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London RP Profile: Dufort Tolodora-Darkfire (Crow Mercenaries Ve
rsion)
By: Zorbak the Ebil Moglin Date: July 5, 2022, 9:31 pm
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"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
)
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