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#Post#: 237--------------------------------------------------
RP Profile: Issun Hazeldine
By: Coolcat207 Date: May 11, 2019, 11:50 pm
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"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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