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       #Post#: 237--------------------------------------------------
       RP Profile: Issun Hazeldine
       By: Coolcat207 Date: May 11, 2019, 11:50 pm
       ---------------------------------------------------------
       "There is no need for any proof. There is no need to create any.
       We just have to live every second to the fullest, and the traces
       of the path we lived will burn into the ground. That will serve
       as proof of our existence."
       "I just want to make the woman I love happy."
       "It's time for this vampire to shine, it's going to be a fun
       fight."
       "Before you try revolutionizing the country, why don't you try
       to revolutionize yourself first?"
       "And here I thought love is an illusion."
       "Idiots who interfere with others' love... DISAPPEAR!"
       "I don't care if I lose an arm or a leg, as long as I am still
       breathing I'll keep fighting, that's a street fight for you."
       "I don't care if one of my comrades bites the dust. I'll just
       kill that many more to make up for it. They don't need any sad
       words. All I can do for them is... keep fighting until I croak
       too... and give my best, like they did."
       Adonia: I see that you made a new contract already.
       Griffon: Damn, you were that impatient? I understand that it's
       just business but still...!
       Issun: The longer I wait, the stronger the b*tch who almost
       killed me get. I can't waste anymore time than I already have.
       If that cult releases Vobu...
       Griffon: All of us ends up on a silver platter for that demon
       bunny. Got it. And let me tell you, I am not a KFC combo meal!
       Issun: jokingly: Of course not. You'll taste terrible anyway.
       Griffon: Smartass...
       Issun: Adonia. Griffon. Meet my new demon, Sartana.
       Sartana: reveals herself in her human form It is a pleasure to
       meet you both.
       Griffon: Ay Caramba! She's smokin' hot! How do you keep picking
       up hot babes who are way out of your league?!
       Issun makes an angry face while Adonia laughs
       Issun: You wanna repeat that again, blue chicken?!
       Name:
       Issun Hazeldine
       Other Names:
       Real Name: Toushirou (Last name is unknown)
       Former Blood King
       Thorny
       Demon Name:
       Sartana
       Age:
       Unknown
       Gender:
       Male
       Species:
       Demonic Vampire
       Family:
       Father: Unknown
       Mother: Unknown
       Sister: Elsa Hazeldine ([member=5]Raven Tepes[/member])
       Brother in Law: Dovelthain Hazeldine ([member=1]Zorbak the Ebil
       Moglin[/member])
       Wife: Ixchel ([member=10]Caterina Sforza[/member])
       Son: Senji "Voltan" Hazeldine
       Organization:
       Hazeldine Clan (aligned with Adonia)
       Height:
       5'10
       Weight:
       Unknown
       Appearance:
       Issun appears as a very handsome and attractive man. He has
       short black hair (ignore some of the pics that have green hair)
       and gun metal blue eyes (it turns red when he's using his
       Hazeldine abilities). His usual attire is a military like
       uniform, and on his days off he can be seen with a dark yukata &
       sandals or regular mortal attire.
       Demonic Contract and Abilities:
       Ritual Bindings:
       ~All members of the Hazeldine family use ritual bindings to bond
       themselves to a demon through a contract. Each contract is
       dependent on the demon and the vampire, and the demon summoned
       through this contract is unique. These demons have the ability
       to grow stronger with training, and is the basis of the
       Hazeldine's abilities. The Hazeldine and their demon both have
       to sync their power and grow stronger together in order to
       become effective warriors. Each demon has unique abilities
       dependent on the demon and what they can do, and their bonds
       with the Hazeldine can also create new powers over time as the
       two grow together. Most demons usually start as very
       disobedient, but over time usually gain respect and work with
       the Hazeldine as they strengthen their bonds in battle. Stronger
       demons maybe be more stronger, but are harder to control. It is
       actually possible for some Hazeldines to have more than one
       demon, however, this is very difficult to manage as it requires
       more time and effort to sync with more than one demon, as it not
       only requires more souls, and more deals to grow the demons. But
       some stronger Hazeldines have managed to pull it off.
       Bonded Demon Weapon Form:
       ~This is an ability of the Hazeldine demons, in which they can
       physically manifest themselves as a weapon to be used by the
       Hazeldine they are bonded to. This lets their host, the
       Hazeldine vampire, use their power without so much risk to their
       bodies, and as the two sync their powers, the Hazeldine and
       weapon become one, able to meld their powers together as a
       formidable team as the Hazeldine is able to use their vampire
       powers in combination with their demon's abilities in weapon
       form. The form of the weapon is unique to each Hazeldine, as
       some could get a sword, some could get a scythe or some even get
       guns depending on the demon and the Hazeldine. And the abilities
       the sword uses are also dependent on the demon bonded and it's
       abilities. However, while this is one of the best uses for the
       Hazeldine's demons as they can fight in battle alongside them
       instead of the demon just granting power from the side, this is
       also the greatest time of vulnerability for the demon as the
       demon can be killed while in weapon form if the weapon is broken
       or destroyed. For Sartana, she takes the form of a bone katana
       which transform him into his skeletal calavera form.
       Unique Demon Ability: Calavera:
       ~This is Sartana's main ability, which is that of physical
       enhancement. This enhancement is known simply as Calavera, and
       grants Issun highly enhanced agility, strength, speed, and
       durability, while making him look like a Calaca (well face paint
       wise. Look at the image to get the hint). With this enhancement,
       Issun has a number of skeletal-like abilities he can use, with
       his power being more undead in how it operates. In addition to
       his enhanced states, Issun also grants other abilities like
       creating bone spikes that can sprout from any part of Issun's
       body like his blood powers. This skeleton power up also
       specializes in green flames abilities, letting Issun use these
       flames ever since his fight with the demigoddess who almost
       killed him, he is unable to gain any elemental powers. Though he
       can mix the green flames with his blood, making it highly
       explosive. Although the bone ability seem pretty odd to him,
       Issun enjoyed this ability since he is able to use an element.
       This form is a demonic skeletal-like form, even when it doesn't
       look like it though he is weaker to demon killing weapons,
       though he does also have a weakness to spiritual weapons like
       soul eater weapons. The green flames aren't acid flames, but
       they are connected to many myths... mainly to the undead or
       those who use dark arts like witches. Green fire is very hard to
       put out due to it's intensity of the heat to the point that it's
       water proof. It would take immense ice power to counter green
       flames.
       Unique Demon Ability: Green Fire Manipulation:
       ~Users are able to create, shape and manipulate green flames
       more intense than blue fire. The flames are this color due to
       oxygen changes or because of myth. They are harder to control
       due to increased heat and intensity. This type of fire may be
       immune, or even ignite stronger in contact with water. This is
       Sartana's main abilities, which she can also infuse with demonic
       energy.
       Unique Demonic Ability Variation: Flammable Blood:
       ~The user's blood is flaming hot, igniting in contact with air.
       The user of this power can use their blood as a weapon by
       heating it to the point where it is as hot as fire. Issun can
       combine the green flames with his already powerful blood due to
       him being the former blood king, making it even more dangerous
       once flammable to the point of making his blood explosive. It
       can also be use as defense when someone tries to absorb his
       blood, resulting to the attacker to combust into flames or burn
       from the inside out if consumed.
       Unique Demon Ability: Unbreakable Bones:
       ~The user possesses a skeletal system that is completely
       indestructible and provides defense/protection to their inner
       organs and brain. Thanks to Sartana, Issun's bones are as
       durable as a bone dragon... meaning that his bones are VERY hard
       to break. This is very useful in battle which also helps out his
       durability. Unfortunately, his flesh can still be cut and torn
       even though his regeneration will repair it as long as it's not
       a certain weapon that can rupture it.
       Unique Demon Ability: Invisibility:
       ~User can render themselves unseen by the naked eye and become
       invisible in visible spectrum. The user can move about an
       environment unseen by others and act without being observed.
       Some users can choose to let certain people see them, while
       staying invisible to others. Thanks to Sartana, Issun can not
       only make himself unseen, but he can also mask his odor and
       presence. He still needs to be careful since he has to
       concentrate along with being completely silent when around
       others.
       Unique Calavera Effect: Enhanced Durability, Speed and Strength:
       ~Thanks to his calavera skeleton abilities, Issun gains enhanced
       durability, speed and strength while in the form, being very
       similar to a Gashadokuro or a Calaca in nature. Issun is able to
       fight using these enhanced stats, which he takes advantage of in
       a fight. Using this, he can hit much harder, as his strength
       increases enough that he could lift trucks and knock them over.
       He is also fast and durable enough to jump from place to place,
       along with tanking hits that can harm normal vampires. This
       doesn't seem too difficult to deal with since it's just physical
       stat increases, but Issun is a very tough person to kill with
       these boosts, as his skeletal mode is a dangerous opponent to
       begin with. Though this powerful skeletal form is often more
       like a calaca than a demon in some aspects, but with demonic
       abilities.
       Wicked Aura:
       ~Hazeldines have a unique aura thanks to their vampire energy
       melding with their demon's energy. This becomes a variation of
       vampire and demonic energy, creating an evil corrupted energy
       which most simply called wicked aura. This works similar to
       demon aura, but instead of being demon energy combined with
       aura, it is demonic power and vampire energy mixed together to
       create a corrupted energy which can damage holy and unholy
       opponents alike when used as a weapon, as wicked aura can be
       used and manifested to create attacks similar to other energies
       like chi or mana. However, this energy, while it can be blocked
       and dodged, is a corrupted energy, and is able to damage good
       and evil as well as holy and unholy alike. Despite it's name and
       nature, it is actually a neutral type power that simply runs on
       evil.
       Demonic Energy:
       ~While most Hazeldines can usually get their job done with their
       wicked aura, they can also use demonic energy to attack
       opponents when synced properly to their demon. When the demon
       funnels their power to the Hazeldine, they are able to draw on
       the demon's demonic energy, using it in battle to fight
       opponents. This is basic demonic energy, which has no special
       additions unlike higher level demonic energies. However, it is
       possible for elders of the clan and those with much higher level
       demons to learn to use higher level demonic energies like demon
       aura or other high level unholy energies. Though whether basic
       or advanced demonic energy, this energy can still be countered
       by holy power.
       Blood Manipulation:
       ~All of the Hazeldines can manipulate blood, whether it's from
       themselves or from blood spilled around them. While their own
       blood is easier and is stronger, they can still use blood
       spilled on the battlefield. This lets the Hazeldines use blood
       to attack, creating attacks out of blood. The Hazeldines are
       also able to control the acidity of the blood under their
       control, turning it more or less acidic depending on what they
       want to do. Usually they turn it acidic, so that they can
       essentially make the blood more damaging to opponents. They can
       also use this with their combat blood arts.
       Black Magic:
       ~Thanks to the clan's natural talent for darkness, they also
       found a talent for black magic, also known as dark magic. Each
       Hazeldine has a talent for something, and usually Hazeldines
       talents fall into one of three categories that they will then
       study for: dark buff/healing magic, dark attack/shadow magic, or
       dark elemental magic. Each Hazeldine's black magic abilities are
       different and some can even develop new black magic abilities as
       they practice dark magic. For the most part, the clan is trained
       in black magic, and while higher level spells are draining, the
       clan doesn't suffer physical injury from using black magic like
       some races do when they use it. However, these spells, while
       powerful, are also more draining than normal magic and still
       counterable by holy magic. Most Hazeldines specialize in one of
       the three main categories, though some have developed their own
       dark magic, Most usually stick with the family's dark art
       spell-books. Some rare cases of Hazeldines are able to learn
       neutral magic instead of dark magic depending on their
       affinities, though most of the time neutral magic usually falls
       into elemental magic or buff/healing/support magic as
       shadow/attack magic is solely dark magic.
       Dark Alchemy:
       ~This is an art developed by the Hazeldines solely to fight the
       Darkfires. To battle the Darkfire's elemental abilities, the
       Hazeldines practiced and developed a dark alchemic art, one that
       is based in manipulating the elements around them. With this,
       they can change the form of things around them, from creating
       weapons out of objects, changing the form of elementals (AKA
       freezing fire solid and turning it into an ice attack) or using
       it to change something into something else. This art is also
       developed in darkness, and the Hazeldines are able to combine
       dark power with this art to grant their alchemy a darkness
       element as well. However, this art is only as strong as the
       Hazeldine's knowledge of the natural world and how creative they
       can be with changing elements.
       Demonic Regeneration:
       ~Thanks to the demons bonded to the Hazeldines, the Hazeldines
       have their own form of demonic regeneration. This lets them heal
       from injuries, being able to regenerate even if all that's left
       of them is a pool of blood. As long as there is something left
       of them and their demon has the energy to do so, the Hazeldine
       can be regenerated. However, the less there is of the Hazeldine,
       the longer the regeneration takes, and the more power it takes.
       Once the demon runs out of power, the Hazeldine may not be able
       to be brought back by the demon, and can die. This regeneration
       is also vulnerable to varanium and regeneration negation
       abilities. Even though the regeneration comes from the demon and
       not the Hazeldine, the regeneration is still funneled through
       the Hazeldine.
       Demonic Teleport:
       ~The Hazeldines are all able to use demonic teleportation, using
       this to teleport around. They are able to move from area to area
       instantly, much like a demon. The leave no sign of their
       teleportation, just simply vanishing. This lets the Hazeldines
       go anywhere they want to do, granted the area isn't
       teleportation restricted and they know where it is they want to
       go. Most Hazeldines can go anywhere in the world, again assuming
       they know where they're going. This teleportation is fairly
       simply, and doesn't use any special power to use.
       Demon Summoning:
       ~The Hazeldines are able to summon lesser demons and call them
       to help them in battle. These demons are summoned from hell, and
       are made to serve the Hazeldine. The demons that show up are
       dependant on what the Hazeldines want, as they can summon fire
       demons, darkness demons, and even a few ice demons. Depending on
       the demon summoned, the demons will all have unique abilities
       and their own stats in combat. Though the one thing almost all
       demons have in common is that since they are demons, they can be
       killed by holy power or anything that kills demons. The
       Hazeldines also cannot summon demons stronger than their own
       demon, who is the one that controls the demons. This means the
       Hazeldines are limited to only summoning demons at their demon's
       level or below. And stronger demons summoned can resist their
       influence.
       Demon Healing and Power Replenishment:
       ~All of the Hazeldines are able to replenish the power of their
       demon and help their demon recover by letting the demon weapon
       absorb negative emotions. For the most part, this involves fear,
       anger, hatred and bloodlust from those around them. When they
       absorb this, they are able to replenish the power of their demon
       and heal them if they have taken damage. This is the main way to
       quickly heal their demon and help them recover from battles if
       they have to recover in a hurry. This works on anyone who has
       negative emotions. Most Hazeldines, when they need to do this,
       often go to prisons where bloodlust, anger and hatred are
       usually pretty high from the inmates, making prisons a resource
       for the Hazeldines. This doesn't hurt those this power is
       absorbed from, as it only absorbs what is released from people
       and not any energy from within their bodies.
       Dark Buff/Healing/Support Magic (For those that specialize in
       buff/healing dark magic):
       Dark Magic Item Charge:
       ~Those Hazeldines that can't use attack magic still have ways of
       using attack magic, in that they can charge items with dark
       magic spells. They can charge harder to use spells in an item,
       which can then be easily released should they want to release
       them. However, this means that Hazeldines using this have to
       prepare ahead of time. Usually, Hazeldines empower books to use
       this, charging each page with spells. This lets the Hazeldines
       charge up their items/book pages, charging them with either
       their spells or with another Hazeldine's spells should they
       agree to use the spell so the support item can be charged with
       the spell. This grants the Hazeldines who are strictly more
       support in dark magic to allow them to still use attack spells,
       even though most of their magic isn't attack magic. The spells
       would still be the same though, meaning they would still have
       the same weaknesses as whatever spell they're using.
       Evil Seal and Power Seal:
       ~This is an example of a dark magic skill that seals evil away.
       This uses the power of darkness magic to draw an evil
       personality, sealing them deep within the soul of the person
       they're trying to seal the dark side in, and can be used to seal
       away evil power so the user doesn't lose control of it. This can
       also be used to seal powers while the seal is in effect. This
       can essentially turn into power negation for up to 4 rounds,
       which has to be placed on the opponent before it can negate
       their powers. This technique can be used both ways, as it is two
       variations of the same skill. Those with their own magic can
       actually break this seal with enough effort. This seal must also
       be placed through physical touch.
       Dark Empower:
       ~This spell powers up a Hazeldine's allies or can be used to
       power up their demon, powering them up immensely in stats. This
       empowers far more than a holy equivalent, and can be used to
       empower allies with dark magic. However, there is a cost to
       this, as those who can't handle dark magic will receive far more
       strain on their bodies as their bodies try to handle the
       enhanced power. This technique provides a great boost in power,
       but some allies can't be boosted unless they can handle the dark
       magic, which usually isn't a problem for Hazeldines, making this
       not too useful for anyone outside the family unless they can
       handle dark magic enhancement.
       Dark Boost:
       ~This powers up a Hazeldine's combat abilities, being an
       amplification using a Hazeldine's wicked aura. The Hazeldine can
       do this for themselves, or another Hazeldine. However, this only
       works on the Hazeldine family, as this uses wicked aura to boost
       the body of another wicked aura user (which are currently only
       Hazeldines). However, this only amps combat abilities, and
       demons in weapon form are only amped in weapon form since they
       don't fight while in their normal forms.
       Dark Heal:
       ~This technique heals an ally or can be used to heal themselves,
       using darkness magic to heal. Unlike what people think, this
       doesn't cause any ill effects, like disfiguration, when used by
       experienced dark magic users. The Hazeldine is able to use this
       the same way a healer would use healing magic, as it's just for
       healing people or themselves. Usually stories about this spell
       paint it as a power that disfigures someone, but this is only
       when used by inexperienced dark mages. However, as most
       Hazeldine's use it, they usually are skilled enough to use it
       without worrying about it.
       Dark Stamina/Energy Restore:
       ~This spell lets a Hazeldine use their energy to restore an
       ally's energy using dark magic. This spell is purely
       restorative, using amplification to restore someone else's
       energy. They can also use this on their demons, essentially
       feeding some of their power to restore their demon's power if
       the demon starts to run out of energy. However, the energy
       gained is equivalent to the energy put in by the Hazeldine, so
       this doesn't work on restoring their own power, but as stated,
       can still restore their demon's power if needed.
       Dark Debuff:
       ~This uses dark magic to place a dark magic spell on an opponent
       to lower an opponent's combat stats and weaken their
       supernatural abilities. This seal lasts only for 3 rounds before
       dispelling if it's not renewed. This is meant to give allies an
       easier time to battle an opponent if they're strong, weakening
       opponents. However, to place the seal on the opponent, the
       Hazeldine must do this through physical touch. And opponents
       affected by this can break the seal if they are able to use
       other magic equivalents of buff magic to buff themselves back to
       normal. This is mostly only useful to Hazeldines in order to
       counter buff magic opponents use, as it can essentially cancel
       it out.
       Black Revival:
       ~This spell can bring the dead to life as undead zombies to use
       in combat. This is useful when there are bodies on a
       battlefield, as this can take control and bring them back to
       life under the Hazeldine's control. However, this technique
       requires the Hazeldine to control them, and holy magic can still
       re-kill the zombies, as healing magic counters undead. This
       technique is more like necromancy control, and designed more for
       using dead bodies to help in combat rather than bring someone
       back to fight alongside someone or bringing back an ally. Most
       would think this an attack technique, but it is a technique
       developed by the Hazeldines to support their family in battle.
       Sinclair:
       ~This technique uses the anger and hatred of either the user or
       an opponent to create a power of darkness that can be fired at
       opponents. This is a powerful technique, but requires powerful
       anger or hatred to use. As such, this darkness attack is useful
       for those who release anger during a fight, whether it be
       opponent or the user's. When used, it fires either an exploding
       orb, or a powerful collection of slashing waves, depending on
       what the user wants to do. This technique can form a variety of
       attacks when it's used, as it's a very flexible power and can
       take any form the user wants. Usually they fire it as a more
       advanced shadow wave or more advanced night spear attack, being
       a support attack made using buff magic to channel attack magic
       shadows.
       Shadow Incarnation: (Locked; Believed to Be Gone)
       ~This is a high level technique which uses dark magic to steal
       someone's shadow, and bring it to life to try and take out it's
       user to replace them as the dominant force. This technique is
       high level, and usually requires being cast on the shadow of
       whoever the Hazeldine wants to take the shadow of. However,
       because this requires charging time on a shadow, most Hazeldines
       pre-charge it into something and then put it on a shadow so that
       it can instantly be used, as they can just slap the item on a
       shadow and use it to activate the spell. Once activated, the
       shadow tries to take on the user, and has to be beaten down and
       reabsorbed before the shadow will give up. The shadow has the
       same powers as the original person the shadow is from and can
       fight with all of their techniques. This makes a dangerous
       technique though, as once the shadow is done with the user, it
       could turn on the user too, assuming it is able to kill the
       original. However, the original can usually kill it by damaging
       it and killing it the same way the original would be killed as
       it turns into a black solid version of the original. This has
       the same strengths and weaknesses of the person the shadow is
       taken from.
       Combat Blood Art/Blood Abilities:
       Blood Art #1 Dark Blood Wave:
       ~This is a combat ability in which the Hazeldine harnesses their
       dark spirit energy in order to fire a blast of slashing waves of
       dark energy at an opponent. They first cut into their wrist or
       part of their body with their weapon, then slash while
       harnessing their dark spirit power. This ability can be avoided,
       or blocked assuming the opponent has the power to counter the
       number of slashing waves. This can be strengthen by now much
       blood is on the sword. So a weaker attack means the attack can
       be used more often while stronger attacks can't be used as it
       takes more blood.
       Blood Art #2 Power Strike:
       ~This uses the blood of the user to enhance their weapon's
       striking capability in order to cut through armor and shields.
       With enough blood, the weapon can pierce almost anything it
       slashes, with the elders of the clan being able to cut through
       Adamantium if they put enough power into it. This only increases
       the power though, and not the speed or defense. This doesn't
       reduce any stats either, and the strength increase is
       proportional to the amount of blood used in the technique.
       Blood Art #3 Blinding Slash:
       ~This power boosts the speed of the user for one combat round,
       in which they release a slash so fast, that the light from the
       weapon actually causes more damage if the wound connects. Most
       opponents only see a flash of light when this attack happens.
       However, this can only be used once, and the power sacrificed
       for this strike means this is a speed move, not a power move so
       it can't cut an opponent's armor or do severe damage. This
       technique is useful for attacking with speed and strength, but
       is difficult to master, especially with the light being
       dangerous to a Hazeldine, making this technique slightly
       dangerous for users who don't have strong enough darkness
       protection.
       Blood Art #4 Aura Breaker:
       ~This lets the attacker negate energy attacks with their weapon
       for two rounds. This move is designed for cutting through energy
       attacks to get close to an opponent so the attacker can close a
       gap or negate special techniques. This technique can be extended
       with more blood used, and can be used to negate almost any
       energy type attack, whether elemental, or any of the body's
       energy attacks or armor created by energy while this is in
       effect. Though while this is useful for breaking defenses, this
       technique can still be blocked by physical attacks all the same.
       Blood Art # 5 Super Sonic Slash:
       ~This lets the attacker fire waves of high frequency waves at an
       opponent. This is a single slash attack which can disorient a
       person if they are too close to it. This is designed more to
       scramble sound waves. The best way to avoid the affects is to
       counter with another element wave to cancel the wave. Dodging
       this attack actually makes the effect on the one attacked worse,
       often knocking them down on the ground if they dodge in the
       wrong way. Often the best way is to be at the start of the
       technique, which is where the effect is minimal. Though some
       opponents can still avoid it if they get far enough away from
       the area of effect.
       Blood Art #6 Soul Body:
       ~This ability creates a solid dark red clone which attacks the
       opponent according to the wielder's movements. This lets the
       attacker strike at the opponent with the clone, but if the
       opponent slashes the clone, the attacker takes no damage. This
       lasts two combat rounds. The attacker can still take damage, but
       the opponent must get around the Soul Body clone. This technique
       can be manipulated even when damaged or cut, as the blood clone
       can just reform while it's in effect. However, those who can use
       water or ice can negate this technique entirely, either freezing
       the clone or removing the water from the blood to harden the
       clone so it can't move.
       Blood Art #7 Blood Mist Prison:
       ~This ability requires the attacker to take a fatal injury,
       while their weapon is coated in blood. When the opponent hits
       with the attack, the attacker does a replacement power where
       they disappear and leave behind a blood clone of themselves. The
       blood explodes from the body and then solidifies in the area
       with the opponent. The blood solidifies in spikes, which can
       cause damage at almost point blank range where they strike the
       target. However, this is a one time use power because of how
       much blood it takes and is only recommended to avoid a fatal
       slash. Most consider this a last resort.
       Blood Art #8: Dark Blood Familiar:
       ~This art lets the user create a blood familiar from their
       weapon made of their blood. This can be as small as a rat, or as
       big as a tiger. The amount of blood to make this is proportional
       to it's size, so larger and more powerful familiars require more
       blood. However, when this is created, it will attack the
       opponent, and when close, it will explode into blood spikes to
       injure the opponent before it dispels. This technique is similar
       to elemental familiars used by the Darkfires, but this simply
       requires blood. Beating these are as simple as water users
       removing the water from the blood to harden them, or freezing
       them. Some can even dispel them with the right powers that can
       dispel blood.
       Blood Art #9 Blood Lock:
       ~This lets the attacker lock their position and harden
       themselves until they can't be hurt anymore. However, this
       requires completely standing still, and while the skill is
       active, the attacker cannot move as all the blood in the body
       hardens while this is in use. The user can use this to lock in
       place and avoid being damaged by an attack. However, the user
       can't stay in this for long, or they may leave themselves open
       when they come out of it, and won't be able to breath as none of
       their organs will work while it's in effect, including their
       lungs. Usually this can't be used for more than two combat
       rounds.
       Blood Art #10 Poisoned Blood:
       ~This attack poisons their blade with their blood, and if they
       are able to land the slash on their opponent, the blood on the
       blade enters the opponent's system and poisons them from the
       inside. This is a dangerous power that poisons the opponent for
       a short time until the blood of the opponent manages to get the
       blood to counter it with white blood cells. This can weaken or
       stop opponents for one to two combat rounds depending on their
       resistance to the technique. Opponents can avoid this simply by
       not getting hit by the attack, or if they are hit, they can
       purify the blood out of their system or bleed it out manually
       through cutting a vein so it can be removed.
       7th Circle Boiling Blood Manipulation:
       ~This lets the user summon unholy blood from the lake of boiling
       blood in the 7th circle where violent souls are sent. The user
       can manipulate the blood in a manner similar to normal blood
       manipulators, letting them either splash it on people or form
       shapes or objects out of it. This power like all the others does
       unholy damage on contact as it is filled with demonic energy.
       And since this blood is constantly boiling, it works great for
       burning people alive when they are hit with this, as the boiling
       effect burns people not immune to heat. For Issun, he can form
       all of his blood manipulation attacks out of this, and can
       combine absorb this blood into him in order to sustain or power
       himself up. Though mostly, he just summons this to form attacks
       that not only do their normal damage, but damage people with
       demonic energy infused in the blood.
       Concentrated Blood Manipulation:
       ~With the more blood Issun absorbs, not only does it fuel his
       regeneration longer, but it also condenses in his body, in which
       his blood becomes much more concentrated. This often makes Issun
       intensely strong, but also amps his other abilities. Not only
       does this power let him store more blood inside him than some
       vampires to make Issun more like some powerful vampires, but
       this also lets him use more of his blood manipulation
       techniques, which are among his most powerful techniques. The
       blood that runs through Issun makes him much denser than a
       normal vampire, as his body is very hard to pierce because of
       this. Of course, as Issun uses his blood manipulation powers and
       loses blood as fuel for his vampire powers, Issun will lose this
       concentration, and eventually if he uses enough power, either
       through using battle power or through overusing his
       regeneration, he may run out of extra blood completely.
       Blood Amp:
       ~By taking advantage of his blood manipulation, Issun can
       control his own blood flow, amping his stamina and physical
       abilities in fights, by speeding up his blood flow enough that
       his body doesn't wear down quite so easily. This lets him fight
       longer and harder, letting his blood move faster so it can
       transfer nutrients to his body faster than blood normally could.
       Of course, the downside to this, is that his blood flows faster,
       which means he loses more if he is cut or damaged enough to
       bleed, and if his blood flows too fast, it can't absorb
       nutrients well enough to be of any help. This means that his
       blood flow can be fast, but cannot go too fast or it may hurt
       more than help.
       Blood Iron/Charged Blood Iron Sulfide Manipulation:
       ~One method of using blood involves Issun being able to use the
       iron in blood to creating weapons or items he can use to attack
       opponents. Issun is able to create a powerful manipulation using
       this, in which this iron is useful not just for attacking
       people, but also for damaging spirits should Issun find himself
       against spirit-type opponents. Of course, as one might expect,
       he also has a demonically charged variation of this as well. By
       charging his blood with his demonic presence, the iron can be
       combined to create iron sulfide, which has many different forms.
       The main form he uses for this is demonic pyrite, which is a
       demonic form of the metal known as "Fool's Gold". This lets him
       use this demonic pyrite to damage opponents, specifically
       working best against holy spirits due to the demonic power and
       the iron in the attack. This power lets Issun use this to create
       weapons as well, charged with iron, or with his demonic presence
       to create a demonic pyrite weapon. However, Issun has to be
       careful, because this power can also damage him if he's not
       careful. Unless he uses gloves, he cannot hold these weapons due
       to their iron nature being able to damage him as well. Part of
       the reason he uses demonic pyrite, normally, is to try and
       lessen the effects of iron if it is used against him. However,
       the iron is still useful if one can turn this back on Issun,
       with magnetic abilities working particularly well in this
       regard, or using metal manipulation.
       Blood Generation:
       ~The user can generate blood, whether by drawing from already
       existing blood (theirs, others or separate from the bodies), or
       by manifesting it from anywhere they want.
       Blood Aura:
       ~Voltan can release and surround himself in/with blood for
       defensive and/or offensive purposes, possibly becoming almost
       untouchable and granting them various abilities/attacks. The
       aura may also give the user enhanced physical capabilities such
       as speed, strength and durability.
       Haemokinetic Wing Manifestation:
       ~The user has or can form wings out of blood, and use them from
       transportation to offensive and defensive purposes such as using
       them as a shield.
       Blood Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with or are near blood, possibly unlocking
       abilities related to the affinity and enhancing their existing
       powers. Some users may be able draw sustenance from the blood or
       even slow or stop aging.
       Blood Imprisonment:
       ~The user can bind, imprison and/or otherwise stop object/being
       by surrounding them completely by using blood.
       Blood Cutting:
       ~The user can project blood in a way that allows them to cut
       through matter from a distance. Although this attack does
       usually slashing damage, some users are able to focus it into
       single piercing stab like immaterial bullet.
       Blood Crystallization:
       ~The user can solidify, or crystallize, the blood within
       themselves or others to use as weapons and/or tools.
       Prehensile Blood:
       ~User can make their blood move and use it to hold/manipulate
       objects like a limb, to attack opponents, to burrow into objects
       or living objects to usurp coordination.
       Blood Creature Creation:
       ~User is able to create beings of their own blood or shape
       existing blood into wanted shapes and purposes. They can grant
       the beings varying levels of independence (controlled,
       automatons/programmed, semi-independent) and existence
       (momentary to permanent) and delete the creature once they are
       done with them.
       Blood Bullet Projection:
       ~User can create/generate and fire bullets of blood.
       Haemokinetic Web Generation:
       ~Users can create silk, sticky threads of webs that generate or
       are made of blood. The blood web can act as a barrier to by the
       user time, a defensive perimeter or a trap/binding, etc.
       Blood Bomb Generation:
       ~The user can create and launch bombs, explosives and other
       volatile constructs composed of blood, which can have various
       effects on the target.
       Blood Armor:
       ~The user can form armor around their body or a shape it from
       blood for protection and physical boost. With training, the user
       could shape the armor into new forms for weapons,
       transportation, even constructs of the element.
       Healing Blood:
       ~User has blood that is heavily enriched with regenerative
       properties, which can keep themselves constantly healed and in
       optimal health as long as the blood keeps flowing within.
       By transfusing the blood to another, it can help boost the
       recipient's healing process. If given at large amounts, it can
       potentially permanently infuse the recipient with the power of
       regeneration.
       Blood Infusion:
       ~The user can infuse objects (usually a weapon), beings or
       powers with blood, allowing the user to manipulate their
       qualities and efficiency, allowing them to manipulate others via
       their blood or kill instantly by drawing all of their blood into
       object.
       Mayan Blessing/Blood Bond (Husband and Wife):
       Medical Intuition:
       ~The user has great, if not innate, medical knowledge, enabling
       them to easily treat others' injuries and create medicines. One
       with this ability can cook up concoctions and remedies for
       ailments with nearly anything in one's environments. They are
       also able to tell which things in the wild (or in one’s
       kitchen) are poisonous and which are safe to ingest or to use to
       treat injuries. This ability is not always accompanied by the
       ability Healing, just the ability to discern sources of natural
       remedies in domestic products and the like.
       Lunar Energy Manipulation:
       ~User can create, shape and manipulate lunar energy.
       Tranquil Fury:
       ~User can attack in full rage while retaining control and are
       able to attack with the relentless strength of a madman while
       gaining the speed and precision of a surgeon.
       Combat and Other Hazeldine Clan Training:
       Kenjutsu Weapon's Training:
       ~All Hazeldines are trained in Kenjutsu, a base weapon style
       that would eventually be taught to samurai and would eventually
       spawn disciplines like Kendo. This is a basic weapon style that
       is very bare bones, mostly just covering the basics and allowing
       most people to come up with their own style, or allowing people
       to learn this and then move on to learn more complicated weapon
       styles. Since each Hazeldine has a demon in the form of a
       weapon, it is important for them to learn this, and many often
       learn other styles. People can learn all sorts of styles
       branching off of this, because this style is so adaptable.
       Usually the three main catergories of weapon styles are:
       Technique styles (styles where the main focus is weapon
       techniques that focus power different ways like the Shingetsu
       style or the Gatotsu style), weapon draw styles (styles that
       focus on things like sword draw, some styles like laijutsu,
       battojutsu and laido that focus on sword draws), and
       supernatural styles (These are usually individual styles that
       incorporate supernatural styles into the mix, usually a result
       of someone making their own style with their own power.).
       Hazeldine Jujitsu Base Combat:
       ~The Hazeldines developed their own style of Jujitsu, a style
       based around empty handed combat or with small weapon and
       specializes in throws, locks, chokes and submission holds. This
       combat style is designed to defeat the strengths of armor which
       made striking ineffective in physical combat. Aside from their
       elemental combat styles, this is also a style in which all
       Hazeldines are trained before learning their elemental combat
       styles as this helps them take on opponents in armor, and is the
       base hand to hand combat taught. Some Hazeldines are also able
       to learn other styles based on this style, learning similar
       styles fairly easily once they master this style.
       Celerity Art: Projectile:
       ~This combat technique speeds up something thrown at opponents,
       letting vampires transfer their celerity combat speed to
       projectiles. This speeds up an attack or weapon thrown using
       this training, essentially making a thrown knife into a speed
       akin to a bullet. In addition to increased speed, the increased
       speed also does more damage, as not only does whatever
       projectile hit the target, but the impact damage of the
       increased speed also does more damage as well. Fast opponents
       can still dodge this, and the attacks can still be blocked.
       Celerity Art: Flower of Death:
       ~This is a vampire celerity art combat technique where a vampire
       transfers their speed with their celerity training and applies
       it to their combat tactics. This gives them a huge boost in hand
       to hand combat, letting them move extremely fast in their combat
       and making it so they are extremely hard to keep track of in a
       fight. Combined with an already fast opponent, this art can be
       deadly in close combat if the opponent can't keep up with the
       user.
       Celerity Art: Zephyr:
       ~This celerity art is akin to comic book-style uses of enhanced
       speed, where the user moves so fast they can do things like
       running across water, running up walls, and in some faster
       cases, running across a ceiling. This technique requires
       precision control though, as one can easily flatten themselves
       into a wall if they can't keep up with their own speed.
       Celerity Art: Dark Sonic Step:
       ~This is a variation for Sonido, which the Dovelthain and Elsa
       developed as a modified version of the Darkfire art, that was
       adapted to teach other celerity users as a supplement. This is a
       high speed stepping method, where the user disappears from view
       with extremely fast foot movement, requiring very fast footwork
       as well as strong legs. While in motion, the user is usually
       invisible except by faster opponents or users of similar
       stepping methods, and when they slow down, they become visible
       again. Advanced users of this art are even able to use the very
       air as stepping stones, being able to walk on air with powerful
       enough steps. Though this takes highly advanced users. The
       Hazeldine version is varied slightly, and when used, the
       Hazeldine's feet light up with a slight green light.
       Hazeldine Shadow Protection:
       ~Most Hazeldines have weaknesses to light, in which they take
       more damage, and sunlight can burn them more easily than most
       people. However, the Hazeldines adapted to this by creating
       shadows on the outer layer of their body, which blot out the
       light and keeps it from damaging them. While this is in effect,
       this is a passive skill in which the Hazeldines passively
       protect themselves from light, reducing damage and protecting
       them from the sunlight. However, while a passive skill, this
       only reduces the effect of light, and only really removes the
       effect of sunlight burning a Hazeldine more easily. This
       protection also relies solely on using darkness around the
       Hazeldine, usually drawing in darkness from their shadows or the
       shadows around them. Most Hazeldines don't look any different
       while this is in effect, and just appear themselves, but are
       actually blotting light from ever reaching their bodies.
       Demonic Vampire Wings:
       ~All of the Hazeldines have demonic vampire wings similar to
       that of a bat which they can summon from their backs at any
       time. These wings can let them fly, or be used to help protect
       them from projectiles. The wings are fairly simple, but also can
       provide protection from light attacks as well, since the demonic
       wings don't burn so easily. These wings can also regenerate like
       most Hazeldine's bodies.
       Demonic Intangibility:
       ~When not in weapon form, all Hazeldine demons exist on a
       separate plane from the living world. Normally, the Hazeldine
       demons are invisible and can't be interacted with except among
       other Hazeldine demons. Even the Hazeldines can still see the
       demons, but can't interact with them beyond speaking to them
       telepathically. This means that unless the demon is in weapon
       form, it can't be attacked, except by those who can first see
       the demon, and second have some sort of dimension cutter attack
       that can attack something on another plane. Though seeing the
       Hazeldine demons requires training, usually requiring another
       Hazeldine since their eyes are tuned to being able to see the
       plane the demons exist on. Though the Hazeldines, the demons can
       tune someone to see them specifically should they choose to.
       Demonic Reflection:
       ~While the Hazeldine demons are usually invisible to the naked
       eye, the Hazeldine demons are able to be seen by anyone when
       they are reflected from a mirror. Through mirrors or reflective
       surfaces, the Hazeldine demons can be seen by anyone who is
       looking at their reflection. This doesn't do anything for
       attacking them, but does allow some who would want to see the
       demons to see them without having to be trained by the
       Hazeldines. This does come with danger if they meet a hostile
       force, which usually results in Hazeldines avoiding places with
       lots of mirrors or glass if they are trying to stay hidden.
       Demonic Communication/Telepathy:
       ~Each of the Hazeldine demons have unique communication methods
       with outside world when they want to talk to people. This
       usually involves an item which the demon can channel their
       telepathy through, or some can use their mirror reflection to
       communicate with the outside world. Though the Hazeldine demons
       also have telepathy, in which they are able to communicate with
       those around them should they desire to. Of course, this is more
       for the talkative demons, as not all Hazeldine demons are that
       talkative.
       Crowley's Seal:
       ~In order to monitor each deal the Hazeldine's make, the deal
       sets up a mark that connects directly to Crowley so he can be
       the final approval on almost any deal made by the Hazeldines.
       This lets Crowley have the final say on any deals made, or lets
       Crowley take back a deal should a Hazeldine not give what they
       promised or go back on their deal. As many know by now, Crowley
       is very strict on his deals and won't let Hazeldines go against
       what they promise. Should they do so, Crowley can punish the
       Hazeldine, destroying the deal made, and in turn, this weakens
       the vampire and demon if Crowley does so. However, as long as
       the Hazeldine operates within Crowley's standards, the Hazeldine
       usually has nothing to worry about, as this is just a method of
       Crowley wanting to make sure none of the Hazeldines break his
       rules.
       Demonic Deals Power Gain:
       ~Thanks to how Crowley set up the demon contracts, both the
       demon and the Hazeldine get a power boost from any successful
       deals that are made. This is the Hazeldine's main way of gaining
       power, as they are able to make deals in any way that they feel
       appropriate. The deals can be simple or complex, depending on
       what the human or supernatural wants. Once the deal is
       completed, the contract is sent to Crowley, and the demon and
       Hazeldine get their power boost. However, Crowley is very strict
       with his deals as many know, and prefers to deal honestly when
       it comes to deals, which means that deals that go back and/or go
       against the word of the Hazeldine will result in punishment from
       Crowley. However, the deal can be anything approved by Crowley,
       such as something simple like sparing someone during a Hazeldine
       killing a group, or as complex as someone wanting the Hazeldine
       to kill their enemies.
       Crossroads Demon Reality Shift:
       ~When a deal is approved by Crowley that requires more than the
       demon and vampire can grant, such as eternal youth or wanting
       power, a simple crossroads power activates and lets the
       Hazeldine and their demon warp reality to grant the deal. This
       is most often used for humans and supernaturals who want power,
       as it's a way to grant someone power by changing reality, or
       being able to shift reality to change someone's physical
       appearance, or their possessions. As long as the deal is
       approved by Crowley, this can be just about anything with a few
       exceptions. The first is that one can never gain immortality
       because it's not something a Crossroads Demon can grant, and the
       power granted can't be beyond what Crowley can grant someone.
       This also can't be used to cause instant death or taking
       something away from someone, as that has to be done directly by
       the Hazeldine in those situations.
       Soul Devourer:
       ~Much like some demons and vampires, the Hazeldine's demons they
       make contracts with can devour souls in order to survive and
       grow. Over time, the souls will grow the demon and grant the
       vampire enhanced ability to use their powers or grant them new
       powers when they aren't making Crossroads deals. This growth
       isn't as fast, and often requires a lot of souls for a
       noticeable difference, but this can grow a demon and vampire's
       power effectively if they aren't able to make deals with humans
       or supernaturals.
       Demonic Power Gain:
       ~When a Hazeldine drinks the blood of another supernatural, they
       are able to gain the abilities of the person they drink blood
       from. Depending on how much of the supernatural's blood they
       drink, they can gain the abilities temporarily or permanently.
       Unlike other power gain abilities though, all powers gained by
       the Hazeldines are usually converted to demonic equivalents,
       acting as a sort of reverse version of a holy vampire's power
       gain. Hazeldines are able to gain neutral or demonic powers, and
       any holy powers are converted to demonic power instead of holy.
       Depending on the power, the Hazeldine usually gains it, but the
       demons can also gain powers through soul devouring. However,
       while they can gain new powers this way, they also gain the
       weaknesses of the power, and some more advanced powers may
       change the vampire's anatomy slightly to compensate.
       Weapon Form Telekinesis/ Weapon Bond:
       ~When the Hazeldine demons are in weapon form, their bond to the
       Hazeldine lets them interact even when they are not in contact
       with each other. This lets the Hazeldine and demon fight as one,
       but also gives both an awareness of what the other is doing even
       if they are separated in a fight. And through this, a Hazeldine
       can control their demon in weapon form to summon it back or have
       it attack. The demon can also be called back, with it moving
       it's weapon form on it's own. Since the Hazeldine and their
       demons are bonded through their minds, they are able to interact
       in ways most people can't with their weapons and allow much
       better coordination with attacks during offensive moments and
       much better recovery during defensive moments.
       Supernatural Vampire Sixth Sense:
       ~This is a standard supernatural sixth sense, which allows the
       user to sense the presence of others. This can sense not only
       one's presence, but their levels of energy and how tough they
       are, allowing the user to gauge how they stand against them.
       However, this can be deceived by skilled opponents, sometimes
       not appearing correctly if the user can't sense the opponent's
       full power or use powers that fool this sense. There are also
       skills that hide one's presence so those with this sense can't
       sense them.
       Tuned Mind:
       ~Just as the Darkfires use disciplined mind, the Hazeldines have
       their own version of this art. Through meditation and
       communication with their demons, they are able to control their
       minds completely, allowing them to access and control their
       minds inner world. Each inner world is unique to the user, and
       solely dependent on the user. They are able to do things like
       controlling their emotions, filtering out psychic powers that
       affect the mind, or even strengthening their bonds with their
       demons. If the Hazeldine isn't strong enough to handle the art
       alone, such as a psychic power overwhelming them or the
       Hazeldine can't concentrate, the demon can act as the tuning for
       the mind as well, which is often done so the Hazeldine and their
       demon can fight through psychic powers without having to draw
       the Hazeldine's focus inward. Unlike Darkfires, the Hazeldines
       also have their demons and the bonds of the demons to manage,
       making this slightly more difficult, but easier in the fact the
       demons can help them manage their mind, assuming the demon
       doesn't try to take over.
       Enhanced Demonic Vampire/Demigod Speed, Strength, Stamina,
       Durability and Defense:
       ~Each Hazeldine is specifically trained in combat and demonic
       power, and comes with enhanced abilities depending on their
       training and bodies. Depending on the Hazeldine, each may have
       different stats in terms of enhanced abilities, with some being
       strong and fast, some being fast and defensive, or some focusing
       solely on defense, durability and stamina. This depends on the
       training and how the Hazeldine chooses to fight, in which each
       Hazeldine learns differently. The one thing they all have in
       common though, is that the Hazeldines are not fighters to be
       taken lightly.
       Transformation: Demonic Form:
       ~When the Hazeldines reach their peak of the bonds with their
       demon, the two are able to synch themselves and the Hazeldine
       and demon fuse temporarily, letting the Hazeldine take the form
       of the demon and lets the Hazeldine use not only their powers,
       but the demon's as well. The two become a representation of the
       demon form, and often even can generate their demonic weapon
       form to use. Though some demons do have different weapons. This
       form is a far more powerful form, which powers up the Hazeldine
       and demon immensely. However, while this form is very powerful
       and on par with many other high level supernatural
       transformations, this also drains the Hazeldine and the demon's
       power immensely to use, making not useful to use for extended
       periods of time. In this form, the power gain puts strain on the
       body, and staying in this form too long can drain the demon.
       Another problem with this form is that the demon can more easily
       be killed since it is a part of the Hazeldine, and in this form,
       the Hazeldine/demon are vulnerable to things like angel blades
       or other demon killing weapons. This form for Issun is an
       enhanced Calaca form, which uses enhanced demonic bone powers
       and green flames.
       Weaknesses:
       The Hazeldine demons are the backbone of the Hazeldines power.
       If the Hazeldine demon is killed, the Hazeldine loses all
       benefits and powers of the demon until they summon and rebond to
       another demon. Once lost, the demon cannot be regained once it
       is killed unless somehow brought back to life, though most
       demons cannot be brought back after death. Rebonding to a demon
       does restore the power, but the new demon and Hazeldine must
       forge their bonds from scratch as the demon is new to the
       Hazeldine. While the demons can't be killed when in their normal
       state, they can be killed if they are broken in weapon form
       enough, and the weapon form can be destroyed should they fight a
       tough enough opponent who can break the weapon. While weapon
       form lets the Hazeldine and demon fight together as one, it also
       means that it is the best time to be able to kill the Hazeldine
       demon.
       Hazeldines have to be careful of their demons, as most demons
       will take any chance they have to take over the Hazeldine's
       body. Should the Hazeldine not be strong enough to handle the
       demon, the demon can take over temporarily, possessing the
       Hazeldine. If the possession lasts long enough, the demon will
       slowly replace the Hazeldine's mind with their own, resulting in
       the Hazeldine no longer being themselves, but eventually can
       become permanently possessed by the demon. Once this happens,
       there is no recovery of the Hazeldine as their mind is gone
       forever. This means all Hazeldines have to be careful. Over
       time, this isn't as much of an issue as the demon and Hazeldine
       forge their bonds together through meditation and battle, and
       more experienced Hazeldines and demons will work together
       instead of fight for control during hard times. Should a
       Hazeldine be taken over, they are often hunted down and killed
       by the clan, and the demons will then serve its own purposes.
       The Hazeldines are weak to vampire killing weapons, and weak to
       light above all other things. This means things like holy
       powers, light, and other vampire killing weapons do far more
       damage to the Hazeldines. Holy powers and light are the two best
       things to have when fighting a Hazeldine. And if they should be
       able to fight the Hazeldine demon in the demonic form
       transformation, things like angel blades, Heaven's Gate pieces
       and other demon killing weapons also do more damage. Despite
       their skill in darkness, they cannot permanently protect
       themselves from light, with light being their main weakness.
       Most of the Hazeldine's supernatural abilities have their own
       weaknesses, such as magic being weak to magic negation, attack
       magic being counterable by holy attack magic or their alchemy
       being counterable by other alchemy powers or strong enough
       elemental users who can use multiple elements. Most of the
       Hazeldines powers are demonic in nature though, making holy
       power able to counter most of the Hazeldine's abilities. All of
       their abilities have their own counters, as most can be dodged
       or blocked depending on the ability, with some being better to
       dodge, or some betting better to block.
       For the most part, while Hazeldine demons can grow through soul
       devouring, they mostly grow during Crossroads deals with humans.
       This means that if a Hazeldine is bad at making deals or for
       some reason cannot make deals, their demon cannot grow as easily
       as some other demons. The soul devour ability is a backup food
       source for the demon, and not meant to be used as their main
       food source. Just as the Hazeldines need human blood to survive,
       the Hazeldines need the energy from deals to sustain and grow
       their power. If the demon doesn't grow enough, or the growth
       isn't proportionate to the growth of the Hazeldine, it can
       create a lopsided bond between the two and can lead to the demon
       turning on the Hazeldine if the Hazeldine doesn't do what it can
       to give the demon what it needs. This also hurts the bond
       between the Hazeldine and their demon, as they two have to
       remain in sync in order to fight effectively, and a lopsided
       power bond can cause a lot of problems in a fight, such as the
       demon not having the strength to support the Hazeldine, or if
       the demon is too strong, the demon can take over entirely.
       Every one of the combat styles of the Hazeldines can be
       countered by other fighting styles, and the elemental combat
       styles can be negated by opposing elements if one uses them
       properly, such as canceling out the nine rings of fire's effects
       with ice. While most Hazeldines can still boost their combat,
       this doesn't mean they can always beat an opponent with their
       combat abilities. And their blood arts require blood to use, and
       most skills power are proportionate to how much blood is used.
       Even the experienced fighters in the styles of the Hazeldines
       can lose to more powerful and/or experienced combatants if they
       have a better fighting style or are smart enough to figure out
       how to counter their fighting style.
       Weapon:
       Muramasha:
       ~Issun's main and only weapon due to him being a samurai. This
       weapon is as durable as his bones. This blade is a shape
       shifting blade, meaning that the blade can change into a slayer
       weapon based on the aura sense from the opponent, for example...
       it will change into a demon slayer when facing a demon (think of
       Integra's mana blade). In his demon form, he can still use the
       blade along with igniting it with his powers such as blood or
       green flames.
       Personality:
       Even before he became a Hazeldine vampire, Issun was always an
       outsider. The only person who actually cared for him was his own
       sister, Elsa. Despite this, he never stopped moving forward and
       aimed to become stronger so he can protect the ones he loves,
       especially his son. Before he became a father, he was feared by
       both his enemies and his underlings, since he was known as the
       Demon Vice Commander during the Hazeldine and Darkfire War. He
       was also known as The Blood King and wasn't afraid to prove that
       to anyone, including to his own clan. Although he loosened up a
       little, he is still strict and loyal to the clan, but he isn't
       close minded... which shows when he mated with a Mayan goddess.
       Issun puts on a tough attitude, but is willing to help those in
       need. He has a stubborn streak and does not like to reveal his
       weaknesses. He also veils his good or kind actions with
       exaggerated annoyance and agitation, at times even appearing as
       a tsundere. Issun is a pretty short-tempered individual, always
       getting annoyed by other characters' antics and reprimanding
       them for it. Although he somewhat toned down with extreme
       measures such as threatening his subordinates with seppuku, he
       isn't afraid to literally knock them upside the head with his
       fist to beating them up, especially to his own son Voltan when
       the half blood acts up, which he does at times.
       Bio:
       ((Will wait for the bio of Elsa Hazeldine))
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