| air around him. Unlike the lightning alchemy though, Dufort | |
| changes the air not to generate static, but instead to be | |
| explosive using potentially explosive gases in the air like | |
| oxygen and hydogen. By manipulating the oxygen and hydrogen | |
| using alchemy, he is able to concentrate hydrogen into an area, | |
| and then use his psychic lightning to create a spark, which then | |
| causes the air around him to explode with flames mixing his | |
| psychic power with his alchemic modification of the air. This | |
| more or less appears the same way as his lightning alchemy, in | |
| which Dufort uses a snap of his fingers in combination with | |
| psychic power to generate the power he needs to ignite the air. | |
| This power uses very little energy from Dufort 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 absorb more power once the psychic power is used to ignite | |
| and create a mass of flames. This can create explosions based on | |
| how Dufort 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 Dufort's own variation of Kina Darkwolf's lightning alchemy. | |
| Of course, just like his lightning alchemy, the weaknesses are | |
| very similar. The first is that one can interrupt one of the | |
| aspects of his alchemy (which is two aspects working together) | |
| and cause the alchemy to not work properly. The other way is to | |
| disrupt the air flow that is changed by Dufort's alchemy, thus | |
| removing Dufort's accuracy if the attack works, and preventing | |
| the attack if the attack doesn't explode. Dufort doesn't use his | |
| father's advanced melting point substyle, mostly because he | |
| doesn't want to get into trouble with the alchemists for using | |
| matter destruction abilities. | |
| - Mixed Lightning/Flame Alchemy Style: Psychic Exploding | |
| Lightning: This is a variation alchemy that Dufort learned from | |
| his fahter to utilize by combining aspects of his lightning and | |
| flame alchemy. By vibrating the ions in the electrical energy, | |
| Dufort is able to create an unstable state in the molecules in | |
| which the lightning can become highly explosive. This appears to | |
| be normal lightning on the surface; however, when it's fired, | |
| the unstable molecules create an explosion due to the impact, | |
| and are able to create explosions when the lightning strikes an | |
| object. Essentially, when this lightning strikes an opponent, | |
| the point of impact explodes, doing even more damage. This is | |
| designed to combine both of Dufort's alchemy types together into | |
| one alchemy, and designed to be able to attack in two stages. | |
| This lightning and flame style alchemy is a great way of | |
| attacking opponents, as even if the lightning doesn't hit, the | |
| explosion can still hurt opponents if they are near the point of | |
| impact of the lightning when the lightning does hit something. | |
| This can be used fairly easily, in which Dufort needs only | |
| vibrate the electrical ions into an unstable state, but not | |
| unstable enough that they explode right away. Instead, the ions | |
| lose their stability when impacted with an object and then the | |
| ions explode. Dodging this is just like dodging any flame or | |
| lightning power, as it can be dodged if the opponent can move | |
| far enough away that the explosion doesn't hit them. It can also | |
| be blocked as long as the opponent can compensate for the attack | |
| power of both of the attacks. Users that can negate the static | |
| charge of the electricity can also dispel this attack completely | |
| so that the explosion never even happens if they use something | |
| like wind manipulation to remove the vibration of the ions in | |
| the lightning. Opponents can use things like energy defense to | |
| defend against this (again as long as they can account for the | |
| power of both lightning and flame). Typically, water and ice | |
| abilities are also good to use against this alchemy as well | |
| since water and ice can counter both fire and lightning | |
| abilities (usually). | |
| - The Silver Lightning Book: This is the nickname for Dufort's | |
| main spell book, which uses alchemy to fire silver lightning | |
| spells. This lightning is unique, in that it contains a special | |
| property that lets it bypass lightning immunity. Despite having | |
| the same name as Kindron's spellbook and having simialr spells, | |
| this is not a holy power, but instead relies on Dufort's psychic | |
| power as this is powered by not only magic but his psychic | |
| electrokinesis. Dufort's lightning also has the unique trait in | |
| that it bypasses lightning immunity, as well as him being able | |
| to bypass magic immunity with his spells (but not with his | |
| normal magic). It's not known what's in the lightning that | |
| causes this, but he is able to use this lightning in such a way | |
| regardless, and it is able to do damage even to lightning users | |
| if it hits them (and those that try to absorb Dufort's lightning | |
| won't be able to, instead taking physical damage if they try to | |
| absorb the spells). The bypass of the magic immunity is likely | |
| the psychic lightning that is used in his lightning spells that | |
| causes magic immunity users to take damage from his lightning. | |
| It's assumed that this has to do with him using Cain's magic for | |
| the alchemy, since Dufort's version of Cain had a few spells | |
| that could override immunities. Dufort's set of spells utilize | |
| psychic power as well, where his psychic electrokinesis combines | |
| with his spirit purification to create a more powerful | |
| lightning. Despite having similar spells to Kindron's spellbook, | |
| Dufort's spells are typically more powerful and most of his | |
| spells are more offensive (to the point that he doesn't have a | |
| lot of spells that can be used defensively. Dufort's lightning | |
| spells do still work like lightning, where some utilize blasts | |
| of lightning, some utilize magnetic abilities and some may | |
| utilize magic constructs made of lightning magic. Dufort is | |
| quite far in his spellbook, and has a lot of good spells that he | |
| can use in battle. Of course, even though Dufort's magic spells | |
| can bypass immunities, this only hurts opponents if this hits | |
| them. And Dufort's spells can still be countered like any other | |
| lightning abilities, such as using water or ice to counter, or | |
| by simply dodging or blocking his spells (though some more | |
| powerful ones should be dodged rather than blocked due to the | |
| power they possess). | |
| - Unique Spell Casting Art: Spell Overlap: This power is a | |
| variation of testing out the limits of the alchemy powers that | |
| Dufort came up with, and is his own unique brand of magic. After | |
| casting one of his unique spells, Dufort is able to keep a spell | |
| going even after it's been cast, either firing it again, or | |
| using the spell to filter into the next spell depending on what | |
| he wants to do. For example, he can use his first spell, Zaker, | |
| which is a basic lightning spell, and if he doesn't stop casting | |
| it, can use it to amplify almost any spell he casts while the | |
| Zaker spell is active. This is done by keeping the first spell | |
| active, and then using a second spell which causes an overlap in | |
| the two spells casting enough that the two spells run together | |
| (which strengthens the second spell). This utilizes the first | |
| spell as normal, but depending on the spell, Dufort can use | |
| special abilities based on which spells he chains together. | |
| However, it should be noted that he can only keep one spell | |
| active at a time, and once he uses a second spell, he cannot | |
| keep the first spell active anymore for this technique to work. | |
| However, he can use this to chain multiple spells, by casting | |
| one and keeping it active, then casting another and keeping it | |
| active after casting to chain into a third spell (but the first | |
| spell won't carry over to the third spell). As an example, | |
| Dufort can cast Zaker, keep it going, then cast Zakerga to fire | |
| an amplified piercing spell, which cancels Zaker, but then he | |
| can use Zakerga if it's still active to amplify a Teozaker spell | |
| to fire a constant beam of silver lightning which combines the | |
| two, but after the spell, the Zakerga spell is done. This is a | |
| result of Dufort pushing the boundries of what his spells can do | |
| and how long he can keep them going. However, there is a limit | |
| to how long he can keep the spell going, and eventually it will | |
| fade if he doesn't combine it with another spell (as he can only | |
| keep a spell active for so long). And he consciously has to keep | |
| the spell going, which can cause strain over time. There is also | |
| the cost of spells to worry about, as low level spells can be | |
| cast a lot, but he cannot chain together higher level spells, as | |
| it takes too much energy, and a few spells cannot be chained for | |
| conflict with other spells Dufort has. However, while this is | |
| very useful in combining spells, Dufort is limited to one | |
| combination though for each spell, and the spells still have the | |
| same weaknesses (usually just adding extra effects depending on | |
| the spell. | |
| - 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. | |
| Silver Lightning Spellbook Spells: | |
| - First Spell: Zaker: This spell is a fairly simple lightning | |
| blast that is fired from the user's hand when the spell is cast. | |
| The blast is a standard lightning blast is dependent on how much | |
| energy is put into the spell with the default being a smaller | |
| lightning blast. This spell is fired with extreme speed, being | |
| able to move at the speed of lightning which moves at about 1100 | |
| feet per second. This blast explodes in impact with kinetic | |
| force, but also explodes with the lightning being able to | |
| electrocute enemies and being able to electrocute objects that | |
| are conductors thanks to the lightning that makes up the blast. | |
| This is an attack spell, which is designed to be fired at an | |
| opponents or objects depending on where the user aims the | |
| attack. This can, of course, be used creatively in battles, | |
| where the spells can be used to be concentrated through | |
| conductive objects, such as using the conductivity of lightning | |
| to electrocute someone through a conductive object. For example, | |
| this could be used on a metal surface to electrocute someone who | |
| is in contact with the metal surface even if they are not hit by | |
| the attack directly (due to metal surfaces being conductors and | |
| being able to conduct electricty). Typically, this depends on | |
| the knowledge of the user determines how useful this can be and | |
| the ways it can be used (there are creative methods that can | |
| this can be used for depending on a user's knowledge of | |
| electrical conduction and the flow of electricity). This is the | |
| basic spell of the lightning book, designed to be able to be | |
| used as the main attack spell. This spell uses less energy than | |
| a typical lightning blast, allowing it to be used more often but | |
| it's not as powerful as many of the stronger lightning spells. | |
| This spell is fairly simple, so there's not too much | |
| complexities to it as it's just a simple blast of lightning, and | |
| often requires the user to use it more strategically and uses | |
| it's conductive properties to one's advantage. Since this is a | |
| simple spell though, it can be dodged fairly easily if one just | |
| moves out of the way of it, or someone can use conductive | |
| objects to their advantage to block the attack as well. Dufort | |
| can use this spell like normal and has a psychic element to it, | |
| but can also use this alongside his spell overlap to amplify | |
| other spells. When amplified, spells that are used after this | |
| spell are amplified when used, and this spell, while active also | |
| amplify's Dufort's physical abilities as long as its active. | |
| - Second Spell: Zakerga: This spell is similar to the first | |
| spell, in which this fires a blast of lightning. However, unlike | |
| the first spell, this fires a powerful lightning beam rather | |
| than a blast of lightning that is designed to be a piercing | |
| attack. This beam is a concentrated lightning attack which is | |
| designed to pierce through defenses, and is a strong lightning | |
| skill that is designed to break defenses. This is a mid-level | |
| spell that doesn't cost much more power than the first spell, | |
| and is a good attack spell to use that often replaces the | |
| primary lightning spell depending on the user and the spells | |
| they have. However, the main draw to this is it's piercing | |
| ability, which can pierce energy defenses (as long as this | |
| attack can overpower the defense), and it can pierce other | |
| defenses like armors and defensive walls as long as the defense | |
| can be broken and doesn't absorb the lightning used in the | |
| spell. This spell is fired fast enough that it is hard to dodge | |
| as many lightning spells are meant to be fired with immense | |
| speed, which is another aspect of it being a more useful spell | |
| than basic spells. When struck, not only does this pierce | |
| defenses and move fast though, but this can also electrocute | |
| opponents when piercing their defenses due to the electrical | |
| energy used in this spell. Usually, the size of the beam of | |
| lightning is set at a certain size, though one can concentrate a | |
| smaller and faster beam for more piercing power, but this does | |
| reduce the damage since not as big of a beam means less area | |
| affected. Typically, countering this is as simple as just | |
| dodging the attack. Since this is an attack designed to pierce | |
| defenses, usually defending isn't a good idea unless one is | |
| certain they can handle the piercing power and the lightning. | |
| Water users can dispel this attack if they use water attacks | |
| properly, as water can short out electrical attacks. While this | |
| doesn't cost too much power to use normally, it does still | |
| require a little more power than the first spell, so one should | |
| keep that in mind and use this when their primary spell is | |
| ineffective. For Dufort, his spell also has psychic power | |
| instead of holy power like his fathers, and when using this with | |
| his spell overlap, spells empowered by this gain a piercing | |
| effect when fired. | |
| - Third Spell: Teozaker: This spell is a highly amplified | |
| version of the first spell, zaker, which fires a blast of | |
| lightning. However, instead of a simple blast of lightning, this | |
| fires a stream of lightning, which can still electrocute anyone | |
| that the lightning hits. This enhanced spell is designed to be a | |
| much stronger version of the zaker spell, and works much the | |
| same way, in which one simply uses their hand to aim it and then | |
| fires it from their hand. When used, the spell can be fired | |
| constantly for a certain length of time, and is able to affect | |
| more than the zaker spell. This spell can be used a variety of | |
| ways, such as electrocuting an opponent through touch, or firing | |
| at a group by moving the hand to change the direction the stream | |
| is fired an area to use the stream of lightning to hit multiple | |
| targets. This spell is a mid-level spell, one that uses the same | |
| amount of power as the zakerga spell, and is useful as a main | |
| attack spell due to it being a higher level version of the | |
| normal zaker spell. Just like with zaker, users can make use of | |
| the lightning properties, such as using this lightning on | |
| conduits to attack people in contact with the conduit, or using | |
| it to counter other energy attacks like energy beams. Just like | |
| any other lightning attack, this spell can be dodged or blocked | |
| if one accounts for the increased power, and users can also use | |
| insulators to block the lightning if they know how the spell | |
| works. Users wanting to dodge this can do so as long as they say | |
| away from where the hand is focusing the lightning, as the | |
| user's hand always has to face where they are firing the attack | |
| since the hand aims the attack. Also, while this can be used | |
| longer and fire more lightning, it uses more power the longer | |
| and more the spell is used, and while it may be a good primary | |
| attack, it does use more power, so users may not want to make | |
| this a primary attack spell against weaker opponents. This spell | |
| can also be countered by anything that counters lightning, and | |
| can be countered by energy defenses and walls to a degree as | |
| well. In addition to the psychic power this spell has, Dufort | |
| can also use his spell overlap to add a lightning stream effect | |
| to his spells, where they are fired for longer and Dufort can | |
| move his hand to effectively move the stream of lightning as he | |
| desires to (usually as a means to target opponents). | |
| - Fourth Spell: Jauro Zakerga: This spell is a spell that shoots | |
| a ring of lightning which stops after being fired and fires | |
| toward it's target releases a number of smaller teozaker spells | |
| from the ring (Usually five teo zakers) at the opponent as a | |
| midlevel or higher level spell. The teozaker spells are fired at | |
| the opponent from the ring, which all home in and try to the | |
| opponent from the sides and above and below. This version fires | |
| a constant stream of lightning from the ring using the teozaker | |
| spell. The ring can also electrocute opponents if they touch it, | |
| and use the power of lightning to damage opponents. This spell | |
| is a very powerful mid level spell, and is a spell that is very | |
| hard to dodge since it fires five teozaker attacks that hit from | |
| multiple directions. This spell is designed to be a mid-level | |
| spell, but many often mistake it for a top level spell due to | |
| how strong the teozaker spells are (with the teozakers fired | |
| from this being stronger than the normal teozaker spells). This | |
| spell's main draw is that the five teozaker spells are basically | |
| chaincasted all at the same time and fired without any extra | |
| power being wasted (in which the spell doesn't use extra power | |
| to fire the five teozaker spells) This spell is is hard to | |
| dodge, but fast enough opponents can still dodge it if they can | |
| move fast enough to avoid the lightning homing in on them. | |
| Usually, the safest place is behind the user, since the homing | |
| attacks will have to get around the user to hit the opponent. | |
| These teozaker spells fired can also be blocked by anything that | |
| can block lightning attacks, and can be defended the same way as | |
| the teozaker spell if one has ways to defend against it. The | |
| teozakers do home on the opponent, but if dodged enough, they | |
| will eventually stop homing on opponents once the teozaker | |
| spells run out of energy. Dispelling the ring will also dispel | |
| the teozaker attacks if one can dispel the ring of lightning | |
| that generates this attack (usually using something like water | |
| to short out the lightning that makes up the ring of the | |
| attack). Dufort's version is a little different, in that he can | |
| either fire teozaker spells, or he can fire zakerga spells from | |
| it (for more piercing power). For his spell overlap, any spell | |
| he affects with this spell gain a multi-cast, where the spell is | |
| cast five times and fired simultaneously (such as a zaker spell | |
| would fire five zaker spells at little to no extra cost despite | |
| it being multi-casted. However, this cannot be used with his | |
| higher level spells like Gigano Bargirdo Zakerga or Shin Zeo | |
| Zakerga since those spells already have a ring multicast that | |
| fires multiple spells. | |
| - Fifth Spell: Bargirdo Zakerga: This spell shoots a more | |
| powerful lightning strike attack from above the opponent, in | |
| which a spell circle appears above an opponent and fires a | |
| lightning strike down on the opponent it's targeted to. This | |
| works somewhat similarly to Teozaker, except it is created and | |
| strikes an opponent from above rather than being fired from the | |
| user, as well as being a much larger attack with far more energy | |
| in it than other lightning blast spells. This spell is meant to | |
| emulate a bolt of lightning hitting down from the sky, except | |
| that this doesn't need a storm in order to blast from above, as | |
| it instead uses a magic glyph that appears in the sky to draw | |
| static from the air and create the lightning attack. The | |
| lightning spell also hits with immense speed, as lightning can | |
| strike faster than the speed of sound, and makes this attack | |
| hard to dodge when used (which is often the main draw of using | |
| this spell). This is meant to be a high level lightning spell, | |
| which can be used to attack opponents with immense power and | |
| speed. This spell is able to be dodged if one knows the attack | |
| is coming though, or blocked by those that can block the power | |
| of the lightning strike. If one is hit by this, one can use | |
| energy defenses to lessen the damage (as this spell usually | |
| overwhelms energy defenses), or one can ground oneself by giving | |
| the lightning another conduit. One can also avoid this like | |
| normal lightning, such as using an object above them to absorb | |
| the lightning strike, as this is usually targeted toward the | |
| person, but a person can use something between them and the | |
| lightning strike to absorb the lightning strike if one knows the | |
| attack is coming. And of course, those immune to lightning won't | |
| be affected by this spell. While a user can keep this spell | |
| going longer by putting more power into the spell, the length of | |
| time this spell is active determines how much power is used, | |
| with longer casting meaning more power spent on the attack, so | |
| this attack should not be overused. It should also be noted that | |
| those spells like this that are fired from above cannot be used | |
| within buildings since this requires an open area above the | |
| opponent. With his spell overlap, any spell affected by this | |
| spell will be cast from above and gain a highly enhanced speed | |
| boost from this spell. This spell, however, cannot be combined | |
| with Jauro Zakerga due to incompatibility of the spells, and the | |
| fact that Dufort has another version of this spell later that is | |
| used similar to Jauro Zakerga. If attempted, this spell will | |
| just deactivate when Jauro Zakerga is cast and won't do anything | |
| to the spell. However, this spell can be used first before Jauro | |
| Zakerga so that the Jauro Zakerga spell can be fired form above | |
| with increased speed. | |
| - Sixth Spell: Raija Zaker: This spell is a lightning attack | |
| spell which generates a blast of lightning from the user that is | |
| designed to knock back opponents. This is a very strong midlevel | |
| attack spell, which is fired from the body of the user. When | |
| used, the body generates a mass of electrical energy and then | |
| blasts it outward in all directions, with this being able to | |
| blast anyone who is close to the user away. This blast is a 360 | |
| degree blast that comes from the user, and can be used against | |
| one person or multiple people. This fires a blast stronger than | |
| the teozaker spell (but similar in nature) from the body with | |
| increased impact ability. Anyone within range of the spell's | |
| blast radius is not only knocked back though, but also | |
| electrocuted by the mass of electricity that is generated. This | |
| is similar to other blast abilities where users create | |
| explosions that move outward, except that this uses lightning | |
| instead of powers like explosive flames. Because this is meant | |
| to be used within close range, those close enough have very | |
| little time to dodge, and usually take damage as they are | |
| knocked back from the lightning. The blast itself can be charged | |
| for a stronger blast if the user charges the spell first (though | |
| there is a limit to how strong the spell can get from being | |
| charged before it may overcharge), and depending on how long it | |
| is charged, the stronger the blast and the larger the blast | |
| radius would be. Depending on how close the opponents are when | |
| this spell is used, this can be very hard to dodge, as this | |
| spell is not only fast enough to hit opponents with incredible | |
| speed, but also the close distance doesn't lend much room for | |
| dodging once the spell moves outward. This spell is a great | |
| attack spell, but it can be dodged if an opponent moves back | |
| fast enough. In order to avoid the effects completely, an | |
| opponent would have to move back far enough to move beyond the | |
| area of effect of the attack, which depends on how strongly the | |
| attack is charged. Users that cannot dodge in time can use | |
| things like energy defense in order to reduce the damage (or | |
| some stronger energy defense barriers may complete protection). | |
| For Dufort's spell overlap, any spell used with this effect | |
| gains a stronger impact force when hitting a target, and spells | |
| are fired from his body in all directions when used, such as a | |
| zaker spell would be fired in all directions, or his Jauro | |
| Zakerga ring would come from his body and form a ring around | |
| him, then firing Teozaker spells from the ring outward. | |
| - Seventh Spell: Sorudo Zakerga: This spell is a strong | |
| lightning attack spell that is designed to slash and electrocute | |
| opponents. This spell is a higher level midlevel attack spell, | |
| meant for offensive attack. When using this spell, the user | |
| creates a magic based construct of a sword handle, which then | |
| ignites with lightning energy. This essentially becomes a much | |
| stronger condensed lightning that is formed into the actual | |
| sword, where the user holds the handle and then uses the sword | |
| to slash opponents. This sword is not fired at opponents like | |
| many of the other lightning spells, but instead is held by the | |
| user and then used in combat. This sword is a large two-handed | |
| sword that is held with both hands. However, unlike what one | |
| might expect, the sword is actually very light, since the only | |
| real weight is the magic construct that is the handle of the | |
| sword. The lightning in this sword is strong enough to cut | |
| through armor, and can even do severe damage to opponents with | |
| physical and supernatural amplification abilities that enhance | |
| their defense as well as being able to pierce through defensive | |
| walls and barriers. Those who are hit by this will be not only | |
| cut by the sword's lightning energy that is sharpened to be able | |
| to cut through even metal, but those cut by this are also | |
| electrocuted by the sword. The user is able to freely move | |
| around and swing this sword as they desire, using this sword as | |
| a weapon to attack with. This sword is able to be swung and | |
| attacked with multiple times, and the user is able to keep the | |
| sword manifested as long as they can keep the lightning ignited | |
| from the sword handle. This spell can also be used in | |
| conjunction with magic amplification, or can absorb other | |
| lightning to grow stronger. This sword is able to be blocked by | |
| strong enough defenses that can account for its enhanced cutting | |
| power, despite it being able to pierce defenses, and can be | |
| instantly taken out by energy negation type abilities or items | |
| (like aura breaker type weapons). Also, due to the size of the | |
| sword, there are only a limited number of ways this sword can be | |
| swung. In terms of Dufort's spell overlap, any spell with this | |
| spell's effect will instead come out in the form of a lightning | |
| sword (though not as big as this spell), and the spell will | |
| instead be wielded like a sword (though no magic construct for | |
| the handle for the other spells will manifest). Dufort also has | |
| a unique ability with this spell, where he can fire Jauro | |
| Zakerga from it and the ring will form around the blade and fire | |
| the lightning blasts at opponents. It is the only spell he can | |
| fire from this sword spell, and he can do so multiple times | |
| (though this doesn't contribute to spell overlap). | |
| - Eighth Spell: Ganreizu Zaker: This spell is another attack | |
| spell, and one that is a high power mid-level attack spell. When | |
| used, this spell manifests in the form of eight cylinders formed | |
| into a circular fashion in front of the user. The spell then | |
| attacks by having the cylinders spin in a circular fashion, to | |
| which the one at the top fires a zaker type lightning spell at | |
| the opponent. When done properly, the spell rapidly fires blasts | |
| of lightning at opponents, designed to work like that of a | |
| gatling gun. The spell fires rapidly as long as the user wants | |
| it to, and fires the lightning blasts as condensed piercing | |
| blasts of lightning that can not only damage opponents but can | |
| also electrocute opponents if they are hit by the blasts fired | |
| from the cylinders. This is designed to attack opponents with a | |
| rapid fire spell that constantly fires lightning blasts, and | |
| stays in front of the user. The user is able to move around, | |
| where the spell stays close to the user and continues firing in | |
| a straight directly at wherever the cylinders are pointed. This | |
| rapid-fire attack spell can be used against one enemy, or can | |
| also be used against an entire group of enemies depending on the | |
| situation. The cylinders are made out of lightning, but also | |
| have magic constructs on the sides that help generate the | |
| lightning in each cylinder. This works much like a gatling gun, | |
| where the circular shape spins, starting slowly at first, and | |
| then speeding up as the spell goes on. Once the cylinders are | |
| moving at full speed, the spell fires the blasts of lightning at | |
| the max speed it can. The lightning blasts are fired with | |
| extreme speed, making them hard to dodge, so this works great on | |
| attacking fast enemies, as well as being able to take out groups | |
| very quickly. This spell is guided by the hand of the user, | |
| where the user holds their hand out and then guides the movement | |
| of the spell by moving their hand. While hard to dodge this | |
| spells firing speed, it is possible by faster opponents, and | |
| opponents can always tell where this spell is firing based on | |
| where the user is pointing their hand (or where the cylinders | |
| are pointed). This can also be blocked by certain types of | |
| defenses, as long as one has a strong enough defense to do so. | |
| When used with Dufort's spell overlap, any spell that is cast | |
| with this one's effect will be rapid fired in smaller blasts, | |
| such as Zakerga would be fired in a rapid fire smaller amount of | |
| Zakergas with just as much power and piercing ability as the | |
| original (But the blasts wouldn't be as big as the original | |
| spell). The effect makes the spells better for attacking | |
| opponents with more attacks, but doesn't hit the opponent with | |
| the larger attacks of the spell. This has a unique ability when | |
| used with Sorudo Zakerga, where this effect will form a sword | |
| that rapid fires smaller lightning blasts from it similar to | |
| this spell. | |
| - Ninth Spell: Redo Dirasu Zakerga: This is another high power | |
| mid-level attack spell, which is used as an offensive lightning | |
| spell. When used, this spell summons a huge magical construct in | |
| the shape of a circular yo-yo that has what appears to be | |
| lightning chainsaw blades coming out of yo-yo. When in motion, | |
| the yo-yo spins, where the saw blades spin with the yo-yo as a | |
| means to slice through objects and defenses that are hit by the | |
| yo-yo. This spell is connected to the user by a magical | |
| construct string that is wrapped around the index finger of the | |
| user. Unlike what one would expect, this doesn't require much | |
| strength to wield despite it's very large size, but still does | |
| intense damage when hit thanks to the lightning that comes out | |
| of the yo-yo as a circular chainsaw set of blades. When used, | |
| this can be hurled at opponents, and if it hits them, it not | |
| only breaks through their defenses, but the lightning blades | |
| that make up the chain saw can slice through armor and shields, | |
| doing heavy damage to even stronger opponents due to the size | |
| and power of the chainsaw blades on the yo-yo. By using the | |
| string, the user can manipulate the yo-yo, either throwing it at | |
| opponents, making it move along the ground, or even calling it | |
| back to the user if it misses a target. The string makes this | |
| spell able to be controlled and maneuvered around as needed, | |
| where the user is able to utilize this based on their skill with | |
| a yo-yo. This spell does intense piercing damage thanks to the | |
| circular saw shape of the lightning blades coming out of the | |
| yo-yo as well as being able to electrocute any opponents who | |
| touch the yo-yo, whether they touch the saw blades or the yo-yo | |
| construct itself. This spell is coated in lightning, and can | |
| electrocute others just from being too close to them. This spell | |
| cannot fire any lightning attacks from it, so it is more of a | |
| melee weapon that is used at mid to long range. And as a mid to | |
| long range weapon, this cannot be used effectively at close | |
| range. Opponents can also avoid this by dodging it (blocking | |
| isn't recommended due to the blades coming off the yo-yo having | |
| the ability to pierce defenses). Opponents can also defeat this | |
| spell by cutting the string, which causes this spell to | |
| instantly dispel if an opponent can cut it. For Dufort's spell | |
| overlap, any spell that is affected by this gains a spell shape | |
| change where the spell takes a circular saw blade shape when | |
| fired, which spins and vibrates as spins to pierce opponents | |
| (looking like a saw-blade disk that spins like a circular saw | |
| blade). | |
| - Tenth Spell: Maazu Jikerdor: This is a mid-level attack spell | |
| that is meant to be used to draw in opponents. This creates a | |
| large sphere of lightning which is fired at opponents, and | |
| repels any attack fired on it. This is designed to engulf the | |
| opponent when it reaches them, and pull them into the sphere of | |
| electromagnetic energy while also repelling attacks as the spell | |
| moves. This spell is designed to be an enhanced version of the | |
| original jikerdor spell, where instead of turning the user into | |
| a magnet that sticks them to magnetic surface and attracts other | |
| magnetic objects to stick to them, they are drawn into a much | |
| larger sphere and trapped inside by the electromagnetic energies | |
| of the sphere. When fired, any opponents, as well as anything | |
| magnetic are drawn into the sphere, and unlike the jikerdor | |
| spell, this spell electrocutes an opponent if they are drawn | |
| into it, with it being able to electrocute anything in the | |
| sphere or that gets close enough to be affected by the sphere. | |
| This spell is designed to incapacitate as well as attack | |
| opponents, unlike the jikerdor spell that could only stop an | |
| opponent temporarily, and the larger sphere means more can be | |
| affected, such as drawing in groups of opponents rather than | |
| only effecting one opponent. This spell can also use magnetic | |
| items drawn in to electrocute opponents nearby, since the items | |
| are electrocuted by the sphere and can electrocute someone if | |
| they are close to the object even if they aren't in range of the | |
| sphere itself. This is a spell that not only uses lightning | |
| power, but also magnetic manipulation to attract anything | |
| magnetic (meaning opponents that are able to be affected by | |
| magnetic properties will be increasingly effected more than | |
| normal enemies) The best defense for this is to get away from | |
| the sphere before or right after it is fired, and try to use | |
| some sort of power to resist it's pull, though users can also | |
| avoid this just by avoiding getting near the sphere. While this | |
| move isn't blockable, since those that try to block it directly | |
| will be drawn into it, users can use certain skills to try and | |
| lessen the effects, like using energy defense when drawn into | |
| the sphere or using certain elemental defenses if the opponent | |
| has access to them (Such as strong enough water attacks can | |
| short out this spell). For Dufort's spell overlap, any spell | |
| affected by this will gain a magnetic element to it, where the | |
| spells will not only be lightning spells, but will draw in | |
| anything magnetic to the attack (making it attract enemies just | |
| as this spell does). For example, Dufort could create a Sorudo | |
| Zakerga that can draw enemies to it as he attacks. | |
| - Eleventh Spell: Gigano Bargirdo Zakerga: This is an amplified | |
| version of the Bargirdo Zakerga spell, and is a higher level | |
| attack spell that is used to attack opponents. This spell is | |
| similar to Bargirdo Zakerga, where this spell is fired from | |
| above. In this version, the spell creates a ring of lightning in | |
| the sky, which fires down multiple normal Bargirdo Zakerga | |
| lightning strikes. This spell fires down in the same way as the | |
| original spell, in which this spell fires down almost instantly | |
| (with it being fast enough to strike just as fast as the | |
| original spell, making it very difficult to dodge). Unlike the | |
| original though, this spell fires up to seven lightning strikes | |
| down at the opponent, all coming down from above at different | |
| angles to try and hit an opponent from multiple angles similar | |
| to Jauro Zakerga's spell. This is much harder to dodge than the | |
| original spell, since it rains down 7 lightning strikes at once | |
| with intense speed. This is meant to be a higher level lightning | |
| spell, which can be used to attack opponents with immense power | |
| and speed. And unlike the original, this spell can also pierce | |
| through defenses like barriers and defensive abilities. This | |
| spell is able to be dodged if one knows the attack is coming | |
| though, or blocked by those that can block the power of the | |
| lightning strike (in this one, they have to block up to 7 | |
| simultaneous strikes). If one is hit by this, one can use energy | |
| defenses to lessen the damage (as this spell usually overwhelms | |
| energy defenses), or one can ground oneself by giving the | |
| lightning another conduit. One can also avoid this like normal | |
| lightning, such as using an object above them to absorb the | |
| lightning strike, as this is usually targeted toward the person, | |
| but a person can use something between them and the lightning | |
| strike to absorb the lightning strike if one knows the attack is | |
| coming. Unlike the original spell, this spell also cannot be | |
| continued, as once it fires the full power of the lightning | |
| strikes, the spell will be done and will stop no matter whether | |
| or not the user wants to try and bring out more power for the | |
| spell. This spell takes a lot of energy, and can only be used a | |
| few times before the user runs out of magic energy. If used with | |
| Dufort's spell overlap, any spell used with this will be fired | |
| from above and have Jauro Zakerga's style of firing multiple | |
| spells of the type at once (this time firing 7 simultaneous | |
| attacks at once). One such example is how Zaker, using this | |
| effect, would be fired from above, and would be fired seven | |
| times at once thanks to the effect of this spell. | |
| - Twelfth Spell: Zeo Zakerga: This spell is very similar to Baou | |
| Zakerga, and is a higher level version of the Baou Zakerga | |
| lightning spell. This spell channels powerful emotions (usually | |
| anger or hatred) to create and amplify a powerful lightning | |
| dragon which is designed to engulf opponents. Unlike the Baou | |
| Zakerga spell, this spell is a large blue lightning dargon | |
| instead of a yellow one. This lightning dragon is made up of | |
| highly condensed lightning energy, which literally tears apart | |
| cells that are engulfed in the lightning dragon to the point | |
| that anything inside is almost completely incinerated if caught | |
| in it. This dragon is extremely powerful, and is one of the most | |
| powerful lightning spells in the lightning spellbook. This | |
| dragon can move according to the user's will, in which it can be | |
| used like an elemental familiar in how it operates (in which the | |
| user is able to control it as needed thanks to them being able | |
| to use their magic bonds to control the spell). The power of | |
| this spell depends on the emotional state of the user, and the | |
| stronger the emotions, the stronger this spell is. This spell | |
| can also be amplified with other spells, depending on the spells | |
| a user has available, which can empower the dragon if enough | |
| power is put into the dragon through other lightning spells. | |
| Once the dragon has taken enough power, the dragon takes an | |
| enhanced form, and hits far harder than the normal version of | |
| this spell. This is a very strong spell, one which is nearly | |
| impossible to block due to it's raw power (and therefore must be | |
| dodged). However, it can be dodged, which is usually advisable | |
| since not many people can withstand the raw power of this spell. | |
| Unlike Baou Zakerga, even the normal version of this spell is | |
| strong enough to incinerate people. This is a stronger base | |
| spell, but doesn't gain as much enhancement when going into its | |
| enhanced form as Baou Zakerga does (since this spell is | |
| basically a variation of that spell and cannot amplify itself | |
| the way Baou Zakerga can). This is also a one shot spell, as a | |
| user cannot use this more than twice, as even after the first | |
| use of this, a user will be completely emotionally drained that | |
| most cannot use their spells anymore after this is cast. While | |
| this is usually a very powerful spell, it is a very draining | |
| spell and depending on how it's used, it can leave the user weak | |
| and vulnerable especially if this attack misses. This spell can | |
| also only be activated with strong emotions, so if a user isn't | |
| feeling strong emotions, the power of the lightning dragon will | |
| be weaker than it should be. With Dufort's spell overlap, any | |
| spell used after this one will gain a lightning dragon form, | |
| similar to Zeo Zakerga, but not as large. The lightning dragon | |
| form of the spell will then be able to also be able to be | |
| controlled by the user. For example, a Zakerga spell with this | |
| effect would take a lightning dragon form but retain it's spell | |
| form that allows it to pierce through opponents and could be | |
| controlled to move and attack opponents as needed. | |
| - Thirteenth Spell: Shin Zeo Zakerga: This spell is a much | |
| stronger version of the Zeo Zakerga spell, but not because it | |
| fires a stronger enhanced version of the dragon. When used, this | |
| spell creates a ring of lightning in the sky, and as one might | |
| guess from the other lightning ring spells, this spell creates | |
| multiple lightning dragons in the form of Zeo Zakerga spells. | |
| When used, this spell creates slightly smaller Zeo Zakerga | |
| dragons, which then move and try to explode on opponents unlike | |
| the normal Zeo Zakerga or Baou Zakerga spells. When exploding, | |
| the dragons explode with lightning energy, blasting opponents | |
| with not only raw force, but intense electrical energy that can | |
| incinerate some opponents. This fires up to 10 smaller lightning | |
| dragons, where the user will fire the spell and then the | |
| lightning dragons will attack and try to explode on an opponent. | |
| These lightning dragons, on an individual level, are weaker than | |
| the Zeo Zakerga spell normally, but their strength is that | |
| together, they can do far more damage across a more spread out | |
| area. But if they combine their powers on one target, the spell | |
| still does about 150% of Zeo Zakerga's damage (meaning that as a | |
| whole, the spell is still more powerful than Zeo Zakerga's | |
| spell). And another aspect of this spell is that with so many | |
| lightning dragons that are a decent size, this spell is much | |
| harder to dodge, as opponents have to keep track of all 10 of | |
| the lightning dragons which all attack simultaneously. This is a | |
| very high level spell, and still requires intense emotions in | |
| order to be used (usually hatred or anger). And while this is | |
| harder to dodge, it still can be dodged by opponents who are | |
| fast enough. Opponents are also more likely to survive the | |
| individual lightning dragons as long as they don't get caught in | |
| a chain attack since all the lightning dragons work together to | |
| try and overcome an opponent. The lightning explosion does both | |
| lightning and high concussive impact damage upon being hit. | |
| Unlike the original, this cannot take any enhanced form, and can | |
| only be used twice before one runs out of power completely (Zeo | |
| Zakerga and this spell both use the same source of power, | |
| negative emotions, which means one can either use two Zeo | |
| Zakergas or two of this spell or one of each spell). Any spells | |
| affected by this spell using Dufort's spell overlap will gain a | |
| high explosive element when they are used, in which the spells | |
| will explode with intense force compared to how they usually | |
| operate (such as Zakerga, after piercing an opponent, would | |
| explode which could incinerate an opponent with the lightning | |
| explosion). However, spell overlap will not create multiples of | |
| spells using this effect unlike previous lightning ring spells | |
| that create multiple spells. | |
| - Fourteenth Spell: Shin Rauzakerga: This spell is a high level | |
| amplification spell, which is used to amplify the user by using | |
| a lightning strike. Similar to the original version of this | |
| spell, Rauzaruk, this spell strikes down from above with a bolt | |
| of lightning that amplifies the user's physical power. However, | |
| unlike the normal version of this spell, this spell supercharges | |
| a user with intense lightning, and instead of a rainbow aura, | |
| the user gains a blue lightning aura as their bodies is | |
| supercharged with electricity to the point that the electricity | |
| affects the air around them. This temporarily enhances the | |
| user's physical stats while in affect, allowing them to fight | |
| tougher opponents and increases strength, speed, stamina, | |
| durability and defense immensely. This can amplify the user to | |
| the point that they can move with enough speed to disappear, and | |
| grant them immense strength that surpasses some supernatural | |
| enhanced strengths depending on the user's original physical | |
| stats. This spell is somewhat similar in nature to things like | |
| ki amplification, aura amplification and other energy | |
| amplifications, but instead uses lightning amplification to | |
| empower the user. However, unlike the original spell, this spell | |
| also allows a user to electrocute enemies around them, in which | |
| they can use the lightning aura to electrocute enemies through | |
| physical contact. This grants the user a better advantage in | |
| battle, as a user can do more than just amplify their abilities. | |
| When used, this allows any physical contact to electrocute | |
| opponents, whether it's a physical attack that connects and | |
| releases lightning into the opponent's body, or if the user is | |
| hit and the opponent is electrocuted through contact with the | |
| body. And thanks to the amplification, this spell is able to | |
| allow much stronger amplification, where users can use far | |
| stronger physical abilities than normal. However, the same | |
| weaknesses as the original spell still apply, such as a user | |
| cannot use other spells when using this spell, and users can | |
| still be countered with other amplification skills that might be | |
| used to counter this. This also cannot be combined with other | |
| amplification skills, or else this may amplify the body too | |
| much. When used with other spells using Dufort's spell overlap, | |
| the spells are not released as normal, but instead are only | |
| released from the body when used as a physical attack, and each | |
| spell does what it normally would. For example, Ganreizu Zaker | |
| allows Dufort to hit an opponent with a flurry of attacks and | |
| each physical contact releases a blast of lightning, or Zakerga | |
| would allow Dufort to use a physical attack to pierce defenses | |
| or through armor when releasing the spell from his attack. | |
| - Fifteenth Spell: Jigadirasu Uru Zakerga: This is currently | |
| Dufort's strongest spell, which is unique to his own lightning | |
| spellset. This spell is a very strong high level spell, stronger | |
| than most high level spells. When using this, this summons a | |
| large winged divine magic familiar with a crystallized | |
| canon-shaped body, which has been nicknamed the Thunder God of | |
| Destruction. This spell summons the divine winged familiar, | |
| which then charges up its power by charging five lightning | |
| symbols around the canon's edge which charge up the power for | |
| this spell. Once the spell has charged up its power (which | |
| happens fairly quickly), the winged familiar fires a highly | |
| concentrated blast using a much stronger Zakerga style blast of | |
| lightning as a large concentrated beam of lightning. Instead of | |
| being focused on piercing though, this blast is focused to | |
| incinerate many opponents who are caught in this beam of | |
| lightning. This spell's lightning beam is fired at the | |
| opponents, and then can create a large concentrated blast when | |
| it hits that can incinerate opponents who are caught in the | |
| explosion. This spell fires its blast of lightning extremely | |
| quickly, making it a very hard spell to dodge once the blast is | |
| fired. And when this familiar comes out, this spell can fire | |
| multiple blasts of lightning, usually being able to fire up to 4 | |
| times. The destructive power of this lightning spell can blast a | |
| large area, and can destroy more area than most spells due to | |
| the raw destructive power this spell holds. This spell is | |
| controlled by the user, where it can be moved to aim as the user | |
| desires, whether it's before it's fired or in between blasts. | |
| However, while this spell is hard to dodge, this spell can be | |
| dodged best when the spell is summoned before the blast is | |
| fired. If one can react fast enough when this spell is summoned, | |
| then one has a much better chance of dodging this. If one wants | |
| to survive being blasted, the best chance one has is to use | |
| energy defense, which can actually reduce the damage. Those that | |
| are hit by this can also try to use strong objects to hide | |
| behind in order to take the brunt of the blast, or some can use | |
| energy negation skills to counter the blast completely (Though | |
| they would have to overpower the spell's blast which is quite | |
| difficult). For Dufort's spell overlap, this spell's effect | |
| changes spells fired into canon like beams that can pierce | |
| through defenses and armors by condensing the lightning into a | |
| smaller, beamlike state, as well as being able to amplify spells | |
| heavily. For example, even a Zaker spell would hit harder and | |
| pierce more effectively than a Zakerga spell normally would with | |
| this effect. | |
| Advanced Fire User Abilities: | |
| - Base Skill: Fire Manipulation: As one might expect, in order | |
| to use flames, one must first have an affinity for flames. Users | |
| with this affinity learn to manipulate fire in some way, whether | |
| it's through raw elemental power, or some can do things like | |
| manipulate elementals through magic or other special abilities | |
| (such as chi elementals or psychic pyrokinesis). Fire as a basic | |
| element is fairly easy to learn, in which the main thing to | |
| learn are the basic properties of fire. However, with any | |
| element, there are always aspects to the power beyond just | |
| throwing an elemental around. Each element has its own unique | |
| sets of abilities, and some are skills only advanced users can | |
| learn. For example, many fire users often learn how to | |
| manipulate explosive potential and fire beams, but not many | |
| often learn how to create plasma manipulation. When it comes to | |
| flames, users have to learn how fire works, no matter how they | |
| utilize it. The main properties one has to learn about flames | |
| are how to use its burning and melting nature that is usually | |
| done through physical contact, the explosive nature of flames | |
| which is usually learned by vibrating molecules or using | |
| explosive elementals like explosive gases to generate | |
| explosions, and the ability to generate fire by consuming | |
| objects that are able to be burned. There are many ways to | |
| manipulate the nature of fire, and this base fire manipulation | |
| is the first step one must learn to utilize it. Depending on the | |
| power they use, they may even gain special abilities that can be | |
| used, such as how holy flames can sometimes be used to heal | |
| others, dark flames can either burn at hotter or colder | |
| temperatures (depending on what type of dark flame is used), or | |
| some types of flames do specific damage (such as blue ice flames | |
| do frostbite damage rather than normal burning damage). | |
| Depending on the fire type used, the weaknesses usually depend | |
| on the flame, but most types of flames can be countered by | |
| counters to fire. The main counters to fire are water and ice, | |
| though certain types of flames may not work well with ice (such | |
| as water doesn't put out an electrical fire, and using water on | |
| blue ice flames may cause the water to freeze). | |
| - Advanced Fire Skill: Heat Based Temperature Manipulation: When | |
| learning to manipulate heat, one of the first things one must | |
| learn to manipulate is how heat works, in which most fire users | |
| learn to control temperature and build heat in order to build up | |
| their flames. Most know that heat is something generated by | |
| flames, but being able to manipulate temperature is an important | |
| part of using flames. By using the power of flames, users can | |
| learn to manipulate temperature, building up temperature, often | |
| to the point of melting. This temperature manipulation is the | |
| first step of creating flames, where users must learn how | |
| temperature is manipulated. In using this, users also learn that | |
| how heat is generated, in which it usually comes from moving | |
| particles. Typically, users are able to manipulate this by | |
| vibrating particles, in which vibration of particles can | |
| generate heat the most easily compared to other methods. By | |
| using temperature, users generate one of the major aspects of | |
| flames which is the heat of flames. However, users can also | |
| utilize the temperature manipulation without needing to generate | |
| flames, as most fire users learn to control temperature to a | |
| large degree. For the most part, most users generate heat | |
| through physical contact with an object, where they then | |
| manipulate the object using their temperature control to | |
| generate the desired levels of heat. Not only can advanced fire | |
| users generate heat, but fire users can often absorb heat from | |
| objects, in which they can make objects colder by absorbing the | |
| heat. This allows some advanced fire users who use this to | |
| actually freeze objects by absorbing all the heat, and is a way | |
| to also generate cold (But because this is something that cannot | |
| be manipulated by fire users, this is not often used unless the | |
| fire user also has ice abilities). Typically, controlling heat | |
| is more about controlling the particles than controlling fire | |
| itself, and users have to keep this in mind. This is usually | |
| done through physical contact, where users will touch something | |
| and try to manipulate the temperature, so avoiding this is | |
| usually as simple as avoiding contact with the fire user or | |
| anything they can affect. | |
| - Advanced Fire Skill: Fire Consumption: One of the basics of | |
| how fires spread is how they consume objects that are burned. | |
| Fire users have to learn to understand that aspect of fire, | |
| because this is how fire users learn to generate more fire, and | |
| keep their fire skills burning for as long as possible. This is | |
| a skill that can be pretty easily learned, but is difficult to | |
| fully master. Fire users have to learn things like what | |
| materials burn easily and what others are harder to burn. For | |
| example, melting metal is usually a bit difficult, and usually | |
| metal isn't consumed by fire where it instead goes into molten | |
| metal form. By understanding the chemistry of how burning works, | |
| fire users can learn how their flames can burn. This is | |
| something that many fire users don't gain a scientific knowledge | |
| of, but instinctively learn as they manipulate flames. However, | |
| advanced users can manipulate this consumption, whether it's by | |
| condensing their flames to consume things more easily, or some | |
| can even manipulate the consumption process of fire to a degree, | |
| or some can even manipulate gases to increase the consumption by | |
| amplifying flames with certain gases that generate more flames. | |
| However, the highest level users of this can also learn to | |
| manipulate what their flames consume to spread, where some can | |
| manipulate their flames to focus on specific things. For | |
| example, one user was able to make their dark flames consume | |
| darkness as fuel for their flames, rather than using normal | |
| flame consumption. However, this is a rare ability, and is not | |
| something many people often see in fire users due to the | |
| difficulty that requires one to change fire's nature to a large | |
| degree. Typically, users have can learn this fairly easily, but | |
| this is something that only those with scientific knowledge of | |
| fire can learn to fully master. This requires not only a | |
| knowledge of fire, but of objects that can be burned as well. | |
| However, this is a skill that only works through physical | |
| contact with the flames, as the flames will burn things in | |
| contact with them, no matter the flames (things can melt when | |
| close to flames, but that is a different subject entirely). | |
| - Advanced Fire Skill: Melting Point: Fire users know that | |
| almost all objects have a melting point, where if an object is | |
| heated, it will eventually melt at a certain point. By using | |
| flames to heat an object, whether it's through physical contact | |
| or through constant barrages of heat using flames, a user | |
| focuses their flames from just burning to trying to heat an | |
| object by focusing on the heating aspect of their flame power | |
| more than the burning aspect. By doing this, a user brings up | |
| the temperature of an object until that objects literally melts | |
| once it reaches it's specific scientific melting point (almost | |
| all objects have melting points, some higher than others). There | |
| are a variety of ways to use this, such as using this to turn | |
| water into vapor through evaporation (a method some advanced | |
| fire users utilize to counter water and ice users), melting | |
| objects at their melting points (Usually melting physical | |
| objects by heating them to their melting point), or just trying | |
| to melt the earth around the user (usually through spreading | |
| their flames to heat up an area around them until the area | |
| around them starts to melt). Higher level users can utilize | |
| flame auras to heat the area around them, heating anything that | |
| gets close to them, in which they will often try to make | |
| physical contact with an object and then use the heat from their | |
| flame aura to try and melt an object (being particularly | |
| effective if users can do things like catch weapons or if they | |
| make contact with armor and shields). However, 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 (ice users should also | |
| use dry ice which is much colder and overpowers many forms of | |
| fire manipulation). It is also possible to protect something | |
| with energy, using an energy barrier to protect the object if | |
| the energy is resistant to the flames, as many energies can be | |
| used to protect from heat to a degree. Another thing to note is | |
| that all objects have melting points, and some have radically | |
| high melting points making the object much harder to melt. Those | |
| objects with higher melting points will be much harder to melt | |
| than other objects with lower melting points. | |
| - Advanced Fire Skill: Air Burning: This is a technique that | |
| fire users developed to fight wind users specifically, which is | |
| designed to counter those that use the air around them. This | |
| technique is designed to consume the air supply in an area, | |
| specifically designed to utilize flames in a way that maximizes | |
| their offensive potential. When used, users use the fact that | |
| oxygen is required for fire to burn, and focus on using their | |
| flames to increase using the air in the area until the air | |
| itself is used up (thus removing many gases from the air as the | |
| flames burn through the air). This technique is very useful | |
| against wind users, or anyone that uses gases using other skills | |
| since this spell specifically targets the air. This is a highly | |
| advanced flame technique that someone can use not just because | |
| it reduces the air in an area, but because a user can use the | |
| air to fuel their flames, since burning the air supply usually | |
| means that the fire user can use more air to keep their flames | |
| going for longer or to amplify their flames if their flames burn | |
| and ignite certain flamable gases in the air like hydrogen. | |
| Depending on the gas, some have different effects than others, | |
| such as oxygen is better for keeping flames going longer, but | |
| gases like hydrogen are more explosive and create stronger | |
| explosive results. 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 and | |
| use it to a proper effectiveness). 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, | |
| or if a flame user can overpower the wind user's air | |
| manipulation with their flames. Once the wind user learns how | |
| the technique works, they can usually work around it with a | |
| little knowledge and creativity. This can also be dangerous to | |
| the user and others around them, as this can also burn up | |
| breathable air and remove the air people need to breathe, so it | |
| is important for fire users to be careful when using this, lest | |
| they burn the air they need to breathe around them. | |
| - Advanced Fire Skill: Lava and Magma 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 depending on | |
| their scientific knowledge. 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 depending on the situation | |
| (each one can usually be used under certain circumstances). The | |
| lava manipulation is usable like one would expect, liquid-like | |
| flames that are designed to do intense burning damage, and can | |
| overwhelm others as this is not only able to attack opponents, | |
| but can be used strategically to try and overwhelm opponents by | |
| using the liquid form aspect of the lava. This is also used very | |
| well when used with igneous rocks, which are formed thanks to | |
| magma, because with this, a user can convert lava to magma. | |
| While most science defines lava as magma that has made it above | |
| the ground and been exposed to air, fire users separate lava and | |
| magma based on the material that is used when creating lava or | |
| magma. Advanced users can even trap users in lava or magma, | |
| usually by removing the heat once they have covered a person | |
| completely with lava/magma so that the lava/magma hardens into | |
| rock that can trap opponents (and users will lose control once | |
| the temperature is reduced unless they melt the rock again). | |
| When using lava or magma manipulation, it is important to note | |
| that this is best used by those with both earth and fire | |
| manipulation, where users can combine the two into one combined | |
| element. However, fire users can use this on its own if they | |
| have enough control of flames and heat, where they can utilize | |
| this through change in elemental form. This is often best | |
| countered with water and ice manipulation, though higher level | |
| lava manipulation is best countered by dry ice, which beats lava | |
| in temperature (dry ice cools lava faster than lava heats it | |
| up). This can also be countered by those that use wind | |
| abilities, though it is usually more to counter the earth | |
| element in this than countering the flame element, but others | |
| can also still find ways to counter this with the right | |
| strategies and a little creativity. | |
| - Advanced Fire Skill: Ash Manipulation: This is the second | |
| method of combining earth and flame manipulation, where users | |
| use ashes of objects. Ashes are the remains of objects already | |
| burned or melted usually, where ashes are usually just charred | |
| flakes left of objects that are burned. Depending on the | |
| objects, there can be a lot or a little bit of ash. When objects | |
| are burned with fire manipulation, fire users can combine this | |
| with burned objects to manipulate the ashes, usually as a wave | |
| of ashes they use on the opponent. A big reason this is used is | |
| that the heat from ashes can burn people, in which this is still | |
| a great way to burn others when used if the ashes are still hot | |
| (which they usually are when this power is used). In addition, | |
| ashes can scratch the surface of the skin and eyes which can | |
| cause discomfort and inflammation of those exposed to the ashes. | |
| And if breathed in, ashes can poison the user, where ashes can | |
| actually be used to not only choke people who breath in ashes, | |
| but the ashes can also burn the air passages and cause damage to | |
| the air passages and lungs when inhaled. Users can even change | |
| the shape of ashes as long as there is enough heat still infused | |
| into the ashes, where users can create solid ashes that can be | |
| used to attack enemies. Also, when users utilize volcanic ash, | |
| they can use ash that not only doesn't desolve in water, but | |
| also conducts electricity when wet (making it useful for those | |
| that are also lightning users). Some users can even create | |
| explosive or bomb-like attacks using ash manipulation, depending | |
| on how they use it (usually by manipulating their flames in the | |
| ashes to be more explosive or ignite using certain gases in the | |
| air). Typically, this is a skill not too often used by many fire | |
| users, but is one that can be used under the right | |
| circumstances. However, as one might expect, wind manipulation | |
| is often the best way to counter this skill, since wind can blow | |
| away ash. And if a user can find a way to destroy the ash | |
| (usually by completely destroying whatever ashes are left), then | |
| they can also destroy the ash completely. Ice users can also | |
| freeze ash and once the temperature is reduced enough, the fire | |
| user cannot manipulate it any longer (unless they also have | |
| earth manipulation). | |
| - Advanced Fire Skill: Molten Metal Manipulation: This is | |
| another ability used to combine earth manipulation with fire | |
| manipulation. While the best way to use this is with both fire | |
| and earth manipulation, users can use this with just fire | |
| manipulation. When using this, instead of melting rock like one | |
| would do with lava manipulation, this skill is used to melt | |
| metal using the melting point of whatever metal the user is | |
| trying to affect. This can be used once metal has been melted, | |
| in which a user can utilize this similar to lava manipulation. | |
| Because molten metal is usually in a more liquid like form, | |
| users can use it similarly, usually to try and overwhelm | |
| opponents by covering them in this metal. This metal has a few | |
| advantages against opponents, and is another power that is best | |
| used when combined with earth manipulation. The biggest use for | |
| this that many people do not know is that molten metal loses all | |
| magnetic conductivity, due to the fact that molten metal has no | |
| magnetic field. That makes this particularly useful against | |
| lightning users, and is very useful since it doesn't conduct | |
| electricity. Flame users can even form molten metal into weapons | |
| they can utilize, in which they can concentrate the flames they | |
| use to create solidified forms. Some can even create molten | |
| metal armor, which can protect them and burn opponents who try | |
| to attack them. And similar to lava/magma manipulation, users | |
| can also use this to trap enemies in the molten metal. To trap | |
| opponents, users need to cover the opponent with molten metal | |
| (whether it burns them or not doesn't matter), and then they use | |
| their flame manipulation to reduce the flames and remove the | |
| heat from the molten metal, thus solidifying it. Those that are | |
| covered enough in it when the molten metal hardens will be | |
| trapped in it, and cannot escape unless they can break through | |
| metal. As one might imagine though, water and ice manipulation | |
| (depending on what's used) can usually counter this, with things | |
| like dry ice working best to counter this. Some wind users can | |
| also use cold air or certain air properties to also counter this | |
| by hardening or removing the heat from the metal. | |
| - Advanced Fire Skill: Flame Blast Manipulation: This ability is | |
| more or less like it sounds, where users learn to fire blasts of | |
| flames at opponents, usually concentrated as flame users learn | |
| to concentrate their flames. Most flame users are able to use | |
| this in some form since it is a basic use of flame power, though | |
| some are better at using it than others, and there are some | |
| unique ways to use this depending on one's scientific knowledge. | |
| For the most part, there are two main uses for this. The first | |
| is creating powerful impact blasts of flames similar to what | |
| other elemental users can use, where they fire blasts that hit | |
| with immense concussive force. Most elements have some sort of | |
| impact power-based ability, and fire is no exception to this. | |
| 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. However, this | |
| blasts do still burn enemies when they are hit by these blasts | |
| of flames, since these blasts are still flame attacks. This is | |
| also used against other flame users, not because this bypasses | |
| fire immunities, but because the physical impact of flame blasts | |
| can still damage flame users. While flame users will be immune | |
| to the fire effects, the blasts can still do impact damage since | |
| the flame blasts using this power hit mostly with physical | |
| force. This is best countered by other similar attacks such as | |
| water blasts that can also be used in a similar manner (and | |
| directly counter fire blasts like this), though doing so tends | |
| to generate powerful impact waves that can damage both the user | |
| and the opponent if two powerful impacts collide. 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 depending on how | |
| strong the opponent is. Users may also be able to counter this | |
| with certain energy defenses and powers, depending on how strong | |
| the explosive attack is. | |
| - Advanced Fire Skill: Explosive Flame Blast Manipulation: This | |
| is the second method of using the blast manipulation of flames, | |
| where users learn to manipulate the explosive nature of flames | |
| using their scientific knowledge and their knowledge of how fire | |
| works. This is a more advanced use of the flame blast power, and | |
| requires more scientific knowledge than normal flame blasts in | |
| order to use this effectively. When using this skill, fire users | |
| have to learn how to manipulate the explosive nature of their | |
| flames, in which they can usually do this one of two ways. The | |
| first is that one can use certain flammable elements (usually | |
| explosive gases) that can generate explosions that the fire user | |
| can control. Most will use oxygen, but those with scientific | |
| knowledge often figure out that hydrogen is more explosive. By | |
| doing this, a user takes advantage of the elements around them | |
| in order to create explosive attacks, usually creating flame | |
| blasts that explode on impact with explosive power. Unlike | |
| normal flame blasts designed for impact though, this one also | |
| does severe burning damage in addition to the concussive damage | |
| normal flame blasts do. This method is best used by those that | |
| can manipulate other elements, such as air, since this is meant | |
| to take advantage of other elements as well as fire. The second | |
| method is that one can use scientific knowledge to manipulate | |
| the explosive nature by using vibrating molecules or condensing | |
| flames to create a more explosive flame without needing extra | |
| elements. This has the same effect as the first method, where it | |
| creates more explosive flames, but the only difference is that | |
| users instead use only flames rather than using other elements. | |
| While the first method uses other elements and is more powerful | |
| usually, this method does require other elements to use, or | |
| certain advantages that not all fire users will have (like being | |
| able to affect the air with their flames). The second method's | |
| major weakness is that while it can be used with just flames, it | |
| takes more power and scientific knowledge to create attacks this | |
| way, as not only can creating flame attacks be difficult but | |
| sometimes attacks used by more inexperienced warriors can cause | |
| attacks to literally explode in their face if they don't execute | |
| the explosive nature properly. | |
| - Advanced Fire Skill: Fire Beam Manipulation: This is another | |
| advanced fire user technique that fire users learn by | |
| manipulating their flame's nature. This is similar to how | |
| lightning users create lightning beams, except that fire users | |
| do something similar using fire to replicate the technique. When | |
| used, fire users manipulate the nature of fire, and condense it | |
| as much as they can when firing it. When focused properly, the | |
| fire becomes a beam of flames, which can be formed at different | |
| sizes and intensities depending on how the beams of flames are | |
| focused. Typically, creating smaller and more compact beams can | |
| create stronger piercing and faster beams, where larger beams | |
| tend to be more about raw power and some larger beams also being | |
| able to incinerate those caught in the beam. Typically, these | |
| beams are fired at opponents and designed to hit the opponent, | |
| and depending on the beam, users can also combine their ability | |
| to create explosive attacks with this so that the beams explode | |
| on impact in order to do even more damage. Not only do these | |
| beams do damage based on the beam (usually either powerful | |
| impact damage or piercing damage), but these also do burning | |
| damage thanks to the fire element that makes up these beams. | |
| Unlike lightning that focuses on condensed lightning, fire has | |
| it's own unique ways of more easily piercing through objects and | |
| opponents, in which the heat from the flames usually weakens and | |
| melts through objects if the beam is focused enough (which is | |
| something that lightning beams don't usually do). Advanced users | |
| can fire these beams and melt through even armor and shields, or | |
| can sometimes overpower or pierce through energy defenses if the | |
| beam is focused properly. Users can even use this with plasma | |
| manipulation, where they can create beams of plasma using this | |
| power as well. As one might expect though, this can be countered | |
| by other beam abilities, such as lightning beams, or other | |
| energy beams that other users may be able to use. And as one | |
| might expect, cold enough temperatures or other counters to | |
| condensed fire can also usually be used to some extent against | |
| this power. However, users can also dodge beams, which is | |
| usually preferred as opposed to blocking beams (since blocking | |
| isn't always a good idea for beams that pierce through | |
| defenses). | |
| - Advanced Fire Skill: Condensed Piercing Fire Attacks: This | |
| technique was developed among advanced fire users, with this | |
| being similar to the piercing lightning abilities. When used, | |
| this skill is done by condensing flames into an attack, where a | |
| user focuses their flames around an attack that is designed to | |
| pierce defenses. Some are familiar with the fire beam technique | |
| that can also be designed to pierce, but this technique is more | |
| designed to be concentrated by a user and then used as a | |
| physical attack where the user coats their attack in this | |
| condensed flames. Those that use this condense the flames and | |
| when the attack hits an enemy, the flames are able to use the | |
| heat to more easily melt through a target by using the condensed | |
| flames to more easily overwhelm whatever it is the user is | |
| trying to pierce through. 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 much | |
| stronger materials (though some materials are more difficult to | |
| pierce than others). This attack can be built up in a few ways | |
| where some can do things like charging up a fire attack or one | |
| may be able to make these piercing attacks explosive, usualyl as | |
| a means to make this type of attack stronger. Because of this, | |
| the longer the attack is prepared and charged up, the stronger | |
| it can be made when used. 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 flames into | |
| this power, or some that can fire spearing attacks, or some that | |
| can even fire streams of piercing flames from their body (though | |
| this is usually better done using fire beams). However, while | |
| this attack is very useful, it does require charging up and | |
| condensing flames, 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 | |
| though, this attack can still be dodged by fast enough | |
| opponents, and some opponents can use similar attacks to | |
| counter this (though usually with highly explosive impacts). | |
| Those with strong enough water or ice abilities can also utilize | |
| their abilities to counter this as well, or those with the | |
| ability to remove oxygen from an area can also negate the flames | |
| that make up this attack as well. | |
| - Advanced Fire and/or Ice Skill: Temperature-Based | |
| Environmental and Combat Adaption: Whether it's ice or fire | |
| users, both sets of elemental users can utilize this to an | |
| extent. Fire and ice users are able to utilize this in some way, | |
| where they use their temperature based power to adapt to the | |
| environments around them. As one might expect, fire users | |
| specialize in being able to survive hot environments like | |
| volcanos, deserts and other places of intense heat while ice | |
| users can survive extreme colds like tundras, blizzards or other | |
| extremely cold conditions. Users are able to adapt easily to | |
| their element, where they are able to be quite comfortable. | |
| However, this doesn't just apply to their specific element, but | |
| instead also applies to the opposing element. By using their | |
| element, they can also survive the other extreme temperature | |
| conditions as well. Specifically, fire users are able to survive | |
| extreme cold by using their flames to heat their bodies to a | |
| temperature where they can survive the cold, while ice users can | |
| cool their bodies in extreme heat-based environments to survive | |
| the heat. Thanks to both extremes being possible with either | |
| power, fire and ice users can adapt to most temperature based | |
| environments, and can adapt in these environments much more | |
| easily than others. Fire and ice users will usually still be | |
| more comfortable in their own elemental environments, but | |
| advanced fire and ice users can still use this to adapt to other | |
| environments by using their ability to use temperature. This | |
| applies to both in and out of combat, where even if a combatant | |
| tries to create an extreme temperature environment to pull the | |
| person out of their element, the fire or ice user can still | |
| adapt using this ability. As such, this can also grant fire | |
| users the ability to resist being frozen by using their flames | |
| up their temperature to avoid being a low enough temperature to | |
| freeze, and grants ice users the ability to resist burning | |
| damage by using their ice to reduce the temperature of anything | |
| that tries to burn them. However, this only goes so far, and | |
| certain environments cannot be adapted to no matter how powerful | |
| the ice or fire user is. For example, an ice user wouldn't be | |
| able to do something extreme like stand on the sun. This applies | |
| to both fire and ice users, even though they both have different | |
| extremes as fire and ice are often opposites of each other. This | |
| also doesn't meant that one cannot hurt the other, since fire | |
| and ice still counter each other. | |
| - Advanced Fire Skill: Fire Based Enhanced Movement and Flight: | |
| This is something that fire users can do that allows them to | |
| utilize fire in a slightly more unique way by using flames for | |
| more than just burning opponents. Because fire can be used to | |
| create momentum, many fire users learn to utilize fire based | |
| movement options, where they use fire to generate momentum. For | |
| example, by firing a strong enough stream of fire from them, | |
| they can push themselves around using the momentum, such as | |
| generating flames from their feet to push them in a certain | |
| direction. The first step of this is learning to move side to | |
| side, where users use momentum to push themselves, whether it's | |
| through a dash that pushes fire from them to dash them in a | |
| certain direction, or just a push to push their bodies in a | |
| certain direction. However, in using this skill, advanced users | |
| don't just focus on moving side to side. Once one has learned | |
| enough about fire manipulation and how fire operates, users can | |
| actually use streams of fire to actually push themselves | |
| upwards, where they are able to use this to fly by using the | |
| heat. There are a few ways to use this, depending on the | |
| situation. The biggest one is that users will often generate | |
| streams of fire from their hands or feet, and use it to propel | |
| them in a certain direction, and if they can maintain this, they | |
| can actually fly through the air using this technique. The other | |
| method people can use is by using the rising heat to create an | |
| updraft, where users who can generate enough flames can generate | |
| an updraft that can carry them into the air, to which they can | |
| then usually fly using streams of fire to keep them moving if | |
| they want to stay in the air. 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 to | |
| create momentum. And this can even be used offensively where | |
| users can use increased momentum to increase their attack power, | |
| since increased momentum will grant them stronger hits when they | |
| attack as long as they're attacking in the direction their | |
| moment is boosted. This requires a lot of knowledge of physics | |
| and how to use this momentum in order to use this effectively. | |
| 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. Another thing to note is that this requires a constant | |
| stream of fire to generate the momentum, and this can use a lot | |
| of power if one isn't careful about how they use it. And as this | |
| is a movement ability, it's more about movement than power (even | |
| though power is still useful). And of course, if a user can | |
| negate fire, such as using wind to remove the oxygen in an area, | |
| then this skill cannot be used without the fire to generate | |
| momentum. | |
| - Advanced Fire Skill: Fire-Based Physical Combat Enhancement: | |
| When using fire manipulation, there is also physical enhancement | |
| users can use by using their flames on themselves. This is | |
| something used by fire users who gain immunities to fire | |
| abilities, since this requires internalizing one's flames (which | |
| can hurt people who aren't immune to their flames). When used, | |
| users of this enhance their bodies with flames, where the flames | |
| enhance their physical combat. The first effect is that one | |
| gains the ability to heat up the area around them, where the | |
| heat generated from their bodies will heat up an area until | |
| objects around them melt, and depending on the flames used, this | |
| can be a very dangerous power to get close to without having to | |
| deal with possible burning damage. Those that use this can do | |
| severe heat damage to areas around them, where users can more | |
| easily pierce through objects by using heat to weaken objects, | |
| which works on almost every kind of object depending on its | |
| melting point. While some have higher melting points than | |
| others, this is something that can be used pretty effectively | |
| against a lot of materials and opponents, and physical attacks | |
| using fire manipulation from the body can burn objects and | |
| people through physical contact, as well as melt objects through | |
| prolonged exposure. This power is generated from the body and | |
| can even be used to generate more power in attacks, by creating | |
| explosive heat generated from the fire user's power that can be | |
| ignited during physical attacks on objects or opponents. Users | |
| can utilize a number of fire user skills in physical combat, | |
| depending on their creativity and their knowledge of flames. | |
| Some advanced users can even enhance their body with plasma | |
| manipulation, which can damage opponents using plasma energy in | |
| physical attacks, and can have effects on enemies based on the | |
| plasma generated from the body. Typically, fire users use power | |
| based physical enhancement, which is meant more for damage and | |
| strength than for things like defense or speed (though things | |
| like fire based movement can be used for enhanced speed as well | |
| with this skill active. If an opponent wants to counter this, | |
| opponents can use things like ice and water manipulation, or | |
| some can use energy defense to withstand the fire's burning | |
| damage. Typically, users who understand how fire and heat works | |
| can find ways to counter this if they are creative enough even | |
| without elemental abilities (such as some may use the | |
| environment to their advantage). | |
| - High Level Fire Skill: Concentrated Plasma: This is a much | |
| more simplified flame control that flame users can utilize, | |
| where a user uses concentrated plasma, the fourth state of | |
| matter rather than using normal flames by manipulating the | |
| flame's state to a more basic form. By using this, a user | |
| focuses on the base energy that creates fire, which is plasma | |
| and manipulates that using their fire manipulation. By | |
| generating heat based plasma, a user is able to use a much more | |
| basic heat control to use plasma to attack opponents, and can | |
| attack them with unique abilities. This power is used similarly | |
| to flames, but instead of being used to burn things, this spell | |
| is fired at opponents like raw energy. And as those with | |
| scientific knowledge might know, one is not limited to just one | |
| type of plasma, as there are many types of plasma that one can | |
| learn depending on their scientific knowledge. Some examples | |
| include heat absorbing plasma that can freeze areas, and ionized | |
| plasma that can generate electrical currents. Depending on the | |
| plasma used, plasma energy is able to bypass fire immunity | |
| because it is not a fire type power, but an energy power, making | |
| it very useful to gain an edge on other fire users. And using | |
| other forms of plasma is also useful since it can grant other | |
| effects a user normally wouldn't be able to utilize. This plasma | |
| can be used like normal energy, but typically doesn't have any | |
| explosive properties with certain exceptions depending on the | |
| plasma used, as explosions tend to convert the plasma into basic | |
| fire types. This plasma type manipulation is countered best by | |
| other energies rather than by countering it with elements, | |
| though certain elements can negate plasma, with the biggest one | |
| being wind manipulation which can cancel out plasma entirely if | |
| the person knows enough scientifically to do it. This plasma can | |
| also be countered by solid matter to a degree, where plasma can | |
| sometimes be converted based on how the plasma interacts with | |
| certain materials, such as some earth manipulation being able to | |
| turn plasma into lava manipulation. This just depends, as | |
| creative enough opponents can figure out ways around it. | |
| - High Level Fire and/or Lightning Skill: Ionized Plasma | |
| Manipulation: This is one of the more unique uses of plasma, in | |
| which a user can utilize this to create plasma based energy that | |
| acts much like lightning. By doing this, a user manipulates | |
| plasma's ionic charges using plasma manipulation to generate | |
| ionized plasma, which is a type of plasma that can be used to | |
| replicate aspects of a lightning user's power, such as magnetism | |
| manipulation and certain other concentrated plasma attacks such | |
| as piercing attacks. This plasma is a basic energy type power | |
| like normal plasma manipulation, that uses the same functions as | |
| electricity but using normal plasma. With this, a plasma user | |
| can manipulate plasma to replicate lightning effects, or users | |
| of both fire and lightning may use this to combine their plasma | |
| and lightning manipulation into one ability. And as one might | |
| expect, this also bypasses fire and lightning immunity, due to | |
| plasma being energy rather than normal fire or lightning | |
| manipulation. This is used somewhat similar to lightning, where | |
| users can manipulate this plasma to do things like manipulate | |
| magnetic energy, create blasts of lightning-based plasma, or | |
| even create concentrated piercing attacks similar to certain | |
| lightning skills that are used by more skilled opponents. | |
| However, just like the normal plasma manipulation, one can | |
| counter this with other types of energy, or one can use things | |
| like water and wind to negate the plasma itself or manipulate | |
| the effects of the plasma. Users also must know enough about | |
| plasma manipulation to utilize this, in which this is a method | |
| of creating a lightning type manipulation using fire | |
| manipulation. This means that one must have scientific knowledge | |
| or also be a lightning user in order to use this ability. This | |
| can still also be dodged or blocked by those that know how this | |
| power works, similar to how any plasma energy can be. This works | |
| more like lightning than flames, and is usually countered more | |
| like lightning manipulation than flame manipulation. And of | |
| course, some creative users can also find other ways of counter | |
| this, depending on the skills and abilities they have access to. | |
| Advanced Lightning User Abilities: | |
| - Base Skill: Lightning Manipulation: As one might expect, in | |
| order to use lightning, one must first have an affinity for | |
| lightning. Users with this affinity learn to manipulate | |
| lightning in some way, whether it's through raw elemental power, | |
| or some can do things like manipulate elementals through magic | |
| or other special abilities (such as chi elementals or psychic | |
| electrokinesis). Lightning as a basic element is fairly easy to | |
| learn, in which the main thing to learn are the basic properties | |
| of electricity. However, with any element, there are always | |
| aspects to the power beyond just throwing an elemental around. | |
| Each element has its own unique sets of abilities, and some are | |
| skills only advanced users can learn. For example, many | |
| lightning users often learn how to things like how to condense | |
| and create piercing attacks, but it is rare for lightning users | |
| to be able to do things like overloading insulators or learn to | |
| use microwave radiation (which is an electromagnetic radiation). | |
| When it comes to lightning, users have to learn how electricity | |
| works, no matter how they utilize it. The main properties one | |
| has to learn about electricity are how to conduct electricity | |
| and how conductivity of electricity works, how to electrocute | |
| objects and others with electricity, and how to use static and | |
| ions to build up electricity. There are many ways to manipulate | |
| the nature of electricity, and this base electrical manipulation | |
| is the first step one must learn to utilize it. Depending on the | |
| power they use, they may even gain special abilities that can be | |
| used, such as some lightnings can be conducted through other | |
| elements (such as dark lightning can often use darkness as a | |
| conductor), or some can have unique effects like ice lightning | |
| being able to cause freezing. Depending on the | |
| electrical/lightning type used, the weaknesses usually depend on | |
| the type of lightning, but most types of lightning can be | |
| countered by counters to electricity. The main counter to | |
| electricity is water, because water typically shorts out | |
| lightning. However, wind user can also counter lightning by | |
| removing static from the lightning (usually be changing the ions | |
| in the air). | |
| - Advanced Lightning Skill: Ion Charge and Ion Manipulation: | |
| This is the first step to understanding how electrical/lightning | |
| manipulation works. Those with the ability to manipulate | |
| electricity must first learn how ions carry electrical charges | |
| and what causes electrical charges. Typically, users don't have | |
| to know scientific knowledge, as lightning users often use this | |
| ability instinctively, but those that do learn the scientific | |
| methods are able to better use utilize this. Those that learn | |
| how ions work and how electrical charges operate can often go on | |
| to learn other advanced skills like magnetic field manipulation | |
| and some more advanced skills. Advanced users of ion | |
| manipulation can even go on to learn how to manipulate plasma if | |
| they understand how ions operate and how plasma operates using | |
| ions. There are two types of electricity using ions. The first | |
| is static electricity which comes about from imbalances of | |
| positively and negatively charged atoms, and then electrons | |
| release energy as static electricity which can be used by | |
| lightning users to generate smaller currents more easily. The | |
| second is called current electricity, where there is a constant | |
| flow of electrons and becomes the stream of electricity many | |
| lightning users will utilize. Those that learn this learn to | |
| generate electrical currents using ions, and learn to generate | |
| electrical energies by using ionic charges in order to build up | |
| static that is generated from the ions. If done correctly, users | |
| can use this to manipulate electricity, and some advanced users | |
| may even learn to generate fire using ions if they can | |
| manipulate this effectively. For the most part, this is a skill | |
| that is necessary to learn, but users don't have to master | |
| science in order to use it. Users can still use this with a | |
| limited scientific knowledge, but users that want to master this | |
| do need to learn the scientific knowledge they need to | |
| understand how ions work and how charges are built in order to | |
| find ways to truly master this. And if opponents understand | |
| this, they can also use this knowledge to counter lightning | |
| users, as opponents that can shut down ionic charges with things | |
| like water or other methods may also be able to cancel out | |
| electrical energies that users might use to charge up their | |
| electrical energies. | |
| - Advanced Lightning Skill: Electrical Currents: This is the | |
| next step of learning how to manipulate electricity for | |
| lightning users. In order to run electrical currents through | |
| objects, users must first use their ion manipulation to generate | |
| electrical charges, and then they must next learn how to conduct | |
| electricity through objects using electrical currents. There are | |
| two types of currents that lightning users have to learn in | |
| order to use this. The first type is direct current, where | |
| electrical energies only flow in one direction. In this type of | |
| electrical energy, the voltage used is always constant when | |
| being conducted. This has a few advantages and disadvantages. | |
| When used by lightning users, it is harder to cut off the flow | |
| of electricity using direct current, which can be beneficial for | |
| lightning users. And when an electrical energy is cut off, it | |
| can case sparking reactions which can be used by lightning users | |
| to affect the area around them. Alternating currents is the | |
| second type of current, and is designed to operate in two | |
| directions instead of one. With alternating currents, it is | |
| easier to transform the energy used, and conducts higher level | |
| charges more easily than direct currents. These currents are | |
| also constantly changing from positive to negative, making it | |
| less needed for users to worry about positive and negative | |
| voltage. Depending on the situation, different currents may be | |
| neccessary for certain advanced lightning ability, such as | |
| direct currents being the most useful for electrolysis. However, | |
| it is not absolutely necessary for users to learn the scientific | |
| methods of transmitting electricity, as most have an instinctual | |
| understanding of it. However, learning this can help lightning | |
| users better use their power, such as using alternating current | |
| when they want to conduct stronger voltages, or using direct | |
| current to do more damage to an area. This is something that | |
| users have to either instinctively learn or learn through | |
| knowledge, and this is another thing that lightning users must | |
| learn to manipulate electrical energies effectively. Of course, | |
| currents can be broken in a few ways, and those that understand | |
| currents can find ways to cut off electrical currents if they | |
| know enough about how currents flow. | |
| - Advanced Lightning Skill: Electrical Conductor/Insulator | |
| Knowledge: Once a lightning user has learned enough about | |
| currents and how to conduct the flow of electrical energies, the | |
| next step is that users learn about the difference between | |
| conductors and insulators. In order to conduct electricity, the | |
| materials that are being conducted through are a big factor in | |
| how well lightning users can conduct electrical energies through | |
| objects or people. For example, most lightning users know that | |
| things like rubber, glass and wood are insulators that don't | |
| easily conduct electricity. In order to conduct electricity, | |
| objects must be able to allow the free flow of electrons, where | |
| objects that allow the free flow of electrons are what end up | |
| being conductors, and insulators are materials that inhibit the | |
| flow of electrons. Lightning users have to learn what conducts | |
| electricity and what doesn't. While users don't often have to | |
| learn specific scientific knowledge, they do need to understand | |
| what materials conduct electricity and which don't. This | |
| knowledge determines what a lightning user can focus their | |
| electrical energy through objects. If an object is a conductor, | |
| then a lightning user can run electrical energy through an | |
| object, but if it is an insulator, the material won't be able to | |
| conduct electricity. While it is still possible to learn how to | |
| overload insulators if one pumps enough electricity into an | |
| insulator, this is something that only the highest level | |
| lightning users can learn, as it takes not only an enormous | |
| amount of energy to do so, but also takes a knowledge of | |
| electrical currents and how to best use them. All lightning | |
| uesrs have to be mindful of what materials conduct electrical | |
| energy though, whether they know how to overload insulators or | |
| not. This doesn't take a whole lot of scientific knowledge, as | |
| most users can figure this out by simply experimenting and | |
| finding out what materials conduct electricity. For example, | |
| most don't know that materials like porcelain are insulators and | |
| that pure water (water without any other materials and just | |
| bring hydrogen and oxygen) is a perfect insulator. Typically, | |
| insulators are the biggest counters to lightning users, as | |
| insulators can usually block lightning attacks (some insulators | |
| are more effective than others). | |
| - Advanced Lightning Skill: Electrical Conduit | |
| Conduction/Recharge/Supercharge: Unlike some elemental users who | |
| cannot absorb their elements (while most can, it's not something | |
| all elemental users can do), almost all lightning users end up | |
| becoming conduits for electricity. By turning oneself into a | |
| conduit for electricity, users generate and hold electrical | |
| charges within their body, and can utilize their electrical | |
| energy to charge up their bodies in a manner similar to | |
| batteries. Users become conduits to store electrical energy, and | |
| this allows them to store more power than most other elemental | |
| users. However, this isn't just for storing electrical energy, | |
| because users can also use this ability to absorb electrical | |
| energy from the area around them. By becoming a conduit for | |
| electricity, a user can actually recharge their lightning energy | |
| they keep stored by absorbing lightning from other sources, such | |
| as using electrical wires or other sources of electricity. By | |
| doing this, lightning users not only have a way to store more | |
| power than other elemental users, but can also recharge their | |
| energy more easily than other elemental users. By being able to | |
| recharge their energy, a user is able to more easily regain | |
| their power than most other elemental users would be able to. | |
| The last thing to note is that those that use this can also | |
| supercharge their bodies with electrical energy, where they can | |
| store more than they normally would and use it to enhance | |
| themselves. While enhancing oneself with lightning is usually | |
| more covered in the lightning combat enhancement ability, this | |
| particular use is more based around supercharging one's body | |
| with electrical energy so that they have far more energy than | |
| normal to use against enemies. Some users can overcharge their | |
| bodies more easily than others, and if not used with physical | |
| enhancement, this is often used to be able to hold more energy | |
| than one normally would so that users can have more energy to | |
| use against stronger enemies. Typically, the only real major | |
| danger to this power, is that water can short out any electrical | |
| energy that one has stored if one doesn't learn to conduct | |
| themselves through water, and the user's lightning absorption | |
| can still be affected by things like corrupted lightning or | |
| other energy types that act like lightning but aren't (like | |
| spirit lightning). | |
| - Advanced Lightning Skill: Electrolysis: This is a basic power | |
| that is used by lightning/electricity users, which is necessary | |
| to learn how to utilize how to conduct electricity through | |
| objects for some sort of reaction. This is an advanced power | |
| that utilizes conductivity for a different purpose than just | |
| conducting electricity through an object. Electrolysis is a | |
| process that happens when electricity is passed through an | |
| object that causes some form of reaction, which is best done | |
| using direct currents of electricity to run through an object. | |
| Different materials usually have different reactions, depending | |
| on the material. For example, running an electrical current | |
| through water uses electrolysis to separate water back into | |
| hydrogen and oxygen (which lightning users can use against water | |
| users and ice users), and most don't know that electrolysis can | |
| actually be used on flames to reverse their ion charges and | |
| short out flames (meaning that lightning users can actually | |
| learn to negate fire to a degree). There are a few uses of this | |
| process, and advanced lightning users can learn how this affects | |
| certain types of materials in order to cause certain reactions. | |
| For the most part, this isn't really a necessary power for | |
| lightning users to learn, but can be very useful if a lightning | |
| user learns it and finds creative ways to utilize it (in that | |
| this can also be used to counter other elementals that some | |
| lightning users wouldn't normally be able to counter). For the | |
| most part, this is done by using electrical currents on certain | |
| materials, and when done, this is meant to trigger some sort of | |
| reaction using the electrical current. And as mentioned, direct | |
| current is usually applied to this which is how this skill is | |
| best applied. However, because this uses electrical currents, it | |
| is important to note that one has to control the electrical | |
| power used, as some electrolysis processes can become violent if | |
| current that is too strong is used, and since this requires | |
| electrical currents, shorting out electrical currents can be | |
| done to counter the currents used for this, in which opponents | |
| can usually stop this process if they can interrupt the | |
| electrical currents used for this skill. | |
| - Advanced Lightning Skill: Magnetic Force Manipulation: Once a | |
| lightning user has learned to take advantage of ions and the | |
| charges of atoms, advanced lightning users can learn to control | |
| magnetic forces and magnetic fields. There are a few ways to use | |
| this. The first is that many who use magnetic manipulation often | |
| use this to control things that are magnetic, by manipulating | |
| the magnetic fields. Advanced users can even learn to control | |
| bio-eletrical magnetic fields generated by people as well to do | |
| things like pushing or pulling people towards or away from a | |
| user. This becomes easier the more conductive an object is, | |
| where magnetic users are able to manipulate objects especially | |
| if they run electrical energy through the object. Users of this | |
| can learn to do a variety of things, such as being able to | |
| create blasts of magnetic force, create magnetic shields, and | |
| even being able to use magnetic fields to generate electricity | |
| one can use in combat. There are many ways to use magnetic | |
| force, and the ability to use this depends mostly on the user's | |
| knowledge. Users can also even learn to sense or even see | |
| magnetic fields if they train their senses while learning how to | |
| sense electrical energies. While magnetic manipulation is often | |
| considered it's own power, lightning users can learn this as | |
| well and manipulate these forces to a degree. However, not all | |
| objects are able to be manipulated in this manner, due to the | |
| fact that not every material has magnetic fields. For example, | |
| molten metal doesn't have magnetic fields, and cannot be | |
| manipulated. Also, insulators can't be manipulated, as | |
| electrical energy doesn't flow through insulators very well. | |
| Water/ice can also be deionized, making magnetic manipulation | |
| impossible depending on the knowledge of the person using water | |
| or ice. Another thing to note is that in order to manipulate | |
| electrical energy, one has to lock onto the magnetic frequency | |
| of the magnetic field, which can be altered by others to negate | |
| magnetic control. These days, there is a lot of technology that | |
| is designed to use this, and those like other lightning users | |
| have learned how to do this. By using an electrical current, one | |
| can scramble a magnetic signature without needing lightning | |
| manipulation to do so. | |
| - Advanced Lightning Skill: Bioelectrical Aura Manipulation: | |
| This technique allows a lightning user to utilize magnetic | |
| control to sense and also manipulate bio-electrical magnetic | |
| fields generated by living things. Many know that humans all | |
| have their own magnetic field that is generated by their bodies. | |
| Lightning users can learn a few things about magnetic fields in | |
| order to utilize certain skills. For example, lightning users | |
| can use bio-magnetic fields to feed their power, by absorbing | |
| magnetic energy to generate electricity that they can use. Users | |
| can also learn to make bio-electrical energies visible using | |
| electrical and magnetic energy, which can be useful to some | |
| especially if they want to learn to sense people's bio-magnetic | |
| fields. One way to use this to affect others is that one who can | |
| manipulate these forces can push or pull people by manipulating | |
| their magnetic fields. Users can also use this to influence | |
| one's conductivity, by turning their magnetic field into a high | |
| powered magnet by manipulating the magnetic forces, such as | |
| being able to use this to stick someone to a solid metal | |
| surface. This can also be used to control someone's body to a | |
| degree, in which advanced users can use this to manipulate one's | |
| aura to move people like puppets (though this is difficult to | |
| use on living people because living people can resist being | |
| controlled). Users of this skill can also hold people in place | |
| by controlling their magnetic field, holding them in place. This | |
| skill is not easy to learn, and is something not a lot of | |
| magnetic users can learn to use without scientific knowledge. | |
| Also, any control exerted can be changed by running an | |
| electrical current to scramble one's magnetic frequency, or by | |
| finding a way to negate one's magnetic field's frequency in some | |
| manner. And depending on the skill used, some skills require an | |
| immense amount of concentration especially of this is being used | |
| to try and control someone, since strong enough people can | |
| resist this to a degree. Typically, opponents who are creative | |
| or scientifically minded can find ways to counter this if they | |
| know enough about magnetic fields, even if they aren't a | |
| lightning user. | |
| - Advanced Lightning Skill: Magnetic Shield: This lets a | |
| magnetism user create a magnetic shield using magnetic energy, | |
| letting them use it to block objects with a magnetic charge from | |
| getting into it. Users learn this by manipulating magnetic | |
| energy and creating a shield or barrier around them in a way | |
| they can block out physical objects. This can also counter | |
| certain energy types by using magnetic fields to block out other | |
| energy as well, making it a great defense ability. This is a | |
| barrier style where they create a sphere 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 and | |
| metallic weapons. Advanced users can also generate | |
| electromagnetic forces from their magnetic shields, such as | |
| repelling things that hit the shield back (such as reflecting | |
| attacks or causing knockback to those who hit it). When used, | |
| this is usually used defensively, and those that use this may | |
| even use this to generate electrical energies to attack | |
| opponents with if they are able to convert magnetic energy into | |
| electricity. Of course, strong enough attacks and objects can | |
| still break through this shield if used properly, and powers | |
| like water and molten metal manipulation can break through this | |
| shield very easily (Anything with little to no electrical charge | |
| can much more 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. Users should also know that keeping this active will | |
| use up energy in order to keep this active, due to this needing | |
| a constant electrical current to keep active. That means that | |
| overusing this can wear down a user's energy. Opponents can also | |
| alter magnetic fields using electrical currents, which can also | |
| break these shields as well. Typically, counters to magnetic | |
| force can counter this, and the only difference between this and | |
| normal magnetic fields is that the magnetic shield uses its | |
| energy to physically stop objects and energy by using the | |
| magnetic energy for defense. | |
| - Advanced Lightning Skill: Magnetic Blast: This is another | |
| ability using magnetic forces that advanced magnetic users can | |
| use in battle. 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 (usually by transforming electrical | |
| fields using electrical currents). By using this, many lightning | |
| users can use this to do different things, but the main thing is | |
| that lightning users use this as an offensive ability to attack | |
| opponents. When fired, these blasts hit with concussive force, | |
| and are designed to do physical damage more than magnetic or | |
| lightning damage (though they can still be made to do electrical | |
| damage to opponents depending on how the magnetic forces are | |
| changed using electrical currents). 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 electrical 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 not let themselves get | |
| hit by this, 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. | |
| - Advanced Lightning Skill: EMP and Ionized Atmosphere: By | |
| utilizing magnetic forces, users can create two major kinds of | |
| magnetic disturbances that can be used by lightning users and | |
| magnetic users. Both of these abilities are done with | |
| electromagnetic radiation, which is concentrated and manipulated | |
| by those with advanced knowledge of how to manipulate | |
| electromagnetic forces. The first is method is creating EMPs | |
| (Electromagnetic Pulses), where users concentrate their magnetic | |
| forces into a large burst of raw electromagnetic radiation to | |
| release that burst as a large blast of energy. EMPs are known | |
| mostly for shorting out electronic devices, and can even be | |
| useful against mechanical enemies if the mechanical enemies | |
| don't have strong enough resistance to EMPs. This is an ability | |
| that is charged up and released by lightning users or magnetic | |
| force users, and then released as a blast wave. This doesn't | |
| usually do damage to people, but the magnetic forces can | |
| generate electricity that can be dangerous to others from things | |
| affected by the wave as an effect of this wave. The second way | |
| of using this is to create a highly ionized atmosphere, which | |
| can affect a smaller area and short out mechanical devices more | |
| easily. Because this is not just a blast wave and is a constant | |
| effect, mechanical devices or enemies stuck with the effects of | |
| an ionized atmosphere will short out more easily and can be used | |
| to damage tech resistant to electricity. This is a great way to | |
| fight mechical opponents, or to affect mechanical devices if | |
| users want to affect or destroy them, since this ability does | |
| damage to most kinds of mechanical devices. This does require | |
| scientific knowledge though, as this is a skill that cannot just | |
| be done easily since it requires knowledge of electromagnetic | |
| radiation, and advanced ability to manipulate magnetic forces. | |
| It should also be noted that those with resistance to EMPs can | |
| resist this to a degree, which those like robots, cybernetically | |
| upgraded people and those with strong tech usually have | |
| resistance to EMP based effects. And while resisting ionized | |
| atmosphere's is more difficult, there are ways to resist that as | |
| well. And those that don't have any tech won't be affected by | |
| these, as this only really affects technology (most EMPs don't | |
| affect living beings if they have no cybernetics). | |
| - Advanced Lightning Skill: Electrical Signal | |
| Sense/Jamming/Manipulation: When one is able to manipulate | |
| magnetic forces and electromagnetic force, they can also | |
| eventually learn to process electrical signals used by | |
| technology. By being able to learn how to process electrical | |
| signals, this leads to magnetic or lightning users being able to | |
| learn how to sense these signals, where users can sense and | |
| track signals used by technology. There are a few aspects of | |
| this power. As mentioned, users are able to sense and process | |
| electrical signals, where they can read signals like radio waves | |
| and technological signals that they can interpret. This is a way | |
| that lightning users can interact with others, where they are | |
| not only able to sense these waves, but can actually manipulate | |
| these waves as needed. For example, a lightning user who could | |
| tap into a radio frequency may be able to send a signal through | |
| that radio frequency by manipulating that frequency. Some can | |
| track signals as well, where users can learn to use this by | |
| processing signals and finding out how to track the origins of | |
| signals (which takes practice and knowledge of electrical | |
| signals, but users can learn to track signals with enough | |
| experience sensing electrical signals). However users can also | |
| learn to manipulate eletromagnetic signals with electromagnetic | |
| energy in another way, where users can learn to interrupt | |
| electronic signals by using electromagnetic interference to | |
| interrupt electronic signals, which is a very effective way of | |
| doing things like cutting off communications enemies may try to | |
| use. Depending on the user, there are a number of ways to use | |
| this, with advanced users even being able to come up with | |
| tracking devices that emit signals they can track (usually by | |
| making small tracking devices they can throw onto people that | |
| will stick to them and emit an harmless signal that the | |
| lightning user can track). This ability is based around signals, | |
| and usually isn't something that hurts people, with exception of | |
| people who can create feedback in electrical signals. Most users | |
| just have to get by without electronic signals, or use | |
| non-technical means to communicate. | |
| - Advanced Lightning Skill: Technological Control and Hacking: | |
| Advanced lightning users that learn to control electromagnetic | |
| forces and can learn to control eletromagnetic signals can also | |
| learn this ability. This is an extension of controlling | |
| electromagnetic signals, where lightning users eventually learn | |
| to take control of electromagnetic signals in technology. The | |
| major use of this is that users can control technology using | |
| their electrical signal manipulation abilities, which is used by | |
| those that have mastered the ability to manipulate electrical | |
| signals. Users do this by manipulating electronic signals, and | |
| if needed, they can also use their lightning to manipulate | |
| technological objects like robots and machines designed to move | |
| around using technology (Like drones). However, advanced users | |
| can go beyond just controlling technology, as they are also able | |
| to hack technology such as computer systems by using their | |
| electronic signal manipulation. Depending on the skill of the | |
| user, some users can hack stronger systems, and if a user has | |
| knowledge of hacking, they can utilize this even more | |
| effectively. Another thing users can learn to do is use control | |
| of electronic signals to store and create information that can | |
| be transferred to computer type technologies, such as some can | |
| actually store data as electrical signals that they can copy | |
| onto other technological devices. There are a number of ways to | |
| use this, and this usually depends on the knowledge of the | |
| lightning user. However, this does require a few things to know | |
| before users can use this to control technology. While it is | |
| possible to control technology without controlling electrical | |
| signals, this is only possible with simplistic robots without | |
| defenses to being controlled where users can control | |
| technological enemies by using their magnetic force | |
| manipulation. In order to use this to its fullest capability | |
| though, users must master both electronic signal manipulation | |
| and they must know how the technology works that they're trying | |
| to control. It should also be noted that there are defenses put | |
| in place over many systems in the current age, that are designed | |
| to not allow this. Such as many advanced systems have anti-hack | |
| and anti-tech control, and some even have anti-magnetic force | |
| protection to cancel out any lightning user's control of | |
| technology in order to protect their technology. | |
| - Advanced Lightning Skill: Lightning Physical Combat | |
| Enhancement: Lightning users often learn how useful electrical | |
| manipulation is used in physical combat, usually by using | |
| electricity to enhance their bodies. This grants lightning users | |
| the ability to enhance their physical combat using lightning | |
| manipulation, by using electrical currents running through their | |
| body to super charge their body. When channeling this through | |
| the body, users are able to enhance their bones, muscles and | |
| tendons with electricity, increasing their efficiency and | |
| supercharging their bodies. While this isn't something that | |
| normally would be able to be used without supernatural | |
| enhancement, lightning users have developed this art by turning | |
| themselves into conductors and using the electricity to their | |
| advantage. As one might imagine, this increases the body's | |
| physical abilities considerably, where users can move much | |
| faster and hit harder when they are amped up with electrical | |
| energy. And when used, users can also release electrical energy | |
| from their body to electrocute people through physical contact. | |
| When used, this mostly enhances strength and speed more than | |
| anything. When used, the amount of enhanced ability usually | |
| depends on the amount of lightning used more than the type of | |
| lightning used to enhance the body, since the power put out | |
| depends on how much energy is used. However, some lightning | |
| users can have unique effects if other types of lightning are | |
| used (though they have to be careful since some types of | |
| lightning may cause damage to the body if the lightning contains | |
| an element the user is vulnerable to, such as heat lightning | |
| would damage a normal lightning user's body if they try to use | |
| it in combination with this power. However, the amount of the | |
| increase is determined by how much power the user puts into | |
| themselves with this. If a user puts too much, they can gain | |
| high power, but this can actually do physical damage as the body | |
| will overpower itself and could do things like tearing muscles | |
| and breaking bones if the body cannot keep up with the enhanced | |
| abilities. Of course, less power means that the technique will | |
| be safer, but users won't have as much enhanced speed and power | |
| to use. That means that this technique requires a balance | |
| between not using too much and using enough power to be useful. | |
| There is also a risk of too using too much power for another | |
| reason, which is users can end up using too much energy and | |
| leave themselves low on energy they want to use in battle. | |
| - Advanced Lightning Skill: Body and Brain Scan: Nerve/Brain | |
| Signal Interruption: A lightning user is able to scan someone | |
| through their ability to process electricity, usually by reading | |
| their nervous system's electrical signals. Through this, a user | |
| is able to read someone's body, telling what state the person's | |
| body is in or sense abnormalities by analyzing the nerve signals | |
| that are running through the body. The biggest use for this is | |
| to remove abnormalities, where a user is able to notice certain | |
| things like certain illnesses from the blood, tumors and even | |
| abnormalities in the nervous system. This skill reads the nerves | |
| electrical signals (usually through physical contact), and the | |
| user is able to compare how the nerves are running compared to | |
| others or even compared to themselves. There are a few different | |
| applications of this ability, but this application is only for | |
| reading and understanding the nervous system of others, whether | |
| it's reading the nerves movement commands through the body, the | |
| mind's ability to communicate with the body, or the electrical | |
| activity in the brain itself. This is an advanced electrical | |
| user ability, one that requires knowledge of not only how to | |
| read electrical signals, but also requires knowledge of the | |
| nervous system (and the differences of the nervous system in | |
| others compared to themselves and others like them). Advanced | |
| users can even use this in battle to read the movements of a | |
| person, where some can actually read the movements of a person | |
| by reading the signals the mind sends the body. Since almost any | |
| being usually has to have a nervous system of some kind (unless | |
| they're an artificial being, in which case it depends on the | |
| artificial being), this is an ability that can be used on almost | |
| anyone. However, those with strong psychic resistance may be | |
| able to resist this ability, and if someone is using a | |
| instinctive style that doesn't require nerve communication | |
| (Which is very rare) then this cannot read their movement. And | |
| just because they can process the nerve signals, 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 specifically (usually). However, there are | |
| limits to this ability, as they can only tell where signals are | |
| being sent, not what the signals actually are. And some may | |
| require physical contact to gain a connection to interpret these | |
| signals. | |
| - Advanced Lightning Skill: Nerve/Brain Signal Interruption: | |
| This is a power that many lightning users have that is a | |
| variation of the body and brain scan ability, and is a more | |
| complicated use of the power. This power takes a more aggressive | |
| approach to interpreting the nervous system, where the user | |
| doesn't just focus on reading someone's nerves, but they can | |
| take active measures using their own electricity to introduce | |
| their own electricity to interrupt someone's nervous system. | |
| When using this, a user simply needs to introduce their own | |
| electrical signals into a body in a way that the user can | |
| interrupt the signals going through the body (usually through an | |
| electrical attack or through physical contact and manipulating | |
| the nerve signals directly). This can be used in a few ways, | |
| with the main one being that one can disable movement by using | |
| this on the body. For example, if an arm is affected by this | |
| (usually through a lightning attack or through physical touch), | |
| then the arm's nerves will have trouble communicating and could | |
| disable their limb as long as the foreign electrical energy is | |
| in the body interrupting the nerve signals. The second major use | |
| of this is that one can use this to stun or disorient opponents | |
| by affecting the nerves in their brain, in which they release | |
| electrical signals into the brain that can cause adverse | |
| reactions in the brain. Some have unique ways of doing this, | |
| such as some may be able to temporarily control one's senses | |
| through controllling the nerve signals, or some might use this | |
| to disable nerves temporarily. Typically, the nerves will | |
| reorient themselves after a while, once the foreign electrical | |
| energy has been adapted to and purged (which could take up to 3 | |
| combat rounds in someone who isn't an electricity user). The | |
| good thing is that one doesn't need to be a lightning user to | |
| eventually reorient themselves, as it just takes time if one | |
| doesn't have a way to induce a way to reset the nervous system | |
| (usually by using an electrical current to counter the one used | |
| to control the nerves originally, which lightning users can do, | |
| or someone can do if they have access to an electrical energy | |
| source). Opponents with high combat adaptability or anatomy | |
| knowledge can also adapt to certain nervous system effects, as | |
| some opponents can adapt to the signal changes much faster than | |
| others can depending on their combat abilities. | |
| - Advanced Lightning Skill: Lightning Beam: Some lightning users | |
| can fire beams of concentrated lightning, which are designed for | |
| piercing opponents similar to energy users like ki users who | |
| learned to fire beams of energy. Lightning users with this | |
| ability 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, or some | |
| opponents can block this using insulators if the user doesn't | |
| have the ability to overload insulators (Which usually has to be | |
| done consciously). For the most part, dodging these is more | |
| recommended than blocking these. Other energy beams can also be | |
| used to counter this, in which the two beams will usually hit | |
| each other and explode or may cancel each other out depending on | |
| the energy used by the opponent. | |
| - Advanced Lightning Skill: 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 is also used by people who want to affect | |
| opponents with a current of electricity more than just blasting | |
| them with a single blast of electricity, in which streams of | |
| electricity can do far more damage depending on the electrical | |
| current used. 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 by releasing a constant current of electricity. The second | |
| method people use of this is when users create streams of | |
| electricity around them, usually to be used defensively to | |
| affect those that try to attack them. This 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 due to | |
| the constant stream of electricity having to constantly use | |
| power in order to be effective, and cannot be maintained for | |
| long periods of time. Most users cannot use this for more than | |
| few rounds at a time without recharging their energy. 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. | |
| - Advanced Lightning Skill: Piercing Lightning Attacks: This | |
| technique was developed among advanced lightning users that | |
| figured out how to concentrate lightning into stronger attacks | |
| through techniques like the chakra user's Chidori. When used, | |
| this technique is done by a lightning user building up and | |
| condensing eletrical energy, building speed and power through | |
| both their electrical energy and their physical abilities. Users | |
| can use this in a few ways, but the major thing to note about | |
| this attack is that most users often use this to create attacks | |
| that can more easily pierce defenses from shields to armor to | |
| even energy barriers. Users charge up this type of power by | |
| charging and condensing lightning, in which a user builds up | |
| power in order to generate the power needed to use this skill. | |
| When charging the energy needed for a lightning piercing attack, | |
| users can also charge more energy by putting more energy into | |
| the attack, which usually takes a little longer but allows a | |
| user to up the power of the piercing ability of this type of | |
| attack. Users also have to learn to utilize lightning to reverse | |
| the bonds of ions, where in order to use this, users have to | |
| learn how atomic bonds work and how to separate them using | |
| electrolysis. At it's strongest, there have been reports of | |
| those with strong enough attacks that can pierce even | |
| adamantium. 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. Also, in order to use | |
| this effectively, it takes enhanced strength and speed, due to | |
| it requiring a lot of power to use this skill no matter the | |
| lightning user even with advanced lightning user knowledge. | |
| - Advanced Lightning Skill: Chain Lightning: This is a skill | |
| that lightning users developed to attack groups of enemies more | |
| effectively, in which lightning users learn how to pass current | |
| from one object or person to another in a chain event that hits | |
| multiple objects or people. This is done by those who learn how | |
| electrical currents work, how conductivity works, and how | |
| currents pass from place to place. Users learn to use this as an | |
| extension of their electrical currents ability, but can not | |
| fully master it until they have a better understanding of most | |
| of the abilities of the advanced lightning users since this uses | |
| a number of skills. Typically, this is usable with almost any | |
| kind of lightning attack once the user learns it, such as a | |
| lightning stream or a lightning blast, and some users have | |
| specific techniques using this ability. When using this, this | |
| usually flows like an electrical current, but is made to flow | |
| from object or person to the next in a current of electricity | |
| that can be passed to multiple people, and then branch out from | |
| those people to hit multiple people. When used properly, this | |
| can usually chain multiple opponents, with some even being able | |
| to chain their lightning among entire groups depending on their | |
| knowledge and skill of conductivity and electrical currents. | |
| This ability also requires a mastery of the lightning stream | |
| power, where users have to learn how to conduct electricity in | |
| such a way in order to learn this skill. This requires a lot of | |
| knowledge to use, and requires a lot of the advanced lightning | |
| user skills to be mastered before one can learn this. This isn't | |
| as easy as just electrocuting someone, and requires scientific | |
| knowledge to pull this off effectively. 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 the current of | |
| electricity active and moving as well as keeping the currents | |
| branching out. 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. | |
| - Advanced Lightning Skill: Lightning Strike: One of the | |
| greatest sources of electrical energy doesn't come from | |
| electronics or wires, but comes from nature itself. Advanced | |
| lightning users can learn to tap into the power of nature | |
| through the use of storms in which users can learn to tap into | |
| the power of lightning in order to control bolts of lightning. | |
| When using this, users often have their own ways of using | |
| storms, where some will have lightning strike them to power them | |
| up, or some will have lightning strike an enemy. However, what | |
| is constant is that users can use the power of a storm to their | |
| advantage in some way, usually depending on their skill. Some | |
| will have their own ways of using this, such as some users fire | |
| lightning up into the clouds to absorb lightning and then strike | |
| down using amplified electricity that is controlled by their own | |
| power, or some will also just manipulate the lightning directly | |
| if they can take control of it (though usually this depends on | |
| the user, as not all users have the range to control lightning | |
| in the clouds due to the distance storm clouds are from the | |
| surface). And if a user can use their power to convert the | |
| lightning into unique lightning type such as how a Darkfire | |
| might convert lightning into a dark or holy lightning depending | |
| on their skills, then they can have different effects when the | |
| lightning is used. However, this can only be used when there's | |
| storm clouds with lightning overhead (it doesn't have to be | |
| storming, but the clouds and electrical potential has to be | |
| there), and if there's no storm clouds, 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 hide from the lightning strike. It is also possible to | |
| protect oneself using earth manipulation or using insulators | |
| that don't conduct electricity. Also, 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 no matter how this is used. Most users | |
| only use this against the strongest of opponents, usually as a | |
| trump card or a final technique they may possess. | |
| - High Level Lightning Skill: Microwave Radiation Manipulation: | |
| This is another of the most unique manipulations of lightning, | |
| in which high level lightning users can learn to manipulate | |
| microwaves, which most don't know are electromagnetic waves. By | |
| using lightning and magnetic manipulation, a lightning user can | |
| create and manipulate microwave radiation, which can be used in | |
| battle. By manipulating microwave radiation, there are a few | |
| different ways to utilize this power in battle. The first is | |
| just using it on people, in which microwaves can heat up a | |
| person's skin to the point that it burns, making it a great way | |
| to fight opponents who might be immune to electromagnetic | |
| powers, since these waves literally cook matter. This power can | |
| do severe damage to a person, as the microwaves can kill someone | |
| if they are exposed to them long enough. Microwaves can do | |
| severe damage to people beyond burning their skin, as microwaves | |
| can heat and burn the lens of the eyes to the point that one can | |
| be made blind if they are exposed to enough microwaves (though | |
| supernatural regeneration could prevent this). Another means to | |
| utilize this is to use this to essentially interrupt the ability | |
| to use technology, as technology's circuits can be fried using | |
| microwave radiation. The last major way this can be used is by | |
| manipulating this using metal in contact with other metal, in | |
| which this generates heavy amounts of plasma when two pieces of | |
| metal are close together, and can generate a powerful plasma | |
| that can cause damage beyond just manipulating normal lightning. | |
| Depening on how it's used, microwave radiation can be quite | |
| dangerous to others. However, while using microwaves may be a | |
| good means to fight opponents, it is just as dangerous to the | |
| user as their opponents, since microwaves could hurt them as | |
| well since there is almost no being immune to the effects of | |
| microwaves. The best way to avoid these waves is by dodging | |
| them, as these waves can only be blocked by materials like | |
| aluminum, which can be used to block out microwaves completely | |
| (microwaves do damage by passing through objects and blocking | |
| them negates this damage entirely). Typically, the best way to | |
| avoid microwaves is to not be in the same area as them. | |
| - High Level Lightning Skill: Insulator Conduction: This is an | |
| advanced lightning technique that only a few master lightning | |
| users can usually handle that is a variation of the lightning | |
| stream technique. 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 with the right currents. The | |
| key is overpowering the resistance of the electrical current | |
| using the electrical energies of one's lightning, and | |
| compensating for it by using more lightning than the material | |
| can resist. For example, users of this technique could | |
| essentially run an electrical current through a wooden block, if | |
| they could put enough electricity in it that overpowered the | |
| wood's resistance to electricity. There is only one perfect | |
| insulator that this cannot be used on, and that is distilled | |
| water, which has no ions, or electrical charges, and doesn't | |
| have any conductive minerals in it (meaning that there is | |
| nothing that can transfer electricity in distilled water). Other | |
| than distilled water, any other material can be overloaded if | |
| one puts enough electricity into it, and makes a great way to | |
| attack opponents that aren't expecting a lightning user to move | |
| their lightning through an insulator. This technique is a highly | |
| advanced lightning user technique that most users cannot | |
| generate enough energy to use, as it requires not only knowing | |
| the molecular structure of objects, but also how much electrical | |
| power and what kind of electrical current is needed to overload | |
| an insulator (in which most materials require a lot of | |
| electrical energy before their resistance can be overpowered). | |
| 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. | |
| However, it is worth noting that some materials are not | |
| overpowered without a lot of energy expended, so users should be | |
| careful when using this, as this can utilize a lot of energy | |
| depending on the material. The reason most lightning users never | |
| learn this is not because they lack knowledge, but because they | |
| lack the amount of energy needed to do so (in which only those | |
| with enough electrical energy can even learn this). | |
| Basic Vampire Race Abilities: | |
| - Vampire Dark Nature/Connection to Darkness: It's no secret | |
| that most vampires are creatures of the night. And because of | |
| their cursed and undead type nature, they have a natural | |
| connection to the dark. This goes so far for many vampires that | |
| they aren't even able to go out during the day. Vampires have a | |
| natural connection to the dark, which is the source of many of | |
| their darkness based abilities. This darkness nature is not just | |
| a normal darkness nature though, but the darkness nature is an | |
| unholy nature, which is something that makes them a type of | |
| unholy creature that focuses on dark power. For the most part, | |
| vampires don't have to be of clans like the Lasombra to take | |
| advantage of this dark nature, as there are plenty of ways to | |
| take advantage of this nature. With this nature comes a number | |
| of abilities, and vampires end up being a unique kind of | |
| creature with connection to the darkness do their natures. For | |
| the most part, the vampire power is something of a curse to | |
| most, but unlike werewolves, vampires have more darkness and | |
| undead type power in their nature than cursed power. There are | |
| many ways vampires take advantage of this, where some use | |
| darkness manipulation in their arts like the Lasombra, or some | |
| that utilize the dark nature for other things like dark arts or | |
| dark magic. There are a number of ways one can learn to use | |
| their dark nature, but almost every clan accounts for this dark | |
| nature in some way, with exception of those like the holy | |
| vampires who have holy natures instead of darkness type natures. | |
| This is typically a type of cursed power with undead elements | |
| (though not undead to the levels of creatures like zombies), | |
| where this is a negative power that is on the same level as | |
| unholy energy and basic demonic energy, and this is even | |
| something that some vampires realize can combine with other | |
| natures depending on the vampire, such as how some take demon | |
| power in order to become demonic vampires. This dark nature is | |
| the basis of most vampires, although there are rare occasions | |
| where normal vampires may have different natures depending on | |
| the vampire. Because of this nature, most vampires gain a major | |
| weakness to sunlight, which burns them alive if they are not | |
| true daywalker vampires, or vampires with ways to block the | |
| sunlight from reaching them (such as how the Hazeldines use | |
| darkness barriers to go out in the day so that the sunlight | |
| doesn't reach them). As for countering this nature, holy power | |
| is the best way to do so, where those that fight vampires will | |
| almost always use holy weapons specifically since they are best | |
| for killing vampires. However, there are weaknesses to vampires | |
| that can be exploited, usually depending on the clan they come | |
| from as each clan has specific weaknesses (more in weaknesses). | |
| - Vampire Darkness Empowerment: Vampires, thanks to their dark | |
| nature, gain empowerment in the dark. Most vampires can only go | |
| out at night, so they often don't realize they can are empowered | |
| by the dark, but those that go out in the day often realize that | |
| they are stronger at night (if they are a vampire type with a | |
| dark nature). However, this doesn't just apply to night, but | |
| this works in any absences of light, due to the fact that their | |
| dark nature works as long as there is an absence of true | |
| sunlight. This grants vampires the ability to not just use the | |
| night, but can use almost any dark area, whether it's | |
| underground, in a building with no windows or lights, or using | |
| even using shadows. Depending on how much darkness is around | |
| them, vampires gain more power the darker it is. This means that | |
| vampires are at their strongest when there is no light, and are | |
| deadliest when they are in pure darkness. Of course, vampires do | |
| have their own variation of darkness vision some races like | |
| death wraiths have, which they use to see in pure darkness. When | |
| this empowerment takes effect, this empowers the vampire's | |
| abilities, both their physical and supernatural abilities. Any | |
| abilities that use darkness or dark natures gain a boost in | |
| power and ability, and some arts may be uniquely used with this | |
| power-up. Of course, vampires also gain enhanced physical | |
| abilities, where the darkness gives them better physical stats | |
| the darker it is around them. Typically, vampires are usually at | |
| their strongest during the nights of the new moon, where | |
| vampires have an advantage due to new moons having very little | |
| moonlight. However, areas that have no light also grant vampires | |
| much more enhanced dark power, depending on the area. There are | |
| different ways some may take advantage of this, depending on the | |
| vampires. For the most part, this empowerment may be strong, but | |
| strong enough light does cancel out this empowerment if one can | |
| use light, or use sources of light nearby to reduce this | |
| empowerment (opponents can use things like street lights or even | |
| lights in buildings to reduce the darkness and weaken this | |
| empowerment depending on how strong the light is. | |
| - Vampire Darkness Manipulation: As one might guess from their | |
| natures, vampires can also manipulate the darkness around them. | |
| This is a basic darkness manipulation, where users are able to | |
| use darkness energy, also known as shadow manipulation. Vampires | |
| have the ability to manipulate darkness in some form, no matter | |
| how little they can. Typically, this depends on the clan the | |
| vampire belongs to, as clans can be born with more or less | |
| darkness manipulation depending on the clan. For example, some | |
| clans like the Gangrel clan don't really utilize darkness in | |
| combat and many clans that don't use darkness often don't even | |
| ever fully achieve their manipulation of darkness energy. | |
| However, on the other end of the spectrum, those like the | |
| Hazeldines and the Lasombra have specific arts for using the | |
| darkness, which allows them to use the darkness much more | |
| efficiently than others. When used, vampires are able to do | |
| things like meld into shadows to use shadow travel, manipulate | |
| the acidity of their shadows to make them more corrosive, or | |
| even use darkness projectiles to try and spear opponents. Some | |
| advanced users can use darkness for other things, such as | |
| manipulating gravity and distorting time and space (which | |
| requires a scientific understanding of how dark energy affects | |
| gravity and distortions, and is typically a high level darkness | |
| user power that not many achieve). Some master level users may | |
| even be able to create small black holes using darkness to | |
| absorb light and physical matter temporarily (though these black | |
| holes usually cost a lot of energy to maintain, and this also | |
| requires immense scientific knowledge where only the highest | |
| level darkness users can learn this). When used, this darkness | |
| can even be used with other forms of darkness, where some may | |
| learn other darkness types if they have the affinity, such as | |
| some can tap into primordial darkness if they utilize their dark | |
| nature well enough. Typically, the only real danger of using | |
| darkness is if the users connect to the shadow realm, which can | |
| be dangerous and is usually avoided (even vampires often know | |
| not to mess with the shadow realm unless they absolutely know | |
| what they're doing). Avoiding this is like avoiding any other | |
| darkness manipulation, such as using strong enough light | |
| abilities, or some more creative people can use other powers to | |
| counter it as well. | |
| - Vampire Spirit Energy: There are many vampires that have | |
| abilities that run on their spirit energy, such as how the | |
| Darkfires have powers that let them combine elementals with | |
| their spirit energy. This energy comes from the spirit of the | |
| vampire, just as normal spirit energy would come from any other | |
| soul. Most vampires have spirits that are cursed in nature, but | |
| have positive and negative spirit energy much like other souls. | |
| Depending on the clan and arts, vampires can learn to utilize | |
| their spirit energy for specific arts. Thanks to this, vampires | |
| can often learn different skills using their spirit energy, | |
| depending on the vampire. This is one of the main powers a | |
| vampire uses to power certain abilities, which works alongside | |
| vampire psychic energy to operate as two of the major sources of | |
| vampire power besides their darkness nature. This mostly depends | |
| on the vampire, and the clan abilities they possess, as not all | |
| vampire clans power their abilities on psychic power. For | |
| example, some clans may focus more in physical combat, and may | |
| not utilize spirit power. This energy is a basic energy which is | |
| summoned by vampires when needed, usually to use special | |
| techniques they gain from their clan. With the exception of | |
| those like holy vampires, vampires almost always have their own | |
| balance of negative and positive spirit, which must be | |
| maintained if one is to use their spirit energy. Because of | |
| this, spirit energy isn't too difficult to use, but vampires | |
| often never tap into the full ability of spirit energy, since | |
| this is usually used passively by vampires without realizing | |
| what it is that grants them power. Those like the Darkfires know | |
| that this is spirit energy, but most don't go beyond knowing | |
| that which is a good thing at times because it makes them less | |
| likely to be noticed by the spirit plane since they don't tap | |
| enough into that plane. If they were to, they could essentially | |
| learn to utilize spirit more carefully, such as learning spirit | |
| user techniques. However, this is still countered like most | |
| other spirit energies, with holy energy being the best thing to | |
| counter the cursed nature of vampire spirit, or using counter | |
| natures (such as using positive power to counter negative spirit | |
| and vice versa). | |
| - Vampire Psychic Energy: This is the second most common power | |
| that vampires possess that they use. Not only do vampires use | |
| spirit energy to power some of their abilities, but vampires | |
| also possess a natural ability for psychic energy to do certain | |
| things. For example, clans that utilize the Dominate discipline | |
| rely on psychic energy to utilize their ability to influence the | |
| mind. This is a basic power that vampires utilize that grants | |
| them some psychic abilities, which are usually used in clan | |
| techniques, such as the clans that use the Dominate or Presence | |
| Discipline. A psychic energy isn't normally considered a "holy" | |
| or "unholy" power, a vampire normally uses this as a neutral | |
| power that is purely affected by the mind (though psychic power | |
| has a tendency to be mystic in nature). In addition, what they | |
| can do with their psychic energy often also depends on the | |
| vampire, where different clans have different ways of using | |
| this. Some may use this to hypnotize others, while others may | |
| use this to project their presence on others, or some may even | |
| have psychic abilities they can utilize as well. Some psychic | |
| vampires may even have certain attack arts, such as telekinetic | |
| blasts or other psychic abilities they can use to attack. | |
| Depending on the vampire and their clan abilities, this is an | |
| energy that can be quite versatile and used for a number of arts | |
| that one can learn. Almost any vampire can utilize psychic | |
| energy to the same degree, and what they can do it with depends | |
| on the clan. This means that the weaknesses to their psychic | |
| power also depends on the abilities and the clan (each psychic | |
| ability has its own downsides and weaknesses). For example, | |
| trying to hypnotize others may not work on those with strong | |
| will, as those with strong will can resist hypnosis and psychic | |
| influence and some may even have arts or technology to resist | |
| psychic influence (such as how nanomachines used by Foxhound in | |
| the Crow Mercenary universe can resist psychic influence by | |
| regulating the mind). Typically, attack skills also have | |
| weaknesses, where many can be blocked or avoided in some way. | |
| Again, this mostly depends on the vampire and the abilities they | |
| have. | |
| - Vampire Dark Magic/Dark Arts Affinities: Due to a vampire's | |
| dark nature, there are a number of darkness abilities that a | |
| vampire can learn. Most vampires gain an affinity for darkness | |
| in some form, where some gain special abilities based on their | |
| dark nature. The first is a dark nature that allows darkness | |
| manipulation, which is already covered under a vampire's | |
| darkness manipulation. With this ability, vampires can learn | |
| darkness abilities, but their abilities may depend on the clan | |
| they belong to or the powers they are born with. The other two | |
| things to note are dark magic and dark arts, both of which are | |
| powered by dark natures. Dark magic is often powered by either | |
| darkness or dark mana, and vampire with magic usually gain an | |
| affinity for dark magic. While some rarely do gain normal magic, | |
| many often gain dark magic instead of normal magic. Depending on | |
| the magic, vampires often specialize in dark magic before other | |
| forms of magic. However, some vampires do specialize in other | |
| magics, such as some in psychic magic, some might focus chi | |
| magic, or some may other forms of magic that don't convert to | |
| dark magic. This depends on the vampire and their abilities. The | |
| other thing to note is dark arts, where darkness users can learn | |
| the dark arts if they are able to learn them. There aren't too | |
| many known clans to specialize in the dark arts that are still | |
| around though, as the few that did have either been wiped out | |
| during previous Sabbat/Camarilla wars, or have been taken out by | |
| the other groups. However, those that do may be able to learn | |
| dark arts that they can utilize, which are arts powered by | |
| darkness that can be used with a connection to the darkness. | |
| While it should be noted that these powers are useful, not all | |
| vampires have magic affinities or dark arts affinities, and this | |
| mostly depends on the vampire and the abilities they are born | |
| with. And of course, as one might guess, these affinities are | |
| best countered by holy power, but also light abilities can also | |
| counter these darkness powers fairly well, depending on the | |
| powers used. There are other ways to counter darkness, but holy | |
| power usually remains the best for fighting vampires. | |
| - Vampire Shadow Meld/Vampire Teleportation: Vampires have a few | |
| options when it comes to teleportation. The first is that | |
| vampires with darkness manipulation can learn to shadow travel, | |
| where they are able to connect to the shadows and travel using | |
| shadows. This is a basic art for darkness users, which allows | |
| them to use the shadows connection to the shadow realm to move | |
| from shadow to shadow. Users can use shadows to travel around, | |
| where they are able to connect to any other shadow in the world | |
| they want to travel to. The second option is that some vampire | |
| clans have unique teleportation arts that are used to teleport | |
| around. The two most well known ones are the Tepes clan ability | |
| to teleport using the power Demon's Gate and the Darkfire clan's | |
| ability to teleport using their elemental teleportation. | |
| Depending the vampire and the clan they are in, there are many | |
| different arts out there that allow teleportation. Most usually | |
| work in one of two ways. The first is that they connect to an | |
| area somehow, in which their teleportation connects to an area | |
| and they use it to go there. This method is usually a fairly | |
| instant teleportation, where users can just teleport at will as | |
| long as they have the energy to teleport. The second method is | |
| teleport using portals where some vampires may do things like | |
| creating dark magic portals, or some vampires may have arts that | |
| create portals to other areas. This is usually done through | |
| incantations or preparation, where a vampire creates a portal | |
| that connects two areas. Typically, teleportation using portals | |
| is more reliable than just teleporting, since this focuses on | |
| connected two areas and doesn't usually require as much | |
| concentration. Depending on the art, there are different ways to | |
| use this, but almost all arts usually end with the same result | |
| of allowing a vampire to get from point A to point B by | |
| teleportation rather than having to travel there by normal | |
| means. However, no matter the art, a vampire usually has to know | |
| where they want to go, and if they don't, they may end up | |
| anywhere in the world if they either don't have a location in | |
| mind, or they get messed up at certain moments while | |
| teleporting. And depending on the level of error, some have | |
| ended up in random areas without meaning too. Also, most | |
| teleportations cannot usually travel to other universes or | |
| through time, unless the vampire has some form of distortion | |
| power or some way of breaking the time-space barriers that | |
| separate the universes and timelines. | |
| - Vampire Life Force/Soul Energy Absorption: Vampires have the | |
| ability to utilize life force and soul energy, which is usually | |
| dependent on the vampire. This ability allows a vampire to | |
| absorb life force, usually through blood, to sustain their own | |
| life. While part of this has to do with their feeding, vampires | |
| also can use their ability to absorb life force to absorb more | |
| power from others by taking their life energy. This is usually | |
| done when drinking their blood, where they bite into someone and | |
| drain their life energy through their blood. However, there are | |
| some vampires who develop arts to absorb life energy normally, | |
| in which some do have energy drain abilities through physical | |
| touch. The other thing to note is that vampires can also take | |
| souls, where vampires have the ability to take souls and either | |
| use them as sacrifices if they are about to die, or some | |
| vampires use souls to gain new abilities or even to use as | |
| familiars. Depending on the vampires, many vampire clans have | |
| different arts for this if they utilize it. Some examples | |
| include the Tepes family being able to use life energy to create | |
| familiars out of the people's life energy, or the Darkfires | |
| taking souls and putting them into demon or holy armor | |
| familiars. Different clans will all have different ways to use | |
| this if they do use this, and some may even use this without the | |
| need for using clan arts depending on the vampire. However, | |
| there are some downsides to using this. Those that use life | |
| force absorption or soul absorption for new abilities will also | |
| gain whatever weaknesses of the powers they gain, and depending | |
| on the power, some powers may require a slight physiological | |
| change to their bodies (such as dragon power turning a vampire | |
| into a dracopyre). Those that use familiar arts using life force | |
| or souls can summon familiars, but most of the familiars can be | |
| taken out by holy powers, or any weaknesses that the person's | |
| original life force or soul had (IE a dragon familiar would have | |
| dragon weaknesses). Absorbing souls also comes with its own | |
| weakness, where those that absorb souls become unbalanced in | |
| life and death energies that requires them to continue devouring | |
| souls or else they will rapidly age until they die. Absorbing | |
| life energy is usually safer in that there aren't a lot of ill | |
| effects, but doesn't grant as much power as soul absorption | |
| does. | |
| - Vampire Familiar Creation: Depending on the vampire, vampires | |
| have a number of arts that allow them to gain familiars. Most | |
| vampires have some way of making familiars. One example is how | |
| some may use the life force or soul absorption technique to turn | |
| those they absorb into familiars, such as how the Tepes family | |
| art allows them to absorb the life force of others and turn them | |
| into familiars. This method is usually the most common for | |
| creating familiars, due to the fact that vampires can turn those | |
| they've fed on into familiars. There are many different methods | |
| of creating and maintaining familiars, depending on the vampire | |
| and clan they belong to, but the end result usually involves | |
| turning those they feed on into some form of familiar. When | |
| used, familiars are very useful in that they can fight on behalf | |
| of the vampire, usually using the powers the familiar is created | |
| from, and the familiars act according to the will of the | |
| vampire. Depending on the art, this could be as simple as | |
| manifesting an image of the person that became a familiar, or | |
| some like the Darkfires have specific ways to use familiars like | |
| attaching souls to demon or holy armors in their own familiar | |
| art or even the Gangrel clan that can make familiars out of | |
| animals. No matter how its used, those that are turned into | |
| familiars become permanent additions and extensions of the | |
| vampire that the vampire can summon and de-summon at will. With | |
| this, the vampire could use these familiars in battle to fight | |
| enemies, or they could use them for other purposes, such as | |
| sending a familiar to scout an area. Depending on the familiar | |
| art, most vampires usually have a connection to their familiars | |
| where they can usually connect with them in some way, and many | |
| vampires often have ways to share their senses with familiars. | |
| There is usually no limit to how many familiars a vampire can | |
| store up, as this mostly depends on if they want to. However, | |
| there are some familiar arts that may limit how many a vampire | |
| can summon at once. For example, some users cannot summon more | |
| than a few familiars at a time due to the power required to keep | |
| familiars manifested. And even though familiars are useful, | |
| opponents can still destroy familiars with certain abilities | |
| depending on the familiar, such as soul based familiars can be | |
| destroyed with spirit destruction abilities, or some familiars | |
| that take physical form can be destroyed like normal beings. | |
| Typically, when destroyed, many familiars often cannot be | |
| summoned for a while, or take more energy to summon a familiar | |
| again after it has been destroyed. | |
| - Vampire Feeding Ghoul Creation: When vampires feed on someone | |
| that they either don't turn into a familiar or they don't turn | |
| into a vampire servant, they usually kill the person they feed | |
| on. However, when dead, the person doesn't die, but instead | |
| becomes a vampire-like zombie creature known as a ghoul. When | |
| turned into a ghoul, people fed on by vampires are turned into | |
| another kind of servant of the vampire, where they become | |
| creatures that only care about feeding on human flesh due to | |
| their zombie-like nature. When in this state, the person dies, | |
| but the body remains animated, depending on the vampire and | |
| their arts to create ghouls. For general vampires, feeding on | |
| someone without completely absorbing their essence usually | |
| creates ghouls, and depending on the vampire clan, some may use | |
| the ghouls to their advantage. These ghouls are under the | |
| command of the vampire who creates them, in which the vampire | |
| tells them what to do and they obey. While ghouls aren't smart | |
| by any means, many ghouls are at least smart enough to be able | |
| to use weapons like blades, guns or any other thing they can use | |
| to attack enemies. For the most part, people who become ghouls | |
| lose all personality and become undead creatures who cannot | |
| interact anymore with people. Most ghouls only care about eating | |
| human flesh, and will turn those that they kill into ghouls as | |
| well (allowing ghouls to make more ghouls by feeding and killing | |
| others). Most ghouls can take heavy damage, where they will keep | |
| going even if most of their body is destroyed. However, like | |
| most undead, holy power can destroy them, where holy power and | |
| holy weapons are the best way to kill ghouls. Destroying the | |
| heart or brain with a holy power or weapon usually kills them, | |
| with silver usually being the best way to kill a ghoul (which | |
| can be used by anyone). Another thing to note is that in most | |
| cases, the ghouls only last a certain amount of time after being | |
| created. After a certain amount of time, they will return to | |
| being dead, once the power that they have has faded. And if the | |
| vampire who created them dies, usually the ghouls will die as | |
| well (except in certain cases like the Freakchip vampires). | |
| - Vampire Intangibility/Mist Form: Many vampires also possess | |
| some form of intangibility, which is another power that they | |
| have. There are two major things that many vampires have. The | |
| first is intangibility, where they can phase partially into the | |
| spirit plane. When doing this, they can pass through objects | |
| almost as though they were a spirit depending on the vampire and | |
| the intangibility art used (different clans may have different | |
| arts to use intangibility). The most known intangibility is the | |
| art the Tepes family uses. There is also another major | |
| intangibility art to note, and that is how some vampires can | |
| turn into mist as part of their basic vampire abilities. This is | |
| most often noted with the Nosferatu, who have abilities centered | |
| around being able to turn into mist. This is an art not all | |
| vampires learn, but many can learn to turn into mist if they | |
| learn to focus their intangibility properly. There are a number | |
| of intangibility arts out there, such as how the Lasombra can | |
| fuse to the shadows, or how the Darkfires can turn into | |
| elemental forms. For the most part, intangibility can be useful | |
| for going through objects, but is also useful in battle where | |
| users will often use intangibility to avoid attacks (usually by | |
| allowing attacks to phase through them depending on the | |
| intangibility art used. There are many ways to use this | |
| depending on the vampire, and many clans have techniques that | |
| utilize intangibility in some fashion. However, while this is a | |
| very useful skill, some vampires can only stay in this state for | |
| a certain amount of time before returning to normal (depending | |
| on the vampire as some arts are different). Another thing to | |
| note is that almost all intangibilities can still be attacked if | |
| one knows how to attack. The best way to attack someone who is | |
| intangible is to use some form of attack that attacks the | |
| spiritual plane, as this can attack a vampire even if they are | |
| intangible. Another thing to note is that vampires have to be | |
| careful when they use this, as vampires have to be careful they | |
| are not in solid objects when they return to solid form. If they | |
| are, then the solid matter will often override their bodies, and | |
| they will take damage or lose parts of their body. For example, | |
| a user could put a sword through a vampire's body, and if they | |
| become tangible again, the part of the body where the sword is | |
| will usually be split by the sword if the sword is still in | |
| their form when they return to normal. | |
| - Vampire Coffin Dark Sleep: When a vampire is near death, or | |
| sometimes if the vampire dies, the vampire goes into a special | |
| sleep. They go into a dark place, where the light won't reach. | |
| The most common example is how some vampires sleep in coffins, | |
| in which vampires may choose coffins for the lack of light. When | |
| using this, vampires can usually cheat death by going into a | |
| regenerative sleep where they will slowly recover over time the | |
| longer they are in sleep. Some also use this to go into | |
| hibernation, usually as a means to not have to feed for long | |
| periods of time. Depending on how its used, this has even been | |
| known to bring some vampires back to life where vampires will | |
| often be put into coffins, and they may eventually come back to | |
| life after enough time has passed. This has to do with the dark | |
| nature of vampires, where they can sleep in dark areas and use | |
| their darkness empowerment to regenerate their bodies. Some | |
| vampires may have different arts for this depending on the | |
| vampire and whatever clan they belong to, but most vampires can | |
| use this in some form depending on the clan. There have been | |
| reports of some vampires going into sleep for a hundred years | |
| and then awakening, or some that will use this sleep to recover | |
| from deadly injuries by going into sleep. Vampires are able to | |
| use this as needed, where they only need a dark place where they | |
| can sleep where they won't be affected by light. This is why | |
| some chose sealed coffins, due to the privacy that they allow | |
| since they can seal themselves inside and others cannot easily | |
| get them out. Depending on the vampire, some actually can store | |
| the soil of their birth place in their dark area where they | |
| sleep, in which they can use this to boost their recovery. It | |
| isn't known why this helps them recover faster, but this, | |
| combined with this sleep, can often help regenerate vampires | |
| even faster, where some have even been able to avoid having to | |
| drink blood for longer periods of time while doing this. | |
| However, there is always the danger of being interrupted, and | |
| vampires are usually most vulnerable when they are asleep. If | |
| sunlight hits them when they are sleeping, it can destroy them | |
| (usually), and those that take it upon themselves to kill a | |
| sleeping vampire can usually do so with the right weapons, like | |
| silver or wood (depending on the weakness of the vampire). | |
| - Vampire Blood Rage: This is an ability that tends to be more | |
| of a weakness to a vampire, in most cases, than a strength. A | |
| blood rage is what happens when a vampire goes into a frenzied | |
| state, usually either losing their mind temporarily, or they may | |
| go into a frenzied state for a certain period of time. When used | |
| vampires in this state often gain enhanced physical stats, where | |
| they gain power that makes them stronger when in this state. | |
| Typically, vampires in this state are much harder to kill, and | |
| with their enhanced state, they will often have highly enhanced | |
| physical stats. It's not entirely known what causes a blood | |
| rage, as triggers may be different depending on the vampire. One | |
| known trigger is that some vampires go into these rages when | |
| they smell or see blood, where some vampires who go a long time | |
| without human blood may be at high risk of going into this state | |
| as their bodies tries to force them to consume blood for their | |
| own survival. Some vampires also go into this state out of anger | |
| or desperation, where some will go into this state based on | |
| their emotional state. If used in this manner, their anger often | |
| amplifies their state even more than blood rages caused by | |
| seeing or smelling blood. Because of this, vampires can be very | |
| dangerous when this state, because not only do they not have | |
| control over themselves, but they can be very unpredictable. | |
| This is usually a problem with younger vampires without as much | |
| experience, as some freshly turned vampires may go into this | |
| state while not being used to the vampire states they are in and | |
| what certain triggers will do to them. As vampires get older | |
| though, they go into this state less and less, and usually only | |
| go into this state when in extreme hunger and they smell or | |
| sense blood. However, there may be some vampires who utilize | |
| this rage in some way, where some may gain empowerment by anger | |
| to gain a frenzied state, or some may use this to gain enhanced | |
| amplification to fight certain enemies if they tap into this in | |
| desperation. However, while vampires in this state are harder to | |
| kill, vampires usually cannot pull themselves out of this state | |
| on their own, and usually either require someone close to them | |
| to talk them out of the state (if the person has anyone they | |
| care about), or they must continue in the blood rage until the | |
| blood rage subsides, which usually happens after enough time has | |
| passed that the trigger that caused the blood rage has passed, | |
| or the emotional state that caused the rage has passed. | |
| - Vampire Shapeshift: Just like other races, vampires have the | |
| ability to shapeshift their bodies using their ability to change | |
| form. This is an art that lets a vampire take a new form, | |
| whether it's human or some vampires can take other forms like | |
| those of animals or other supernatural creatures. This is an art | |
| that is used for basic form changes, where the specific changes | |
| can usually depend on the vampire. Many are familiar with | |
| angelic and demonic shapeshifting, and this is very similar in | |
| nature. Those that use this can change into almost anything if | |
| they know the form they want to take and how the form works. | |
| Depending on the skill level, some vampires can even disguise | |
| their aura to sense as though they are something else, where | |
| some users can change their presence almost entirely with this | |
| art. One such example is the Tepes shapeshifting art, where they | |
| will often use this to take other creatures forms and sense as | |
| other creatures, such as using an animal disguise and changing | |
| their presence into that of an animal. This can also be used in | |
| battle, where vampires can shapeshift their bodies in certain | |
| ways, where some can do things like shapeshift their claws, or | |
| shapeshift their body into other forms like summoning wings to | |
| fly. There are arts for using shapeshifting, such as how the | |
| Gangrel clan uses shapeshifting to shapeshift their bodies to | |
| gain animal-like traits, such as using webbed feet to swim, or | |
| using claws to attack enemies, or even using certain creatures | |
| eyesight to see more efficiently. And some other clans have | |
| unique shapeshifting abilities, such as how the Darkfires have | |
| elemental shapeshifting where they can take the forms of their | |
| elementals (by combining with their intangibility art). This is | |
| a very useful skill if a vampire is creative enough, as vampires | |
| can take all kinds of forms. However, while they can take all | |
| kinds of forms, they cannot do things like changing their | |
| abilities (for example, changing into a dragon won't give them | |
| dragon abilities) depending on the arts used (Some may have arts | |
| to gain special abilities through transformation). Also, a | |
| vampire's mass stays the same when they change, so changing into | |
| larger beasts may sound useful, but vampires who go into larger | |
| forms often take more damage and cannot hit as hard as they have | |
| less weight when in larger form. Typically, while all vampires | |
| have this, most don't use it unless it's for a clan art that | |
| uses this power. | |
| - Vampire Unique Forms: Some vampires have arts that grant them | |
| unique forms, which could be any number of forms some of which | |
| may come with special abilities. For example, the London Branwen | |
| clan and the Darkfire clan both have unique forms they can gain | |
| through shapeshifting arts, where they gain unique forms they | |
| can change into that have special abilities that they can use | |
| depending on the form. This depends on the vampire, and many | |
| vampires may have different ways of using this, such as the | |
| Gangrel and Branwen vampire clans have arts that allow them to | |
| take unique animal forms. And there are some vampires who can | |
| gain other unique forms, such as enhanced forms that can be used | |
| in battle. For example, the vampire ninjas suppress the entirety | |
| of their vampire form, and release their full vampire selves in | |
| their battle form where they extend their vampire wings and | |
| their eyes change to a red or yellow glow (red if they survive | |
| on human blood or yellow if they survive on animal blood). There | |
| are some vampires that utilize this as a means to keep a | |
| relatively human form, where they save their vampire form for | |
| fighting enemies. There are also transformed states like vampire | |
| released forms, used by clans like the Darkfire and Tepes clan | |
| who can release their full vampire power. For the Darkfires they | |
| use their Darkfire released form which is unique to the | |
| Darkfire. And for the Tepes, they usually have a form of level | |
| restraints where they can go to Level 0, where those restraints | |
| are completely gone and their full vampire form takes effect, | |
| such as how Alucard Tepes's form takes the form of Count | |
| Dracula. There are many ways to use this training, where | |
| vampires will often have different arts depending on the clan | |
| they are born into, and any other abilities the vampire might | |
| have. However, most of these forms have weaknesses, depending on | |
| the art. Such as how the Darkfire full release form is only a | |
| temporary power-up, or how the vampire ninja's full vampire | |
| battle form grants them more weakness to vampire weaknesses | |
| (such as holy silver or holy weapons) since they release their | |
| full vampire power. And unique forms may have unique weaknesses | |
| as well. | |
| - Vampire Blood Powered Abilities/Blood Power Amplification: One | |
| reason for vampires to drink blood, is for the effect blood has | |
| on their special abilities. This is something that typically | |
| works differently depending on the clan. For most clans, the | |
| first and main reason blood is used is that blood is used to | |
| power a vampire's abilities. In this method, vampires take blood | |
| not only to sustain their bodies, but also to maintain their | |
| power, where the blood of those they drink become the source of | |
| their power. By using blood like fuel, most vampires power their | |
| supernatural abilities on blood, and this is used to allow | |
| vampires to keep using their power. In much the same way food | |
| fuels the body, and certain foods fuel the body's ability to | |
| carry out tasks, blood also works this way to power a vampire's | |
| abilities. This is something that almost all clans use, where | |
| their blood powers their abilities, and is a passive skill. The | |
| other skill that not all vampires have, is to use blood as an | |
| amplifier, in which clans like the Tepes clan have been able to | |
| use blood like an amplifier to essentially allow them to use the | |
| blood they take to amplify their power rather than simply | |
| sustain it. In this method, vampires usually store the blood and | |
| power up the more blood they have, usually in combination with | |
| skills like soul steal or life force drain. When using this | |
| method, this is another passive skill, and is used alongside | |
| powering their abilities. For the most part, this is a basic | |
| passive skill vampires have that most don't think about, unless | |
| the vampire clans have a way to utilize this like certain clans | |
| like the Tepes family do. However, this does mean that vampires | |
| do have to drink blood in order to sustain their power, and most | |
| vampires (exceptions must be stated) drink blood to survive. | |
| Typically, this depends on the vampire, as some survive on | |
| animals, some on humans, and some may even drink the blood of | |
| other supernaturals. And those that use blood as an amplifier | |
| have a dangerous side effect. Certain abilities being amplified | |
| can amplify them to a state beyond the vampire's control, or | |
| certain abilities being amplified could cause unexpected things | |
| to happen, such an amplified power could go out of control | |
| because the blood amplification was too much. When this happens, | |
| the only way to stop the power is to drain the blood of the | |
| vampire until the power lowers to a level they can manage. | |
| - Vampire Hypnosis/Charm: Many are familiar with some vampire's | |
| who have the ability to hypnotize their human victims. Most | |
| vampire do this with psychic power, where most vampires have | |
| some psychic power that they can use. Depending on the clan, | |
| there are disciplines specifically designed around this | |
| hypnosis, such as the presence and the dominate disciplines. | |
| Typically, this is designed to manipulate humans, where vampires | |
| will often use this to hypnotize humans to do a task for them, | |
| or they may use this when feeding on a human so that the human | |
| doesn't try to fight or run away when the vampire is feeding on | |
| them. This art is usually done through eye contact, in which | |
| many 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 quite useful depending on how it's | |
| used. Typically, the use of this depends on the vampire, and how | |
| they want to use this, as most vampires don't rely on this | |
| unless they either have specific disciplines or skills, or they | |
| have a real use for this skill. Those with strong wills are able | |
| to resist this power as one would expect, 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 (again, different vampires have | |
| different arts for 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 that fall | |
| within what the person being hypnotized would do, as some more | |
| complicated ones will meet heavy resistance. For example, a | |
| simple command like having someone grab something for them would | |
| be less likely to be resisted than if the vampire used a command | |
| like ordering a person to kill another if the person doesn't | |
| want to kill. Typically, the more risk to the person being | |
| hypnotized, the stronger their minds will be able to fight | |
| against the hypnosis as a defense mechanism to preserve their | |
| own life. 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. | |
| - Vampire Third Eye: Vampires have a unique ability, where they | |
| gain a special sixth sense known as the Third Eye. Those | |
| familiar with the concept will likely be familiar with how this | |
| works, where vampires naturally have this to gain a passive | |
| sense that lets them sense the world around them. One major use | |
| of this is that vampires are able to use this to sense the world | |
| around them, usually being able to sense where things are, and | |
| sense the presences of living beings. This lets a vampire sense | |
| the presence of others, and not only read their presence, but | |
| the vampire can also read what they are and how strong they are | |
| by the presence. For example, some vampires can recognize | |
| dangerous threats others wouldn't be able to sense, such as | |
| vampires may be able to sense powerful beings most beings cannot | |
| sense, and this also even gives vampires the ability to sense | |
| the spiritual plane to a degree (though not nearly to the degree | |
| of those like spirit users unless they go through special | |
| training). However, this also has the ability of seeing through | |
| the world, where vampires can see through things to see the | |
| world around them as it really is. This allows a vampire to use | |
| this ability not only to sense presences, but they can also do | |
| things like sensing deception, or they can even sense things | |
| like illusion skills or they can sense other skills being used | |
| by a being. Unlike other beings with presence senses, vampires | |
| specialize more in sensing the world rather than focusing on | |
| individuals, and this can allow a vampire to gain a very strong | |
| sense of the world using this skill. Vampires using this skill | |
| can also tell where things are at farther distances than other | |
| creatures, and can use this to more easily target certain people | |
| or objects. This skill uses mental focus to focus on images, and | |
| allows vampires to see the world in a bit of a unique way. | |
| However, there are ways this power can be deceived, such as | |
| other vampires may be able to affect the vampire's mind, or some | |
| may be able to outmaneuver this sense if they are fast or | |
| skilled enough. Also, certain presences cannot be sensed, | |
| specifically among those that have a presence suppression skill. | |
| Vampires with this skill can be deceived by it, where some have | |
| ways to fool these kinds of senses. | |
| - Vampire Darkvision and Enhanced Senses: Vampires have highly | |
| enhanced vision, and gain highly enhanced ability to see in the | |
| dark. Vampires are able to see in the dark as easily as in the | |
| light thanks to their dark natures, and are able to operate even | |
| in complete darkness thanks to their ability to use similar | |
| darkvision to creatures like death wraiths. Vampires may have | |
| varying degrees of this power depending on the vampire and the | |
| clan they belong to, with some having stronger vision than | |
| others in the darkness and some can strengthen this vision over | |
| time and training. All vampires have this darkvision to some | |
| degree, though depending on the vampire, some may not see as | |
| well in total darkness as others with stronger darkvision. In | |
| addition to this though, vampires also have highly enhanced | |
| senses depending on the vampire. The second thing to note is a | |
| vampire's enhanced senses, where vampires all have enhanced | |
| senses thanks to their vampire enhanced states. Each vampire may | |
| have a different balance of senses, but all of their senses are | |
| enhanced to some degree depending on the vampire and sometimes | |
| depending on the clan. This can also depend on training, as | |
| vampires can train their senses through combat training in order | |
| to get the most out of their combat training. However, while | |
| most vampire do have highly enhanced senses, a vampire's | |
| enhanced senses can be overwhelmed by certain things, such as | |
| enhanced sight and darkvision could be overwhelmed by a | |
| flashbang (which can work quite well against a vampire), or a | |
| strong sense of smell could be overwhelmed with a strong enough | |
| smell such as chlorine gas. This depends on the vampire and | |
| their senses, but most vampires can be overwhelmed in their | |
| senses in some way with almost all being vulnerable to | |
| flashbangs due to their darkvision and enhanced vision. However, | |
| there are some that are more balanced in their enhanced senses, | |
| and these senses may not be as easy to overwhelm. However, as a | |
| tradeoff, those with lesser enhanced senses cannot match those | |
| with higher enhanced senses. Depending on the vampire and clan, | |
| some may even gain special senses that are unique to them or | |
| their clans as well. | |
| - Vampire Claws: Many don't often realize it, but just like | |
| werewolves, vampires have claws as well that extend from their | |
| fingernails that they can use. While vampires don't show off | |
| their claws, and most don't use them unless they have arts to do | |
| so, these claws are still usually present in most vampires. | |
| Typically, vampire claws are as much of a weapon as a werewolf's | |
| claws, where vampires can use their claws in much the same | |
| manner. Depending on the vampire and abilities, certain vampires | |
| may have arts that can utilize their claws effectively, such as | |
| some clans may keep their claws maintained and sharpened, or | |
| some may have specific disciplines to use their claws like the | |
| Gangrel clan has specific arts using claws. While a vampire's | |
| claws are naturally sharp, vampires, like werewolves, can | |
| sharpen their claws to deadly effectiveness, where their claws | |
| become deadly weapons that they can use. Depending on the | |
| vampire, some claws may be different sizes, or some might have | |
| slightly different capabilities, but there are plenty of ways | |
| for a vampire to use their claws in battle if they choose to | |
| (though not all vampires may have claws, depending on the type | |
| of vampire). Most vampires can be very dangerous with their | |
| claws even if they don't use them much, and can easily rip | |
| people to pieces with their claws if they have the skill too. | |
| Typically, the level of skill using a vampire's claws depend on | |
| the vampire, as not all vampires use their claws, and some may | |
| even not realize they have claws depending on the vampire if | |
| they passively keep them suppressed. If one wants to avoid the | |
| claws though, avoiding the claws just requires the opponent to | |
| avoid the strikes of the vampire when the vampire is using their | |
| claws in battle, as their claws are a type of short-range close | |
| combat move (unless it's a case where they can fire slashing | |
| waves from their claws using things like physical attack waves). | |
| Most long distance claw slash attacks, if used, can also be | |
| dodged or blocked (Depending on the vampire and their abilities | |
| if the opponent can account for the vampire's enhanced strength, | |
| and their abilities), though opponents should be careful of | |
| vampires who have claws that are able to cut through metal, as | |
| some vampires do have much stronger claws that can claw through | |
| metal objects. | |
| - Vampire Discipline Affinity: Depending on vampire, and their | |
| training and clan, vampires are able to learn the vampire | |
| disciplines of any vampire clan that they have an affinity for | |
| (usually determined by the vampire clan they belong to. Every | |
| vampire clan has their own set of abilities and disciplines, | |
| which vampires can learn if they are trained. There are a number | |
| of vampire disciplines out there that vampires can learn | |
| depending on the clan. One category of disciplines usually uses | |
| supernatural abilities, where vampires utilize different | |
| enhancements to their vampire abilities (Such as the Lasombra | |
| using disciplines to enhance darkness control or the Gangrel | |
| clan using clans to grant them better shapeshifting powers to | |
| give them animal-like features). There are a variety of vampire | |
| disciplines, from physical combat, to transformation abilities, | |
| to even alchemic abilities that exist, and these are | |
| specifically designed to be used by vampires. This depends on | |
| the vampire, as their training usually depends on the clan they | |
| belong to, or the training they receive (as there are general | |
| vampires not part of clans that may use individual discipline | |
| abilities). Most vampires usually learn vampire disciplines in | |
| order to find ways to enhance their power further and take | |
| advantage of their skill affinities, so that they can use their | |
| abilities to their maximum. As one might expect, each discipline | |
| has its own set of strengths and weaknesses, which depend on the | |
| disciplines. For example, combat based disciplines are usually | |
| only used in close combat, where they often don't gain long | |
| range attack skills with combat based disciplines. What | |
| disciplines a vampire can learn is dependent on their vampire | |
| heritage and their training, as well as the clan they train in | |
| since they will most often learn these from a vampire clan. Some | |
| disciplines may require specific training before a vampire can | |
| use it, in which case the vampire must usually train for | |
| whatever power is required to use the discipline. For example, | |
| those vampires without certain magic affinities that are | |
| required for alchemy won't be able to learn any thaumaturgy | |
| skills, or vampires without good control of darkness cannot use | |
| the oblivion discipline. | |
| Vampire Disciplines: | |
| (Will do later) | |
| Darkfire Kenpo and Darkwolf Instinct Combat Training/Skills: | |
| - High Level 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. Thanks to Dufort's training to keep emotions out of | |
| his mind, he has come closer than almost any other to being able | |
| to use the full capability of this. While he is still imperfect | |
| in how he uses it, this typically is what he defaults to in | |
| combat since it was the style he was trained in first thanks to | |
| Kina Darkwolf in his world. Dufort is able to attack with more | |
| strength and speed than most other users of this style, save for | |
| those like Sirion who have mastered it. | |
| - 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). Dufort has also been | |
| trained in this, thanks to his father teaching him, as well as | |
| London Kindron and London Qrow also training him in Darkfire | |
| Kenpo. | |
| - Darkfire Kenpo Substyle: Tai Chi/Taijiquan (Shadow Boxing): | |
| Developed as a martial arts style, Tai Chi is often known by | |
| many as more of an exercise regiment than a fighting style. This | |
| style focuses on meditation, movement, and focus. While many | |
| recognize Tai Chi for slow movements, there are also faster | |
| paced forms that are taught for combat. This style uses | |
| coordination and relaxation to increase the body's | |
| effectiveness, rather than using muscle tension like many other | |
| styles. This is often more of a defensive style, in which a user | |
| focuses more on neutralizing or redirecting attacks, and usually | |
| doesn't focus on attack. This style is known for it's health | |
| benefits, as users of this style often use things like | |
| meditation to relieve stress in the body, and using movements to | |
| strengthen the body. Users of this style not only benefit from | |
| it in combat, but their training can also improve their daily | |
| life style, in which users of this style are less susceptible to | |
| stress and body tension, allowing their bodies to stay in peak | |
| physical shape longer. When in combat, the focus of this style | |
| is response to changes in outside forces, in which the body is | |
| trained to respond to different aspects based on how the person | |
| uses the style. In this style, the focus is not on opposing | |
| force to meet attacks, but is on redirecting and yielding to | |
| attacks. Users of this style learn flexibility and agility, so | |
| that they can more easily avoid attacks from opponents. However, | |
| just because this style is more defensive doesn't mean users | |
| don't have means to attack. This style focuses on throws, | |
| grapples and other methods to redirect opponents, in which users | |
| of this style take advantage of an opponent's momentum. For | |
| example, when an opponent throws a punch, the user may use a | |
| technique to duck under the punch and then throw them while | |
| their momentum is carrying the opponent forward. Because the | |
| body is trained to react to certain forces, this style tends to | |
| focus on honing the body to react instinctively, and allows | |
| users to train themselves defensively. Because of how this style | |
| is, this style is not a powerhouse style, but does work well | |
| against powerhouse styles as this style can redirect stronger | |
| opponents and sometimes counter faster opponents. This style is | |
| more about avoiding fights rather than engaging, meaning this | |
| style is not usually for those seeking fights, but more for | |
| those seeking to avoid fights. The major weakness of this style | |
| is that it relies on relaxation and coordination, so opponents | |
| who let anger or other stress causing emotions into their life | |
| will often be hindered in this style. And like any style, this | |
| style may be countered depending on the user, experience and the | |
| techniques an opponent might have. Dufort was taught this style | |
| as one of his primary styles using Kenpo, not just because of | |
| the combat potential, but the more calm aspects of this style | |
| allowed Dufort to train his mind to calm himself more easily so | |
| he wouldn't be as prone to emotional outbursts. | |
| - Darkfire Kenpo Substyle: Baguazhang (Eight Palms): This | |
| sub-style is known for it's use of circular movement as well as | |
| it's coiled and uncoiling actions. This style is based around a | |
| more balanced style, using similar techniques to the Tai Chi | |
| style. This style is more about open palm strikes, known for | |
| it's flexibility and body alignment. Users learn a lot of low | |
| stances, staying low to the ground, and striking opponents | |
| vitals through proper striking techniques, throws and precise | |
| footwork. This style is a very balanced style, allowing a user | |
| to build their stats up more evenly than some other styles. This | |
| is a very simple style to learn, as it is pretty simple to train | |
| and learn, but it is still a very skilled style to those that | |
| would take the time to master it in its entirety. While this | |
| technique isn't about overwhelming power or about pure defense | |
| like some styles, users of this style can still keep up with | |
| many other focused styles, as this style has some useful | |
| techniques like how to break one's defense with an open palm | |
| strike or using certain close combat grappling and joint locks | |
| to disable others. By using this style, users have more of a | |
| circular movement around their opponents, and focuses on | |
| patience rather than rushing in. Those that practice this must | |
| have the patience to keep calm and watch their opponents, | |
| waiting for openings or waiting for opponents to make their | |
| moves in order to counter-attack. This style may seem simple, | |
| but it's training allows for more focus and control, and is a | |
| great style for those that want to learn to focus and learn | |
| patience since the style teaches focus and patience to help | |
| focus the mind. This, similar to Tai Chi, is a style that not | |
| only trains the body, but also trains the mind as well by | |
| training reflexes, reactions and even helping improve thought | |
| when in stressful situations. Though simple, this style is not | |
| to be underestimated, as masters of this style are very good at | |
| countering other styles. Though, as one might expect, opponents | |
| can outclass this style with certain more focused styles (like | |
| pure power styles or pure speed styles might outclass this since | |
| this doesn't focus on specific stats). When facing a style, it | |
| is not just the style itself, but mastery, experience and | |
| technique that often determine who will win using certain | |
| styles. | |
| - Darkfire Kenpo Substyle: Hikaken/Piquaquan (Chop Hanging | |
| Fists): This is a substyle of Chinese Kenpo, which goes by the | |
| name Hikaken, or is also known as Piquaquan (chop-hanging | |
| fists). This sub-style focuses on striking power, relying on the | |
| rotations of the arms and it's open palmed techniques to create | |
| stronger striking techniques. This style lets the user use their | |
| arms and legs like whips to build up incredible force in their | |
| attacks, which lets them not only hit harder and faster, but | |
| makes their techniques even harder to dodge. This technique uses | |
| training similar to Baguazhang, except that this style focuses | |
| more on attack than on defense. This sub-style is incredibly | |
| powerful, in which those who master it can even overpower | |
| certain metals such as an advanced user who dented the top of a | |
| bus with this style. This style uses rotation, in which the body | |
| rotates to build momentum and strength, to strike opponents. | |
| This is a dangerous style to opponents, as this style can | |
| usually break the bones of opponents hit with this style and do | |
| severe damage to the body when opponents are struck, due to the | |
| strength of the techniques of this style. Combined with the | |
| enhanced movement, this style can be a great style for keeping | |
| opponents on the defensive, as this style is focused more around | |
| overpowering opponents than on defending them. However, that | |
| doesn't mean that defense takes a backseat in this style, as | |
| this style still uses enhanced movement to move around enemies | |
| using rotational movement (such as the stepping method Kouho | |
| Haiho). This style is best used at medium to long range, and is | |
| capable of producing massive damage against opponents when used | |
| properly. This style is a much more offensive style, focusing | |
| more on offense than on defense, though this still uses movement | |
| to great effect, as this style focuses on not wasting a single | |
| move, as every move in this style has a purpose, whether it's to | |
| dodge an attack, or build momentum. Though those who use this | |
| style often find ways to use dodging to build momentum for | |
| attacks. The only real problem with this style is that those | |
| that use this style recklessly can do just as much damage to | |
| their body as opponents, as some users have been known to | |
| shatter the bones in limbs when doing this if they execute | |
| techniques wrong. And like most styles, there are other styles | |
| that can counter this style, depending on the style, experience | |
| and abilities an opponent might have. | |
| - Darkfire Kenpo Substyle: Chishoken/Ditangquan (Ground Boxing): | |
| This is a very difficult substyle of the Chinese Kenpo style, in | |
| which the user focuses solely on speed and acrobatics, usually | |
| using speed and fast attacks to try and overwhelm opponents. In | |
| normal Ditangquan, the users would focus on defense and offense, | |
| but this version of the style was modified by users for those | |
| that have a more speedy and offensive style. Users of this style | |
| train in aerial acrobatics, as well as things like tumbles, | |
| falls, turns, somersaults and other movement options in order to | |
| train their movement and agility in combat. By doing this, users | |
| are able to not only take on opponents with blinding speed, but | |
| can also take out groups of opponents extremely quickly. | |
| Combined with the combat techniques to strike the opponents | |
| similar to other styles like Baguazhang, this style focuses on | |
| open palmed strikes, and strikes the vital points to disable | |
| opponents by using speed to try and strike their vitals enough | |
| times to disable them. This style is often favored by those who | |
| specialize in speed-based combat, and requires an immense amount | |
| of combat speed and flexibility to utilize this ability | |
| effectively. Because of the faster movement, the power of the | |
| attacks also increases, meaning this form also has increased | |
| power compared to some other styles as well. This style also | |
| trains the mind and reflexes, as the higher speed the body is | |
| trained to move at often requires the mind to react and operate | |
| far more quickly than with other styles. However, the main focus | |
| of this is speed and agility over all else, using techniques to | |
| keep opponents from being able to attack by using fast attacks | |
| to keep opponents on the defensive. Masters of this style can | |
| utilize this to almost appear to vanish when moving to dodge or | |
| attack, with some being able to move fast enough that their | |
| attacks are not even visible to the naked eye. When it comes to | |
| this style, the major downside is that the body focuses on | |
| agility and speed, so attacks are focused with that in mind. The | |
| increased power is more an effect at moving at higher speeds, | |
| but other than that, most attacks are actually a bit weaker | |
| since speed is more heavily trained for. This means that attacks | |
| are a bit weaker (though the increased speed increasing power | |
| and attacking vitals are both means to counter this weakness). | |
| The training of the mind is also important, as without this | |
| training, the mind wouldn't be able to comprehend how fast they | |
| were going which would be a major problem. Some that cannot | |
| process how fast they move with this style may have to only use | |
| this in short bursts. Other than that, mostly the same rules | |
| apply as other styles, where styles, users and experience | |
| usually combine to determine who will win overall as it is not | |
| just one factor that decides who would win a fight using a | |
| style. This is also the most difficult style to master, | |
| requiring time and effective training no matter the combat | |
| talent as this style requires building up the body and mind, not | |
| just learning techniques like most people think. | |
| - Darkfire Kenpo Substyle: Leiji (Lightning Strike): This is a | |
| style that is often replicated in other styles just as the | |
| aspect of flowing water is. Many styles focus on striking fast | |
| and striking strong like lightning. In this style, users learn | |
| to do just that. By using the Chrishoken elements of the Kenpo | |
| style, a Darkfire learns extreme speed, while also having to | |
| learn Baguazhang to strike opponents. When done correctly, the | |
| style will often be extremely fast, while also hitting with | |
| immense impact. When combined with lightning manipulation, users | |
| of this style are able to hit opponents and then use their | |
| lightning at the point of impact to blast opponents. While this | |
| may seem similar to the flowing water style in some aspects, | |
| this style focuses more on speed and striking power. When using | |
| this style, most Darkfires not only focus on amping their bodies | |
| with lightning to enhance their physical stats, but also focus | |
| on electrocuting their enemies when striking them or when | |
| blocking attacks. Some users of this style have even thrown in | |
| some aspects of Judo and Jujitsu to grab, throw or even lock | |
| down opponents and then use their lightning to electrocute | |
| opponents (usually as a means to disable them). Like Chrishoken, | |
| this is a mostly offensive style, designed around overwhelming | |
| an opponent and not allowing them to get an attack in rather | |
| than fighting defensively. Users of this style are both fast and | |
| hit with strong force, making this a great style to use | |
| offensively. Darkfires that use the grabs, locks and holds also | |
| have certain other options when fighting up close, which gives | |
| this style even better use against opponents. However, unlike | |
| the Chrishoken style that focuses more on offense, this style | |
| does have some defensive options that are carried over from the | |
| Baguazhang style. Users can not only use defensive blocks and | |
| parries, but can also use lightning defensively to electrocute | |
| people who try to make physical contact with opponents. | |
| Opponents that want to counter this style will often find that | |
| the best way to avoid electrical attacks is to use either water | |
| to short out the style's lightning, or use non-conductive | |
| clothes or armor to avoid getting electrocuted. Other than that, | |
| this style can be countered like any other speed based style. | |
| - Darkfire Kenpo Stepping Method: Sonido: This stepping method | |
| is the other stepping method used across the Darkfire Kenpo | |
| style, and seems to be based on hollow Sonido or hollow Sonido | |
| was based on the Darkfire's art (as it's similar in nature and | |
| both styles are similar enough to believe that one may have been | |
| copied from the other, but no one knows which came first in a | |
| chicken or the egg type situation). This is a supernatural style | |
| training in movement, in which users are able to move at high | |
| speeds, replicating certain supernatural beings movements using | |
| amplified physical stats and techniques. This style of movement | |
| uses supernatural movement styles in order to utilize their | |
| speed to the utmost ability. In the case of the Darkfires, they | |
| use their natural vampire physical amplification of their bodies | |
| to power the speed boost in this style. When used, this is | |
| designed to allow users to move at high speeds, covering | |
| distances between then or an opponent or even traveling at high | |
| speeds when needed. This style produces an audible boom or | |
| static when used, which led to it's name which literally | |
| translates to "Sound Step." Advanced users of this style are | |
| fast enough to leave afterimages, and some have even figured out | |
| how to use certain steps in order to leave behind essence that | |
| creates an almost solid afterimage. While not fully there, the | |
| image has some substance to it in which a user can do damage | |
| with this, or use it to fool opponents while they move behind | |
| them. This style is extremely fast, and when in motion, the user | |
| will often disappear from view because they move faster than the | |
| eyes can track. By using this, the Darkfires incorporated this | |
| into their combat styles, alongside the Kouho Haiho. While the | |
| Kouho Haiho is used at close range, this is used at mid range or | |
| long range in order to cover distances, but can also be used in | |
| close combat due to it allowing fast movement even if one needs | |
| to move around an obstacle. Some elemental style users have even | |
| combined this with certain elemental styles to grant them | |
| certain effects, such as those with lightning may boost their | |
| Sonido to enhance their movement speed by using lightning | |
| amplification to increase the movement and power of their body. | |
| Both stepping methods are essential for any Darkfire Kenpo user | |
| as the style uses Sonido and Kouho Haiho as a backbone of the | |
| Darkfire Kenpo style since the legs are usually the foundation | |
| of most combat styles. This is only a movement method though, | |
| and not a combat style unto itself, so using it on it's own is | |
| not always as effective. However, if one wants to counter this, | |
| they can usually know when someone uses it by the sound the user | |
| makes when they go into it. If one wants to counter it, there | |
| are plenty of high speed movement options and other movement | |
| styles that can counter this depending on the skill of the user. | |
| As with any style, the user can be overcome when using this | |
| depending on the opponent's style, skill, experience and | |
| techniques they may have. | |
| - Darkfire Kenpo Stepping Method: Kouhou Haiho: This is the | |
| stepping method used by those who use Chinese Kenpo, being | |
| derived from the Baguazhang sub-style and modified to work for | |
| the Darkfire Kenpo style as it's main way of moving around and | |
| using stepping methods. This technique is focused on dodging | |
| opponents, and specializes in moving around opponents while | |
| they're attacking. The key to this technique is how the user | |
| moves their feet, as when the user steps forward with the right | |
| foot they can put all their weight on it and that leaves the | |
| left foot free, allowing them to pivot away to the other side of | |
| the opponent. The user leaves their upper body in place until | |
| the very last moment, and by pivoting away, the user moves with | |
| immense speed when they pivot away. Users often use this in | |
| order to sidestep opponents and get behind them, in which this | |
| style is more about moving to avoid attacks. However, this style | |
| is far from being purely defensive, as this stepping method does | |
| also have offensive elements to it. The main thing is that this | |
| makes taking advantage of opponents easier, as the point of this | |
| movement to the side also can be used to knock opponents | |
| off-balance by kicking their legs while the opponent is in | |
| motion. By doing this, users learn to take advantage of an | |
| opponent's momentum, and use it to their advantage. Because it | |
| uses the opponent's momentum, not the user's own physical | |
| strength, most find the throws extremely easy to use when done | |
| right as this can knock even stronger and larger 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. | |
| Combat Abilities: | |
| - Weapon Combat Styles: While the Darkfires are known for | |
| regeneration, they are also known for physical combat. Depending | |
| on the Darkfire, Darkfires are skilled weapons users that | |
| utilize weapons depending on the background and training. | |
| Depending on the Darkfire, all Darkfires are trained in basic | |
| weapons styles, with the main basic styles being Kenjutsu and | |
| Kendo. However, each Darkfire can learn different styles | |
| depending on their combat abilities. There are many weapon user | |
| styles, from sword styles, to knife styles to even blunt weapons | |
| or other weapons. Depending on the skills of the Darkfire, most | |
| Darkfires choose skills based on their own specific skillset. In | |
| terms of the Darkfires, there are usually two main types of | |
| weapon styles that the Darkfires use. The first are the | |
| swordsmen of the Darkfire clan. Those Darkfires trained in | |
| swordsmanship, usually among the Darkfires that were former | |
| samurai in ancient Japan, often have sword styles designed | |
| around using swords in combat. Some of the more known sword | |
| styles beyond basic styles include the Shingetsu Style, and the | |
| Gatotsu style. In these cases, the Darkfires trained in | |
| swordsmanship often use katanas in combat as their preferred | |
| weapon. The second most common are the assassin weapon styles of | |
| the assassin type Darkfires who are trained for stealthful | |
| assassination. For the assassin type Darkfires, their styles are | |
| based not just around swords, but the assassin Darkfires tend to | |
| favor smaller weapons like knives and other weapons useful in | |
| assassinations. In this aspect, assassin type Darkfires tend to | |
| favor styles that are more suited to their assassin natures. | |
| Most assassin Darkfires usually favor some form of Ansatsuken, | |
| which is a Japanese concept of combat that spawned many assassin | |
| styles. Some examples of Ansatsuken include Satsujinken | |
| (Murderous Sword Style) which uses the sword to specifically | |
| kill opponents, the Sasoriken style (Scorpion Blade) that uses | |
| certain kill styles using knives to strike like a scorpion, and | |
| the Sentoken (Whirling Blade) that utilizes a variety of | |
| different weapons that are used uniquely for assassination | |
| techniques. Almost all Darkfires fall into one of the two | |
| categories, no matter how they are trained in their base skills. | |
| Of course, as one might imagine, there are plenty of styles, so | |
| a Darkfire can have any style they want depending on if they can | |
| find someone to teach them. Each style has its own strengths and | |
| weaknesses, which are different for each style. For example, | |
| speed based styles might be countered by power based styles or | |
| vice versa. Dufort doesn't really use weapons, but does know the | |
| basics of the Shingetsu style (even though he's never done any | |
| official training to learn the style). | |
| - Master Weapon Users/Marksmen and Weapon Counter Styles: During | |
| their time fighting and learning combat, the Darkfires have | |
| often become a master of weapons, in which most have trained in | |
| a number of weapons from swords to knives to staves, and even | |
| many knowing how to use guns. For the most part, Darkfires have | |
| to learn different weapons to learn different combat styles, so | |
| the Darkfires will often figure out how weapons work into their | |
| styles over time and find weapons that they are comfortable | |
| using. For example, the Darkfires may not be much for using guns | |
| in combat, but there are many Darkfires who have been trained in | |
| gun style combat, where many have become expert marksmen even | |
| among those Darkfires that don't use guns. However, the main | |
| purposes to train with so many weapons is not just to find what | |
| the Darkfire is comfortable with, but to train them in how to | |
| combat and counter weapons. For example, training in guns shows | |
| Darkfires what to look for in those that use guns, such as | |
| noticing when the enemy is focused on aiming, or using the | |
| barrel of the gun as a visual reference to see where the | |
| opponent is aiming their gun. This works for many weapon types, | |
| where Darkfires learn to understand how weapons are used and | |
| learn to recognize how their opponents will use weapons against | |
| them. While they do get this training in their weapon styles, | |
| the Darkfires also learn how to counter supernatural weapons, | |
| where the Darkfires train to combat supernaturals and learn to | |
| fight supernatural weapons. For example, a Darkfire can find | |
| ways to counter a weapons user that can fire lightning from | |
| their sword in some fashion, such as some who may use a metal | |
| weapon to absorb the lightning from the supernatural weapon. | |
| Depending on the Darkfire, the Darkfires are experts in weapons | |
| from using them, to even learning how to counter them. As the | |
| Darkfires would say: If one wants to counter something, they | |
| must first understand it themselves. This allows Darkfires a | |
| much more knowledgeable use of weapons, which they take | |
| advantage of. While Darkfires do tend to favor certain types of | |
| weapons depending on the Darkfire, they can use most any weapon | |
| to some extent, with Darkfires having varying skill with others | |
| depending on their training. | |
| - Supernatural Weapons Expert: During the Darkfire's specialized | |
| supernatural training over the years, which taught them a lot | |
| about supernaturals, the Darkfires have learned how to utilize a | |
| number of supernatural hunter weapons that can be used to fight | |
| enemies even if they are not supernatural hunters themselves. | |
| Among them include things like silver weapons to fight | |
| werewolves, holy weapons to fight vampires, and even dragon | |
| killer weapons to fight human form dragons. Before the varanium | |
| and stilled silver compounds to negate supernatural specific | |
| abilities, the Darkfires relied on special preparation and | |
| supernatural hunter weapons in order to combat supernatural | |
| threats (though the Darkfires did utilize varanium and stilled | |
| silver after they started to be used in the present timeline). | |
| For example, before going into a werewolf infested forest, the | |
| Darkfires would try to determine what kind of werewolves they | |
| were fighting, and if vulnerable to silver, they would utilize | |
| silver throwing knives and other silver weapons if the | |
| werewolves they were fighting were vulnerable to it. There are a | |
| number of supernatural hunter weapons that the Darkfires know | |
| how to use, and know how to utilize them thanks to their time | |
| spent fighting supernaturals. There are many types of | |
| supernatural hunter weapons and sub-weapons, but the Darkfires | |
| have a variety of weapons with some even coming up with their | |
| own weapons, such as Kindron Darkfire who came up with the idea | |
| to create spyrite weapons to fight dark spirits when he | |
| developed a stable spyrite material. Among weapons the Darkfires | |
| use include silver throwing knives, blessed holy weapons, | |
| throwing axes designed to take out an opponent's wings, holy | |
| water for fighting unholy creatures and demons, and even having | |
| angel blades if for some reason a Darkfire has to fight an | |
| angel. Depending on the situation and the Darkfire, most | |
| Darkfires have a collection of weapons. However, depending on | |
| the weapon, Darkfires do have to be careful, as they cannot hold | |
| certain holy weapons without special equipment, such as how | |
| Kindron Darkfire invented special gloves for holding holy | |
| weapons if one is not able to hold holy weapons/items normally. | |
| - Other Physical Combat Styles: While Darkfire Kenpo if often | |
| the favored style used by the Darkfires, the Darkfires do also | |
| tend to train and learn basics of other styles, whether it is to | |
| apply aspects to their own style or to learn how styles work so | |
| they can counter them. Just like weapon styles, the Darkfires | |
| also train in other combat styles to learn how to counter them, | |
| where they will even learn how supernatural combat styles work | |
| so that they can more easily combat them. Depending on the | |
| Darkfire, some may even choose to specialize in other styles | |
| other than Darkfire Kenpo if they find another style they might | |
| prefer. Because of how many styles are out there from official | |
| styles of combat, to supernatural combat styles, and even a lot | |
| of unique combat styles, it is hard to list each one. For the | |
| most part, it comes down to what the Darkfire wants to learn and | |
| if they can find someone to teach them certain combat styles. | |
| For the most part, martial arts styles alone are quite numerous, | |
| and depending on the preferred style of the Darkfire, they may | |
| find a style better suited to them, such as one Darkfire who | |
| chose to specialize in Muay Thai rather than the Darkfire Kenpo | |
| style. There are also many Darkfires who might learn | |
| supernatural combat styles, which is how many Darkfires come up | |
| with new variations of the Darkfire Kenpo styles, such as how | |
| some of the elemental substyles were inspired by aspects of | |
| other supernaturals (such as the elemental step abilities having | |
| some inspiration from the Hazeldine's unique elemental steps to | |
| match their own elemental combat styles). The most important | |
| aspect of combat though for the Darkfires is learning to master | |
| their own combat potential, and all their combat styles are | |
| based on this aspect. There are a number of combat styles | |
| available, so listing them all is impossible, but a general | |
| common thing is that the more styles one knows, the harder it is | |
| to master them all. While having multiple styles does allow one | |
| to mix and match aspects of styles more easily, trying to train | |
| in too many styles can limit one's combat ability. Another thing | |
| to note is that style has its own strengths and weaknesses. For | |
| example, grapple and throwing styles require close combat and | |
| making physical contact with opponents, or styles relying on | |
| power may be countered by speed-based styles that can dodge the | |
| power based style. Dufort usually defaults to his Darkwolf | |
| combat style, which is his primary combat style. | |
| - 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). Dufort has extensive | |
| knowledge of how to fight spirits, partially thanks to his | |
| werewolf alchemist training, and also thanks to his training | |
| with London Kindron to learn spirit purification. | |
| - Werewolf Alchemist Spirit Combat Knowledge: Because alchemists | |
| typically have to learn to fight spiritual opponents (due to | |
| them having to fight things like hollows and dark spirits), | |
| alchemists typically have a huge knowledge of how to fight | |
| spiritual opponents. This isn't just about blasting opponents, | |
| but alchemists have combat knowledge of how to attack spiritual | |
| opponents by using their spirit purification in physical combat | |
| as well as weapon combat. While the techniques of using spirit | |
| purification to attack spirits may work well, there are times | |
| where alchemists may want to attack spiritual opponents using | |
| physical attacks. Alchemists are extremely skilled at combating | |
| spiritual type opponents, and can apply this aspect of their | |
| combat to any part of their combat. There are usually two | |
| aspects to this style. The first is one may learn to utilize | |
| spirit purification techniques into their physical combat | |
| (usually by combining spirit purification spells with physical | |
| combat techniques). Among more popular methods of using this are | |
| magic bio-alchemic amplification of physical stats using | |
| bio-alchemy, or some users may learn to release blasts of spirit | |
| purification power from their physical attacks using shockwaves. | |
| This can be used a variety of ways, as it mostly just depends on | |
| the user, the techniques and abilities they have, and how | |
| creative they get with their attacks. The second aspect of this | |
| style is applying spirit power to physical attacks, whether they | |
| are physical combat or weapon combat techniques. While most | |
| alchemists do have their own combat styles, most are able to | |
| also apply their spirit knowledge to their physical combat in | |
| order to not have to waste power on techniques all the time. For | |
| example, an alchemist could apply this to a martial arts style | |
| and they could use physical attacks on a spirit while still | |
| doing damage to the spirit. This applies as well to weapons, | |
| where alchemists can apply spirit combat to weapons in order to | |
| attack spiritual enemies. This is a basic aspect of combat that | |
| many alchemists learn, and depending on how it's used, users can | |
| still be countered like normal combat styles. Aside from the | |
| spirit component of this aspect of combat, an opponent can still | |
| counter, and some opponents may counter this more easily (such | |
| as hollows and dark spirits may have their own ways to counter | |
| this even if this is still very effective on them as well). | |
| - Supernatural Training: Supernatural Strengths and Weaknesses | |
| Expert: Since most supernaturals have to fight other rival | |
| 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 | |
| will go after only rival supernaturals like werewolves might go | |
| after rival werewolves or vampires), most supernaturals can | |
| learn to fight many other types of creatures as well depending | |
| on their training. And depending on their training, most | |
| supernaturals have to learn how to fight different types of | |
| creatures whether they want to or not once they start training | |
| (as many supernaturals will get hunted down by not only other | |
| supernaturals, but by supernatural hunters for simply existing). | |
| Depending on the supernatural, 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 many types of races, including | |
| spells, exorcisms and traps used against almost all manners of | |
| supernaturals. Depending on the age and experience of the | |
| supernatural, most learn as much about killing other | |
| supernaturals as they can, as the more they know about fighting | |
| supernaturals, the higher their chance of survival against a | |
| wide variety of possible threats they may encounter. Of course, | |
| supernaturals 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 to balance knowledge and experience when fighting | |
| supernaturals, and being sure to know the strengths and | |
| weaknesses of most supernaturals if they want to survive, since | |
| threats may come in all shapes and sizes. Of course, this can be | |
| limited depending on the knowledge of a user, where some may not | |
| know about certain creatures, such as how the The'Galin were not | |
| in any history books before they just suddenly appeared, and | |
| only angels and demons from before time began knew of them. | |
| - Supernatural Training: Supernatural Hunting and | |
| Tracking/Tracking Avoidance: For the most part, supernaturals | |
| have to learn specifically how supernaturals are tracked, not | |
| just so they can track their enemies, but to learn how those | |
| like supernatural hunters might track them . Because | |
| supernaturals are getting smarter and learning to counter | |
| supernatural hunters, supernatural hunters have to be creative | |
| in how they handle tracking supernaturals, which also means | |
| supernaturals must adapt in response in a never-ending cycle. | |
| 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 supernaturals can use | |
| tracking more effectively to learn more about the supernaturals | |
| they're tracking. For example, many supernaturals that don't | |
| rely on supernatural senses may use foot prints to track an | |
| opponent, but master level supernaturals 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, | |
| supernaturals 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 supernaturals 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 supernaturals have to | |
| understand that and use that knowledge to their advantage. | |
| Supernaturals 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. And while some may learn to use hunting and | |
| tracking without supernatural senses, many supernaturals also | |
| have supernatural senses that can also help them more easily | |
| track or sense potential enemies they may encounter, or | |
| potential enemies that might be tracking them. | |
| - Supernatural Training: Exorcism, Weakness and Trap Knowledge: | |
| Most supernaturals have to learn how to use exorcisms and traps | |
| for a multitude of creatures and mythologies, due to exorcisms | |
| and traps being something that can possibly save their lives | |
| against certain types of enemies. 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 and supernatural hunters are weak to, and how to | |
| cast out stronger supernaturals than they can handle if they | |
| want to survive. Supernaturals can 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 and human these days know that holy oil | |
| works well for trapping angels, and many 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 trying to learn to | |
| overcome. Most supernaturals 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 supernatural hunters who have come | |
| up with new tricks as more and more supernaturals are trained in | |
| supernatural hunter tactics. As such, many supernaturals that | |
| are experienced have had the time to build up their knowledge | |
| and even amateur supernaturals have learned about traps and | |
| exorcisms to some degree as there are numbers of cases where | |
| knowledge of this can help save a supernatural's life if used | |
| properly even against some stronger opponents. Some | |
| supernaturals have learned a lot about these not just through | |
| books, but by watching other supernaturals and watching | |
| supernatural hunters. Some even have unique ways to take | |
| advantage of these based on their knowledge and creativity, such | |
| as one set of supernatural hunters, who came up with the idea to | |
| carve devil traps onto bullets in order to prevent a demon from | |
| being able to leave the body they are in, which supernaturals | |
| took and used to counter demons as well. | |
| - Supernatural Training: Supernatural Hunter Extermination | |
| Experts: Supernaturals who want to survive supernatural hunters | |
| have to become experts in supernatural hunting techniques. | |
| Besides just using them to fight other supernaturals, | |
| supernaturals also have to use supernatural hunting tactics to | |
| counter supernatural hunters that hunt them. Most supernaturals | |
| will learn how supernatural hunters operate, whether the hunters | |
| are human, werewolf, vampire or even demon or angel. In order to | |
| survive, supernaturals learn everything they can about how | |
| supernatural hunters operate, and how to avoid most supernatural | |
| hunter traps or tracking. This is another aspect that makes some | |
| supernaturals even more dangerous, as many supernaturals in | |
| recent years have had to learn ways to counter supernatural | |
| hunter traps and learn quickly the tricks supernatural hunters | |
| used to find and combat them. Because all supernaturals do | |
| encounter supernatural hunters from time to time that will try | |
| to kill them (Some will hunt down supernaturals for simply | |
| existing), they will often not only learn through books and | |
| training, but most end up having to fight to survive against all | |
| manners of creatures (not just humans, as there are even | |
| supernaturals who act as supernatural hunters in some places). | |
| Usually, hunters will hunt down almost any supernatural creature | |
| even if some may only ever go after dangerous supernaturals, as | |
| many hunters will see supernaturals as enemies. Because of this, | |
| supernaturals have to learn quickly about how to avoid, counter | |
| and kill almost any manner of supernatural hunters (many only | |
| kill supernatural hunters when necessary, though the less moral | |
| ones will actively hunt down and kill supernatural hunters to | |
| protect themselves). Most supernatural hunters have to be very | |
| creative about how they lure out spirit users like many | |
| supernaturals, because of the fact that most learn over time how | |
| supernatural hunters work, where supernatural hunters have to | |
| learn new tricks and supernaturals have to again learn the new | |
| tricks in a never-ending cycle. | |
| - Supernatural Training: Presence Suppression/Crowd Blending: | |
| Most supernaturals have to learn how to blend into crowds and | |
| learn to avoid suspicion in order to avoid things like | |
| supernatural hunters. It used to be that supernaturals had to | |
| operate in secret in order to avoid the secrets of supernaturals | |
| existing from getting out as was the unspoken rules before | |
| supernaturals were revealed to the public. While that is not a | |
| focus anymore, supernaturals still learn to blend into crowds | |
| and learn to avoid suspicion from normal people, mostly to avoid | |
| unnecessary attention. 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, supernaturals | |
| often learn the best ways to avoid drawing attention to | |
| themselves in crowds, learning methods to keep suspicion off | |
| them. For example, some supernaturals will have ways to hide | |
| their weapons or supernatural items 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 | |
| anything they might carry with them. Because a lot of | |
| supernaturals aren't human, many supernaturals also have the | |
| help of supernatural abilities to help hide their presences, and | |
| even humans can learn things like the assassin's wavelength to | |
| help them avoid detection by supernaturals and supernatural | |
| hunters. 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 to be able to avoid suspicion from | |
| supernaturals they are hunting or from supernatural hunters (as | |
| many supernaturals are always on the lookout for hunters). The | |
| Darkfires, no matter how they're trained, use this to blend into | |
| crowds whenever they can, as they often don't want to draw | |
| attention to themselves, which has become quite important over | |
| the years both to hide form supernatural hunters, but also to | |
| hide form enemy supernaturals. | |
| - Stealth, Stealth Killer and Infiltration Expert: While some | |
| would consider many Darkfires experts in this, almost all are | |
| experts in stealth and infiltration with varying degrees of | |
| knowledge. As one might expect, assassin trained Darkfires are | |
| the most trained in this, though the other Darkfires like the | |
| swordsmen of the Darkfires do also have to learn this as well. | |
| There are usually two methods favored by the Darkfires. The | |
| first is the more unpopular method where the Darkfire will often | |
| kill anyone in their path, in which the Darkfires that use this | |
| thinking usually operate under the assumption that one can't be | |
| found if everyone who can find them is dead. There is an | |
| advantage to this, as Darkfires who use this method will be able | |
| to avoid detection by killing people along a path and then not | |
| have to worry as much about having to sneak past those same | |
| people, but the downside is that if new people show up and see | |
| the bodies, they will know something is wrong without fail. Of | |
| course, there are some that will use non-lethal force to take | |
| down opponents instead of just killing them, as some Darkfires | |
| tend to not want to kill people they believe might be innocent, | |
| or some that may try to avoid killing unless absolutely | |
| necessary (And this is usually one of the more popular methods | |
| of infiltration among Darkfires). The only real problem with | |
| this method is that groups with strong communication are more | |
| likely to realize someone is attacking their group if they try | |
| to call out to someone only to find that they're not answering. | |
| The last option (and the most popular one among the Darkfires) | |
| Darkfires have is that some of them learn to sneak by without | |
| encountering enemies, which is favored by most Darkfires to | |
| avoid combat, and avoids a major weakness of the first method in | |
| that those with strong communication will be less likely to | |
| notice a Darkfire sneaking around if the Darkfire is not | |
| disturbing the area. However the major weakness of this method | |
| is that sneaking past without encountering enemies may result in | |
| less casualties, but Darkfires will have to avoid encounters | |
| before and after they accomplish their missions since they will | |
| often have to go through an area to get to where they're going | |
| and then go back through an area in order to leave that area. | |
| Darkfires are very good at this, even if they aren't trained in | |
| assassination, though assassin Darkfires are the best at using | |
| this to get past both supernatural hunters and supernaturals | |
| (though getting past some supernaturals may require preparation | |
| and specific items or strategies to avoid detection). However, | |
| stealth only goes so far, and depending on the skill level of | |
| the Darkfires, they may or may not be good at this (for example, | |
| assassin Darkfires are often masters of this, but swordsmen | |
| Darkfires are usually not too focused on stealth since they | |
| rarely ever have the need to sneak around). | |
| - Murderous Intent Sense: This lets those with this sense when | |
| an attack is coming, usually by being able to tell when someone | |
| has the intent to kill. This is a skill most warriors get by | |
| fighting constantly for many years, learning how to sense | |
| someone's murderous intent usually through encountering it | |
| first-hand enough that they start to develop a strange sense | |
| that lets them read people and be able to tell when someone has | |
| the intention to kill. This lets the user read their environment | |
| as well as the people around them in order to see what attacks | |
| might be coming their way by reading an opponent's body language | |
| and the "sense" of people around them. This gives them a passive | |
| sense of reading people who might try to hurt them, as they can | |
| sense when someone is ready to attack, and most people can | |
| usually sense when that murderous intent is aimed at them. Some | |
| can sense this literally as an aura through things like ki | |
| sense, but most sense it in an instinctive way once their | |
| instincts have been developed through constant fighting and | |
| battles. This gives the user time to predict an attack, and to | |
| some extent, helps the person predict what opponents will do in | |
| a fight by reading their murderous intent. For example, by | |
| reading an opponent's body language, such as how they move or | |
| how tense they might be, a user of this can read opponents | |
| movements in order to predict how they will fight or attack, as | |
| some have developed entire fighting styles predicting people | |
| through this method, such as the Hiten Mitsurugi sword style | |
| that uses this to predict opponents. However, this sense is not | |
| perfect, and some opponents can't be read if they can disguise | |
| their murderous intent or they learn skills that can trick | |
| people with this sense. Those who have no ability to feel | |
| emotions also don't give off this murderous intent, as those who | |
| don't have emotions don't feel the intent to kill. This sense is | |
| usually pretty reliable unless one can suppress their murderous | |
| intent, and is usually instinctive among people who have seen a | |
| lot of battle and those that have fought for their lives | |
| multiple times. The only real way to develop this is experience, | |
| as no amount of training can truly grasp how this sense truly | |
| works as it is only a passive ability that one can pick up by | |
| experiencing murderous intent firsthand from enough people that | |
| they learn to recognize the murderous intent in the feelings | |
| they get from people. | |
| Combat Passives, Resistances and Affinities Skills: | |
| - Darkfire Natural Combat Talent: Celestian/Vampire Hybrid | |
| Combat Adaptibility: Dufort has a rather unique combat talent | |
| that he gained as a Darkfire/Celestian hybrid. Thanks to his | |
| training, Dufort has an almost unnatural talent to adapt in | |
| battle. Dufort is able to use his Darkfire combat talents | |
| alongside his Celestian adaptability, which grants him a unique | |
| combat talent. In battle, Dufort adapts to his opponent's, where | |
| he is able to adapt his body if he takes damage to strengthen | |
| itself against the same damage being done again. This | |
| essentially lets Dufort adapt to opponents and abilities, where | |
| his body will adapt and as he adapts to different powers and | |
| abilities, he takes less damage as his body starts to adapt to | |
| handle the power he is being affected by. For example, if he his | |
| constantly being hit by wind attacks, his body will adapt to the | |
| wind, in which his body will try to cushion the impacts of the | |
| wind attacks. And as he takes more hits, he will adapt more | |
| easily and gain stronger resistance to abilities. This makes | |
| Dufort a particularly dangerous combatant, due to the fact that | |
| he can adapt to almost any opponent, and gain resistances during | |
| battle to attacks. And when used alongside his natural Darkfire | |
| combat talents that allow Dufort to adapt more easily in battle, | |
| this allows Dufort to adapt far more than most other combatants. | |
| Typically, the more damage Dufort takes, the more resistance he | |
| gains as a result. Dufort is able to adapt to almsot any kind of | |
| ability or opponent, to a point where even physical attacks | |
| become less effective as Dufort learns how an opponent fights | |
| and how their style works. However, while useful, this | |
| resistance only comes about as Dufort takes damage. While more | |
| damage means more resistance, this also means that Dufort has to | |
| take the damage in order to gain the resistance (meaning Dufort | |
| would have to deal with the damage alongside gaining the | |
| resistance). Also, after the battle, if Dufort doesn't use the | |
| resistances he gains, then he will lose them, due to his | |
| adaption being a double edged sword. If he doesn't fight for a | |
| time, he will lose those resistances he gains, and then have to | |
| regain those resistances from scratch. | |
| - Darkfire Inherited Ability: Natural Combat Talents: Every | |
| Darkfire is born with unique combat talents. Since the Darkfires | |
| are a vampire clan and a family that learns combat from an early | |
| age to learn how to master themselves, the Darkfires are all | |
| born with some form of combat talent. This combat talent comes | |
| in a variety of forms depending on the Darkfire and what natural | |
| talents they are born with. For example, there are many | |
| Darkfires born with supernatural combat adaption where they | |
| develop a natural talent for subconsciously adapting to | |
| supernatural combat. For example, Hei Darkfire has a natural | |
| talent for adapting to his enemies combat style, where he can | |
| adapt to almost any combat style and learn how to counter it | |
| during combat. Some Darkfires could develop natural talent for | |
| other things though, such as some who have an instinctual combat | |
| sense that lets them instinctively recognize threats and avoid | |
| danger (with such Darkfires usually having some instinctual | |
| dodging ability). Among other natural talents include Darkfires | |
| who may have natural talents for certain weapon styles or | |
| skillsets. As mentioned, this combat talent is different for | |
| each Darkfire, and some may even have multiple natural talents | |
| (Such as Kindron Darkfire who had a natural talent for using a | |
| sword, a natural high IQ, and a natural combat adaption talent). | |
| This isn't just limited to how to fight though, as some even | |
| gain specific intelligence or reflex based talents that might | |
| not always apply to combat. Depending on the Darkfire and their | |
| talents, this comes in all shapes and sizes, making it hard to | |
| list each case of this, but the results usually blend together | |
| and most end up in the same result: The Darkfires are naturally | |
| talented in combat, and are not to be underestimated. While the | |
| Darkfires aren't skilled enough to take out every single threat | |
| out there, the Darkfires are very skilled warriors who have | |
| natural talents for combat that they have to figure out and | |
| train up. Of course, natural talent can only go so far, so it is | |
| important to note that the Darkfires also train their talents | |
| and don't just rely on the natural talent. This talent can be | |
| overcome by some opponents, especially among those that have | |
| natural talents of their own, or some that have no talent can | |
| overcome a Darkfire's talent if they are skilled enough through | |
| training or experience. Also, it is rare, but some Darkfires | |
| might be born without natural talents and can only get stronger | |
| through intense training to push beyond not having natural | |
| talent. Typically, this type of combat talent grows stronger | |
| more quickly when the Darkfire is younger, but levels out when | |
| the Darkfire reaches a certain older age once they reach a | |
| certain level of combat talent. This means that Darkfires | |
| usually have more growth when they're younger when they're still | |
| learning, but their growth slows down when they get older and | |
| their talent comes more from experience. | |
| - Darkfire Trained Ability: Trained Combat Talents: The | |
| Darkfires are not just naturally talented, and as mentioned | |
| before, the Darkfires train in combat at an early age. Whether a | |
| Darkfire has natural talent or not, the Darkfires all train in | |
| combat in order to build up their skills. There is something to | |
| be said for experience in combat helping a warrior grow, and the | |
| Darkfires are no different. Through training and experience, the | |
| Darkfires build up their combat from the ground up, to the point | |
| that most Darkfires will go so far as to train the basics for | |
| years before they move on to more advanced training in order to | |
| master the basic foundations of their skills which gives them a | |
| better ability to learn new things once they have mastered the | |
| basics. Just like the natural combat talents, this talent comes | |
| in a variety of forms, but the result is the same: Every | |
| Darkfire trains their combat to the best of their ability, and | |
| trains to gain the most of their combat. Through training and | |
| experience, the Darkfires can learn different things about | |
| combat. Among some of the more common trained combat talents are | |
| those that learn to adapt to opponents through experience, such | |
| as those Darkfires that were experienced with fighting the | |
| Hazeldines tailored their combat when fighting them to counter | |
| the Hazeldines combat styles. And some Darkfires may even learn | |
| to counter other opponents abilities through things like | |
| strategic thinking or by utilizing certain combat abilities in | |
| response to certain abilities in order to counter them. As time | |
| goes on, the Darkfires train themselves to use this more and | |
| more easily, where they may even use this combat talent without | |
| thinking, such as one experienced Darkfire who had trained to a | |
| point where they were able to dodge attacks instinctively as | |
| they had such combat experience that they could subconsciously | |
| recognize threats. The more experience one gets, the better the | |
| talent will become, no matter what trained combat talent the | |
| Darkfires develop over the years and no matter how much or how | |
| little natural talent the Darkfire has. Usually, the most common | |
| one is learning to adapt to combat styles as the Darkfires learn | |
| about more combat styles, or learning to adapt to certain | |
| supernatural combat by studying how others fight. As one might | |
| imagine though, this is something that also only goes so far | |
| depending on the Darkfire. This kind of combat talent starts out | |
| slow, but as the Darkfire trains, they gain more ability to | |
| learn as time goes on. Of course, all combat talents can be | |
| countered by stronger combat talents, or by opponents that might | |
| have special training to counter combat talents (usually through | |
| combat talents of their own). Typically, this is a combat talent | |
| that starts out small, but grows over time, in which this talent | |
| usually becomes stronger as the Darkfire's get older and more | |
| experienced. This typically gets stronger as the ability to | |
| adapt lessens as a Darkfire gets older, meaning that older | |
| Darkfires rely more on experience than natural talent. | |
| - Peak Combat Training Skill: Fast Healing: Whether human or | |
| supernatural, anyone can train in combat. Many who train may not | |
| have supernatural healing or other recovery skills that are | |
| specific to some races. However, through physical focus and | |
| training, combatants can learn to train their bodies to heal | |
| more quickly, by training their bodies into peak physical | |
| condition. Even among combatants with regenerative abilities, | |
| combatants will often train their bodies up so that they heal as | |
| quickly as possible. For example, a deep cut (as long as it | |
| doesn't puncture an organ or other vital spot) could heal in a | |
| few days (whereas most humans it would take months-years to | |
| heal), or certain smaller injuries could heal in a matter of | |
| hours. This utilizes peak human condition to train the bodies, | |
| and is not actually supernatural regeneration. For those with | |
| regeneration, it is still useful to learn this, as healing more | |
| quickly and effectively through combat training reduces the | |
| amount of work a supernatural regeneration would have to do | |
| (thus saving energy). However, those without supernatural | |
| healing rely on this more because this is their only real means | |
| of recovery. because this is gained through simple combat | |
| training and not through supernatural power, this particular | |
| faster healing is not negated by things like varanium or other | |
| regeneration negation abilities since this power is not any form | |
| of supernatural or even tech based regeneration. While it is | |
| possible to enhance healing with cybernetics and use nanobots | |
| produced by certain companies to heal even faster for tech based | |
| regeneration in many cases, it is still useful to learn this | |
| training. As one might imagine though, this is only an enhanced | |
| normal human healing, and doesn't use supernatural regeneration | |
| which means that certain injuries cannot be healed naturally. | |
| For example, a combatant who loses a limb cannot regrow a limb | |
| simply from using this healing, and this normal healing cannot | |
| be used to heal from fatal injuries without help from someone | |
| who can heal them before they die. This means that users with | |
| this can still be killed like normal if they are forced to only | |
| rely on this. And those with supernatural regeneration still | |
| have the same weaknesses as normal, such as regeneration | |
| negation. | |
| - Peak Combat Training Skill: Body Strengthening: This is | |
| another peak combat training skill that comes with training | |
| one's combat abilities. For combatants, most know that their | |
| body is their most important weapon they have, and have to train | |
| it to the best of their ability. Just like other combat training | |
| skills, combatants train this skill up as they train in combat, | |
| and can learn a number of ways to combat enemies. For the most | |
| part, this skill usually involves training one's physical stats | |
| to their peak, specifically strength, speed and agility. While | |
| durability and defense are also trained, this training focuses | |
| on strengthening the body's offensive skills, and training their | |
| movement options and combat options to their peak. Those that | |
| train in combat learn to build themselves up in strength, speed | |
| and agility. Some even work on things like flexibility and | |
| fluidity, so that they can move more easily. Typically, each | |
| combatant has a different mix-up of stats, where the specific | |
| stats are usually determined by a number of factors such as body | |
| type, build, and even race the combatant is (different races may | |
| have different physical capabilities, such as how werewolves may | |
| focus more on agility and movement). This can be trained a | |
| number of ways, but the best way one can train is to just keep | |
| pushing themselves physically, and eventually train themselves | |
| to the level that they want. Those that have this training can | |
| reach higher levels of physical ability that those without | |
| training can attain, and those that use this push their physical | |
| combat abilities to their max ability. While this isn't strong | |
| enough to push everyone into the highest levels of combat, this | |
| does often help even humans train to levels that allow them to | |
| at least try to keep up with some higher level opponents. | |
| Typically, the training depends on the combatant and their | |
| specific combat talents, but this is something that every | |
| combatant can learn even if they are not a supernatural. | |
| However, those that train this should know that this training | |
| can be countered by opponents with higher stats, or opponents | |
| with stats that counter theirs (such as using speed to counter | |
| pure strength). Each combatant usually has specific | |
| combinations, but each combination has some form of counter in | |
| some way among other combatants. | |
| - Peak Combat Training Skill: Enhanced Precision Body | |
| Control/Movement: For almost any combatant whether they're human | |
| or supernatural, few things are as frustrating as attacking an | |
| enemy and not being able to be precise or not properly using | |
| one's physical abilities. Any combatant that learns combat is | |
| going to, at some point, have to learn precision movement and | |
| control of their actions in order to utilize their combat | |
| training to the best of their ability. In order to train this, | |
| combatants build themselves up in learning to control their | |
| movements, and train themselves to precisely control their body | |
| and actions, usually through combat training. In this training, | |
| a combatant learns to specifically move and put their force of | |
| movement as fully into their attacks and movements as they can, | |
| which is designed to allow them to focus on movement and control | |
| during training so they can use precision control of their | |
| bodies when fighting. Depending on the combatant, there are many | |
| ways to do this, but most combatants train by learning to move | |
| with precision in their basic training, only moving the exact | |
| amount that they want to move. Upon learning to do this, they | |
| not only gain specific movement abilities, but advanced trained | |
| combatants often learn to better focus their physical strength | |
| and abilities with their more efficient movement and control. At | |
| first, combatants may not control their movements great, but as | |
| they get more experienced, they eventually learn to control | |
| their movement instinctually, as they eventually learn to do | |
| this passively. Some can even use this training to more easily | |
| move in battle, reducing the effects of things like friction or | |
| air resistance as some learn to move more efficiently as they | |
| train. This is a necessary skill that increases one's accuracy | |
| in combat, and is a necessary skill for any combatant since all | |
| combatants have to move effectively to be able to fight at all. | |
| Those that aren't skilled in this may not be able to move as | |
| effectively, and if they hesitate in battle, it can mean the | |
| difference between life and death. | |
| - Peak Combat Training Skill: Enhanced Durability and Defense: | |
| Just like with other combatant training, combatant's also train | |
| their body's physical durability and defense as a means to | |
| protect themselves and make their bodies stronger. While | |
| different combatants train in different ways, most train | |
| specifically to push their durability and ability to take hits | |
| to the limit of their potential, whether they are human or | |
| supernatural. Many often have to train themselves up in some | |
| way, depending on what they may have to face. Depending on the | |
| combatant, they may have a number of methods to train up their | |
| durability and defense. For example, more extreme combatants | |
| cause constant damage and train the body to heal and recover | |
| faster, or some may focus more on training through body | |
| strengthening combat techniques. As some may know, the body can | |
| strengthen itself as it gets hurt in order to adapt, such as how | |
| bones will grow stronger after being broken, which is often | |
| something combatants can take advantage of. This is made even | |
| more effective among supernaturals who use this, because with | |
| things like supernatural regeneration, this can be even more | |
| effective since supernaturals recover faster. Some combatants | |
| have become strong enough with this training to gain strong | |
| enough durability that their body becomes hard to pierce as they | |
| strengthen their bodies. Most combatants usually train up their | |
| durability as much as they can so that they are ready to take on | |
| many forms of threats, and thanks to this, many have to train | |
| their defense and durability as a result to avoid being killed | |
| by stronger opponents. Of course, as one might imagine, this | |
| durability training doesn't prepare for every eventuality, such | |
| as some stronger enemies can still overpower this training. | |
| Overall, while many combatants can show that they are strong, | |
| there are still many out there that can overpower and kill them. | |
| - Supernatural Enhanced Mind: Enhanced IQ, Reflexes and/or | |
| Memory: Depending on the supernatural, most supernaturals have | |
| enhanced minds thanks to their supernatural power. The first | |
| thing that is enhanced is their intelligence, in which some | |
| supernaturals gain certain intelligence boosts depending on what | |
| kind of creature they are and what supernatural power they | |
| possess. This has a few uses, such as allowing a supernatural to | |
| more easily learn information, or might help supernaturals | |
| develop strategies for certain situations. Depending on the | |
| supernatural, some might gain stronger intelligence than others, | |
| and depending on the race, they may have ways to utilize this. | |
| The second enhancement is to the supernatural's memory, where | |
| supernaturals can have very good memory thanks to their | |
| supernatural enhancement of the mind, especially if they do | |
| things like focus through meditation. Those with this will often | |
| have a hard time forgetting things, and some smarter | |
| supernaturals may even have a photographic memory or eidetic | |
| memory. The last enhancement that supernaturals may gain is the | |
| enhancement of their reflexes, which allows them to react much | |
| faster than most creatures can, especially if they are trained | |
| in combat. Depending on the supernatural and the training some | |
| are able to utilize these traits depending on the supernatural. | |
| Each supernatural usually has a different combination of these, | |
| where they will have different levels of enhanced mind. | |
| Typically, all of these enhancements work in unison, and | |
| depending on the supernatural, the balance of enhancements may | |
| be different depending on the specific supernatural, and their | |
| natural abilities (such as smarter supernaturals might gain | |
| better intelligence, but more combat-based supernaturals could | |
| gain stronger reflexes). Typically, most supernaturals are | |
| either balanced with a slight increase to all their enhanced | |
| mind stats, or they can specialize in specific stats for higher | |
| stats, but this usually means lesser stats in certain other | |
| aspects as a result (Like an enhanced intelligence and reflexes | |
| might have poor memory). This depends on the supernatural and | |
| the enhancements, and certain things like physical training or | |
| mental training may also enhance certain other traits as well. | |
| For the Darkfires, they specifically train the body and mind, | |
| where they often gain enhancements to all their mind abilities. | |
| They mostly focus more on training than natural boosts (which | |
| they do gain slight boosts to all their mind stats, making them | |
| start out as lesser enhanced but enhancing all their stats). | |
| Dufort is a rare case of having all three aspects at higher | |
| levels. He has an almost immeasurable IQ thanks to his natural | |
| intelligence being born of an alternate Zelpharia, a great | |
| memory due to his extremely high IQ allowing him to retain | |
| information easily, and his combat reflexes are very high due to | |
| his combat training in both Darkfire Kenpo and Darkwolf | |
| Instinctual Combat. | |
| - Enhanced Intelligence Talent: Immeasurable IQ: Whether | |
| supernatural or human, there are plenty of people with high IQs. | |
| However, beyond a certain point, IQs become immeasurable, due to | |
| IQ tests only ever reach to a certain point. For humans IQ | |
| tests, IQ tests only go up to 200. While some races can go | |
| higher in terms of intelligence measuring, those with high | |
| enough IQs cannot be measured by current IQ test standards. This | |
| usually indicates genius level intellect, which can be used by | |
| those with natural intelligence. The first thing to note is that | |
| those with high IQs tend to have a strong way to retain | |
| information since IQ tests measure how easily people recall | |
| information, where some have idetic or photographic memories, or | |
| some just keep information they are exposed to much more easily. | |
| This often leads to those with high IQs being able to build | |
| their knowledge much more easily, since they retain almost any | |
| information they gain which allows them to learn what they want | |
| much more easily. The next thing this applies to is a person's | |
| problem solving skills, where higher IQs are usually more | |
| creative about how they approach problems and solve them. It | |
| doesn't matter whether one is human or supernatural, but high | |
| enough IQs can mean someone is incredibly intelligent, and | |
| usually great at problem solving and retaining information. | |
| These types of intellects have the capacity to be some of the | |
| smartest minds among others, where those with this usually | |
| utilize natural intelligence that is far beyond the norm. This | |
| manifests in different ways for different people but the end | |
| result is usually the same. However, it should be noted that | |
| while having an immeasurable IQ is impressive, it doesn't mean | |
| one has infinite intelligence. IQ tests that cannot measure | |
| someone's IQ doesn't mean they have infinite IQ, but instead | |
| just means that their IQ is at a level that just can't be | |
| measured accurately. And as one might guess, each person has | |
| their own intelligence potential, which they must master and | |
| figure out their own unique intelligence talents. Also, while | |
| one has a high IQ, that doesn't mean those with lower IQs will | |
| always lose to others in intelligence. It is always possible for | |
| people with high IQs to make mistakes just as those with lesser | |
| IQs do, and those with lower IQs can still find ways to get the | |
| better of higher IQs if they are creative enough. Dufort has a | |
| very high intelligence, one that cannot be measured by Celestian | |
| standards or by human standards. Dufort is able to retain | |
| information he gains very easily thanks to his intelligence, and | |
| he is far smarter than most other Celestians and others with | |
| high IQs. | |
| - Unique IQ Talent: Technology and Engineering Knowledge Expert: | |
| Dufort has plenty of experience with technology and engineering, | |
| where he has specialized in this during his time with his | |
| mentor, Wykoth and during his time with the Crow Mercenaries. | |
| Dufort has a high knowledge of technology, to the point where he | |
| is able to build technology and come up with plenty of new ideas | |
| for upgrading technology. Dufort has a knowledge of technology | |
| and engineering that surpasses that of most beings, to the point | |
| where he has become the Crow Mercenaries resident technology | |
| expert, and whenever anyone has trouble with building something, | |
| they will go to Dufort for assistance. Dufort's knowledge of | |
| technologies like Wraith tech, Celestian tech, and even | |
| knowledge he's gained about other technologies he's studied over | |
| the years like Asgard or Federation tech. Dufort has even worked | |
| on machines like the T-800, and has a knowledge of AIs, robots | |
| and other artificial beings. Dufort's knowledge is pretty | |
| expansive, and with his creativity and knowledge, he has become | |
| an expert on technology and engineering. While he doesn't know | |
| nearly every piece of technology in space and time, he has been | |
| exposed to a lot of things through his mentor that have left him | |
| with intelligence of a lot of things that most wouldn't be able | |
| to replicate. For example, after seeing a Federation food | |
| replicator just once and studying it with his psychic power, he | |
| was able to start building them on his own and even making some | |
| enhancements to the food replicators. Dufort's knowledge is | |
| fairly expansive, and he has even made modifications to time | |
| lord technology to make it more efficient despite not being a | |
| time lord himself. Overall, Dufort is a big expert on technology | |
| of many kinds, and this means that there is little tech that | |
| Dufort cannot figure out with enough experimentation. However, | |
| it should be noted that Dufort doesn't know every technology out | |
| there, as he has never had experiences with certain techs, for | |
| example he has never analyzed the Cybermen or the Borg, and | |
| doesn't know every ounce of tech. The only tech Dufort knows is | |
| what he's been exposed to or he's made himself, so new tech can | |
| confound Dufort until he has had time to analyze and learn how | |
| the tech works. | |
| - Unique IQ Talent: Quantum and Spacial Event Calculation: | |
| Normally, only time lords would have the knowledge to sense or | |
| calculate quantum and space-time events. Time lords usually | |
| specialize in being able to analyze these kinds of events, where | |
| they are specifically tailored to learn how to analyze these. | |
| However, Dufort is able to match and sometimes even surpass time | |
| lords when it comes to calculating quantum and space-time | |
| events, due to his enhanced IQ. Dufort's ability to calculate | |
| quantum and space-time events has led him to calculate a number | |
| of events that only time lords have been able to calculate, | |
| which has led to Dufort's ability to calculate quantum and | |
| space-time events to be very useful. And unlike time lords who | |
| have space-time senses like precognition where they can see a | |
| flow of different timelines at once, Dufort doesn't have the | |
| same enhanced senses. While he has Celestian senses of being | |
| able to sense space-time, he doesn't have the same level of | |
| space-time awareness that time lords have since he himself is | |
| not a time lord. This makes Dufort's ability to match a time | |
| lord all the more impressive, due to the fact that he can | |
| calculate things that no normal person should be able to | |
| calculate. Dufort has accurately predicted a number of events, | |
| and with powers like his pattern recognition and answer-talker | |
| ability, Dufort has abilities that can help him predict events | |
| without needing time lord senses. Dufort can predict things that | |
| normal people cannot, as he has been able to predict events that | |
| even computers couldn't accurate predict. For example, Dufort | |
| can easily calculate things related to stars, such as when stars | |
| will change forms and even being able to predict when stars will | |
| go supernova or when they will become black holes. This | |
| knowledge goes very far, where Dufort's ability to predict | |
| events often seems like precognition to a lot of people. | |
| However, in order to predict events, Dufort has to have certain | |
| knowledge, such as when predicting stars changing, he has to | |
| know enough about stars in general. Also, while this is great | |
| for predicting space-time events, this doesn't mean that Dufort | |
| is always right, as he has been wrong on occasion if there are | |
| mistakes or other factors that he doesn't account for. | |
| - 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. While not a born werewolf alchemist, Dufort gained | |
| his spirit purification affinity by making a deal with spirits | |
| to protect them, where the spirits gave Dufort a spirit | |
| purification affinity so he could learn werewolf magic based | |
| alchemy despite being a vampire. | |
| - Darkfire Elemental Power Affinity: There are a few ways to | |
| gain the elemental power necessary to become a Darkfire. The | |
| first is to be born into the family specifically with at least | |
| one parent being a Darkfire or turned into a Darkfire through | |
| being turned by a Darkfire which grants a natural elemental | |
| power affinity, or the second is to be adopted into the clan and | |
| trained in the clans abilities (usually with either a trained | |
| elemental ability or a learned one). Either case that happens | |
| though, the Darkfires become naturally tuned to the power of | |
| elemental energies thanks to their training and affinities. By | |
| tuning to the power of the elements, the Darkfires utilize their | |
| unique affinities for elemental abilities. If a Darkfire is born | |
| without an affinity for elemental power, there are methods of | |
| helping a Darkfire learn affinities through training. Of course, | |
| as one might expect, the Darkfires specialize in elemental | |
| power, and can natural adapt to gain stronger elemental power | |
| through training. Not only do Darkfires learn elemental power | |
| more easily, but they are even able to analyze other uses of | |
| elemental abilities used by others in order to gain new | |
| abilities by applying certain aspects of other elemental and | |
| alchemic magic to their own. Depending on the Darkfire, there | |
| are those that are smarter than others, and may watch others to | |
| come up with unique ideas, or some might gain more elemental | |
| knowledge through other means such as studying chemistry and how | |
| elements interact. Of course, as one might expect, this affinity | |
| mostly only applies to their elemental power, and this affinity | |
| does make them more vulnerable to things that counter elemental | |
| energy. For the most part, Darkfires have affinities for their | |
| elementals they possess the ability to learn, but that doesn't | |
| meant that counter elements cannot still be used to counter the | |
| Darkfire's elementals. For example, a dark flame user might have | |
| a talent for manipulating fire, but ice and wind being used to | |
| stop their fire can still work as long as the person with the | |
| counter element knows more about countering than the Darkfire. | |
| - Darkfire Elemental Resistance/Immunity: With the Darkfire's | |
| elemental abilities, the Darkfires also gain a certain elemental | |
| resistance/immunity. When it comes to the elements the Darkfire | |
| controls, they gain an immunity to those elemental powers, which | |
| is usually shown by their ability to not only take no damage | |
| from elements but by also being able to absorb elements they | |
| control. When it comes to elements they control, they also are | |
| nearly immune to other variations of their elements, such as a | |
| fire user would be immune to most kinds of fire (though | |
| depending on the type of flame, other powers in the flame might | |
| do damage). Darkfires gain a very high resistance to elements, | |
| and usually don't take extra damage unless under specific | |
| circumstances, such as a holy energy elemental might damage them | |
| with the holy energy if they don't have a holy version of the | |
| elemental. However, this doesn't just apply to the elements they | |
| control, as they also gain a resistance to other elemental | |
| abilities they don't control, including having a slight | |
| resistance to even elements that counter their own elementals. | |
| For example, an ice user would gain an immunity to ice, but | |
| resistance to many other elementals including counter elements | |
| like fire and lightning. The Darkfires take far less damage from | |
| elemental energies than other supernaturals, due to their | |
| mastery of elemental energy as a whole (even if they focus on | |
| specific elementals). However, there are some exceptions to | |
| this. First, there are aspects of the elemental powers that can | |
| do damage, such as impact damage or spearing damage even if the | |
| Darkfire has an immunity (IE A fire user could be damaged by the | |
| impact or pressure of an explosion despite being immune to the | |
| heat and fire damage). Depending on the elemental variation, | |
| some elemental variations can also do more damage to a Darkfire. | |
| The biggest example, is that those without holy elementals still | |
| take holy energy damage from holy energy elementals (IE a dark | |
| flame user could take holy damage from holy flames). Darkfires | |
| also still take extra damage from corrupted elementals, as well | |
| as their elemental resistances don't apply to energy form | |
| changes that make energy more like elemental power, such as | |
| spirit lightning or burning darkness. | |
| - Magic User Skill: Magic Resistance: Almost every magic user | |
| has some form of magic resistance (usually to whatever magic | |
| they possess). This is covers how much resistance one has to | |
| magic attacks, which one can build up with a magic based | |
| skillset by strengthening their magic mastery. Magic defense | |
| grants a passive defense to magic, allowing slight magic | |
| resistance depending on the magic used (which translates to this | |
| magic resistance). Typically, the amount of resistance is | |
| dependent on the person's magic defense, which determines how | |
| strong their magic resistance is. For example, one who gain high | |
| training in holy magic may gain a high resistance to other forms | |
| of holy magic through magic resistance and training their magic | |
| defense. Typically, as one's magic defense rises, their magic | |
| resistance increases as well. This skill is attained through | |
| training one's magic defense, where their magic defense directly | |
| affects their magic resistance. This is done through training in | |
| magic, and as one exposes themselves to more and more magic, | |
| their bodies adapt and become resistant. High level magicians | |
| can gain high magic resistances, and some may even gain new | |
| resistances as they reach higher levels. For example, low level | |
| magicians who use holy magic may gain resistance to holy magic, | |
| but higher level magicians who use holy magic may also gain | |
| resistances to demonic or unholy magics as their holy magic | |
| strengthens their resistance to unholy power by strengthening | |
| the holy magic power in the person's body. This is a passive | |
| skill that applies to many magic users (though not all gain | |
| specific magic resistances, as this depends more on the type of | |
| magic). This not only applies to the type of magic one has, but | |
| also gives them resistance to the specific types of spells they | |
| may use or be most familiar with. For example, not only would a | |
| normal magic user be resistant to normal magic, but a normal | |
| fire magic user would be resistant to other forms of fire magic. | |
| Typically this depends on the user and how high their magic | |
| defense is. It should be noted that very few times does one gain | |
| complete immunity to magic (which is usually a different skill | |
| and comes from a skill people usually have to be born with), and | |
| only gain resistances. Also, their resistances may be limited to | |
| their specific kinds of magics or magics that interact with | |
| them, and may not apply to magics they don't know or haven't | |
| experienced. | |
| - Vampire Hybrid Passive: Vampire Weakness Resistance: With | |
| almost any hybrid, there is the potential for some weaknesses to | |
| not appear in certain types of hybrids. For vampires, it's no | |
| different. Vampire hybrids often have resistance to normal | |
| vampire weaknesses, and sometimes even immunities to certain | |
| weaknesses. Depending on the hybrid, there are many ways for | |
| vampire hybrids to gain resistances to weaknesses. However, for | |
| many, they often gain resistances to things like sunlight and | |
| holy weapons. There are many vampire hybrids that are not | |
| limited to going out only in the night, since many often have a | |
| normal nature in addition to the vampire darkness type nature. | |
| And there are many hybrids that often will gain resistances to | |
| things like holy weapons or powers, to the point that some | |
| vampire hybrids are able to wield holy weapons thanks to them | |
| not taking damage from holding holy weapons. Typically, this is | |
| dependant on what kind of hybrid the vampire hybrid is, since | |
| some may have different resistances or weaknesses (such as | |
| werepyres, despite being vampire hybrids, don't have this | |
| particular set of resistances since werewolves also have similar | |
| weaknesses). And some may gain unique abilities, such as angel | |
| and/or demon hybrids may have the ability to recover from | |
| decapitation where most vampires and vampire hybrids wouldn't be | |
| able to. Typically, human/vampire hybrids are usually the most | |
| common vampire hybrids, which often gain the ability to move | |
| around freely in the sunlight and also gain high resistance to | |
| holy weapons thanks to their human side. However, other races | |
| may also gain other resistances often depending on the race. | |
| This is usually hard to predict how this manifests, as this | |
| doesn't just manifest differently based on race, but each hybrid | |
| is often different in how they manifest the vampire abilities | |
| they have. However, while vampire hybrids do have certain | |
| resistances, they do still have weaknesses, and there are | |
| certain weaknesses they may not be able to overcome. Depending | |
| on the hybrid, they may still have the weaknesses of whatever | |
| other race they are, and typically, the more resistance they | |
| have, the less they have to their other half's weaknesses (For | |
| example, a angel/vampire hybrid may be immune to holy effects | |
| and can recover from decapitation, but they will almost always | |
| be more vulnerable to angel weaknesses). For Dufort, he has the | |
| Darkfire's ability to go out into sunlight, and has resistance | |
| to holy weapons, but decapitating him or destroying his hearts | |
| can still kill him like any other Celestian. | |
| Other Passive Skills: | |
| - Darkfire Vampire Wings: Depending on the vampire, most | |
| Darkfires have wings of some type. The most common one is that | |
| Darkfires often have bat-like vampire wings, which is usually | |
| standard for Darkfires. However, some Darkfires also have unique | |
| vampire wings, depending on the Darkfire and their abilities, | |
| such as how some Darkfires may have elemental wings with special | |
| abilities, such as one Darkfire with lightning who had | |
| Thunderbird wings, and some Darkfires who have Dark Flame wings. | |
| If the Darkfire has normal bat-like wings, then they will often | |
| appear pure black (though sometimes might also be partly red | |
| depending on the Darkfire) and appear almost demonic in a lot of | |
| ways. All Darkfires can use their vampire wings to fly, where | |
| they are able to also utilize their elemental powers to usually | |
| allow them easier flight (such as dark flame users may use heat | |
| under the wings to generate lift, or wind users might use wind | |
| to push themselves upward more easily). Depending on the | |
| Darkfire, their wings may also be strong enough to help defend | |
| them, as some Darkfires have wings strong enough to block | |
| physical or projectile attacks, and Darkfires are even able to | |
| regenerate their wings if needed. Some Darkfires may even gain | |
| unique abilities with their wings, depending on the Darkfire, | |
| such as one with Thunderbird wings could blast opponents with | |
| thunderbird lightning when moving their wings, or some may fire | |
| projectiles from their wings like one with raven wings that | |
| could fire dark flame charged feathers from their wings at | |
| opponents. Typically, this can be different depending on the | |
| Darkfire, and depending on the Darkfire, wings can be at varying | |
| levels of strength and durability. Darkfires can even use | |
| vampire shapeshifting to keep their wings suppressed when in | |
| normal form, and can keep their wings suppressed as long as they | |
| need to, only calling on their wings when needed. Of course, as | |
| one might imagine, if these wings are damaged, they cannot be | |
| used to fly, and even stronger wings can be overcome with strong | |
| enough attacks if a user tries to use them for defense. Also, | |
| any abilities the wings might have will also come with their own | |
| weaknesses, with unique wings often having unique weaknesses | |
| (such as dark flame wings might be vulnerable to ice, or | |
| lightning wings being vulnerable to water). | |
| - Vampire Regeneration: Vampires, like some other supernaturals, | |
| have supernatural regeneration that can be used to heal | |
| themselves when they have taken damage. Vampires have strong | |
| regeneration, and can regenerate from far more injuries than | |
| humans can. Depending on the vampire, most vampires can | |
| regenerate anything as long as their heart and brains aren't | |
| destroyed. Vampires also typically have varying levels of | |
| regeneration, depending on the vampire and the clan they belong | |
| to since some vampire clans have regenerative abilities. In | |
| addition to vampires having strong regeneration, their | |
| regenerations can also be enhanced if the vampire in question is | |
| a hybrid, in which some hybrids possess increased ability to | |
| regeneration. Among known examples are angel/vampire or | |
| demon/vampire hybrids (though demon/vampire hybrids are | |
| typically a little more common) and werepyres (werewolf/vampire | |
| hybrids). This is a passive skill that heals a vampire when they | |
| take damage, and this power is sustained by the blood they drink | |
| that maintains their power. Typically, vampires are very hard to | |
| kill unless one is prepared for vampire regeneration, in which | |
| often vampires have to be killed in one of a few ways, or | |
| special weapons have to be used on them in order to kill them. | |
| Every vampire has this regeneration in some fashion, with some | |
| having stronger regeneration than others. For example, some | |
| vampires can regenerate limbs, while some may not be able to, or | |
| some vampires can regenerate their internal organs while some | |
| cannot. This depends on the vampire, and sometimes depends on | |
| the clan the vampire has been trained in. If one wants to | |
| overcome this, the best way to do so is to behead a vampire, as | |
| most vampires will die if their head is cut off. However, most | |
| vampires can also be killed if their hearts or brains are | |
| destroyed as most vampires cannot regenerate their hearts and | |
| brains (except for very rare cases). Vampires are also | |
| vulnerable to certain vampire killing weapons, such as holy | |
| silver, regeneration negation materials, and certain vampire | |
| killing holy weapons. Depending on the vampire, some may be | |
| vulnerable to other weapons, like demonic vampires would be | |
| vulnerable to demon killing weapons or angel blades due to their | |
| demonic power. For the Darkfires, they mostly rely on elemental | |
| regeneration, but they also have normal vampire regeneration | |
| that can heal most normal injuries as long as they don't lose a | |
| limb or their internal organs. The Darkfires can regenerate | |
| limbs and organs with their elemental regeneration, but cannot | |
| regenerate their heart or brain normally (unless they have other | |
| abilities that enhance regeneration). Some Darkfires are trained | |
| with their regeneration though by taking damage in a controlled | |
| situation as they are training, in which some Darkfires | |
| strengthen their regeneration by constantly using their | |
| regeneration until it becomes more efficient and can regenerate | |
| more damage (Such as some Darkfires would be dropped off cliff | |
| sides in order to train their regeneration though this is a very | |
| extreme method of training). Typically, the more extreme methods | |
| of training are more effective, but are far riskier to one's | |
| life, so the Darkfires usually have to be careful when training | |
| their regeneration that they don't push it too far. | |
| - Magic User Skill: Magic Meditation: This is a basic ability | |
| that doesn't require energy, but instead requires a user to stop | |
| and focus. Instead of using energy, this ability actually allows | |
| a user to recover their stamina and energy, and even recover | |
| slightly from injuries. When used, a user focuses their | |
| consciousness into a tranquil state, which allows them to focus | |
| solely on recovery. In using this, users recover stamina and | |
| energy slightly, and may also has a recovery nature due to the | |
| tranquil state the user goes into. When in use, the user stays | |
| still and focuses, the user sacrifices their ability to build up | |
| magic temporarily to focus on recovery. Depending on the magic | |
| one uses, users may even have specific meditation arts that can | |
| be used. While not a very strong recovery (as this tends to be a | |
| slow recovery), this can allow someone at rest to recover more | |
| quickly when used. And as a user gets more experience with this | |
| skill, they may learn to better use this skill, with more | |
| recovery of energy, stamina and from injuries as the user gets | |
| stronger in their use of this skill. There are two ways to | |
| strengthen the use of this skill. The first is to use it as many | |
| times as possible to gain a mastery of how it works, or one can | |
| learn meditation methods from books or other users in order to | |
| boost their meditation efficiency. For example, one user had a | |
| method of applying mana absorbed to heal, where the body could | |
| recover by applying some of the mana to use its healing aspects, | |
| or some could use mana absorbed to increase the meditation | |
| efficiency further to gather even more mana. This is a basic | |
| skill, and doesn't require much training to use, but it is a | |
| slow recovery skill, and is usually only meant to recover energy | |
| during resting, rather than being used in times of distress like | |
| during battle. Also, when in use, this spell requires absolute | |
| focus, so using it while in motion will severely hinder the use | |
| of this skill. While it can be used in battle, a user is often | |
| only able to walk when using it, and they cannot recover from | |
| injuries or recover stamina in battle since they are not in a | |
| resting state. | |
| - Magic User Skill: Logic Break: For the most part, only those | |
| that use magic can truly understand magic to the point where | |
| many forms of magic break normal scientifically minded logic. | |
| Magic's energy tends to be a bit chaotic, and can usually only | |
| be instinctively controlled by those with magic. For example, | |
| those that analyze everything scientifically may fail to | |
| understand magic (such as how the Celestians don't understand | |
| magic), but those with magic skills of their own can usually | |
| understand how it works. Typically, this depends on the person, | |
| as some do understand the basics of magic even though they don't | |
| fully understand how it works. Many users can gain a basic | |
| understanding of magic, but cannot usually overcome the chaotic | |
| nature of trying to control magic unless they have an affinity | |
| of their own. And depending on the magic, some may break normal | |
| logic more than others, such as normal magic may be easier to | |
| understand but things like chaos magic break all logic. This | |
| usually doesn't apply to other magic users, as magic users often | |
| learn how to instinctively use and control magic, but some | |
| magics may still be difficult to understand if the user doesn't | |
| have an affinity for that magic. For example, even almost all | |
| magic users are confounded by chaos magic, due to how chaotic | |
| its nature is, and, without an affinity for chaos magic or chaos | |
| power in general, one cannot understand it. This does depend on | |
| the person, as there are some normal people who do understand | |
| magic's properties, but usually it depends on how smart one can | |
| be. And while this does often interrupt scientifically minded | |
| people, those magic users with scientific minds often can | |
| utilize magic and science to come up with better ways to use | |
| magic, such as fire magic becomes more explosive when using | |
| hydrogen gas to ignite rather than oxygen. However, even with | |
| this ability, there are some that can overcome their inability | |
| to learn how magic works, even if it is typically rare. And | |
| opponents can still counter magic the same way they would other | |
| abilities, so while it is difficult to understand, they can | |
| usually at least find a way to counter magic abilities depending | |
| on their knowledge and powers. | |
| - Magic User Skill: Balance of the Mind, Spirit and Body: Magic | |
| is not like other energies, and many have to go through special | |
| training in order to use magic. There are three aspects to most | |
| kinds of magic, 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 magic users usually have to train these up in | |
| order to train up their magic. 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 | |
| build up their magic ability. No matter the magician, they must | |
| learn these aspects, with each requiring specific training in | |
| order to utilize. As such, new levels of magic to unlock isn't | |
| as simple as just powering up one's magic and trying out random | |
| abilities, and often require specific training, or even specific | |
| situations in order to trigger certain magics. Even though | |
| magicians can train up magic 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 | |
| different levels of magic, and sometimes a user has to grow in | |
| power before they can gain new levels of magic. Even with heavy | |
| training and natural talents, no affinities will magically make | |
| a magic user able to unlock new magic levels at will, as even | |
| the most advanced magic users are at the mercy of whatever level | |
| of mind, body or spirit they must get to in order to reach new | |
| levels of magic power. It is also worth noting that magic users | |
| can only unlock magic levels in specific orders, and cannot jump | |
| from lower levels straight to higher levels (they must go | |
| through each individual level of magic before they reach the top | |
| level of magic). In every spellbook, there is the first spell, | |
| and then each spell numbered afterward that comes in order. | |
| Every magic user has to train their basic magic first, and then | |
| work their way up. There are no known exceptions to this rule, | |
| and while users can choose to train and not use their basic | |
| magic once reaching higher levels, they still have to learn it | |
| before they can advance to higher levels. This is an absolutely | |
| necessary skill for all magic users to learn. | |
| - Magic User Skill: Focus of the Mind: This is the first aspect | |
| of requirements that magic users must meet in order to unlock | |
| new levels of magic. This first aspect is the emotional state of | |
| the magic user, and the state of their mind. As one might | |
| imagine, different spells will have different emotional states | |
| that are required to use 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, | |
| some magic users may find that the bonds of their friendships | |
| and family connections often lead to faster advancement as they | |
| push their magic to the limit to protect them, or some may find | |
| that desperation pushes them farther than others. Typically, | |
| each person, as well as each kind of magic, often has a unique | |
| aspect of how the magic and higher level magic abilities are | |
| 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 magic spell requires, as | |
| most spells usually are constant on how they unlock with certain | |
| exceptions (in that unlocking certain levels of magic may be the | |
| same from person to person in the same forms of magic). There is | |
| no way to know ahead of time which state of mind or emotions are | |
| needed, so magic users can only strengthen their minds and learn | |
| to utilize their emotions properly to more easily reach states | |
| that might help the unlock new spells. Without the right | |
| emotional states, magic spells may become unstable, or may not | |
| work properly, or might not even be able to be used at all. This | |
| depends on the magic, the spell type and the person. The best | |
| way to train is to train one's emotional states, and figure out | |
| which ones are needed for what they want to unlock. | |
| - Magic User Skill: State of the Spirit: The second aspect of | |
| this is the spiritual aspect, in which a magic user must focus | |
| their spirit 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 (For example, a spell that requires stronger focus | |
| used by someone without that focus is not going to be able to | |
| use it effectively). 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 | |
| advance to higher levels), or a user might have to strengthen | |
| certain spiritual or magic abilities such as a spell may require | |
| stronger connection to magic, or a stronger connection to the | |
| focus of one's spirit. Like the other aspects, this is different | |
| for each level of magic and type of spells, and requires a | |
| different balance depending on the spells one is seeking to | |
| learn to cast. And like the other aspects, there is no training | |
| or natural affinity that will make this any easier to figure | |
| out, as no magic user knows what will unlock their higher levels | |
| of magic until they find themselves able to use higher level of | |
| magics. The best thing that a magic user can do is continue | |
| strengthening their magic, their focus, and any other levels of | |
| focus that might be necessary for their magics. This is another | |
| aspect that depends on the magic and types of spells, and just | |
| requires training to reach the level needed. The best way to | |
| train this is through meditation and focus. | |
| - Magic User Skill: Focus of the Body: The final aspect of | |
| gaining higher magic power is the power of the body, or the | |
| condition of the body. Usually, the body has to be at a certain | |
| level of strength and ability, but certain spells may also | |
| require specific physical conditions in order to meet the | |
| requirements of this aspect. For example, in order for a wind | |
| user to gain a level of wind magic 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 offensive spells, the body must be able to handle | |
| that recoil or else the spell will cause recoil damage to the | |
| magic user if they aren't strong enough to use it. This aspect | |
| isn't just about training for physical amplification, but also | |
| for training on how to handle the spell casting processes. Also, | |
| 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 abilities before they can attain certain | |
| defense abilities, or some may require special training to | |
| handle certain types of spells. Typically, those that want to | |
| reach this requirement needs to train their bodies as best they | |
| can (which often comes with combat training, so magic users that | |
| train in combat will usually train this alongside their combat | |
| potential), in which strengthening their physical bodies over | |
| time can usually reach the physical requirements at some point | |
| (unless it is a specific physical requirement that isn't just | |
| about reaching a certain level of physical ability). 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 new levels of magic, | |
| with this being focused on the body's physical stats. | |
| - Darkfire Unique Vampire Secretive Aspect: True Day-walker | |
| Vampire: Most known what sunlight does to most vampires, and | |
| that they cannot go out into the sunlight. This is a problem | |
| that some have gotten around this in creative ways (where | |
| day-walker vampires find ways to go out into the sun without | |
| burning up), such as the Hazeldine clan use a darkness barrier | |
| to protect themselves from sunlight. However, there are rare | |
| cases of vampires who actually can walk into sunlight without | |
| any consequence, which are known as true day-walkers. The | |
| Darkfires are one such set of vampires, who are able to go out | |
| into the sun. This means that among the Darkfires, they do not | |
| have the same weakness of sunlight that most vampires do. While | |
| light abilities can still hurt them (and people using sun light | |
| manipulation can still do damage to them), simple sunlight | |
| doesn't do damage to them, and Darkfires can go into the sun | |
| just like any normal person can. This is a passive skill that | |
| all Darkfires are born with, or that those turned into Darkfires | |
| gain on being turned by a Darkfire specifically. The Darkfires | |
| are not limited to the night like other vampires, and can | |
| operate at any time they desire. However, this isn't quite as | |
| nice as one might think, as this not only is something that | |
| would make the Darkfires further outcasts if other clans found | |
| out about this aspect but other vampires would come after them | |
| in order to take their blood so they could gain the Darkfire's | |
| ability to walk in the sun. This is a trait highly sought after | |
| by many vampires, in which the vampires would likely try to | |
| drink as much blood of the Darkfires as they could in order to | |
| gain the ability to walk into the light. This means that the | |
| Darkfires have to keep this aspect of their clan secret, in | |
| which the only clan that does know about this is the Hazeldines | |
| (because the Hazeldines use darkness barriers to go into the | |
| light where they are also a form of day-walker). Because of | |
| this, the Darkfires still stick to the night, and don't go out | |
| during the day time so that no one will find out about them | |
| being able to go out in the daytime. And as mentioned earlier, | |
| this doesn't mean that the Darkfires are immune to light | |
| manipulation abilities, but it does mean they don't take extra | |
| damage to sunlight manipulation abilities (unless there's a holy | |
| element to it to make holy light manipulation which the | |
| Darkfires are still vulnerable to as well.) | |
| - Vampire Servant Turning/ Master-Servant Bond: This is the | |
| ability that allows a vampire to turn people into vampires, | |
| usually replicating the type of vampire that turns them (IE a | |
| Lasombra could turn another into a Lasombra power vampire). | |
| There are two main ways to turn someone into a vampire. The | |
| first is that a vampire can bite someone with the intent to turn | |
| them, and instead of drinking their blood, their bite instead | |
| puts a curse on the person using the bite to transmit the curse. | |
| The second way is that someone can be cursed if they drink | |
| vampire blood, which turns them into the same kind of vampire | |
| that corresponds to the vampire who's blood they drink. There | |
| are different arts for turning people into vampires out there | |
| besides just the two though, as some clans may have different | |
| methods to turn people depending on the vampire and the clan | |
| they belong to. Views on having servants are usually mixed, | |
| where some clans prefer to have servants, while others may not. | |
| However, no matter the circumstances, once used, the servants | |
| become bonded to the vampire who turned them. Typically, this | |
| makes the vampire who turned them their master, and the vampire | |
| servants are forced to serve the master. When turned in this | |
| manner, there is a special bond between the master and servant, | |
| where the master can communicate telepathically with the servant | |
| without needing to use normal telepathy thanks to the special | |
| connection that is created in this method. This lets the master | |
| read the servants minds, and let's the master communicate with | |
| the servant when needed. This even allows the master to tell | |
| what the servant is thinking. This only requires to use one of | |
| the methods depending on the clan and vampire, and can be done | |
| on any creature that can be turned into a vampire (though | |
| certain creatures like werewolves that already have cursed | |
| natures may not be able to be turned). The downside to this | |
| though is that if the master dies, the servants connected to the | |
| master often go insane as an effect of being connected to their | |
| master. The only way for the servant to be freed from the curse | |
| is for them to drink of their master's blood, which usually has | |
| to be done either with additional help, or at the master's | |
| request (due to the servant curse usually not letting a servant | |
| stand up against their master, more later). There are also | |
| vampire cures that can turn someone back into a human, though | |
| most only work if the vampire hasn't drank blood. The Darkfires | |
| have a specific custom about servants, and they often only make | |
| servants of those they wish to adopt into the family, or if they | |
| have human servants that want to become vampires. The Darkfires | |
| have a custom against forcing others to be servants, and will | |
| punish Darkfires who break this rule, as those who are turned by | |
| the Darkfires are usually acknowledged as adopted into the | |
| family. | |
| - Vampire Servant Curse Aspect: Torture Curse: When a vampire | |
| turns someone into a servant vampire, the vampire is able to | |
| control the servant curse. The master vampire is able to use | |
| this curse to command their servants, usually giving them | |
| commands as their master. However, not all vampire servants will | |
| operate as the master wishes, and the master vampires can apply | |
| the torture portion of this curse. By applying their connection, | |
| the vampires have arts for their master curse to use to torture | |
| their servants if they disobey, such as the most popular one | |
| being that one can use feedback from the curse to cause severe | |
| mental pain to the servant. Other arts include one where the | |
| master vampire will overwhelm the servant's mind with disturbing | |
| images, or some are also able to ignite the pain nerves in the | |
| mind and body of the servant to cause them pain without doing | |
| any actual damage to them. This is meant to control the | |
| servants, usually using this curse to enforce the master's will | |
| on the servants. Master vampires often will use this to keep | |
| their servants in line, punishing behaviors that they don't | |
| like, or using this to stop servants who might rebel against | |
| them. This causes immense pain to the servant vampire when used, | |
| enough that even the toughest and most pain resistant person | |
| will often be stopped in their tracks. This prevents a servant | |
| from being able to turn against the vampire, as the master | |
| vampire can usually read the servant's thoughts to the point | |
| that the master vampire can usually tell when the servant is | |
| going to rebel and will use this to usually discipline them. | |
| Different clans have different views on how to use this, but | |
| this is something that can be used with almost any vampire | |
| servant creation curse ability. However, this cannot be used to | |
| kill a servant. Some servants can go crazy if exposed to enough | |
| mental pain, but this cannot kill servants due to this mostly | |
| only being able to cause pain rather than actually hurt the | |
| vampire. Of course, this also only works on those that the | |
| master vampire turns into their servants, and the servants | |
| cannot turn this curse back on the master. As mentioned, this | |
| can only be removed by drinking the blood of the master vampire, | |
| or by using a method that would turn the servant vampire back | |
| into a human (Thus no longer making them cursed to be a | |
| vampire). The Darkfires hate using this, and rarely should have | |
| to use it if they practice their "only use it to adopt or allow | |
| a human servant to become one of them" philosophy. Since the | |
| Darkfires consider their servants as part of the family, they | |
| would only use this if one of their servants go crazy, and it | |
| would only be used to subdue, not to punish due to how they view | |
| servants as family. | |
| - Vampire Servant Curse Aspect: Life Transference: This is | |
| another, much less used aspect of the master-servant curse used | |
| by vampires, where a master vampire can use this to transfer | |
| life through the connection to the servants. When used in this | |
| manner, a master vampire and a servant vampire can transfer life | |
| force between each other when needed, usually as a means of | |
| keeping each other alive. This is usually used by the servants | |
| to keep their master alive, usually at the request of the | |
| master. This allows a master and servant to help each other when | |
| needed, where the flow of life energy can be used in the | |
| connection. The obvious method is that servant vampires, when | |
| life energy radiates from them, it is taken in the connection | |
| and makes the master vampire stronger (which some vampires use | |
| this to their advantage to create many servants so they can | |
| become more powerful by constantly gaining some of the life | |
| force of the servants). This doesn't kill the servants, as they | |
| only radiate their extra life energy off their bodies which is | |
| absorbed into the curse. This method is not even really | |
| noticeable to others, as most just assume the extra life energy | |
| coming off servants just dispels into the air like all the other | |
| extra energies in the body that come from the body. However, | |
| when used actively, the vampires can transfer life to each | |
| other, where the servants can transfer life to the master, or | |
| the master can transfer life to the servants. This is usually to | |
| boost their recovery, or keep them alive in dire situations. | |
| Since most servant vampires go crazy when their master dies, | |
| most servant vampires have to do their best to keep their master | |
| alive, so that they won't have to risk losing their minds. | |
| However, this cannot be forced to be used (though a master could | |
| torture a servant until they do transfer enough life energy), as | |
| the vampires usually have to consciously use this. This is | |
| usually a method where killing the master can be difficult, but | |
| not impossible. The passive skill of the master vampire to gain | |
| more power can be countered, if the servants are freed from the | |
| master vampire (to which this power would stop working when the | |
| connection severs). Vampires can only send so much life force | |
| though, and this may not always be enough to save the master or | |
| servant, depending on the situation. For the Darkfires, they | |
| will often use this to help their servants, who they consider | |
| family, and the servants will also usually willingly help the | |
| Darkfires as well. Since the servants are usually accepted as | |
| family, this is usually just a means to help each other when | |
| needed, and isn't really used to take advantage of servants like | |
| some vampires would. The Darkfires usually do their best to keep | |
| their servants alive, so if a servant needs life energy to heal | |
| from an injury, the Darkfires will usually not have a problem | |
| doing this, just as the servants will also usually help when | |
| needed. | |
| - Vampire Blood Devouring: Human/Animal Blood Sustenance: It is | |
| no secret that vampires have to survive on the blood of others. | |
| In order to sustain their power, they require mortal blood, | |
| which acts to sustain them and their abilities. This is the main | |
| method of survival for vampires, where they must drink blood in | |
| order to survive. While there are some like holy vampires where | |
| the rules change, most normal vampires are limited to this | |
| method. There are a few ways of doing this. The first is through | |
| drinking human blood. This is a preferred method of many | |
| vampires, where they will drink human blood through the bitten | |
| area. The most popular method is to bite into the carotid artery | |
| in the neck, where many vampires will use the blood flow of the | |
| carotid artery to more easily draw the blood from someone. Some | |
| that don't want to attack humans can also take stored human | |
| blood from places like hospitals, where they can essentially | |
| take the stored blood and drink the blood without needing to | |
| attack a human (Some prefer this to avoid hunters tracking them | |
| down). Another method, which was an idea introduced by the | |
| Hazeldine Clan, was going after humans sentenced to death, where | |
| prison humans who are to be executed can be easily taken out | |
| without needing to kill innocent humans. However, this method | |
| often requires a connection to the prisons that hold these | |
| criminals, which groups like the Hazeldines can actually make | |
| deals with prisons to devour prisoners who are to be executed as | |
| a means to not only feed, but also kill those who are sentenced | |
| to die anyway. Drinking human blood is usually the most | |
| dependable way to sustain a vampire's power, with no real ill | |
| effects. Vampires have plenty of ways to get human blood, and | |
| depending on the vampires, some may even have unique methods, | |
| such as blood manipulators can remove blood from the body more | |
| easily to devour. Vampires do have to drink blood in order to | |
| survive (though there are a few alternative solutions in | |
| alternate nutrient devouring that are available), and if they do | |
| not, then they will get weaker until they eventually cannot move | |
| anymore, and they will either die or go into hibernation | |
| (depending on the vampire). How this is done depends on the | |
| vampire (usually depending on the methods of the clan they | |
| belong to), but it is something that must be done in some | |
| fashion, even if the vampire doesn't want to. In the Darkfire | |
| clan, they almost never attack humans, as the only way they | |
| would is to kill criminals who are sentenced to death (a method | |
| the Hazeldines often used to get their food rather than just | |
| going after humans). Darkfires usually either choose to live off | |
| blood packs from places like hospitals, or they will live on | |
| animal blood if they must (more in alternate nutrient | |
| devouring). | |
| - Vampire Blood Devouring: Alternate Nutrient Devouring: There | |
| are alternate methods to those that don't want to drink blood, | |
| though they usually aren't as often sought after as the normal | |
| method of just drinking human blood. The first method is that | |
| those that don't drink human blood can drink animal blood. Some | |
| vampires have found that eating the blood of animals is also | |
| something they can survive on, without needing to attack humans. | |
| This is particularly useful for those that don't want to attack | |
| humans or want to avoid hunters coming after them (since hunters | |
| usually look for people dying of drained blood to track vampires | |
| down), where they will instead go after animal blood. By | |
| drinking the blood of an animal instead of a human, the vampire | |
| can sustain their power, although there are a few effects of | |
| this that aren't favorable to the vampire. This is a method that | |
| vampires can live on, and is like comparing tofu to actual meat. | |
| While animal blood can sustain the vampire's power and their | |
| body, it is never truly satisfying, and the vampire will often | |
| always be hungry (requiring them to learn to control their | |
| hunger more effectively than other vampires so they don't lose | |
| control of it around humans). Another thing to note is that | |
| vampires can only survive on certain types of animals, usually | |
| having to go after mammals blood (as things like coldblooded | |
| animals do not work the same and can actually make vampires | |
| sick). Another method of alternate nutrient devouring is a | |
| growing movement in some universes where artificial foods are | |
| developed to sustain vampires. For example, in some universes, | |
| Kindron Darkfire comes up with a way of creating artificial | |
| nutrients that can be fed to vampires without them needing to | |
| survive on human or animal blood at all. These artificial | |
| nutrients are usually one of two things. The first is artificial | |
| blood, where some have learned to create artificial blood that | |
| can sustain vampires. However, the artificial blood depends on | |
| how its created, and some artificial bloods may have negative | |
| side effects. The second is using artificial nutrients in normal | |
| food, where artificial food is made with artificial nutrients | |
| added specifically for vampires (in universes like London, this | |
| is usually created by Kindron Darkfire). However, the downside | |
| is that there are vampires who will always view these artificial | |
| foods as not being like the real thing, and likely would never | |
| accept this as a way to live (unless they had to). As mentioned | |
| before, vampires have to drink blood or gain nutrients in some | |
| form, and if they don't, they will lose power until they die or | |
| hibernate (depending on the vampire and clan). These are | |
| dependable methods, but usually have some downsides to them. | |
| Usually, it takes discipline and commitment to commit to these | |
| alternate methods, something some vampires may not be willing to | |
| learn. But those that do learn this can survive far more easily | |
| as a result. In the Darkfire clan, most prefer these alternate | |
| methods, and while some do drink human blood packs, they will | |
| also often flock to eating animals, and if alternate nutrients | |
| like artificial foods exist, they will often also go for | |
| artificial foods (for example, in London, many are taking a | |
| liking to Kindron Darkfire's alternate nutrient foods, and | |
| trying to support Kindron being able to widely apply the | |
| artificial food as a means to feed vampires without needing to | |
| feed on humans). | |
| - Vampire Blood Devouring: Supernatural Power Gain: This is the | |
| second use for blood absorption. There is a saying among | |
| vampires: Human blood is how vampires sustain their power, but | |
| drinking supernatural blood is how they gain new ones (powers). | |
| This is mostly just as it says, where vampires are able to gain | |
| new abilities depending on the blood devoured. This allows a | |
| vampire to drink supernatural blood, where they actually don't | |
| survive on supernatural blood the same way that they do on human | |
| blood. Instead, the intent is to gain the abilities of the | |
| supernaturals they devour. Typically, this could be just gaining | |
| one or two abilities, or if enough blood is taken, then one can | |
| gain all of the abilities of the supernatural they take blood | |
| from. This can also be permanent or temporary depending on how | |
| much blood is taken. Some clans have unique arts for this, and | |
| some clans even use this instead of human blood to sustain | |
| themselves (as another alternative method of blood devouring). | |
| This can be different depending the vampires, where vampires can | |
| gain specific abilities from blood. For some, they may gain a | |
| vampire equivalent of a power, or some may have physiology | |
| changes to adapt to the power they take (such as drinking dragon | |
| blood may result in them gaining dragon abilities but instead | |
| awakening draconic vampire powers, while some that gain | |
| physiology changes may become dracopyres). This depends mostly | |
| on the vampire, and the changes to the vampire usually depend on | |
| the blood. Some powers will require physiological changes to the | |
| body to use, while some may not. Typically, the most reliable | |
| method is to drink the blood of other vampires, where vampires | |
| can use this to gain another vampire's abilities much more | |
| easily (since they don't have to worry as much about physiology | |
| changes when just taking another vampire's blood). However, | |
| while this is great to gain new abilities, it also gives the | |
| vampire the same weaknesses as the power they gain. Another | |
| thing is that unless enough blood is taken, the powers gained | |
| may not be permanent, and not as many powers may be transferred | |
| if enough blood is taken. Usually, most of the blood in the body | |
| has to be taken in order to gain the powers permanently and gain | |
| all the abilities of a person. For the Darkfires, they try to | |
| stay away from this if they can. While there is no rule against | |
| it, the Darkfires usually try to avoid conflicts with other | |
| supernaturals so they don't want to use this as a means to not | |
| **** off other supernatural clans. Darkfires also often view | |
| this method as a shortcut to power, and it is something they | |
| don't like to do since they prefer to train up their abilities | |
| rather than shortcut their training to just try and gain new | |
| abilities. While those like London's Kendrix Darkfire aren't | |
| afraid to use this, the Darkfires often prefer not to use this | |
| skill and prefer to train up their own skills before attempting | |
| to gain other abilities from other supernaturals. | |
| - Supernatural/Long Life Ability: Multi-Linguists/Language | |
| Learning: Most supernaturals who have been around for a long | |
| time, for one reason or another, have had to learn multiple | |
| languages. There are a variety of reasons for this, such as | |
| languages changing over time, or some may need to move to other | |
| areas and learn new languages, or some may just travel and need | |
| to learn languages to communicate. Some also may use written | |
| languages for other things, such as some supernaturals may code | |
| notes and things in other languages to confuse potential | |
| enemies, or some may write in languages to communicate to each | |
| other and make it harder for people to intercept. No matter the | |
| reason, most supernaturals and even humans who live a long time | |
| will learn multiple languages. There are a few ways to learn | |
| languages, depending on the individual. The first is that one | |
| can learn a language tree, where some language trees correspond | |
| more easily to each other (for example, Spanish and Portuguese | |
| are in the same language tree, and have a very similar | |
| language). This can be easier to some since it is easier to | |
| learn a language, but some find it difficult when so many parts | |
| of the language are too similar. Another method is used among | |
| those that have learned multiple languages, where they will pick | |
| up languages by listening to others speaking it, such as one may | |
| listen to a language and learn what the words mean as a means to | |
| understand the language. Of course, the third is perhaps the | |
| more obvious one where one can read and study to learn a | |
| language just like other people do (which can come more easily | |
| to supernaturals that have enhanced intelligence). This can be | |
| used to learn a number of languages, and most supernaturals have | |
| to learn multiple languages as a means to communicate with | |
| others as their lives go on. There are plenty of languages out | |
| there, with the main ones used in the world often being well | |
| known languages like English, French, Spanish, and some other | |
| languages like Chinese, Japanese, Russian and Portuguese. This | |
| mostly depends on the supernatural and where they live, and | |
| where they go in their lives. However, most supernaturals and | |
| even humans, who live long enough do learn multiple languages, | |
| and some older ones may even know ancient languages. In the | |
| Darkfires, they know a number of languages. These days they know | |
| English, Japanese, German, Chinese, Russian, Spanish and French, | |
| due to all the interactions they've had living in Japan for a | |
| long time. Because the Darkfires originated in Japan, they have | |
| been living there for a long time, and most's primary language | |
| is Japanese, though almost all have a secondary language these | |
| days of English since English is dominating more and more | |
| languages. | |
| - Vampire Supernatural Long Life: Vampires are a type of | |
| supernatural that live extremely long lives. The life length is | |
| uncertain, but some vampires can live for upwards to 10,000 | |
| years before dying of old age, and some can live even longer | |
| depending on the vampire. This is mostly in part due to their | |
| regeneration, because of the fact that the vampires have | |
| regeneration that reduces aging effects to a near halt. Most | |
| vampires age very slowly, and while some can age in different | |
| ways, it is known that vampires can live very long lives. There | |
| are negatives to this, such as some vampire kids can stay kids | |
| for much longer (as there are fifty year old vampires that are | |
| still basically like children), and some may change in different | |
| ways differently from others which makes this hard to quantify | |
| among every vampire clan. Different vampires often grow at | |
| different rates, but it is known that vampires will often stay | |
| in their prime for thousands of years, and will not get old very | |
| easily. Because of this, it is hard to determine exactly how | |
| long a vampire will life, due to the fact that no one knows | |
| exactly what causes the thing that causes a vampire to age past | |
| their prime. When a vampire starts aging past their prime, it is | |
| because their regeneration starts to break down as they get | |
| older. As it does, their body starts to age, and their | |
| regeneration gets weaker as a result over time. This is why | |
| vampires die of old age, and is the only way they die of old | |
| age. It isn't known what causes the regeneration to break down, | |
| ether it's aging past a certain point, or if it's some kind of | |
| bodily reaction that eventually happens in all vampires. | |
| However, when it does happen, the vampire will start aging, | |
| until they get old and eventually die of old age. While they can | |
| still seemingly regenerate injuries as normal, their | |
| regeneration is harder to use, and takes longer as the vampire | |
| gets older. So far, there has been few counts of indefinite | |
| vampire life spans, as the only ones that have been known to | |
| live past the normal long life span are those like London's | |
| Cain. It is hard to quantify just how long vampires live, but | |
| all eventually age and die of old age. However, that assumes | |
| that they aren't killed by other means, such as being murdered | |
| or being killed by sicknesses, which can still happen to | |
| vampires as they can still be killed by others, and can be | |
| killed by sicknesses. In the Darkfires, despite being | |
| specialized in regeneration, Darkfires also have this lifespan. | |
| While it isn't set in stone how long a Darkfire will live, | |
| Darkfires also have to worry about their regeneration eventually | |
| breaking down. Even the head of the clan, Qrow Darkfire, will | |
| eventually age and die, even if it seems that he has lived | |
| longer than most other vampires. There are only a few exceptions | |
| to this (which must be stated by players), such as a demonic or | |
| angelic vampire hybrid (since angelic and demonic beings don't | |
| age and live indefinite life spans). | |
| - Magic User Skill: Spell Book Spell Storage (Optional Skill): | |
| This is a trick among magic users, where some have learned | |
| specific magics to create spells that store items. This is often | |
| known as spacial magic, where magic users that learn spacial | |
| magic often learn it as a means to store their personal items. | |
| This is not a specific type of magic, and instead, is a | |
| variation of normal magic that almost any magician can learn | |
| once they've reached an advanced level of magic. Those that use | |
| this often learn spells like Item Box, which allows them to | |
| store inorganic items that they can keep stored in special magic | |
| based pocket dimensions they create. Each magic user that uses | |
| this has a connection to their own spacial magic spell, and uses | |
| their magic connection to be able to passively maintain and be | |
| able to summon or de-summon access to their storage. Some refer | |
| to this as "magic satchel" type spells, which some types of | |
| magic do have specific types of this kind of spell. For example, | |
| there is an advanced normal magic version of this called | |
| Dimension Home, where a user can create a type of pocket | |
| dimension that can store living things and maintain living | |
| things through magic (which this magic normally wouldn't be able | |
| to do). There are different ways of using this depending on the | |
| magic and how this is used with specific types of magic, but | |
| usually this is a power that some can learn if they choose to. | |
| This is an optional skill magic users can learn, as the drawback | |
| to using this is that they must use some of their magic power | |
| through their magic bonds to maintain these pocket dimensions | |
| (which means that users lose a small portion of magic which goes | |
| specifically to maintaining this spell). Another thing to note | |
| is that depending on the spell, this cannot be used to trap | |
| people, since it is only usually meant for inorganic items. Even | |
| with spells like Dimension Home, those that are in the spell | |
| don't suffer ill effects if someone is trapped in the spell, | |
| which is very difficult to do since a user would have to force | |
| someone into the spell. And depending on the size and purpose of | |
| the storage, some may require more power to use than others (For | |
| example, Dimension Home requires more power than item box since | |
| it stores larger things in it and stores living things). It is | |
| rare for anyone to be able to use these in battle, so opponents | |
| usually don't have to worry about being trapped in one of these | |
| spells. Dufort has the Alchemist training for this skill, where | |
| he is able to store items much more than using his normal | |
| Darkfire supernatural item weapon connection skill. | |
| - Supernatural Item/Weapon Connection: This is a supernatural | |
| art that is used by a few types of supernaturals, which many | |
| groups develop as a unique method to use weapons. Supernaturals | |
| can usually connect personal items or weapons to themselves, | |
| where they use a special soul connection to their items. Clans | |
| like the London Tepes family, and Darkfire family are often best | |
| known for their use of this, as they have special techniques to | |
| connect and attach items and weapons to themselves. This works | |
| by creating a special bond in the soul to an object, where the | |
| supernatural will allow their soul energy to become bonded to an | |
| object they want to bond with. This grants a few abilities, | |
| where the user can do things like summon an item at any time, or | |
| they can have a special connection with the item. Supernatural | |
| arts can allow some to store items using this connection, where | |
| a user will use this connection to phase their connected items | |
| to their souls where they store the weapon in their souls. This | |
| allows for easy carrying of special items and weapons, where a | |
| user can store a number of items in their soul depending on the | |
| connections. This is a very useful skill, and some users have | |
| special arts for this skill, where some can summon weapons from | |
| anywhere in the world, or some can even telekinetically control | |
| their weapons even when separated from them. This is done | |
| differently for some users, where some users will bond the | |
| weapons/items to their soul directly where they need only phase | |
| an item back into reality, or some may summon items through | |
| portals, or some may even phase weapons from their body | |
| depending on how the connection works. This is a useful skill, | |
| especially for storing personal items and weapons, and allows a | |
| supernatural to always be connected to these items and weapons. | |
| However, one cannot store an infinite amount of items, and the | |
| amount of items that can be stored depends on the art. When | |
| used, one cannot exceed that limit, and if they try, they will | |
| find the strain on their soul makes it so they cannot maintain | |
| connections to so many objects. Typically, the best way to use | |
| this is to use it on two-five items at most, and change the | |
| connections depending on the items (the connections can be | |
| changed, but requires a process to be done that cannot be done | |
| in times like during battle). And while the item is able to be | |
| connected, the item can still be destroyed, and the connection | |
| cannot repair the item (except in rare cases like a death wraith | |
| soul sword). For the Darkfires, they have an art that connects | |
| weapons to themselves, where their weapons become a part of | |
| them, similar to the Tepes family art. The Darkfires can use | |
| this connection to use their weapons as extensions of | |
| themselves, and can even use telekinetic control of their | |
| weapons when needed as part of their connection to their | |
| weapons/items. Dufort doesn't have any weapons connected to him, | |
| since he is not really a weapon user. The closest he gets is | |
| that he has his alchemist storage spell, where he has stored a | |
| Wraith stunner weapon and a few other weapons he has taken over | |
| the years that he has kept for study. | |
| - 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 or items, and | |
| as mentioned before, there are limits to how many objects can be | |
| used with this method. Weapons and items using this method may | |
| be controlled by their hosts, but there are ways to counter | |
| this, such as destroying the weapon may prevent the supernatural | |
| from being able to use it, or using certain skills that | |
| interrupt supernatural connections may also interrupt a | |
| supernatural's connection to their items as well. For the | |
| Darkfires, they can use this to telekinetically control their | |
| connected items, and they can use this as effectively as others | |
| like the London Tepes clan. For the Darkfires, this works mostly | |
| as stated, with the only thing to note being that Darkfires | |
| usually only use this on their main weapon, but can connect | |
| multiple items and weapons to themselves if they desire to | |
| (though they are limited to 10 items at most). | |
| - Supernatural Telepathy: This ability lets a supernatural | |
| creature communicate telepathically with anyone they can connect | |
| to. Typically this power uses their supernatural power, in which | |
| they use it to tune to a person if they know where they are in | |
| order to communicate with them. This lets them communicate with | |
| other people without having to speak, with them being able to | |
| share thoughts directly with others when the creature isn't | |
| speaking out loud. This can be used with just about anyone as | |
| long as the supernatural knows where the person is physically | |
| located, and they can even often read the mind while in a | |
| telepathic conversation with them thanks to the connection | |
| created when they use telepathic communication. This allows a | |
| two way communication with almost any being, as long as the | |
| supernatural is willing to maintain the connection. However, | |
| there is a way around needing to know where one is, in which | |
| there is an art where those with this telepathy can create a | |
| permanent connection with those close to them, such as family | |
| members or close friends. If one uses the permanent connection, | |
| this doesn't just let them communicate no matter where they are, | |
| but also lets a user tell where their connected person is at any | |
| given time. This is a basic skill among many supernaturals, and | |
| some supernaturals have special connection abilities, such as | |
| some supernaturals possess the ability to summon those they have | |
| connections with (such as some supernaturals possessing the | |
| ability to summon those they have connections with when needed). | |
| As mentioned, when using this, a supernatural does have to know | |
| where the user is, unless they have a permanent connection. And | |
| when using a permanent connection, the other person has to | |
| accept the connection, and if they don't then the connection | |
| cannot be used. These connections can also be severed at any | |
| time whether it's by the supernatural or by the person they're | |
| connected to, which can be done specifically if the person or | |
| supernatural doesn't want to communicate with a connected person | |
| anymore. There are also ways to block telepathic communications, | |
| such as certain frequencies that may confuse the mind's ability | |
| to process telepathy, or certain wards that might prevent | |
| telepathy. There are also certain types of opponents who can | |
| listen in on communication done telepathically (it is rare, but | |
| sometimes it does happen sometimes with certain psychic | |
| opponents). | |
| - Magic User Skill: Magic Sense: Magic sense is an optional | |
| skill that magic users can learn. By sensing the magic in the | |
| air, which exist in the magic energy of the world (known as | |
| magicules), one can learn to utilize a special sense that allows | |
| them to sense the world around them using magic. This skill is | |
| learned by those with magic, or those with magic crests (as | |
| magic crests can be granted on those without magic). When used, | |
| this amplifies one's senses and allows them to picture the world | |
| around them using this sense, creating a mental picture of the | |
| area around them by telling where magicules are in relation to | |
| where they are. This can also be used to sense others, such as | |
| sensing their energy, in a manner similar to those with the | |
| supernatural ability to sense the presence of others. This | |
| ability is one that can be either a passive or an active skill, | |
| as one is able to essentially shut down this sense at will if | |
| they desire (as this sense is kept active just by sensing the | |
| magicules in the air, and one can chose not to sense the | |
| magicules in the air). This skill is a useful sense to others, | |
| as it can not only picture the world around them, it can also | |
| tell people where others are around them. This sense even goes | |
| as far as to sense what people are by the magicules that come | |
| off of them, where those that use this can identify others by | |
| the energy that comes off of them. For the most part, this is a | |
| basic supernatural sense, that is usually learned by magic | |
| users. However, this isn't just limited to magic users, as those | |
| with things like magic crests, or supernatural titles can | |
| sometimes learn this depending on the creature who grants the | |
| crest or title. This sense is a much stronger sense than normal | |
| supernatural presence senses, and can even often find invisible | |
| or hidden enemies, even if they have a presence hiding skill, | |
| with only a few skills being able to hide from this sense. | |
| However, this sense is usually only for sensing the world, or | |
| sensing others, and doesn't really offer much in battle | |
| potential except possibly seeing through illusions and | |
| visibility obstructing obstacles. | |
| - Celestian and Vampire Enhanced Senses: Supernaturals in | |
| general have highly enhanced senses. Depending on the | |
| supernatural, some senses may be enhanced more than others, with | |
| even the same types of supernaturals may have different | |
| combinations of enhanced senses. This is often unique to each | |
| supernatural, where their senses enhance to match what they do | |
| (IE a werewolf relies a lot on smell, so most of them have | |
| enhanced senses of smell). Some may have more enhanced senses | |
| than others, in which there are positives and negatives to | |
| having either stronger or weaker enhanced senses. Among some | |
| examples include an enhanced sense of touch that allows one to | |
| sense more through touch than other beings, an enhanced sense of | |
| smell that some beings use to be able to smell far more than | |
| most beings, enhanced sight that may be able to process seen | |
| things faster or may be able to see farther than other beings, | |
| and even an enhanced sense of taste where a supernatural can | |
| taste things that most other beings wouldn't. This depends on | |
| the creature, but there is usually two methods of this. There | |
| are highly enhanced senses, where users have high levels of | |
| senses whether it is one sense or multiple senses that are | |
| enhanced. Those with this kind of sense are far more sensitive | |
| to the environment around them, and are much harder to sneak up | |
| on. However, those with stronger senses are more vulnerable to | |
| having their senses overwhelmed, where stronger enhanced senses | |
| can be used against the supernatural (IE a werewolf's highly | |
| enhanced smell can be overwhelmed by strong enough smells). | |
| Meanwhile, those with weaker enhanced senses don't have nearly | |
| as high senses as higher levels, and don't have quite as high of | |
| an ability to sense the environment around them. However, lesser | |
| enhanced supernaturals do have an advantage in that their | |
| enhanced senses aren't as sensitive and cannot be overwhelmed | |
| nearly as easy as those with higher level (even if it costs them | |
| not being as able to interact with the environment). This is | |
| different for each supernatural, and both higher and weaker | |
| enhanced senses have positives and negatives. This doesn't | |
| include certain other senses, such as supernatural senses, | |
| though, and those are usually listed separately. The Darkfires | |
| usually also vary from Darkfire to Darkfire, though most have | |
| lesser enhanced senses, with only their sense of touch, sight | |
| and hearing often being higher through physical training they | |
| endure to build up their senses. Some do have higher enhanced | |
| senses, and they have the same positives and negatives listed | |
| above. Dufort has generally enhanced senses, but msot of his | |
| senses come from his psychic abilities more than anything. | |
| - Vampire Third Eye Ability: Vampires have a unique ability, | |
| where they gain a special sixth sense known as the Third Eye. | |
| Those familiar with the concept will likely be familiar with how | |
| this works, where vampires naturally have this to gain a passive | |
| sense that lets them sense the world around them. One major use | |
| of this is that vampires are able to use this to sense the world | |
| around them, usually being able to sense where things are, and | |
| sense the presences of living beings. This lets a vampire sense | |
| the presence of others, and not only read their presence, but | |
| the vampire can also read what they are and how strong they are | |
| by the presence. For example, some vampires can recognize | |
| dangerous threats others wouldn't be able to sense, such as | |
| vampires may be able to sense powerful beings most beings cannot | |
| sense, and this also even gives vampires the ability to sense | |
| the spiritual plane to a degree (though not nearly to the degree | |
| of those like spirit users unless they go through special | |
| training). However, this also has the ability of seeing through | |
| the world, where vampires can see through things to see the | |
| world around them as it really is. This allows a vampire to use | |
| this ability not only to sense presences, but they can also do | |
| things like sensing deception, or they can even sense things | |
| like illusionary skills or they can sense other skills being | |
| used by a being. Unlike other beings with presence senses, | |
| vampires specialize more in sensing the world rather than | |
| focusing on individuals, and this can allow a vampire to gain a | |
| very strong sense of the world using this skill. Vampires using | |
| this skill can also tell where things are at farther distances | |
| than other creatures, and can use this to more easily target | |
| certain people or objects. This skill uses mental focus to focus | |
| on images, and allows vampires to see the world in a bit of a | |
| unique way. However, there are ways this power can be deceived, | |
| such as other vampires may be able to affect the vampire's mind, | |
| or some may be able to outmaneuver this sense if they are fast | |
| or skilled enough. Also, certain presences cannot be sensed, | |
| specifically among those that have a presence suppression skill. | |
| Vampires with this skill can be deceived by it, where some have | |
| ways to fool these kinds of senses. For the Darkfires, they have | |
| much more keen senses than most vampires, and they can use this | |
| much more effectively than other clans can. Some Darkfires are | |
| known for having good senses using this, and the Darkfires | |
| honing their senses through training and meditation also helps | |
| them make the most of this sense. | |
| - Peak Combat Training: Enhanced Psychological State Training: | |
| Those that train in combat not only have to train their bodies, | |
| but they have to train their minds as well. Those with mental | |
| training in combat learn to train their minds, with the first | |
| step to training their psychological state. Depending on the | |
| person and what race they are, this is something that is more | |
| necessary than others. While many supernaturals may not be as | |
| trained as a race like the Darkfires or Hazeldines, it is | |
| important for almost all combatants to train their psychological | |
| states. By training their psychological states, they can keep | |
| their mental states firm and they can keep themselves from | |
| diving to far from whatever they train themselves to be. For | |
| example, those that want to remain a calm and collected fighter | |
| will often focus on calming techniques or other meditation | |
| training to train their minds so that their minds don't easily | |
| suffer things like fear or anger. Others can also do things like | |
| train their minds to certain emotional states, such as how those | |
| that rely on anger and hatred may train themselves to maintain a | |
| certain level of anger or hatred so they can maintain their | |
| level of emotion. This is a skill most combatants must learn, | |
| and they can learn to utilize this in different ways depending | |
| on the state they want to attain. For the most part, this is | |
| designed to allow combatants to more easily keep their composure | |
| when under extreme stress, and this training helps them to be | |
| less likely to fall into a psychological state that they may not | |
| want to fall into. By training their psychological states, | |
| normal combatants strengthen their mind and are able to maintain | |
| their minds in their desired psychological states. However, | |
| those supernaturals that train their minds may have more purpose | |
| to do so, as some supernaturals have to train their minds in | |
| order to control their supernatural abilities (as most | |
| supernatural abilities may require some form of emotional state | |
| and may react to the emotional state used). For the most part, | |
| this is just a basic training, and is not able to always keep | |
| the user from falling into unfavorable states, and depending on | |
| the user, some may not have strong enough training to resist | |
| certain psychological conditions depending on their situation. | |
| For magic users, this is something they have to do, because | |
| their emotional states are usually tied to their magic and their | |
| state of the mind training. | |
| - Peak Combat Training: Mental Conditioning/Combatant Will | |
| Training: This is the second part of a combatant's mental | |
| training. This part of mental training is specifically tuned to | |
| training a mind to resist difficult conditions, where combatants | |
| will try to train themselves to handle mental strain during | |
| specific situations. Specifically, some may learn to strengthen | |
| their will to resist things like psychic abilities, certain | |
| supernatural abilities that effect emotions, or other things | |
| that may cause immense stress on the mind. People who train in | |
| this often learn to resist certain conditions through physical | |
| training, and use this alongside their psychological state | |
| training to push their minds to resist unfavorable conditions as | |
| much as they can. This training is made most effective when a | |
| user can train in hard mental conditions, such as if they can | |
| train with a supernatural who can influence the mind. Another | |
| popular method for those that cannot train with supernaturals is | |
| to train in meditation while trying to avoid a particular | |
| hazard. For example, some may balance on difficult objects while | |
| meditating (with extreme training including things like | |
| meditating while on a spike), or some may train their minds in | |
| tough conditions such as living in a dangerous area and learning | |
| to focus while also focusing on their survival. This is a | |
| training that can be done a number of ways, and is a passive | |
| skill that any combatant can learn to some extent. Some of the | |
| most advanced trained combatants or supernatural trained users | |
| of this may even be able to shut down certain aspects of their | |
| mind at will, where some can learn to do things like shut down | |
| their sense of pain through focus. This is another ability that | |
| depends on one's training, with supernaturals often having | |
| better training at this than humans (though humans can still | |
| learn this just as well if they train hard enough). Typically, | |
| this is something that can be overcome by stronger mental | |
| abilities, where some can use things like stronger psychic | |
| abilities or stronger emotional influences to try and influence | |
| the mind of the combatant. This is not a perfect training, and | |
| may not resist every unfavorable condition. This usually depends | |
| on the combatant and their training. | |
| - Darkfire Disciplined Mind: Since the Darkfires require focus | |
| in order to use their elemental 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 | |
| requires mental focus and training, where a Darkfire will often | |
| learn this before they even learn how to use their Darkfire | |
| abilities. 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, since their | |
| disciplined mind training is more focused on them learning to | |
| control their own minds. And by controlling their own 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. This is a | |
| training that is absolutely necessary for a Darkfire, in which a | |
| disciplined mind and proper focus is needed for them to utilize | |
| their abilities. This art is one that all Darkfires must learn, | |
| and while the other arts of this are useful in different | |
| aspects, these other aspects are optional to learn. However, the | |
| main art is not option, and all Darkfires must learn it in some | |
| capacity. This art is not always perfect though, as this art can | |
| be overwhelmed at times if a person isn't skilled enough with it | |
| to handle certain things, such as some psychic abilities may be | |
| able to overcome this skill if the psychic skill can overwhelm | |
| the mind. | |
| - Darkfire Disciplined Mind Art: Mind Aspect | |
| Modification/Shutdown: This is an art of the Disciplined mind | |
| art, where the Darkfires learn to modify and shut down aspects | |
| of their mind. This was a special effect of their training, and | |
| one the Darkfires started using as an advanced use of this | |
| skillset. Those that master the basics of manipulating their | |
| mind can learn to modify their mental states, by shaping their | |
| mental landscapes. For example, the Darkfires can use this art | |
| to shut down their emotions temporarily, where they can suppress | |
| their emotions so that they can effectively keep their emotions | |
| from affecting their judgement. This is an art that can be used | |
| in battle as well, where a Darkfire can suppress their murderous | |
| intent, or a Darkfire can suppress things like their anger or | |
| hatred to avoid it sending them into a rage. This is a very | |
| useful skill that can be used a variety of ways. But there are | |
| also other ways to use this as well. For example, the Darkfires | |
| may use this to shut down their pain processing points in their | |
| mind, where they can temporarily make it so that they can dull | |
| or even make themselves not process pain at all. Darkfires can | |
| even induce certain emotions artificially, where they can fake | |
| emotions and modify their mental states so that the emotions can | |
| appear genuine (such as hormones could be released in the mind | |
| that correspond to the emotion which leads to the body | |
| responding according to the mind). This is a very useful skill | |
| that many Darkfires utilize pretty effectively, such as how the | |
| assassin Darkfires will often use this to infiltrate, where they | |
| will use this to fake their interactions and make the | |
| interactions appear genuine, often fooling all but the most | |
| sensitive of supernaturals (only a few supernaturals can see | |
| through this method of modifying the mind and often requires | |
| strong psychic ability to do so). However, this can also be | |
| damaging to a Darkfire if they rely too much on it. For example, | |
| always suppressing emotions could lead to them doing something | |
| they normally wouldn't do if they keep their emotions | |
| suppressed, or those that rely on suppressing pain may have | |
| problems recognizing damage to their bodies to the point that | |
| even more damage will be done if the Darkfire doesn't realize | |
| their body is damaged. | |
| - Darkfire Disciplined Mind Art: Darkfire Emotional Meditation: | |
| This is a unique training art that the Darkfires developed. | |
| Because most Darkfires have emotional problems that often go | |
| cause problems, they developed this art to help them overcome | |
| emotional states that might hold them back. While not always | |
| effective depending on the issue that the Darkfire has, this is | |
| designed to help a Darkfire reach an equilibrium in their minds. | |
| When used, a Darkfire uses meditation as a means to focus their | |
| mind, similar to how others meditation. The Darkfire focuses on | |
| meditation, and then uses their disciplined mind skill to help | |
| them focus on the emotions they want to affect. This helps | |
| Darkfires overcome mental blocks and problems, especially among | |
| the fact that Darkfires often have to use this to balance out | |
| the dangerous lives they live. Specifically, the assassin | |
| Darkfires often are very close to the edge of losing themselves | |
| to becoming mindless killers, and have to use this training | |
| specifically to help them keep their minds focused on not | |
| letting themselves fall into a desire to kill. The Swordsman | |
| Darkfires often use this as a means to meditate and calm their | |
| minds, which helps them maintain a calm and focused demeanor | |
| when using their sword skills. All Darkfires have some use for | |
| this, and it is a necessary training Darkfires often learn as | |
| part of the Disciplined mind training. If it weren't for this | |
| training, the Darkfires would have likely become a dark and evil | |
| clan, who only cared about killing their enemies. However, the | |
| Darkfires manage to maintain their mental states with this | |
| training, and help keep themselves from going over the edge. | |
| However, depending on the Darkfire, some may have a harder time | |
| using this than others, and this isn't always effective on every | |
| Darkfire. Some may have higher levels of emotions than others, | |
| making this harder to use. And for those with emotional trauma, | |
| this may not be as effective in helping overcome trauma (usually | |
| trauma is a very difficult thing and causes a lot of problems | |
| for Darkfire's and their abilities), as trauma often requires | |
| more than just mental training to overcome. While this can help | |
| with trauma, it is never the only thing a Darkfire does. | |
| - Darkfire Disciplined Mind Art: Mental Landscape: When using | |
| the Disciplined Mind art, the Darkfires learn to shape their | |
| minds through their mental landscape. However, the Darkfires | |
| found that there were uses for the mental landscape beyond just | |
| simply controlling their emotions. For example, the Darkfires | |
| often use this to tell what their mental state is by seeing how | |
| their emotions affect the mental landscape. While this is | |
| different for every person, there is always some sort of effect | |
| that comes when the mind is affected. For example, anger may | |
| cause a fire to well up in the mental landscape, or sadness may | |
| cause rain to fall in the mind. There are also other ways of | |
| using this though, such as some Darkfires use this for mental | |
| image training, where they train in their minds so that they can | |
| build themselves up through mental training. Darkfires can even | |
| enter this landscape when they are asleep, where they can even | |
| effectively suppress their dreams to instead spend their sleep | |
| in their mental landscape. This is very useful for training, as | |
| many Darkfires will use this to test new techniques, or use this | |
| time to meditate and focus on how to better train their mental | |
| states. Darkfires can also enter the mental landscape of others, | |
| where they can not only go into their mental landscape, but can | |
| send the person into their own mental landscape. This is usually | |
| a method of training to help others learn how to access their | |
| mental landscapes, or to help train someone in the mind as a | |
| means to keep the training secret from others. When in the | |
| mental landscape, time moves at a slower pace, due to the speeds | |
| at which the mind operates. Depending on the person, spending a | |
| large amount of time in the mental landscape could equate to | |
| seconds in the real world. Many Darkfires can spend hours in | |
| their mental landscape and only have less than 30 seconds spent | |
| in the real world. However, this is more about mental focus, and | |
| isn't really useful beyond mental training and possibly helping | |
| others learn what mental states are like. Most Darkfires often | |
| use this instead of dreaming only because it is a better method | |
| of doing something productive while they are asleep. However, | |
| psychics can also enter this landscape depending on the psychic, | |
| and some psychics can also affect the mental landscape | |
| (specifically among those that can affect the mind with psychic | |
| powers). | |
| - Darkfire Disciplined Mind Art: Fool Senses: This is an | |
| accidental use of the Disciplined Mind training that has been | |
| put to use over the years, and is an optional training used by | |
| the Darkfires. 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, as well as controlling their emotional state to | |
| prevent themselves from showing signs of lying. 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 though, 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. | |
| - Psychic, Darkfire Vampire, Celestian and Combat Trained | |
| Enhanced Physical Stats: Darkfires have vampire enhanced | |
| physical and supernatural abilities, but also they have enhanced | |
| combat training to further enhance their abilities. The | |
| Darkfires are fighters and warriors, whether they are swordsmen | |
| or assassins. As such, the Darkfires are highly skilled in | |
| combat, and have enhanced physical abilities. As one might | |
| guess, this is different depending on the user. Darkfires often | |
| have specific trained abilities depending on their physiology | |
| and abilities, in which they may focus on specific stat | |
| training, or they may have a general stat training to enhance | |
| all their stats. Because of this, it is hard to quantify every | |
| Darkfire's physical and supernatural enhancements. However, | |
| there are usually two levels of enhanced stats. The first is | |
| that users gain special training towards certain stats, which | |
| lets them specialize in a few stats to train those stats to | |
| levels beyond normal supernaturals. The other method is that one | |
| can train in a more general sense and train up all of their | |
| stats for a more even stat boost. There are advantages and | |
| disadvantages to both methods. The specialized stats allow for | |
| much higher stats than other supernaturals depending on the | |
| level of specialization, but the downside is that other stats | |
| will often suffer as a result (IE a speed and agility based | |
| training will often mean strength may not be as well trained and | |
| won't be as enhanced). For those that do the general training, | |
| this offers are more even stat increase, but the stats aren't as | |
| increased as those with specialized training. Those with | |
| specialized training tend to focus more on their strengths, and | |
| often have to leave out their weaker stats and find other ways | |
| around them. However, those with generalized training often are | |
| much more balanced and have a much easier time balancing all of | |
| their stats in combat. The Darkfires will often choose one of | |
| these two methods to train, where they will train depending on | |
| their own preferences. This makes each Darkfire unique in how | |
| they are attuned to combat. Of course, as one might expect, the | |
| Darkfires may still be overcome by those with stronger stats, or | |
| some with experience may also overwhelm the Darkfires physical | |
| abilities (as there are some things to be said for experience | |
| giving someone better ability to counter enemies than just raw | |
| training). Though the Darkfires do also usually have experience | |
| on their side since they do train and combat enemies. Dufort's | |
| abilities have all been enhanced by his combat training, as well | |
| as his natural enhanced abilities thanks to being part Celestian | |
| and part Darkfire vampire. His psychic power has also granted | |
| him some enhanced combat abilities, which has made Dufort a very | |
| dangerous fighter. His stats are mostly spread evenly, where he | |
| balances strength, speed, defense, agility and durability. | |
| However, with his Darkfire training, one does need to beware of | |
| his combat ability to move extremely fast using Darkfire Kenpo, | |
| which can make him move faster than most people can keep up | |
| with. | |
| Transformations: | |
| - Psychic Enhanced Nature Form: Dufort doesn't yet have his | |
| Darkfire release, due to him not being able to face his darker | |
| half. Because Dufort suppresses his anger and hatred along with | |
| most of his emotions, Dufort instead had to come up with another | |
| method of transformation. This ability uses Dufort's copied | |
| psychokinetic energy manipulation, where Dufort concentrates his | |
| psychic power to amplify himself with energy. However, unlike | |
| Gammon Tepes who he copied this from, Dufort doesn't have the | |
| same ability to use all the energies he absorbs. However, Dufort | |
| can utilize his energies he absorbs to go into an enhanced | |
| psychic form by concentrating his psychic energy. This enhances | |
| Dufort's abilities by combining psychic power with his alchemy | |
| to enhance his nature connection and his ability to manipulate | |
| nature using alchemy. When in this form, Dufort gains enhanced | |
| alchemy, where his magic gains a boost in power and ability as | |
| well as Dufort gaining enhanced physical stats. For the most | |
| part, Dufort only needs to go into this by absorbing enough | |
| nature energy, and once he does, he can stay in this form until | |
| he uses all the nature energy he absorbs. This is a very simple | |
| transformation that mostly just boosts Dufort's abilities, and | |
| doesn't grant him any new abilities like a Darkfire Release | |
| likely would due to Dufort not being able to use other energies | |
| that he absorbs other than the magic and nature energy. Unlike | |
| Gammon who is able to use stronger energy amplification of | |
| different energies to boost himself, Dufort cannot boost himself | |
| to the same level. Because of this, this isn't much of a | |
| powerful transformation, due to the fact that Dufort doesn't | |
| have the same amplification as a real transformation. However, | |
| the positive side to not having a lot of energy to transform and | |
| not needing a lot is that Dufort can stay in this form longer, | |
| and if he doesn't use his nature energy he absorbs, then he can | |
| stay in this form for a long period of time. However, once he | |
| has used up the energy he gathered, he will return to normal | |
| just like any other energy absorption transformation. Also, | |
| becuase this doesn't amplify him enough, this may not let him | |
| compete with some stronger transformations since this is more of | |
| just an enhanced state more than a transformation. However, | |
| since Dufort has such as strong base ability, he often doesn't | |
| need full transformations to compete with enemies. | |
| Specific Personal Weaknesses: | |
| - Please man, if you turn evil we can't stop you: While many may | |
| look at his powers and wonder who can beat him in battle with | |
| the abilities he has (particularly his psychic ones), Dufort | |
| does have as his fair share of weaknesses like anyone else. The | |
| biggest one for Dufort is that his biggest enemy isn't others | |
| who fight him, but his greatest enemy is himself. Dufort has a | |
| number of things about him that make him just as much of a | |
| danger to himself as to others. Dufort can be a very unstable | |
| person at times, and if he is pushed, his anger and hatred can | |
| be a big problem for both his enemies and himself. Even though | |
| his mentor Wykoth managed to train him to control his emotions, | |
| Dufort has only barely remained in control. The biggest danger | |
| to Dufort is what happens when he stops suppressing his | |
| emotions, which are the biggest danger to Dufort's being. Dufort | |
| can lose control of his psychic power if his emotions get out of | |
| control, and this something that could be bad for those around | |
| him, but Dufort himself as well. While he has been trained to | |
| control his emotions, if he were to be pushed emotionally, he | |
| could easily become unstable and lose control of his power which | |
| is something that is always a danger. Dufort is usually almost | |
| always on the edge of sanity, even if he doesn't show it. He has | |
| fooled himself into thinking he has evolved beyond the need for | |
| friends and relationships, which has led him to a point where he | |
| doesn't really care about people that much. This has gotten | |
| slightly better in recent years especially since he joined the | |
| Crow Mercenaries, but it is still a problem that Dufort doesn't | |
| really connect to people. For the most part, even the Darkfire | |
| family are just people related to him in his eyes, and he | |
| doesn't share the same views about family as a lot of Darkfires | |
| do, with a few exceptions. It really wouldn't take too much to | |
| push Dufort into losing control if one found the right triggers. | |
| There aren't many things that trigger Dufort into anger anymore, | |
| but if someone did find something to do so, it is likely that it | |
| could make Dufort lose control of his emotions. Dufort's powers | |
| have grown over the years since his training with Wykoth, and | |
| losing control now compared to back before he was picked up by | |
| the Crow Mercenaries would be a lot worse than it was back then. | |
| - You better pray Dufort controls his powers: As mentioned | |
| earlier, Dufort is a surprisingly unstable person underneath his | |
| cold exterior. This is not a good thing, considering that | |
| Dufort's powers require absolute control. If Dufort were to lose | |
| control of his emotions, he could lose control of his psychic | |
| power and release psychic feedback, or even using power he | |
| doesn't want to use. For example, when angered, he may use | |
| alchemy spells much stronger than what he needs unless someone | |
| stops him. He has also been known to release waves of | |
| telekinesis when angered, to the point that he may crush things | |
| around him with telekinesis subconsciously. This is very bad for | |
| anyone around Dufort, enemy or ally, and is usually bad for | |
| Dufort himself. Because his powers require control, lose of | |
| control can cause some of his powers to react if he loses | |
| control, which can be very dangerous. However, Dufort also | |
| suffers psychic backlash in his mind if he doesn't control his | |
| emotions, such as his mind reading could get stronger or his | |
| powers he has may run out of control. This is a big reason why | |
| he never became a time lord, because the additional power and | |
| abilities of a time lord would likely require more control than | |
| he has. For the most part, Dufort's control is the only thing | |
| that keeps his powers in line, and if he loses that control, | |
| there's no telling what could happen other than knowing that | |
| Dufort's psychic powers will react harshly to those around him | |
| and to Dufort himself. Also, while many of his powers require | |
| control, he also has abilities that he cannot turn off, such as | |
| his psychometry and X-ray vision, which he has no control over | |
| at all. Sometimes these powers can also react to Dufort's | |
| emotions if he loses control as well, depending on the | |
| situation. And since these powers cannot be turned off, there is | |
| nothing Dufort can do to hinder these powers when he doesn't | |
| want to use them. The powers he cannot turn off are usually | |
| controlled in some way, such as Dufort keeps his psychometry | |
| power at bay by using thin transparent gloves on his hands so | |
| that he won't accidentally use the power on others. This control | |
| is perhaps one of the most important aspects of Dufort's power. | |
| However, London Kindron is working on control devices to help | |
| Dufort with his psychic power, so that he doesn't need to | |
| control it so completely, since the devices will be designed to | |
| regulate his psychic power. | |
| - Man those psychic powers are useful: For Dufort, he has had | |
| psychic powers that have helped him his whole life. Because of | |
| this, he has had an advantage over others for almost his entire | |
| life. Dufort is someone who has never really had to work that | |
| hard for much of anything, other than when he trained with | |
| Wykoth to learn to control his emotions. Everything is usually | |
| done pretty easily for Dufort, as his psychic powers often leave | |
| him with being able to accomplish most tasks pretty easily. | |
| Thanks to this, Dufort has lost out on some key experiences. For | |
| example, because of his mind reading and presence sensing | |
| abilities, Dufort is almost never surprised by when people come | |
| to see him, and he often knows what people are coming to see him | |
| for unless they have psychic protection on their minds. But even | |
| with psychic protection, Dufort has lost out on the ability to | |
| be surprised by almost anything going on around him, because he | |
| can sense everyone around him. And with powers like his | |
| answer-talker ability, Dufort is usually able to answer almost | |
| any question that comes his way, to the point where he doesn't | |
| even need to use his enhanced intelligence sometimes. Since he | |
| hasn't hard to work that hard, everything just seems to come to | |
| easy to him, which has also led to Dufort often being bored with | |
| life, due to almost never having any real challenges (at least | |
| before the Order of the Dragon came along). Because of his high | |
| IQ and psychic power, Dufort can solve almost any problem in | |
| front of him with some thought or using his psychic power, and | |
| this has led to Dufort not really having much reason to put 100% | |
| into anything. He has so many psychic powers that almost every | |
| situation can be solved by at least one of them, in which Dufort | |
| has even flown up in space before using a psychokinetic energy | |
| barrier and psycokinetic air manipulation to breathe within his | |
| barrier. This has also become a problem in that Dufort doesn't | |
| keep his guard up against enemies unless he knows an attack is | |
| coming, as he has more faith in his psychic abilities than he | |
| probably should since his psychic powers have almost never | |
| failed him. | |
| - He's gonna kill us all someday, isn't he?: When it comes to | |
| psychic power, Dufort has to hold back a lot so that he doesn't | |
| affect those around him. For example, his ability to project his | |
| anger and hatred on others can overwhelm the mind to the point | |
| that Dufort can often cause permanent psychological damage if | |
| the person is exposed to enough of his psychic power, or is | |
| exposed to it for long enough. Dufort has a few psychic | |
| abilities that he has to hold back on constantly, and this goes | |
| back to Dufort needing to absolutely control his powers. This is | |
| another aspect of control that Dufort must exert on his | |
| abilities, where certain abilities have to be controlled. While | |
| most don't see it at first when around Dufort, Dufort's psychic | |
| powers are often at a point where even he has trouble with them | |
| at times, and he is always careful about how to handle making | |
| sure his powers aren't used to affect those around him. This | |
| isn't too bad when Dufort is facing down enemies, since he can | |
| often defeat a lot of enemies with his psychic power, but | |
| especially around allies, he has to be absolutely careful. But | |
| even around enemies, he still has to hold back due to his powers | |
| still requiring control in order to keep from going out of | |
| control. This means that even against opponents, Dufort often | |
| has to hold back in order to avoid losing control of his | |
| emotions even though enemies are the people Dufort would want to | |
| affect with the full capabilities of his psychic power. As such, | |
| Dufort is in a constant state of holding back his psychic power, | |
| and as long as he does, there is a part of his mind that is | |
| always dedicated to that one singular purpose. Because of this, | |
| that part of his mind can almost never be dedicated to anything | |
| else, which does hinder Dufort on some level. This part of his | |
| mind is always used to hold back and keep control of his psychic | |
| power, and this actually holds back some of Dufort's | |
| intelligence as well. While Dufort does have high intelligence | |
| as it is, and has a higher IQ than most can know (due to his IQ | |
| being pretty much immeasurable by most standards), some of his | |
| intelligence is hindered as long as he is focused on the control | |
| and holding back his full psychic capabilities because if he | |
| doesn't, it will likely even do damage to himself if he were to | |
| lose control of his full psychic power. And as mentioned | |
| earlier, London Kindron is working on trying to build a device | |
| that will regulate Dufort's psychic power so that he doesn't | |
| have to focus on control all the time, which would help negate | |
| this weakness as well if Kindron were successful in his efforts | |
| to build his psychic regulation device. | |
| - But everyone needs friends, even you: Dufort has a strange | |
| view of friends and relationships. As mentioned earlier, Dufort | |
| has fooled himself into thinking he has evolved beyond the need | |
| for companionship, whether it's friends or even family. Dufort | |
| doesn't really connect with anyone, and doesn't feel the same | |
| way about family that most Darkfires do. Unlike the other | |
| Darkfires, Dufort doesn't really care much about connections to | |
| his family other than feeling obligated to consider them since | |
| they are related to him. This has led to Dufort not really | |
| feeling attached to anyone, and he has made it a point to say so | |
| to many. This has led him to not being afraid to be a jerk to | |
| people at times, as he often will call people out if he feels | |
| they say something stupid. This lead to Dufort not really being | |
| able to make a lot of friends, and gets to a point where a lot | |
| of people dislike him. Because of this, Dufort doesn't really | |
| build up friendships, and aside from his sense of duty, doesn't | |
| really care whether people around him live or die. His mentor, | |
| Wykoth, was among one of the few people that Dufort truly | |
| connected with, and without his universe's Wykoth, there aren't | |
| a lot of people that Dufort would really feel connected to. This | |
| includes the Crow Mercenaries, as Dufort doesn't really feel | |
| attached to the group. If the group were to all die, Dufort | |
| wouldn't really feel bad (at least as far as he knows). However, | |
| while Dufort does believe he feels this way, the fact is that he | |
| is wrong about it. He has fooled himself into false thoughts, | |
| and doesn't realize that he actually does care about the Crow | |
| Mercenaries to a degree, as he has done his best to help them in | |
| the past. Despite saying he only joined them because they found | |
| him before the Order of the Dragon did, Dufort has gone above | |
| and beyond when it comes to helping them. Dufort has even gone | |
| as far as teasing a few like Amber Shadow-Rowe who he has teased | |
| for her not being the most intelligent person and making stupid | |
| mistakes. So, one can probably guess that Dufort's views are | |
| mostly false, and the right people who come into his life could | |
| help change his views for the better. But until that happens, he | |
| will continue to follow his false beliefs that he has evolved | |
| beyond the need for friends or family unless something changes. | |
| If he were to feel positive emotions and allow himself to grow | |
| close to others, there is a good chance that he would learn | |
| better control by using positive emotions instead of negative | |
| emotions like he does now. | |
| - Why must vampires be weak to stuff?: Unlike normal Celestians | |
| who develop immunities to most materials, contaminants that are | |
| dangerous to vampires are something that Dufort cannot overcome | |
| easily. Being half vampire, he is more vulnerable to certain | |
| materials, and even with his Celestian blood, he cannot develop | |
| good resistances to certain things. The biggest example is | |
| metals that negate regeneration, like varanium and carbonadium. | |
| However, this also applies to things like stilled silver and | |
| uridium, due to his vampire side. While Dufort isn't quite as | |
| vulnerable to certain vampire weaknesses, this is part of his | |
| vampire weaknesses that his Celestian side doesn't really let | |
| him overcome. For the most part, this means that certain | |
| contaminants that are used that are dangerous to vampires can | |
| still be used against Dufort, and he cannot develop resistances | |
| to any of these contaminants. While he can gain slight | |
| resistances, they are only slight resistances and don't really | |
| hinder the use of these materials all that much. And like most | |
| Celestians, in order to gain any resistance, he has to be at | |
| least exposed to the material, and depending on the material, | |
| some materials will require a lot of exposure before Dufort | |
| gains resistance to them, and, as mentioned, some materials he | |
| will never gain true resistance to. When it comes to materials, | |
| there are a number of them that can be used against Dufort. The | |
| first is varanium and carbonadium, which affect Dufort's vampire | |
| regeneration and his Darkfire regeneration if he is affected by | |
| either material (both have the same effect but are different | |
| metals, and it is worth noting that resistance or even immunity | |
| to one doesn't translate to gaining resistance to the other). | |
| And of course, stilled silver is another one that is useful, in | |
| which Dufort's powers can be negated using stilled silver where | |
| if he is hit by stilled silver, he won't be able to use his | |
| supernatural abilities for a short time. And of course, there | |
| are other materials like uridium which negates Dufort's | |
| elemental powers due to uridium being a metal that negates | |
| supernatural elementals. | |
| Celestian Weaknesses: | |
| - Will do once Raven updates the Celestians. | |
| Darkfire Vampire Clan Weaknesses: | |
| - Elemental Counters: The Darkfire's elemental abilities can | |
| still be countered, in which the Darkfire's elemental abilities | |
| are usually weak to counter elements. For example, fire often | |
| would counter ice and earth, or water might counter fire and | |
| lightning, or earth and wind can often counter each other (every | |
| element has its weaknesses). Depending on the knowledge and | |
| abilities, almost any elemental can be countered by another in | |
| some way. For example, most don't know that one can actually | |
| counter fire with electricity, as electricity can be used to | |
| manipulate flames. The Darkfires elemental powers may be | |
| versatile, but there are also many versatile ways to counter | |
| their abilities. If one has enough scientific knowledge, there | |
| are many ways to counter elementals. For example, wind abilities | |
| can not only be used to create other elements like flames and | |
| lightning, but can also be used to put out flames and lightning. | |
| Wind manipulation can create a vacuum, snuffing out flames if | |
| they don't have oxygen to burn and wind manipulation can | |
| manipulate the static in the air to remove the static that | |
| creates electricity. It isn't just with elemental powers that | |
| their powers can be countered though, as others can counter | |
| elements with other abilities as well. For example, energy users | |
| can counter a Darkfire's elemental skills by using energy | |
| defense, such as using a barrier skill may help a user defend | |
| against elemental skills or using certain energies can even | |
| contain elemental abilities. Depending on the abilities used, | |
| elementals can be countered by a great many abilities, and just | |
| requires a little creativity from the user. This means that the | |
| Darkfires elemental powers, while useful, can still be | |
| countered. And just as their positive and negative spirit | |
| energies add power when creating their unique elementals, this | |
| also adds an additional weakness. When using these, the | |
| elementals will be more easily countered by the opposite | |
| attribute (IE dark would be weak to positive energy and holy | |
| would be weak to negative energies). So opponents have a variety | |
| of ways they can counter the Darkfire's elemental abilities. | |
| - Elemental Counters Part 2: There are a few other abilities | |
| that can more easily counter a Darkfire's elemental abilities. | |
| The first is darkness and light. The Darkfires will often stay | |
| away from light and darkness abilities, due to the fact that | |
| they see them as redundant. Because the Darkfires utilize | |
| negative and positive power in their elementals, with the | |
| negative elementals basically being dark and their positive ones | |
| essentially being considered light type, the Darkfires will | |
| often not bother with dark or light elementals when training | |
| their elements, due to what they see as redundancy. This means | |
| that darkness and light are much less used, and more easily able | |
| to counter the Darkfires. Specifically, light can be used pretty | |
| effectively, since things like light beams can pierce many | |
| elemental type attacks. And darkness is another skill that can | |
| be used by advanced users to essentially counter many kinds of | |
| abilities. For example, light might be amplified by ice | |
| abilities, or darkness could absorb heat. This is another aspect | |
| that just requires creativity, but Darkfires that don't have | |
| light or dark often don't care much for darkness or light | |
| manipulation. The next counter is corrupted elements, and other | |
| elements that are created from energy rather than elemental | |
| power. Corrupted elements are just as easily able to counter a | |
| Darkfire's elemental power as any other elemental, where | |
| Darkfires who try to absorb corrupted elementals will take | |
| physical damage to their bodies if they try to absorb a | |
| corrupted element even if it's the same element. The only | |
| exception to this is if a Darkfire can create corrupted elements | |
| of their own, in which case they can absorb their own corrupted | |
| elements (but not others). In terms of other elements, other | |
| energies can replicate elemental effect, such as spirit | |
| lightning, and these cannot be absorbed by a Darkfire without | |
| physical damage as well, due to the fact these are not true | |
| elements. Corrupted and other energy elementals are very useful | |
| as it usually bypasses a Darkfire's elemental immunity to their | |
| elements, and counters their resistances to other elementals as | |
| well. | |
| - They can die: The Darkfires can regenerate much better than | |
| most vampire clans, but they can still be killed just like any | |
| other vampire. The Darkfires still have the same vampire | |
| weaknesses where they can be killed more easily by holy | |
| abilities or by vampire killing weapons. For the Darkfires, they | |
| cannot regenerate their hearts or their brains, which are vitals | |
| that can kill them if they are destroyed. Some Darkfires can | |
| regenerate internal organs, and some cannot, so it is a mixed | |
| response. Another method to kill a Darkfire is to cut off their | |
| head, as unless they have angelic or demonic level regeneration, | |
| it will kill them to do so just like it would most other | |
| vampires. Regeneration may be a strength of the Darkfires, but | |
| those that plan well enough can find ways to counter the | |
| regeneration of the Darkfires. There are a number of things that | |
| can negate regeneration these days, such as varanium or other | |
| regeneration negation skills that some have developed to counter | |
| regeneration. One can use these, and they work just as well | |
| against a Darkfire as they would against any other regeneration | |
| type. The Darkfires often will rely a lot on regeneration, so | |
| some will take hits if they feel like they can survive it and | |
| regenerate. This is something that some clans can use against | |
| the Darkfires, as using a varanium or similar item/weapon could | |
| catch them off guard if they take the hit and take damage they | |
| can't recover from. Another thing is that some Darkfire's | |
| regeneration can sometimes be interrupted by holy power, due to | |
| the effects of holy energy on their vampire natures. In | |
| addition, certain supernatural hunter abilities can specifically | |
| counter their regeneration abilities, such as some that are | |
| specifically set up to counter a vampire (such as a magic | |
| supernatural hunter that had magic arts designed to vampire | |
| natures by purifying their cursed and dark nature). Things like | |
| holy silver, or vampire killer weapons can also negate their | |
| regeneration temporarily depending on the Darkfire (as long as | |
| it's not something like a holy vampire Darkfire like Father Hei | |
| Darkfire). And if an opponent can counter a Darkfire's | |
| regeneration, they can effectively counter one of the Darkfire's | |
| more dangerous abilities. | |
| - Attacking the family is a bad idea for everyone: The Darkfire | |
| family ties can be a dangerous thing to them, even if it is one | |
| of their strengths. If someone crosses their family, their | |
| attention becomes highly focused on the person who wrongs them, | |
| to the point where they can get tunnel vision when they go for | |
| retaliation. The best example of this is the Interdimensional | |
| Sabbat, which resulted of a Darkfire retaliation that led to the | |
| Darkfires putting aside their normal views on not killing | |
| innocents and going after Edgardo Del Salvador until they had | |
| pretty much completely taken over their world, and they had | |
| killed a ton of people that had nothing to do with their | |
| vendetta against Edgardo. This can be a dangerous thing, and the | |
| Darkfires can take retaliation too far. Because of this, the | |
| Darkfires views on family is a dangerous thing to them. However, | |
| it is also something that can be used against them. Because the | |
| Darkfires will always protect their family, some have used this | |
| fact to their advantage by capturing members of the family to | |
| lure the Darkfires into traps, where they use the attack on the | |
| family to try and take advantage of the Darkfire's retaliatory | |
| nature. And if the Darkfires get so bent on retaliation that | |
| their judgement is impaired (which can happen), then the | |
| Darkfires could be lured into traps that can get them killed. | |
| The Darkfires are very skilled in terms of combat and they are | |
| quite unified, but this unification also can be effectively a | |
| weakness to them if it is used correctly. The Darkfires will go | |
| to any means to protect their family, and this may even mean | |
| putting aside some of their more passive views. While the | |
| Darkfires are a little less prone to retaliation thanks to their | |
| friendship with the Hazeldines who often help them in times of | |
| distress, the Darkfires can still suffer impaired judgement if | |
| the family is in danger. There is no worse thing to impair the | |
| Darkfire's more passive nature than retaliating in revenge. Any | |
| warrior can be hindered by the need for revenge, and the | |
| Darkfires are no different. The Darkfires need for revenge can | |
| hinder their combat, and even make them outright sloppy in | |
| combat if they are not focused and calm. | |
| - People hate their middle of the road views: Because of their | |
| middle of the road views, the Darkfires have become mostly | |
| out-casted from the rest of the vampire clans since they refuse | |
| to side with one group over another. The Darkfires and | |
| Hazeldines both went to Japan to avoid the other clans, and for | |
| a while even hated each other before they eventually made peace | |
| and became allies. The Darkfires are often not looked well upon | |
| by other clans, with the best example being when Hei Darkfire | |
| took over the Sabbat in London. Rather than accepting a strong | |
| leader who had proven himself over and over again, the group was | |
| splintered and half of the group created the Sabbat | |
| Traditionalists because they hated Hei Darkfire's views. It's | |
| not always about them being Darkfires, and groups hating the | |
| Darkfires (But there are plenty of groups that hate the | |
| Darkfires specifically, some of which include groups splintered | |
| off from their own family), but it's usually about how they see | |
| the world. Many see their more peaceful approaches to problems | |
| as a sign of weakness, as many often think that the Darkfires | |
| should fight rather than try to solve things peacefully. This | |
| has led to a misconception that the Darkfires are weak, though | |
| many are starting to see that it is not the case, mostly thanks | |
| to London's groups seeing how dangerous the Darkfires can truly | |
| be. The Hazeldines share in this view, and have also become | |
| outcasts from the rest of the clans as well, which makes the | |
| Darkfires and Hazeldines stronger allies. However, because of | |
| their views and their more peaceful ways of trying to solve | |
| issues, it will always lead to some seeing them as weak, or | |
| never truly agreeing with their ideas of how the world should be | |
| run. The best allies for the Darkfires is typically other | |
| outcasts, but even many outcast groups also dislike the | |
| Darkfires as well. It's not always for the same reasons, but | |
| most groups that know the Darkfires usually find some reason to | |
| dislike them, as well as disliking the Hazeldine clan (in which | |
| some dislike the Darkfires because of their alliance with the | |
| Hazeldine clan and some even hating the Hazeldines for their | |
| alliance with the Darkfires). | |
| - The clan's biggest secret: Because Darkfires are true | |
| day-walker vampires, most nighttime based vampires will hunt | |
| them down in order to take their blood and gain their abilities | |
| if they find out about the Darkfire's true day-walker abilities. | |
| Darkfires are one of the few true day-walker vampires who are | |
| able to be out in the day and not take damage. The Darkfires are | |
| often hunted by those that find out about 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 day-walker 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 day-walkers, and vampires will seek to take | |
| their blood in order to steal their day-walker 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) | |
| and the Hazeldines stopped being enemies. 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. | |
| - Supernatural Hunters hunt vampires: 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 and supernaturals in general, 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. While the Darkfires often avoid | |
| supernatural hunters, it is still a problem that any vampire | |
| clan has to face, and the Darkfires are no different. | |
| - Hazeldine Rivals: 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. Many 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. | |
| - Water (Yes, seriously): 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 and any other | |
| elements in the water). 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. While holy water is | |
| a fairly obvious weakness against a vampire, purified water is | |
| one that also works against many vampires that people don't | |
| actually know about (in which purified water is able to counter | |
| a vampire's cursed and dark nature due to its purity). 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 feels | |
| unnatural to them). 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. The Darkfires are not immune to being bound | |
| and tied to something, and if it is used properly, groups could | |
| capture the Darkfires and use them to their advantage. However, | |
| the Darkfires would not willingly be bound to any other group, | |
| so one would have to account for that if they wanted to bind the | |
| Darkfires. One would have better luck into talking a Darkfire to | |
| willingly join them, which individual Darkfires may consider if | |
| the group can prove to be a valuable enough ally. | |
| - Vampires need blood of the living: 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 nutrients or synthetic blood, with | |
| the main one being that of London universe's own Kindron | |
| Darkfire. 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 and would 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). | |
| - Hypoglycemia, anyone?: When it comes to hunger, there is | |
| another thing to note about the Darkfires as a weakness. Many | |
| that know the Darkfires know that they don't just live on blood, | |
| but they eat human food as well. Their diet is a bit unique, in | |
| which the Darkfires, as vampires, survive on blood and human | |
| food. This is because the Darkfires burn off calories much | |
| faster than their bodies can handle due to their constant | |
| battle-like nature. Since the Darkfires do a lot of training and | |
| fighting, they tend to burn a lot more calories than most | |
| others. On top of this, the Darkfires have a very fast | |
| metabolism, due to their bodies being in peak condition. Due to | |
| this, the Darkfires have very fast metabolisms that can actually | |
| burn off food even faster. Due to this, the Darkfires tend to | |
| have a hypoglycemic nature to them, where they have to eat far | |
| more in calories to keep their strength up. This is something of | |
| a major disadvantage to them, as their metabolisms can be a huge | |
| detriment. This means that Darkfires that don't eat regularly | |
| could have hypoglycemic reactions, to the point where they could | |
| pass out from hunger if they skip even one meal. This is | |
| something of a curse to Darkfires more than a blessing, because | |
| they have to eat far more than normal people, and they | |
| metabolize things much faster. In terms of food, this is easy | |
| enough to get around, where a Darkfire just has to eat regularly | |
| to keep their strength up, but this also affects Darkfires when | |
| they drink, as alcohol has highly reduced effects on them due to | |
| the fact that they metabolize alcohol much faster and the | |
| alcohol doesn't really affect them as easily. Most Darkfires | |
| have to eat a lot in order to survive, and they not only have to | |
| eat regularly, but they also tend to eat far more than others. | |
| As vampires, the Darkfires could survive by drinking more blood, | |
| but they have instead adapted over the years to surviving on | |
| both blood and human food as a means to keep their metabolism in | |
| check. Those that don't eat will suffer hypoglycemic reactions, | |
| and could even pass out from hunger in as little as 12 hours | |
| without food. Because of this, this can be a major weakness to | |
| Darkfires, as when they get hungry, their ability to fight gets | |
| weak, and their abilities start to get sloppy when they get | |
| hungry enough due to them usually not being able to concentrate | |
| when hungry. | |
| - Vampires are creatures of the night: The Darkfires are almost | |
| all unholy creatures steeped in a dark nature, and take far more | |
| damage from holy effects and holy abilities (unless they are a | |
| specific type immune 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). | |
| - Power requires control: 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. | |
| - Honor codes are a b*tch sometimes: There are weaknesses in the | |
| Darkfire's unique codes depending on the Darkfires. Both groups | |
| of Darkfires, the swordsmen and the assassins, have specific | |
| honor codes that some may see as a strength, but have some | |
| dangerous aspects that can be dangerous to the Darkfires. The | |
| first is that the swordsmen Darkfire are bound by specific honor | |
| codes, usually in the form of Bushido style codes. This usually | |
| includes a "do not kill unless it is a last resort" rule. In | |
| terms of the assassin Darkfires, the Darkfires who are assassins | |
| do not kill unless it is someone they feel deserves death. | |
| Because killing is a downward spiral in most cases, the | |
| Darkfires are always at risk of losing control of themselves and | |
| becoming just mindless killers. Because of this, both groups of | |
| Darkfires tend to live dark lives, and are never far from the | |
| edge no matter how calm and collected they may be on the | |
| outside. While the swordsmen stay further from that edge than | |
| the assassins, the swordsmen get closer to that edge since they | |
| refuse to kill unless it's necessary so they get closer to that | |
| edge faster than the assassins who live with the deaths they | |
| cause. The assassin Darkfires don't get as close to the edge | |
| with each kill, but they are always much closer to the edge than | |
| the swordsmen due to the fact that they aren't afraid to kill. | |
| Because of this, the Darkfires walk a fine line, and this line | |
| can be a very dangerous thing no matter which type of Darkfire | |
| is present. It takes a lot of mental training and meditation for | |
| a Darkfire to not be consumed by dark thoughts, and they must | |
| always be wary of the fact they could be consumed by dark | |
| thoughts. When looking at the multiverse as a whole, one will | |
| find that there are more evil Darkfires in it than good ones, | |
| and the dark natures that the Darkfires walk is a very dangerous | |
| thing that can easily backfire on them if they let their guard | |
| down. As mentioned, there are things that can easily push them | |
| over that line, and the Darkfires know it. The Darkfires must | |
| always train their minds first, and learn to control themselves | |
| as effectively as possible to avoid succumbing to their darker | |
| thoughts. | |
| - Can you kill something not alive?: Each set of familiars has | |
| unique weaknesses. While familiars can often be re-summoned, | |
| they can be destroyed depending on the familiar depending on | |
| what power is used to beat them (such as some can be destroyed | |
| with spirit destruction). Another major thing is that each | |
| Darkfire has to have connections to the familiars in order to | |
| control them, and the connection can be broken depending on the | |
| Darkfire. Most Darkfires may need some focus to control | |
| familiars, and the destruction of some familiars may cause some | |
| backlash on the user (as in complete destruction, not just | |
| de-summoning when defeated). For the demon/holy armor familiars, | |
| they may often seem tough, but the soul mark made on the armor | |
| being destroyed will forcibly de-summon the familiars since they | |
| cannot operate without that soul mark connected the soul to the | |
| armor. And of course, the demon and holy armors can be countered | |
| by their respective counters (IE demon powers can counter holy | |
| powers and vice versa). The Darkfires require enslaved souls in | |
| order to use the familiar arts they have, and the Darkfires have | |
| to keep this in mind. The souls can also have additional | |
| weaknesses depending on the soul put in to the demon or holy | |
| armor, such as a dragon soul put into an armor familiar will | |
| likely be weaker to dragon hunter abilities as a result. The | |
| powers of the familiars are still able to be countered depending | |
| on the familiar, where each familiar will often have its own | |
| abilities (aside from the Paladins and Pursuers which are | |
| universal between Darkfires). If the Darkfire's familiar is | |
| defeated in battle and destroyed by a method that doesn't | |
| completely destroy the familiar, even then the Darkfire won't be | |
| able to summon the familiar again for a while, unless it is a | |
| familiar they can summon multiple times at once (such as Hei | |
| Darkfire's ultimate genjutsu lets him summon multiple familiars | |
| of the same type at the same time). As mentioned, spirit | |
| destruction is usually a great method of permanently killing | |
| these familiars, as it destroys the spirit of the familiar | |
| rather than simply forcing them to de-summon. | |
| - Even Spirits can be killed (Elemental Spirit Users Only): | |
| While this skillset seems great for strengthening the world's | |
| spirits, this skillset is still somewhat incomplete because the | |
| Darkfires stopped working on it after the Darkfires made peace | |
| with the Hazeldines. When used, this skillset is still weak to | |
| counters to spirit power, with things like spirit destruction | |
| still working very well against these elemental spirits. Users | |
| of this will find that elemental spirits can still be countered | |
| like any other spirit, whether its spiritual power, spirit | |
| destruction powers, or other weapons or powers that counter | |
| spirits. Some users have even had some success limiting spirit | |
| powers by trying to use spirit enslavement on them (which may | |
| not work on a Darkfire's spirit, but it will force them to stop | |
| in their tracks as the Darkfire and the spirit have to work | |
| together to overcome it). However, this skillset did come with | |
| another unexpected danger, which was increased attention from | |
| the spirit plane. Specifically, this skillset tends to open up | |
| the Darkfire to the spirit plane, and may open up the Darkfire | |
| to notice by dark spirits. In the simple words of Qrow Darkfire: | |
| "When you see them, they see you." This means that those with | |
| this skillset are more likely to be attacked by dark spirits, | |
| and a user of this will need to learn how to counter dark | |
| spirits. So while this may be a good power for using spirits and | |
| building spiritual power, it does come with extra dangers as | |
| well. And while having elemental spirits may seem great, there | |
| does come a point where the spirit does reach a max limit on how | |
| strong it can get, where it cannot get any stronger. At that | |
| point, the Darkfire has to release that spirit back into the | |
| world and get a new spirit (Though some may stay with the fully | |
| grown spirit since many Darkfires get attached to spirits they | |
| host since the spirit and Darkfire tend to become close over | |
| time). Growth for spirits may start out quick, but eventually | |
| the growth of a spirit levels off, and the older and more | |
| experienced spirits may not be able to grow as much as the | |
| younger and more inexperienced spirits out there. And of course, | |
| it is absolutely forbidden to use this skill to host dark | |
| spirits outright by the Darkfires for obvious reasons, even | |
| among the most extreme Darkfires. | |
| - What even is Aura? (Aura Users Only): While aura is a very | |
| simple way for others to gain the power to protect themselves | |
| from dangerous threats, it is also simple for opponents to learn | |
| and counter. Aura is a very simple power, and designed more for | |
| functionality than to be a flashy skillset. While the Branwens | |
| and the Darkfires are able to use aura skills to great effect, | |
| aura is pretty easy to counter in that it's not complicated to | |
| figure out. The best way to beat aura is to simply overpower it, | |
| where almost all the aura abilities can be overpowered by | |
| stronger energies and attacks. It is even possible for a | |
| physically stronger opponent to overpower aura defense if they | |
| are stronger than the aura energy that protects the person. | |
| Compared to other energy users, aura is much simpler, and | |
| designed on purpose to be a power anyone can learn. It is also | |
| possible that other forms of energy can more easily be used to | |
| overcome aura manipulation, such as a spirit user might use a | |
| blast of spirit energy to try and break the aura user's aura | |
| defense. For aura users, their aura defense is perhaps the most | |
| important aura power they have, as it protects them as long as | |
| they have aura to power their aura defense. However, once | |
| overpowered, or worn down, any aura user can become vulnerable | |
| once their aura has gone down. The Branwens have ways to help | |
| make aura use a little more useful and help users last longer in | |
| battle, such as using elemental dust or using certain animal | |
| transformations. But the simple fact is that aura is one of the | |
| more easy to counter abilities. While it is more useful when | |
| combined with other abilities such as a Darkfire could utilize | |
| aura defense and elemental defense to increase their defense, | |
| aura is only useful until it is broken by an opponent, and then | |
| a user has to find another strategy for winning a fight. And of | |
| course, like any aura user or any energy user in general, things | |
| like aura breaker weapons and powers can instantly break through | |
| this power and negate aura defense. | |
| Basic Magic User Weaknesses: | |
| - Unbalanced power is no bueno: Most magics require balance of | |
| some type when it comes to the energy one uses. Whether it's a | |
| positive/negative energy balance, just maintaining a certain | |
| level of energy, or something else, there is usually some form | |
| of balance that one must maintain. This is necessary because | |
| magic often relies on certain physical and mental states to use, | |
| so magic not having those states could make the energy unstable | |
| or even dangerous to the user. For example, spirit magic that is | |
| not used by a spirit magic user that has balanced their spirit | |
| could cause their spirit magic to become unstable, or the use of | |
| positive or negative spirit may cause different effects | |
| (positive spirit magic using negative spirit energy could cause | |
| dangerous effects if used). However it is not just necessary for | |
| magic, as not balancing one's energy properly could cause | |
| negative effects in the body if the user isn't balancing their | |
| power properly. For example, a chi user that doesn't balance | |
| their chi could be more vulnerable to dark chi corruption, or a | |
| spirit user that doesn't balance their spirit energy may cause | |
| their spirit energy to not flow properly. However, magic can | |
| also go out of control if one uses the wrong energy when using | |
| magic. For example, trying to power dark magic on holy energy | |
| may cause the magic to not work, or may cause an outright | |
| explosive reaction. Those that try to experiment with magic | |
| must take care that they don't accidentally cause their spells | |
| to rebound, which tends to be a major problem in magic if magic | |
| isn't done properly. Those that try to use magic and don't use | |
| the energy properly will usually see something go wrong when | |
| they cast the spell, whether the spell doesn't work, it | |
| rebounds, or even explodes in one's face. This is typically more | |
| dangerous to the user than to those around the user, and most of | |
| the negative effects usually only happen to the user (except for | |
| magic rebounds or magic explosions of spells, which can hurt | |
| those around the magic user). With that said, balance is not an | |
| optional skill to learn, and each energy has it's own balance. | |
| Dufort uses mana and spirit purification for his magic, which | |
| mostly just requires mana management. | |
| - The energy used to power magic has weaknesses: Each energy has | |
| its own specific weaknesses, no matter what energy one uses to | |
| power their magic. There are a great many ways to power magic in | |
| one's magic, and each energy does have it's own weaknesses. With | |
| mana, mana may be the most adaptable energy one can use, but it | |
| can still be countered. Mana is also subject to mana negation, | |
| which is usually done by using a certain frequency those that | |
| use mana have come to call the "soul shout". Not many know how | |
| to utilize this particular skill, but it is something that can | |
| negate normal magic. For things like chi and ki magic, chi and | |
| ki are usually countered by other energies, and usually | |
| countered depending on whether positive or negative power is | |
| used. Chi usually uses positive or negative (as one either uses | |
| normal chi arts which uses positive chi or dark chi arts which | |
| uses dark chi, but ki can use neutral power depending on the | |
| balance of ki one has. Dark magic operates on dark mana, which | |
| only comes when one can either negate their normal mana or have | |
| used all their normal mana. In order to use normal dark magic, | |
| one has to use dark mana, or some dark magics may run on dark | |
| energy (which is countered by light). When it comes to spirit | |
| energy, spirit energy is usually countered by those that use | |
| other spirit abilities, or by evil or demonic spirits. For chaos | |
| magic, chaos energy tends to be chaotic and depending on the | |
| type of chaos energy, can be dangerous to the user just as it is | |
| to the enemy. Depending on the energy used, some can actually | |
| interrupt magic if they can interrupt the energy that one uses | |
| for magic. As mentioned mana negation can negate mana use which | |
| also negates magic that uses mana. Another way to interrupt | |
| energy in one's body is typically to attack the body's chakra | |
| points, as most energy in the body usually flows through the | |
| chakra points. By hitting those point and interrupting the flow | |
| of energy, one can prevent one from using that energy at all | |
| (usually temporarily) since magic must usually utilize some form | |
| of energy to be cast. All energy has counters of some kind, and | |
| as long as one knows that, they can use that knowledge to some | |
| effect. Dufort uses mana, so mana weaknesses can counter his | |
| mana he needs to cast magic. | |
| - Can't cast a spell if you can't cast: Another method to stop a | |
| magic user's spells is to interrupt their magic casting. If an | |
| opponent interrupts their activation of spells, this can be a | |
| very dangerous thing, as spells can either be canceled or may | |
| not be used properly (which usually causes the spell to rebound | |
| or explode the moment its cast). Depending on the activation | |
| type that one uses, one can find ways to cancel out one's magic | |
| use. When it comes to verbal spell-casting, the obvious answer | |
| is to stop one from speaking, such as interrupting one's voice. | |
| One can do something fancy like using silencing one by negating | |
| sound, or one can also do it with a simple punch to the throat. | |
| Physical activations can be interrupted simply by interrupting | |
| their movement, in which many users can simply be canceled from | |
| their physical activations if the opponent just attacks them. | |
| With physical activations, one can also use powers like gravity | |
| manipulation or something similar to restrict movement. When it | |
| comes to spell-circles or glyph activation, one can cancel out | |
| these spells by simply breaking the glyphs or spell-circles that | |
| are used for the activation. Once destroyed, the spell will not | |
| be activated (with this not really having spell rebounds, but | |
| destroyed spell-circles almost always just don't activate the | |
| spell). Another thing to note is the charging time required for | |
| some spells on activation. Those that use charging time to | |
| charge spells can be interrupted if an opponent attacks them | |
| while they're casting the spell, as they will have to stop | |
| casting in order to avoid an attack (or will lose the cast upon | |
| taking damage). Charging spells can be done more easily with | |
| certain items or weapons reducing charging time, but charging | |
| spells still requires at least some time to charge. There are a | |
| number of ways to activate magic, and each way of activating has | |
| some form of weakness. Even ones that don't seem weak to | |
| anything such as instant activation have drawbacks (with instant | |
| activation spells taking more energy to use in order to bypass | |
| other methods of activation). These activation types are | |
| necessary to cast magic, so interrupting them is usually a good | |
| way to interrupt spell casting before the user casts the spell. | |
| Dufort mostly uses instant activation, but uses verbal | |
| incantations for his unique lightning spells, so his spells | |
| still have the same weaknesses. | |
| - Magic requires d*mn good control: Magic requires control, and | |
| requires that one does it properly. A user must control their | |
| magic due to magic's energy often being chaotic in nature. The | |
| best thing that happens if magic is not done properly or isn't | |
| properly controlled is that the spell won't activate and the | |
| magic user will have wasted their power on a spell that didn't | |
| work. However, as mentioned a few times, magic can rebound or | |
| explode in one's face, and this most often happens as a result | |
| of magic either not being controlled, or not being done | |
| properly. Magic rebounding is what happens when a magic spell | |
| turns back on the user after it is cast, and is a major risk of | |
| magic. Most magics will only rebound if the magic isn't properly | |
| controlled, or the spells are done wrong, and is usually one of | |
| the two worst ways magic can go wrong. Magic rebounding does | |
| magic damage to the user, even if they have resistance or | |
| immunity, as magic rebounding typically uses chaotic magic | |
| energy to do damage. Any magician can have a spell rebound, but | |
| it is more common in some magics than others. For example, chaos | |
| magic often has random effects, and this could include a rebound | |
| effect on the user if the user gets really unlucky with the | |
| chaotic effects. The other worst way a magic can go wrong when | |
| not controlled or done properly is when magic explodes. If | |
| proper control is not done or not controlled, magic becomes | |
| unstable if the spell is cast. If the spell doesn't rebound, | |
| then the spell becoming unstable builds up pressure in the spell | |
| until the spell literally explodes. This causes the spell to | |
| explode in one's face (sometimes literally), and is a danger to | |
| magic users. If a spell is going out of control because it's not | |
| controlled properly or it isn't done properly, then the best | |
| thing one can do is cancel the spell and try again (which will | |
| waste the spell, but it's better than risking a rebound or | |
| explosion). This is why those that try to learn magic's secrets | |
| without knowing magic often have trouble, as most that don't use | |
| magic often don't understand what it takes to properly control | |
| magic (which is partially why races like Celestians cannot | |
| figure out magic). | |
| - You know how destructive magic can be?: Magic in general has | |
| some very destructive potential, especially with some of the | |
| stronger spells. Users must be careful of this, and use their | |
| skills accordingly. A big danger with some spells is that | |
| oneself or allies may get caught in the destructive effects of | |
| the magic skill, as some of the skills have a large hit area. | |
| Those that use this may or may not be immune to their own magic, | |
| and whether or not one is, one can still do damage to oneself or | |
| allies. If they are not immune, they can get caught in their own | |
| attacks and take damage if they are too close to a spell that is | |
| cast (like getting caught in a fireball explosion if they launch | |
| it too close). But even if one or an ally is immune to the magic | |
| used (IE fire immunity if a fire spell is used), the kinetic | |
| impact of the magic attacks is something that can still cause | |
| damage, such as knocking an opponent back with immense force, as | |
| there is a lot of explosive potential with a lot of the magic | |
| skills used in this. Users that use magic must be careful about | |
| how they use it in battle, where users must be careful about how | |
| they apply their magic. So users must always be careful when | |
| using magic, and usually must train with magic before they | |
| attempt to use it in combat. Using magic incorrectly may not | |
| only hurt others, but could also end up hurting the user | |
| depending on the magic. This is something that applies to almost | |
| any kind of magic, especially if one gets to advanced magic | |
| skills that are more destructive or more powerful than basic | |
| spells. As a magic user grows, control and proper use become | |
| more and more necessary no matter the magic user. This is not | |
| something a magic user can easily get around, and the only magic | |
| users that don't worry about this are those that use magic | |
| without care of the consequences. In terms of magic use, control | |
| is something that has to be trained and learned through | |
| experience, and as a magic user gets stronger, they have to | |
| learn control more than anything else before they can advance to | |
| higher level magic. Those without control will often destroy | |
| themselves at some point with their own magic. | |
| - Pay the toll, a*shole: All magic has a cost to it. While many | |
| often hear stories of magic that requires one's blood, or | |
| sacrificing body parts, this is actually more rare than people | |
| think. There are a lot of magics out there that don't require | |
| that kind of sacrifice. For the most part, many magics often | |
| work by either using energy of some kind (with many magics often | |
| running on a specific kind of magic), or some may require spell | |
| circles, glyphs, or runes. The most common method is that many | |
| magics use some sort of energy as their power source, depending | |
| on the magic. Some known examples may include normal magic and | |
| holy magic using normal mana (holy magic may also use holy | |
| energy to power it), dark magic being powered by dark mana, chi | |
| magic being powered by chi, and rarer magics like spirit magic | |
| (powered by spirit energy), chaos magic (usually powered by | |
| chaos energy), or even void magic (usually used by those from | |
| Malice's domain, or people who can draw on the void's energy | |
| which is very dangerous). Typically, a certain amount of power | |
| will be used for each casting, and that power must be used in | |
| order to utilize the magic. However, there are plenty of other | |
| methods, such as magic items that may use glyphs or runes | |
| attached to them (usually either carved in or written into the | |
| objects), where they may activate magic energy using the magic | |
| object. There are also some magics that may require | |
| incantations, where users must speak a phrase to activate it in | |
| addition to the normal magic cost, or some may have to use | |
| physical activates by using certain motions. Some may also | |
| require certain spell circles to activate as well. Casting magic | |
| is typically different depending on the user, where some magics | |
| may allow multiple ways it is used, and some may force users to | |
| use activate a certain way. However, if one tries to circumvent | |
| the cost, the cost will catch up with them, as people who have | |
| tried to not give the cost of magic have had magic rebound on | |
| them, which can be a very dangerous and deadly situation. It is | |
| usually best to acknowledge the cost and pay that cost, or not | |
| use the magic if one doesn't want or can't pay the cost of the | |
| magic. Dufort's magic uses mana, and doesn't have much cost to | |
| it other than the mana used for spells, and the fact he has to | |
| know what he's doing when it comes to alchemy. And if he were to | |
| use something like living alchemic transmutation, that would | |
| likely result in some heavy cost to himself. | |
| - Resistances, immunities, and whatever the hell anti-magic is: | |
| Magic users usually have some general weaknesses no matter what | |
| magic they use. The first is magic resistance, where opponents | |
| may have magic resistances. This is most common among other | |
| magic users, as magic users can often develop a general | |
| resistance/defense to magic as a result of their own magic | |
| training where their body's magic acts as a way to dampen magic | |
| attacks from enemies passively. However, while magic resistance | |
| does reduce damage, the specific amount depends on the magic | |
| resistance and the type of magics they are resistant to. | |
| Typically, magic resistance happens as a result of specific | |
| types of magic (IE most magic resistances are specific to magics | |
| based in mana, but may not have the same resistance to other | |
| magics powered by other energies). Magic immunity is an even | |
| bigger problem, as the opponents with magic immunity (usually as | |
| a result of some sort of birth power, or through some unique | |
| trait) will take almost no damage from magic. The only real | |
| damage a magic user can do to a magic immunity user is to hurt | |
| them with the physical force of magic, such as explosive magic | |
| being able to use the explosion to knock back an opponent. And | |
| of course, the magic immunity does also depend on the type of | |
| magic (as magic immunity may or may not apply to all magic | |
| types, and usually depends on the user specifically). The next | |
| problem one might face is magic negation. For those with magic | |
| negation, they may be able to negate certain types of magic or | |
| all magic (this depends on the type of magic negation used). For | |
| example, mana negation can not only negate mana users, but mana | |
| negation can stop any magic that runs on mana since mana cannot | |
| be used. This is a problem for magic users, and pretty much | |
| negates any magic they might be able to activate if it works | |
| against them (some magic negations may only work against | |
| specific magics, so it should be stated if a player has magic | |
| immunity to all magics or some magics). The last thing to note | |
| is Anti-magic, which is a power that not only counters magic, | |
| but can do severe damage to magic users as anti-magic is a power | |
| that specifically is dangerous to magic users. However, | |
| anti-magic is a rare trait for someone to have, and usually | |
| requires specific birth traits to utilize. But that doesn't mean | |
| that anti-magic is not dangerous if a magic user does come | |
| across it. | |
| - DODGE!: One can actually block or dodge almost any magic spell | |
| (assuming it's not a specific spell that affects an entire area) | |
| just like other abilities, where every spell can be dodged in | |
| some manner if an opponent has enough reaction time, or some | |
| spells can be blocked using strong enough defenses. Depending on | |
| the spell type, some may use outright attack magic, or some may | |
| utilize specific other abilities that may not be as obvious. | |
| Every spell type has its strengths and weaknesses. Things like | |
| attack magic and elemental magic are usually fairly obvious in | |
| that they usually fire projectile attacks that can be dodged or | |
| blocked. Defense magic is usually defensive in nature and | |
| doesn't have methods to attack (in which defense magic is more | |
| about blocking attacks and not about attacking directly) which | |
| means that opponents usually won't be hurt by defense magic | |
| unless the defense magic has a special ability (such as a | |
| lightning shield may electrocute opponents who touch it | |
| depending on the lightning shield spell). Things like necromancy | |
| and animancy that animate things that shouldn't move can usually | |
| be destroyed somehow, such as necromancy spells that create | |
| undead can be destroyed more easily with holy power or positive | |
| energy abilities. There are also a lot of spell types that | |
| cannot be used in battle, such as divination magic or recovery | |
| magic (which usually is not used to fight directly). Every type | |
| of magic spell has its own strengths and weaknesses, and these | |
| should be taken into account by enemies when they are fighting | |
| magic users. Many that are used in battle can usually be dodged | |
| or blocked depending on the spell, and those few that cannot be | |
| blocked can still be dodged somehow. | |
| Alchemist Magic Weaknesses: | |
| - Ouch. Silver hurts: Most werecreatures have two major | |
| weaknesses. The first is silver, in which silver can interrupt | |
| their regenerative abilities. If one is to take down a | |
| werecreature, it is important to have silver on hand as taking | |
| down a werecreature without it is very difficult. However, | |
| depending on the werecreature, some werecreatures might not be | |
| vulnerable to silver, as some might be vulnerable to other | |
| things like mercury or gold or other materials depending on the | |
| werecreature. However the second option proves dependable | |
| against almost any werecreature, no matter what their first | |
| weakness is. The second option is cutting off the head of the | |
| werecreature, in which they do die if their head is taken off. | |
| Werecreatures cannot regenerate limbs or their bodies, so | |
| cutting off pieces of their body means that part of the body | |
| won't grow back. While they can reattach limbs, they cannot | |
| regrow limbs from nothing, and if their head is removed, they | |
| cannot survive without the body, just like any other creature. | |
| As one hunter put it: "Cut off the head, and the animal is | |
| dead." While silver may not always work on a werecreature, | |
| cutting their heads off always will, and cutting off limbs can | |
| seriously hinder a werecreature. Werecreatures, unlike most | |
| vampires, cannot regrow certain body parts (basically, they | |
| cannot regrow anything a human cannot regrow), but they can | |
| regenerate more easily from wounds that they can regenerate, | |
| such as slashes and stabs will usually not kill a werecreature | |
| even if in the heart, unless the werecreature's regenerate is | |
| interrupted by something like silver (or other metal weaknesses | |
| that must be stated). While Dufort isn't a vampire, holy silver | |
| is still effective against him as a vampire, even if he has some | |
| resistance to it. It can still hinder him and kill him if used | |
| properly. | |
| - Pride cometh before the fall: 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). Dufort is pretty prideful, but | |
| he often doesn't show it. He's more of a quiet pride than a | |
| bragging prideful person, due to him not feeling like he has to | |
| prove himself to anyone. | |
| - Hold on, there's ninja what now?!: 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. Dufort has never | |
| encountered the vampire ninjas directly, but it is likely that | |
| they do know enough about him since they gather information on | |
| known alchemists, even though Dufort is from a different world | |
| and doesn't interact with the alchemists. | |
| - Do you know how to counter magic?: 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. See Dufort's basic magic user weaknesses for | |
| more information. | |
| - Alchemists are strict about those taboos, huh?: 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. Dufort is usually | |
| willing to follow the rules of the alchemists, mostly for London | |
| Kindron's sake, because he doesn't want to make enemies out of | |
| them if he can help it. That and most of the taboos are stuff | |
| Dufort isn't really interested in getting involved with, such as | |
| he would never have any dealings with Xeles, and he knows the | |
| dangers of things like trying to create life. | |
| - You wouldn't think alchemy is mostly close range, but guess | |
| what?: 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. Many of | |
| Dufort's lightning spells can be used at long range, but his | |
| normal alchemy is still close range. | |
| - The alchemists are still strict as holy h*ll: 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 | |
| his own daughter 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). | |
| - Oh, come on! You guys are even more strict?! (Parlament Forces | |
| only): 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. While | |
| Dufort is not a member of the Parliament forces, there are | |
| forces trying to recruit him much like London Kindron. Like | |
| London Kindron, the Bright and the Metal are both trying to | |
| recruit Dufort, even though Dufort is trying his best to ignore | |
| both forces. | |
| Personality: For the most part, no one ever sees beyond Dufort's | |
| blank expression. Dufort lives his life in constant suppression | |
| of his emotions, to the point where he doesn't really even think | |
| he feels them anymore. Due to the strain his psychic power can | |
| put on him, and the required control he has to have over himself | |
| to use his psychic powers, Dufort almost never shows emotions. | |
| It is very difficult for Dufort to show any emotions, especially | |
| when emotions can cause his powers to go out of control. In | |
| addition to that, Dufort often insults people, due to the fact | |
| that he doesn't seem to care much about friends or what people | |
| think of him. The most common thing is that Dufort isn't afraid | |
| to insult people's intelligence, in which he will insult people | |
| he thinks say something with an obvious answer or don't know an | |
| answer to a question he sees as too simple. Anyone who spends | |
| time around Dufort that isn't genius level intellect will at | |
| some point probably hear him say to them: "You're not very | |
| smart, are you?" Dufort has gotten to a point where he falsely | |
| believes that he doesn't need family or friends, as he has | |
| convinced himself that he has evolved beyond the need for | |
| companionship. Dufort's intelligence is extremely high, and he | |
| is a very smart person overall. He is smart enough in fact that | |
| IQ tests cannot measure his IQ accurately, meaning that he has | |
| an IQ over 200, which makes him a genius. Dufort is usually calm | |
| and collected, and usually is one to always think rationally in | |
| any group he's in. | |
| In battle, Dufort's intelligence also helps him immensely. | |
| Dufort is a tactician, who will seek to use tactics in any way | |
| he can to beat his opponents. However, Dufort usually just | |
| prefers to overpower his opponents with psychic power, and | |
| doesn't like to have to extend battles for a long time. Dufort | |
| will often seek to end fights as quickly as possible, whether | |
| it's by overpowering an opponent, or by outsmarting them. Dufort | |
| is the type of person that doesn't take any chances, and even | |
| when battles are going in his favor, he almost never plays | |
| around with his fights like some superior fighters would. For | |
| the most part, Dufort is the type of person who will win by any | |
| means necessary, and will do underhanded things if he thinks | |
| it's necessary. Unlike many in the Crow Mercenaries, Dufort is | |
| someone who will do what it takes to win, and often doesn't care | |
| what others think of him, or if people dislike his tactics. | |
| While Dufort doesn't actively seek to commit underhanded | |
| tactics, he will if he feels he has to. Thankfully, he hasn't | |
| really had to do a lot in terms of underhanded tactics since | |
| most of his tactics and ability to overpower enemies haven't | |
| really pushed him to his max power yet (with a few exceptions). | |
| For the most part, Dufort is a dangerous person, and can be very | |
| unpredictable at times due to what he is willing to do compared | |
| to those around him. Dufort doesn't show mercy to his enemies, | |
| and often will not hesitate to kill those he sees as enemies. | |
| While he tries to let Raven and Takahashi redeem any enemeis | |
| they can, Dufort would just kill them on his own (which is why | |
| the Crow Mercenaries and those who work with Dufort will have to | |
| keep someone around Dufort to stop him if he tries to kill | |
| someone they feel he shouldn't). Overall, Dufort's intelligence | |
| and psychic powers are the biggest thing to worry about in | |
| battle, and Dufort knows that those are his best weapons. | |
| Bio: In the Crow Mercenaries' homeworld, Dufort was born to a | |
| vampire version of Kindron Darkfire and Zelpharia Tolodora. | |
| Unlike London, Kindron was not born of a Darkwolf and Darkfire, | |
| but instead, Kindron and Hei were born as twins, born as full | |
| vampires and the children of Qrow and Raven Branwen. In this | |
| world, Qrow never meet Kina Darkwolf, and instead his first | |
| marriage was to Raven Branwen (meaning the Darkfires never met | |
| the werewolf alchemists in Dufort's universe). Kindron and Hei | |
| grew up as twins, and much of Kindron's story is mostly the same | |
| in a lot of ways despite a different origin. For example, | |
| Kindron still became a supernatural hunter that would take the | |
| name Wolf Mask due to the wolf mask he wore to hide his identity | |
| in the same way Hei used a mask to hide his identity. Meanwhile, | |
| Hei became an assassin, taking on his father's assassin identity | |
| of Black Reaper much like the London version of Hei did. Kindron | |
| would eventually still meet Erimus Shepherd, who would become | |
| Wolfwing, and would train with him despite not being a werepyre. | |
| However, this version of Kindron would never meet Nightbane, and | |
| would never create his own Order of the Dragon, which led to him | |
| never gaining the idea to build his own group. | |
| He mostly worked as solo supernatural hunter, occassionally | |
| helping Hei. The two would often compete with each other, and | |
| the two would become rivals to the point where Kindron would | |
| even, as a supernatural hunter, hunt down Hei as a supernatural | |
| assassin. Kindron and Hei would spend years as rivals, competing | |
| and trying to outdo each other while also trying to protect | |
| their cousin, Karasu, who they had both been keeping an eye on | |
| since Edgardo's attack on the Darkfires so long ago (which | |
| happened the same way it did in London). However, Kindron and | |
| Hei would eventually begin to dislike their rivalry, realizing | |
| that they were hurting those around them. This hit them hardest | |
| when a friend of theirs tried to stop them from fighting, and | |
| both Hei and Kindron accidentally killed the friend when the | |
| friend came between them. Because of this, both eventually swore | |
| off fighting each other, and after being responsible for killing | |
| a good friend, the two went into isolation for years as a | |
| result. | |
| While Hei would go on to join the Church and purify himself into | |
| a holy vampire thus becoming known as Father Hei to the church, | |
| Kindron eventually was recruited by Integra Hellsing in his | |
| universe. Kindron would become one of Hellsing's supernatural | |
| hunters alongside those like Alucard and Karasu, helping the | |
| group as needed. It was with Hellsing that Kindron would meet | |
| Zelpharia, as the two would work together on technology | |
| projects. Kindron and Zeph would work together on projects, and | |
| sometimes Kindron would even travel with her to help her with | |
| her time lord duties, to which Kindron and Zeph together were | |
| even able to create a peace with one of Zeph's enemies, Wykoth. | |
| At some point, Kindron and Zelpharia grew closer until they | |
| started dating, and were eventually married. Unlike the London | |
| universe, Dufort's universe never saw Acillia leave New Orleans, | |
| so Kindron never encountered her in Dufort's universe. Kindron | |
| and Zeph continued to work for Hellsing, while also travelling | |
| through time, and eventually, Dufort was born as the child of | |
| Zeph and Kindron. | |
| It was clear even from a young age that Dufort was a genius and | |
| had a natural talent that most Celestians didn't have. This | |
| became apparent when he was three, and went with Zelpharia to | |
| the Celestian Academy, where Zelpharia had gone to talk to a | |
| friend who worked there. Dufort, during that time, went into the | |
| office of a Celestian who was trying to calculate a complicated | |
| quantum mechanics problem that was baffling Celestians. Not | |
| seeing the professor, Dufort looked at the board with the | |
| problem on it, and on a paper, he wrote down the answer to the | |
| problem, his young mind thinking it was just a homework problem. | |
| But when he turned it into the professor, it became obvious that | |
| Dufort was much smarter than any other Celestian. Even before | |
| starting school, Dufort was calculating quantum events that most | |
| Celestians couldn't predict, and had even calculated a few that | |
| even time lords couldn't predict. This led to Dufort gaining | |
| recognition at a young age for solving a highly complicated | |
| problem, and others started watching him due to his genius | |
| intellect. And the fact he had a magic affinity that other | |
| Celestians could sense also made them curious about Dufort's | |
| abilities as a vampire/Celestian hybrid. | |
| As he grew, his psychic powers also grew, and there were a few | |
| powers that came about that made life a bit difficult for | |
| Dufort. The first was that Dufort has the power of hypnosis, an | |
| ability that basically allowed him to control other's senses. | |
| Much like London, Zelpharia had to tell Dufort never to use his | |
| hypnosis power, due to the fact that there were many Celestians | |
| who were not accepting of hypnosis after it had been attempted | |
| to be used to control the Celestian empire at one point. And | |
| with Dufort's ability to overpower most minds psychic power to | |
| read their mind, this made Dufort even more of an outcase, due | |
| to the fact that he could read people's minds that he shouldn't | |
| have been able to. When he finally did go to school and got | |
| accepted into the Celestian academy at the youngest recorded | |
| age, he was quickly shunned by everyone around him. His genius | |
| intellect, and his mind reading abilities made everyone stay | |
| away from him, and anyone who did get close to him almost always | |
| had ulterior motives that Dufort was able to see through with | |
| his mind reading abilities. Some even hated him for being a | |
| vampire/Celestian hybrid, and would make fun of him for being a | |
| creature of the night. Dufort soon found himself hating everyone | |
| else as much as they hated him, if not more. And over time, this | |
| grew to affect his powers, as his anger and hatred towards | |
| others grew. While he still respected his father and mother, he | |
| still felt like no one truly understood him, and started to | |
| think everyone was inferior. | |
| However, while he was training with the Celestian Academy, the | |
| Interdimensional Order of the Dragon would attack their | |
| universe, starting with destroying a large portion of London. By | |
| the time Dufort arrived, he found out that most of Hellsing had | |
| been killed, which included many of which he considered family. | |
| He would come to find out about the death of his father and | |
| uncle (Father Hei), and find out about the disapperance of his | |
| mother. In addition, groups like the Iscariot, UNIT, and | |
| Torchwood had been wiped out during the Wraith's bombardment on | |
| their world to the point where most major resistance had been | |
| wiped out. Only a few survivors managed to rebuild resistance | |
| groups, while those that were left accepted the Order's rule of | |
| their world. Dufort didn't arive in time to see the actual | |
| battles, since he didn't make it back in time, so he didn't know | |
| anything about the specifics of what had happened, such as Akiba | |
| having fought Slade who had kidnapped Integra, or members of | |
| Hellsing being hunted down and killed by the Order. | |
| In despair, thinking everyone he cared about was gone, Dufort's | |
| powers ran out of control, to the point where he was releasing | |
| psychic waves that were destroying the area around him. As his | |
| anger and hatred grew even further, the psychic waves being | |
| unleashed would attract the last person he expected, which was | |
| Wykoth. Due to Wykoth coming to peace with Zeph and Kindron, and | |
| Wykoth eventually befriending Kindron, Wykoth had been working | |
| with M. Winre to gather the last remnants of Hellsing and other | |
| groups to build a resistance to fight the Order. Wykoth, who saw | |
| how untrained Dufort's psychic power was, offered to help train | |
| him, as well as trying to track down Zeph, who was not dead, but | |
| missing. After Wykoth had helped fight members of the Order, | |
| Wykoth had suspected that the Order had been the reason Zeph | |
| disappeared, realizing they probably sealed her away similar to | |
| how he'd been sealed in the past. Wykoth took Dufort under his | |
| wing, who wanted revenge on the Order for killing his family. | |
| During his time travelling with Wykoth, Dufort eventually met | |
| the werewolf alchemists, and would eventually meet Kina Darkwolf | |
| during a trip back in time to the start of the war against the | |
| Order, who was trying to train anyone who could help against the | |
| Order. Due to the Wraith's bombardment doing damage to the | |
| ecosystem, the alchemists were intent on doing anything to stop | |
| the Order, which included training any magic users who could | |
| learn alchemy. Kina Darkwolf, who in this world had never left | |
| Kirnan, trained Dufort in alchemy, to which Dufort learned | |
| thanks to his vampire magic. Thanks to learning alchemy, Dufort | |
| also learned better psychological control of his emotions, | |
| thanks to the training he learned when learning to control | |
| magic. This led to Dufort not only being able to use magic | |
| effectively, but also led to him gaining better control of his | |
| emotions. Kina trained Dufort for a few years until Wykoth | |
| returned and picked him up to take him back to their current | |
| time period. | |
| Dufort would continue traveling with Wykoth for a few years, and | |
| would actually develop an attachment to Wykoth, who he saw as | |
| his mentor and one of the only people he truly respected. | |
| However, eventually, Wykoth would be attacked by Gammon Tepes, | |
| who would go on to seal Wykoth. During the fight, Wykoth had | |
| kept Dufort back, and Dufort had been forced to fight Gammon's | |
| TARDIS AI in the process while Wykoth fought Gammon. However, | |
| Gammon not only won their fight, but sealed Wykoth away in an | |
| egg similar to the one that had been used to seal him away | |
| before, and added Wykoth to his collection of captured time | |
| lords. Dufort, in anger, released another wave of raw psychic | |
| power as he lost control of his anger for the first time in a | |
| long time. His psychic power chased off Gammon, who didn't want | |
| to get close to Dufort while Dufort was out of control. Since | |
| Dufort's power was giving off psychic feed back that would | |
| likely do damage to himself, Gammon left Dufort alone thinking | |
| Dufort would destroy himself from his psychic backlash. | |
| However, Dufort continued to not be able to control his anger, | |
| and couldn't contain his hatred as his psychological state | |
| became unstable. However, it was during this point that | |
| Blademaster Raven and Takahashi would come to find out about | |
| Dufort, thinking he was still at the Celestian Academy, which | |
| was now also battling the Order. But it wasn't just the Crow | |
| Mercenaries, as even Kindron Blackfire had started hunting for | |
| Dufort to try and recruit him into the Order, since he had a | |
| vision of the future where he was able to convince Dufort to | |
| join him and of Dufort becoming a Conqueror. However, | |
| thankfully, Dufort was found first by Blademaster Raven and | |
| Takahashi, who would come to Dufort and help him calm down. | |
| Raven and Takahashi offered to help Dufort in his quest to free | |
| Wykoth and his mother from Gammon Tepes and the Order, and both | |
| acknowledged that they needed Dufort's help to defeat the Order. | |
| Dufort would join the Crow Mercenaries, helping with tactical | |
| plans and building new technology. Dufort would even help the | |
| group steal a Wraith Hive ship and ram it into another during a | |
| mission. Dufort grew to respect Blademaster Raven, and soon | |
| started to grow attached to the Mercenaries, even though he'd | |
| never actually admit it. | |
| And like the other Mercenaries, he came to London with the group | |
| when they all came over to London. During the time when the | |
| Mercenaries when they arrived, Dufort would stay with the London | |
| version of his father, Kindron, and would help Kindron on his | |
| projects when needed. Dufort would eventually spend time with | |
| the Mecenaries once they had gotten their base in London, and | |
| soon started spending more time with the Mercenaries. However, | |
| Dufort would eventually get into trouble when Chelsea's group | |
| would go up against Stormstar Industries, and the group would | |
| get into trouble when they would try to confront the CEO who | |
| turned out to be a familiar of Kuroshi Kagema. In order to avoid | |
| the group being hunted by the police for what had happened, | |
| Dufort took the fall for the group, and simply told the police | |
| he'd put them under mind control. This was so that they could | |
| have the means to find the information they would need to prove | |
| Stormstar's connection to Nightshade, as Dufort taking the blame | |
| meant that Chelsea's group wouldn't be hunted by the police. | |
| However, after some time had passed, and almost a year in jail, | |
| London Zeph made a deal with the police and Torchwood in order | |
| to get Dufort released, in exchange for a deal to work with | |
| Torchwood and the police whenever they needed him, as Dufort has | |
| proven helpful on a few cases when he had helped the police with | |
| some investigations. Now, Dufort works with Torchwood, helping | |
| the police whenever he needs to, and also trying to help London | |
| Kindron and Zeph with their new tech company, Darkfire-Tolodora | |
| Technologies. | |
| Normal Theme: Ore-Sama ga makai no ou da ( | |
| https://youtu.be/pOlaGkQudaI | |
| ) | |
| Battle Theme: Grisor ( | |
| https://youtu.be/rdFqzz1XWNo | |
| ) | |
| ***************************************************** |